actor Heatman : ClassBase
{
player.displayname "heatman"
player.soundclass "heatmanc"
player.startitem "AtomicFireBoss"
player.startitem "ZippoAmmo", 28
damagefactor "Bubble", 1.5
damagefactor "Rain", 1.2
damagefactor "WaterWave", 1.2
States
{
Spawn:
HEAM A 0 ACS_ExecuteAlways(137)
HEAM B 1 ACS_ExecuteAlways(137)
HEAM A 1 ACS_ExecuteAlways(137)
HEAM A 0 A_JumpIfInventory("OnFire",1,"Heattackle")
HEAM A 0 A_JumpIfInventory("OnFire2",1,"Heattackle2")
Goto Spawn+2
See:
HEAM B 5
HEAM F 0 A_JumpIfInventory("OnFire",1,"Heattackle")
HEAM F 0 A_JumpIfInventory("OnFire2",1,"Heattackle2")
HEAM C 5
HEAM F 0 A_JumpIfInventory("OnFire",1,"Heattackle")
HEAM F 0 A_JumpIfInventory("OnFire2",1,"Heattackle2")
HEAM D 5
HEAM F 0 A_JumpIfInventory("OnFire",1,"Heattackle")
HEAM F 0 A_JumpIfInventory("OnFire2",1,"Heattackle2")
HEAM E 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
HEAM F 0 A_JumpIfInventory("OnFire",1,"Heattackle")
HEAM F 0 A_JumpIfInventory("OnFire2",1,"Heattackle2")
HEAM F 1 ACS_ExecuteAlways(137)
HEAM F 0 A_JumpIfInventory("OnFire",1,"Heattackle")
HEAM F 0 A_JumpIfInventory("OnFire2",1,"Heattackle2")
HEAM F 5 ACS_ExecuteAlways(137)
HEAM G 4 ACS_ExecuteAlways(137)
goto Spawn
Heattackle:
HTAC A 1
goto See+1
Heattackle2:
HEFX ABC 5
goto See+1
ClassPain:
HEAM H 0 A_JumpIfInventory("PainFlagA",1,"LiftOff")
goto PainContinue
ClassDeath:
HEAM H 0 A_TakeInventory("AtomicFireBoss")
goto DeathContinue
DropWeapon:
HEAM H 0 A_TakeInventory("AtomicFireBoss")
HEAM Z 0 A_SpawnItemEx("AtomicFireWepCDropped")
HEAM Z -1
stop
Liftoff:
HEAM H 0 A_GiveInventory("PainFlagB")
goto PainContinue
Pain.Bubble:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bubble"
Pain.Rain:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Rain"
Pain.WaterWave:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WaterWave"
}
}