actor Dustman : ClassBase
{
player.displayname "dustman"
player.soundclass "dustmanc"
player.startitem "DustCrusherBoss"
player.startitem "DustBitterBoss"
player.startitem "CrushEmAmmo", 28
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58
damagefactor "Ring", 1.4
damagefactor "Star", 1.2
damagefactor "StarCrash", 1.2
Player.AttackZOffset 32 //8+24
States
{
Spawn:
TNT1 A 0 
DUSM B 1 ACS_ExecuteAlways(137)
DUSM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
DUSM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
DUSM F 5 ACS_ExecuteAlways(137)
DUSM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
DUSM H 0
goto PainContinue
ClassDeath:
DUSM H 0 A_TakeInventory("DustCrusherBoss")
DUSM H 0 A_TakeInventory("DustBitterBoss")
goto DeathContinue
DropWeapon:
DUSM H 0 A_TakeInventory("DustCrusherBoss")
DUSM H 0 A_TakeInventory("DustBitterBoss")
DUSM Z 0 A_SpawnItemEx("DustCrusherWepCDropped")
DUSM Z -1
stop
TimeStopped:
DUSM A 0 SetPlayerProperty(0,1,4)
DUSM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
DUSM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 1 A_SpawnItem("PainFX",0,3)
DUSM H 1 //A_Recoil(1)
DUSM H 0 //SetPlayerProperty(0, 0, 4)
DUSM H 0 SetPlayerProperty(0,0,1)
DUSM H 0 SetPlayerProperty(0,0,4)
DUSM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
DUSM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
DUSM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
DUSM H 0 SetPlayerProperty(0, 0, 4)
DUSM H 0 A_TakeInventory("PharaohCharge",999)   
DUSM H 0 A_NoBlocking
DUSM H 0 A_GiveInventory("CutterFlag",999)
DUSM H 0 A_GiveInventory("IsDead",1)
DUSM H 0 A_Stop
DUSM H 0 A_GiveToTarget("KilledMeStock",1)
DUSM H 1 A_GiveToTarget("KilledMe",1)
DUSM H 19 ACS_ExecuteAlways(999,0,0)
DUSM H 0 SetPlayerProperty(0, 0, 4)
DUSM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
DUSM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
DUSM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
DUSM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Ring:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Ring"
Pain.Star:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Star"
Pain.StarCrash:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.StarCrash"
}
}