actor Diveman : ClassBase
{
player.displayname "diveman"
player.soundclass "divemanc"
player.startitem "DiveMissileBoss"
player.startitem "DiveMissileClassAmmo",28
player.forwardmove 0.9, 0.9
player.sidemove 0.8, 0.8
player.jumpz 11
//damagefactor "Needle", 1.4
damagefactor "Skull", 1.7
States
{
Spawn:
TNT1 A 0
DIVM B 1 ACS_ExecuteAlways(137)
DIVM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
DIVM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
DIVM F 5 ACS_ExecuteAlways(137)
DIVM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
DIVM H 0
goto PainContinue
ClassDeath:
DIVM H 0 A_TakeInventory("DiveMissileBoss")
goto DeathContinue
DropWeapon:
DIVM H 0 A_TakeInventory("DiveMissileBoss")
DIVM Z 0 A_SpawnItemEx("DiveMissileWepCDropped")
DIVM Z -1
stop
TimeStopped:
DIVM A 0 SetPlayerProperty(0,1,4)
DIVM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
DIVM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 1 A_SpawnItem("PainFX",0,3)
DIVM H 1 //A_Recoil(1)
DIVM H 0 //SetPlayerProperty(0, 0, 4)
DIVM H 0 SetPlayerProperty(0,0,1)
DIVM H 0 SetPlayerProperty(0,0,4)
DIVM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
DIVM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
DIVM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
DIVM H 0 SetPlayerProperty(0, 0, 4)
DIVM H 0 A_TakeInventory("PharaohCharge",999)   
DIVM H 0 A_NoBlocking
DIVM H 0 A_GiveInventory("CutterFlag",999)
DIVM H 0 A_GiveInventory("IsDead",1)
DIVM H 0 A_Stop
DIVM H 0 A_GiveToTarget("KilledMeStock",1)
DIVM H 1 A_GiveToTarget("KilledMe",1)
DIVM H 19 ACS_ExecuteAlways(999,0,0)
DIVM H 0 SetPlayerProperty(0, 0, 4)
DIVM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
DIVM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
DIVM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
DIVM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Skull:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Skull"
}
}