actor Needleman : ClassBase
{
player.displayname "needleman"
player.soundclass "needlemanc"
player.startitem "NeedleCannonBoss"
player.startitem "NoodleAmmo", 28
damagefactor "Gemini", 1.5
damagefactor "Crystal", 1.3
damagefactor "CrystalBit", 1.3
States
{
Spawn:
NEED A 0 A_JumpIfInventory("NeedlePoker",1,"Poke")
NEED B 1
NEED A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
NEED B 5 ACS_ExecuteAlways(137)
NEED A 0 A_JumpIfInventory("NeedlePoker",1,"Poke")
NEED C 5 ACS_ExecuteAlways(137)
NEED A 0 A_JumpIfInventory("NeedlePoker",1,"Poke")
NEED D 5 ACS_ExecuteAlways(137)
NEED A 0 A_JumpIfInventory("NeedlePoker",1,"Poke")
NEED E 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
NEED A 0 A_JumpIfInventory("NeedlePoker",1,"Poke")
NEED F 1 ACS_ExecuteAlways(137)
NEED A 0 A_JumpIfInventory("NeedlePoker",1,"Poke")
NEED F 5 ACS_ExecuteAlways(137)
NEED G 4 ACS_ExecuteAlways(137)
goto Spawn
Poke:
NEED P 3
NEED O 5
NEED P 3
NEED A 24
goto Spawn
ClassPain:
NEED H 0
goto PainContinue
ClassDeath:
NEED H 0 A_TakeInventory("NeedleCannonBoss")
goto DeathContinue
DropWeapon:
NEED H 0 A_TakeInventory("NeedleCannonBoss")
NEED Z 0 A_SpawnItemEx("NeedleCannonWepCDropped")
NEED Z -1
stop
Pain.Gemini:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Gemini"
Pain.Crystal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Crystal"
Pain.CrystalBit:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.CrystalBit"
}
}