actor Hardman : HardClassBase
{
player.startitem "HardHealthBar"
player.displayname "hardman"
player.soundclass "hardmanc"
player.startitem "HardKnuckleBoss"
player.startitem "QuakeAmmo", 28
player.startitem "StunArmor"
player.forwardmove 0.5, 0.5
player.sidemove 0.48, 0.48
damagefactor "Magnet", 1.0
damagefactor "MagPush", 1.0
damagefactor "Junk", 0.6 //These are used through electromagnetism
damagefactor "JunkShot", 0.6
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 1 A_JumpIfInventory("Quaking",2,"Down")
HARM A 1 A_JumpIfInventory("Quaking",2,"Down")
Goto Spawn+3
See:
HARM BCDE 5 A_JumpIfInventory("Quaking",2,"Down")
Goto Spawn
Missile:
HARM F 5 ACS_ExecuteAlways(137)
HARM G 4 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory("Quaking",2,"Down")
goto Spawn
ClassPain:
HARM H 0
goto PainContinue
ClassDeath:
HARM H 0 A_TakeInventory("HardKnuckleBoss")
goto DeathContinue
DropWeapon:
HARM H 0 A_TakeInventory("HardKnuckleBoss")
HARM Z 0 A_SpawnItemEx("HardKnuckleWepCDropped")
HARM Z -1
stop
Down:
HARM I 1 A_JumpIfInventory("Stuck",1,"Down2")
loop
Down2:
HARM J 1 A_JumpIfInventory("HardEnd",1,"Up")
loop
Up:
HARM B 1
goto Spawn+3
TimeStopped:
HARM A 0 SetPlayerProperty(0,1,4)
HARM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
HARM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 1 A_SpawnItem("PainFX",0,3)
HARM H 1 //A_Recoil(1)
HARM H 0 //SetPlayerProperty(0, 0, 4)
HARM H 0 SetPlayerProperty(0,0,1)
HARM H 0 SetPlayerProperty(0,0,4)
HARM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
HARM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
HARM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
HARM H 0 SetPlayerProperty(0, 0, 4)
HARM H 0 A_TakeInventory("PharaohCharge",999)   
HARM H 0 A_NoBlocking
HARM H 0 A_GiveInventory("CutterFlag",999)
HARM H 0 A_GiveInventory("IsDead",1)
HARM H 0 A_Stop
HARM H 0 A_GiveToTarget("KilledMeStock",1)
HARM H 1 A_GiveToTarget("KilledMe",1)
HARM H 19 ACS_ExecuteAlways(999,0,0)
HARM H 0 SetPlayerProperty(0, 0, 4)
HARM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
HARM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
HARM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
HARM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
HARM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
HARM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
HARM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
HARM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
HARM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
HARM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
HARM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Magnet:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Magnet"
Pain.MagPush:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.MagPush"
Pain.Junk:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Junk"
Pain.JunkShot:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.JunkShot"
}
}