actor Crashman : ClassBase
{
player.displayname "crashman"
player.soundclass "crashmanc"
player.startitem "CrashbombBoss"
player.startitem "ClashAmmo", 24
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98
player.jumpz 13
damagefactor "Air", 1.5
damagefactor "Wind", 1.2
damagefactor "Windg", 1.2
States
{
Spawn:
CRAM A 0
CRAM B 1 ACS_ExecuteAlways(137)
CRAM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
CRAM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
CRAM F 5 ACS_ExecuteAlways(137)
CRAM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
CRAM H 0
goto PainContinue
ClassDeath:
CRAM H 0 A_TakeInventory("CrashBombBoss")
goto DeathContinue
DropWeapon:
CRAM H 0 A_TakeInventory("CrashBombBoss")
CRAM Z 0 A_SpawnItemEx("CrashBombWepCDropped")
CRAM Z -1
stop
Pain.Air:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Air"
Pain.Wind:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Wind"
Pain.Windg:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Windg"
}
}