actor Toadman : ToadClassBase
{
player.startitem "ToadHealthBar"
player.displayname "toadman"
player.soundclass "toadmanc"
player.startitem "RainFlushBoss"
player.jumpz 15
damagefactor "Bomb", 0.85
damagefactor "Clash", 0.9
damagefactor "Crash", 0.9
damagefactor "Drill", 1.15
damagefactor "Napalm", 0.85
damagefactor "Burst", 0.8
States
{
Spawn:
TNT1 A 0 
TOAD B 1 ACS_ExecuteAlways(137)
TOAD A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
TOAD BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
TOAD F 3 ACS_ExecuteAlways(137)
TOAD G 2 ACS_ExecuteAlways(137)
TOAD G 0 A_JumpIfInventory("CutterFlag",1,"Missile")
goto Spawn
ClassPain:
TOAD H 0
goto PainContinue
ClassDeath:
TOAD H 0 A_TakeInventory("RainFlushBoss")
goto DeathContinue
DropWeapon:
TOAD H 0 A_TakeInventory("RainFlushBoss")
TOAD Z 0 A_SpawnItemEx("RainFlushWepCDropped")
TOAD Z -1
stop
TimeStopped:
TOAD A 0 SetPlayerProperty(0,1,4)
TOAD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
TOAD A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 1 A_SpawnItem("PainFX",0,3)
TOAD H 1 //A_Recoil(1)
TOAD H 0 //SetPlayerProperty(0, 0, 4)
TOAD H 0 SetPlayerProperty(0,0,1)
TOAD H 0 SetPlayerProperty(0,0,4)
TOAD H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
TOAD H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
TOAD H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
TOAD H 0 SetPlayerProperty(0, 0, 4)
TOAD H 0 A_TakeInventory("PharaohCharge",999)   
TOAD H 0 A_NoBlocking
TOAD H 0 A_GiveInventory("CutterFlag",999)
TOAD H 0 A_GiveInventory("IsDead",1)
TOAD H 0 A_Stop
TOAD H 0 A_GiveToTarget("KilledMeStock",1)
TOAD H 1 A_GiveToTarget("KilledMe",1)
TOAD H 19 ACS_ExecuteAlways(999,0,0)
TOAD H 0 SetPlayerProperty(0, 0, 4)
TOAD H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
TOAD Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
TOAD Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
TOAD H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Bomb:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bomb"
Pain.Drill:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Drill"
Pain.Crash:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Crash"
Pain.Burst:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Burst"
Pain.Napalm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Napalm"
}
}