actor Ringman : ClassBase
{
player.displayname "ringman"
player.soundclass "ringmanc"
player.startitem "RingBoomerangBoss"
player.startitem "RingBoomerangClassAmmo", 2
player.startitem "RingManFlag"
player.jumpz 12
damagefactor "WeakPharoah", 1.5
damagefactor "Pharoah", 1.5
damagefactor "PharaohHold", 1.5
States
{
Spawn:
RINM A 0
RINM B 1 ACS_ExecuteAlways(137)
RINM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
RINM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
RINM F 5 ACS_ExecuteAlways(137)
RINM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
RINM H 0
goto PainContinue
ClassDeath:
RINM H 0 A_TakeInventory("RingBoomerangBoss")
goto DeathContinue
DropWeapon:
RINM H 0 A_TakeInventory("RingBoomerangBoss")
RINM Z 0 A_SpawnItemEx("RingBoomerangWepCDropped")
RINM Z -1
stop
Pain.WeakPharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakPharoah"
Pain.Pharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Pharoah"
Pain.PharaohHold:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.PharaohHold"
}
}