actor Sparkman : ClassBase
{
player.displayname "sparkman"
player.soundclass "sparkmanc"
player.startitem "SparkShockBoss"
player.startitem "BusterAmmo", 3
damagefactor "Shadow", 1.5
damagefactor "Cutter", 1.2
damagefactor "Metal", 1.2
States
{
Spawn:
SPAR A 0
SPAR B 1 ACS_ExecuteAlways(137)
SPAR A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
SPAR BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
SPAR F 5 ACS_ExecuteAlways(137)
SPAR G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
SPAR H 0
goto PainContinue
ClassDeath:
SPAR H 0 A_TakeInventory("SparkShockBoss")
goto DeathContinue
DropWeapon:
SPAR H 0 A_TakeInventory("SparkShockBoss")
SPAR Z 0 A_SpawnItemEx("SparkShockWepCDropped")
SPAR Z -1
stop
Pain.Shadow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Shadow"
Pain.Cutter:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cutter"
Pain.Metal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Metal"
}
}