actor Pharaohman : ClassBase
{
player.displayname "pharaohman"
player.soundclass "pharaohmanc"
player.startitem "PharaohShotBoss"
damagefactor "Bright", 2.0
damagefactor "TimeStop", 2.0
damagefactor "Centaur", 1.2
damagefactor "Gemini", 1.2
States
{
Spawn:
TNT1 A 0 
PHAR B 1 ACS_ExecuteAlways(137)
PHAR A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
PHAR BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
PHAR A 0 A_JumpIfInventory("PharaohHoverFlag",1,"Hover")
PHAF A 5 ACS_ExecuteAlways(137)
PHAR G 4 ACS_ExecuteAlways(137)
PHAR A 0 A_JumpIfInventory("PharaohHoverFlag",1,"Hover")
goto Spawn
Hover:
PHAH ABC 5 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
PHAR H 0
goto PainContinue
ClassDeath:
PHAR H 0 A_TakeInventory("PharaohShotBoss")
goto DeathContinue
DropWeapon:
PHAR H 0 A_TakeInventory("PharaohShotBoss")
PHAR Z 0 A_SpawnItemEx("PharaohShotWepCDropped")
PHAR Z -1
stop
TimeStopped:
PHAR A 0 SetPlayerProperty(0,1,4)
PHAR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
PHAR A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 1 A_SpawnItem("PainFX",0,3)
PHAR H 1 //A_Recoil(1)
PHAR H 0 //SetPlayerProperty(0, 0, 4)
PHAR H 0 SetPlayerProperty(0,0,1)
PHAR H 0 SetPlayerProperty(0,0,4)
PHAR H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
PHAR H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
PHAR H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
PHAR H 0 SetPlayerProperty(0, 0, 4)
PHAR H 0 A_TakeInventory("PharaohCharge",999)   
PHAR H 0 A_NoBlocking
PHAR H 0 A_GiveInventory("CutterFlag",999)
PHAR H 0 A_GiveInventory("IsDead",1)
PHAR H 0 A_Stop
PHAR H 0 A_GiveToTarget("KilledMeStock",1)
PHAR H 1 A_GiveToTarget("KilledMe",1)
PHAR H 19 ACS_ExecuteAlways(999,0,0)
PHAR H 0 SetPlayerProperty(0, 0, 4)
PHAR H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
PHAR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
PHAR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
PHAR H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Bright:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bright"
Pain.Centaur:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Centaur"
Pain.Gemini:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Gemini"
}
}