actor Skullman : ClassBase
{
player.displayname "skullman"
player.soundclass "skullmanc"
player.startitem "SkullBarrierBoss"
player.startitem "SkullBusterClassAmmo", 28
player.startitem "SkullBarrierAmmo", 28
player.startitem "StrengthRune", 1 //Stupid work around don't worry, he's not actually 2x stronger
player.forwardmove 0.85, 0.85
player.sidemove 0.78, 0.78
player.jumpz 12
damagefactor "Dust", 1.5
damagefactor "Junk", 1.2
damagefactor "JunkShot", 1.2
damagefactor "Oil", 1.2
States
{
Spawn:
SKUL A 0
SKUL B 1 ACS_ExecuteAlways(137)
SKUL A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
SKUL BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
SKUL F 5 ACS_ExecuteAlways(137)
SKUL G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
SKUL H 0
goto PainContinue
ClassDeath:
SKUL H 0 A_TakeInventory("SkullBarrierBoss")
goto DeathContinue
DropWeapon:
SKUL H 0 A_TakeInventory("SkullBarrierBoss")
SKUL Z 0 A_SpawnItemEx("SkullSniperWepCDropped")
SKUL Z -1
stop
Pain.Oil:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Oil"
Pain.Dust:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Dust"
Pain.Junk:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Junk"
Pain.JunkShot:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.JunkShot"
}
}