actor Flashman : ClassBase
{
player.displayname "flashman"
player.soundclass "flashmanc"
player.startitem "TimeStopperBoss"
damagefactor "Crash", 1.5
damagefactor "Clash", 1.5
damagefactor "Drill", 1.3
damagefactor "Bomb", 1.1
damagefactor "Napalm", 1.1
damagefactor "Burst", 1.1
damagefactor "Metal", 1.3
//damagefactor "Cutter", 1.1
//damagefactor "Cut", 1.1
//damagefactor "Shadow", 1.1
States
{
Spawn:
FLSM A 0
FLSM B 1 ACS_ExecuteAlways(137)
FLSM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
FLSM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
FLSM G 5 ACS_ExecuteAlways(137)
FLSM G 4 ACS_ExecuteAlways(137)
goto Spawn
TimeStopped:
goto pain+2
pain.slow:
goto pain+2
ClassPain:
FLSM H 0
goto PainContinue
ClassDeath:
FLSM H 0 A_TakeInventory("TimeStopperBoss")
goto DeathContinue
DropWeapon:
FLSM H 0 A_TakeInventory("TimeStopperBoss")
FLSM Z 0 A_SpawnItemEx("TimeBenderWepCDropped")
FLSM Z -1
stop
Pain.Crash:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Crash"
Pain.Clash:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Clash"
Pain.Metal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Metal"
Pain.Drill:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Drill"
Pain.Bomb:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bomb"
Pain.Napalm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Napalm"
Pain.Burst:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Burst"
/*Pain.Cutter:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cutter"
Pain.Cut:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cut"
Pain.Shadow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Shadow"*/
}
}