actor Darkman1 : ToadClassBase
{
player.startitem "ToadHealthBar"
player.displayname "darkman1"
player.soundclass "darkman1c"
player.startitem "DarkTankBoss"
player.startitem "DarkDashAmmo",112
player.forwardmove 0.65, 0.65
player.sidemove 0.4, 0.4
player.jumpz 0
player.startitem "StunArmor"
damagefactor "WaterWave", 1.15
//+DONTRIP
States
{
Spawn:
TNT1 A 0 
DAR1 B 1
DAR1 A 1
Goto Spawn+2
See:
DAR1 B 5
DAR1 C 5 //A_PlaySound("weapon/darktread", 2 , 0.4)
DAR1 D 5 A_PlaySound("weapon/darktread", CHAN_AUTO , 0.4)
DAR1 E 5 //A_PlaySound("weapon/darktread", 2 , 0.4)
Goto Spawn
Missile:
DAR1 F 5 ACS_ExecuteAlways(137)
DAR1 G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
DAR1 H 0
goto PainContinue
ClassDeath:
DAR1 H 0 A_TakeInventory("DarkTankBoss")
goto DeathContinue
DropWeapon:
DAR1 H 0 A_TakeInventory("DarkTankBoss")
DAR1 Z 0 //A_SpawnItemEx("NeedSomethingHere")
DAR1 Z -1
stop
TimeStopped:
DAR1 A 0 SetPlayerProperty(0,1,4)
DAR1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
DAR1 A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 1 A_SpawnItem("PainFX",0,3)
DAR1 H 1 //A_Recoil(1)
DAR1 H 0 //SetPlayerProperty(0, 0, 4)
DAR1 H 0 SetPlayerProperty(0,0,1)
DAR1 H 0 SetPlayerProperty(0,0,4)
DAR1 H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
DAR1 H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
DAR1 H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
DAR1 H 0 SetPlayerProperty(0, 0, 4)
DAR1 H 0 A_TakeInventory("PharaohCharge",999)   
DAR1 H 0 A_NoBlocking
DAR1 H 0 A_GiveInventory("CutterFlag",999)
DAR1 H 0 A_GiveInventory("IsDead",1)
DAR1 H 0 A_Stop
DAR1 H 0 A_GiveToTarget("KilledMeStock",1)
DAR1 H 1 A_GiveToTarget("KilledMe",1)
DAR1 H 19 ACS_ExecuteAlways(999,0,0)
DAR1 H 0 SetPlayerProperty(0, 0, 4)
DAR1 H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
DAR1 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
DAR1 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
DAR1 H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.WaterWave:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WaterWave"
}
}