actor Darkman2 : ClassBase
{
player.displayname "darkman2"
player.soundclass "darkman2c"
player.startitem "DarkShieldBoss"
player.startitem "DarkShieldAmmo",28
damagefactor "Crystal", 1.5
damagefactor "CrystalBit", 1.5
damagefactor "Gemini", 1.3
player.forwardmove 0.81, 0.81
States
{
Spawn:
TNT1 A 0 
DAR2 B 1
DAR2 A 1
Goto Spawn+2
See:
DAR2 BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
DAR2 F 5 ACS_ExecuteAlways(137)
DAR2 G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
DAR2 H 0
goto PainContinue
ClassDeath:
DAR2 H 0 A_TakeInventory("DarkShieldBoss")
goto DeathContinue
DropWeapon:
DAR2 H 0 A_TakeInventory("DarkShieldBoss")
DAR2 Z 0 //A_SpawnItemEx("NeedSomethingHere")
DAR2 Z -1
stop
TimeStopped:
DAR2 A 0 SetPlayerProperty(0,1,4)
DAR2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
DAR2 A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 1 A_SpawnItem("PainFX",0,3)
DAR2 H 1 //A_Recoil(1)
DAR2 H 0 //SetPlayerProperty(0, 0, 4)
DAR2 H 0 SetPlayerProperty(0,0,1)
DAR2 H 0 SetPlayerProperty(0,0,4)
DAR2 H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
DAR2 H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
DAR2 H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
DAR2 H 0 SetPlayerProperty(0, 0, 4)
DAR2 H 0 A_TakeInventory("PharaohCharge",999)   
DAR2 H 0 A_NoBlocking
DAR2 H 0 A_GiveInventory("CutterFlag",999)
DAR2 H 0 A_GiveInventory("IsDead",1)
DAR2 H 0 A_Stop
DAR2 H 0 A_GiveToTarget("KilledMeStock",1)
DAR2 H 1 A_GiveToTarget("KilledMe",1)
DAR2 H 19 ACS_ExecuteAlways(999,0,0)
DAR2 H 0 SetPlayerProperty(0, 0, 4)
DAR2 H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
DAR2 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
DAR2 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
DAR2 H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Gemini:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Gemini"
Pain.Crystal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Crystal"
Pain.CrystalBit:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.CrystalBit"
}
}