actor Brightman : LightClassBase
{
player.startitem "LightHealthBar"
player.displayname "brightman"
player.soundclass "brightmanc"
player.startitem "FlashStopperBoss"
player.startitem "FlashStopperClassAmmo", 14
player.startitem "FlashStopperUseItem"
damagefactor "Rain", 1.7
damagefactor "WaterWave", 1.4
damagefactor "Bubble", 1.4
States
{
Spawn:
BRIG A 0 A_JumpIfInventory("FlashStopperFlag",1,"FlashStopper")
BRIG B 1 A_JumpIfInventory("FlashStopperFlag",1,"FlashStopper")
BRIG A 1 A_JumpIfInventory("FlashStopperFlag",1,"FlashStopper")
Goto Spawn+2
See:
BRIG BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("FlashStopperFlag",1,"FlashStopper")
Goto Spawn
Missile:
BRIG FFFFF 1 A_JumpIfInventory("FlashStopperFlag",1,"FlashStopper")
BRIG GGGG 1 A_JumpIfInventory("FlashStopperFlag",1,"FlashStopper")
goto Spawn
FlashStopper:
BRIG AAII 1 A_JumpIfInventory("EndFlashStopperFlag",1,"Spawn")
loop
ClassPain:
BRIG H 0
goto PainContinue
ClassDeath:
BRIG H 0 A_TakeInventory("FlashStopperBoss")
goto DeathContinue
DropWeapon:
BRIG H 0 A_TakeInventory("FlashStopperBoss")
BRIG Z 0 A_SpawnItemEx("FlashBulbWepCDropped")
BRIG Z -1
stop
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"
}
}