actor Chargeman : SturdyClassBase
{
player.startitem "SturdyHealthBar"
player.displayname "Chargeman"
player.soundclass "chargemanc"
player.startitem "ChargeKickBoss"
player.startitem "ChargeKickClassAmmo", 75
player.forwardmove 1.0, 1.0
player.sidemove 0.5, 0.5
damagefactor "Stone", 1.3
damagefactor "Guts", 1.1
States
{
Spawn:
TNT1 A 0 
CHRM B 1
CHRM A 35 A_SpawnItemEx("TrainSteam",0,0,120)
CHRM A 0 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
CHRM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
CHRM F 5 ACS_ExecuteAlways(137)
CHRM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
CHRM H 0
goto PainContinue
ClassDeath:
CHRM H 0 A_TakeInventory("ChargeKickBoss")
goto DeathContinue
DropWeapon:
CHRM H 0 A_TakeInventory("ChargeKickBoss")
CHRM Z 0 A_SpawnItemEx("ChargeKickWepCDropped")
CHRM Z -1
stop
TimeStopped:
CHRM A 0 SetPlayerProperty(0,1,4)
CHRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
CHRM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 1 A_SpawnItem("PainFX",0,3)
CHRM H 1 //A_Recoil(1)
CHRM H 0 //SetPlayerProperty(0, 0, 4)
CHRM H 0 SetPlayerProperty(0,0,1)
CHRM H 0 SetPlayerProperty(0,0,4)
CHRM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
CHRM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
CHRM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
CHRM H 0 SetPlayerProperty(0, 0, 4)
CHRM H 0 A_TakeInventory("PharaohCharge",999)   
CHRM H 0 A_NoBlocking
CHRM H 0 A_GiveInventory("CutterFlag",999)
CHRM H 0 A_GiveInventory("IsDead",1)
CHRM H 0 A_Stop
CHRM H 0 A_GiveToTarget("KilledMeStock",1)
CHRM H 1 A_GiveToTarget("KilledMe",1)
CHRM H 19 ACS_ExecuteAlways(999,0,0)
CHRM H 0 SetPlayerProperty(0, 0, 4)
CHRM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
CHRM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
CHRM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
CHRM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Guts:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Guts"
Pain.Stone:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Stone"
}
}