actor Darkman3 : LightClassBase
{
player.startitem "LightHealthBar"
player.displayname "darkman3"
player.soundclass "darkman3c"
player.startitem "DarkSniperBoss"
player.startitem "DarkSniperAmmo",28
damagefactor "Gyro", 1.7
damagefactor "Windg", 1.5
//+DONTRIP
States
{
Spawn:
TNT1 A 0 
DAR3 B 1
DAR3 A 1
Goto Spawn+2
See:
DAR3 BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
DAR3 F 5 ACS_ExecuteAlways(137)
DAR3 G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
DAR3 H 0
goto PainContinue
ClassDeath:
DAR3 H 0 A_TakeInventory("DarkSniperBoss")
goto DeathContinue
DropWeapon:
DAR3 H 0 A_TakeInventory("DarkSniperBoss")
DAR3 Z 0 //A_SpawnItemEx("NeedSomethingHere")
DAR3 Z -1
stop
TimeStopped:
DAR3 A 0 SetPlayerProperty(0,1,4)
DAR3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
DAR3 A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 1 A_SpawnItem("PainFX",0,3)
DAR3 H 1 //A_Recoil(1)
DAR3 H 0 //SetPlayerProperty(0, 0, 4)
DAR3 H 0 SetPlayerProperty(0,0,1)
DAR3 H 0 SetPlayerProperty(0,0,4)
DAR3 H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
DAR3 H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
DAR3 H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
DAR3 H 0 SetPlayerProperty(0, 0, 4)
DAR3 H 0 A_TakeInventory("PharaohCharge",999)   
DAR3 H 0 A_NoBlocking
DAR3 H 0 A_GiveInventory("CutterFlag",999)
DAR3 H 0 A_GiveInventory("IsDead",1)
DAR3 H 0 A_Stop
DAR3 H 0 A_GiveToTarget("KilledMeStock",1)
DAR3 H 1 A_GiveToTarget("KilledMe",1)
DAR3 H 19 ACS_ExecuteAlways(999,0,0)
DAR3 H 0 SetPlayerProperty(0, 0, 4)
DAR3 H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
DAR3 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
DAR3 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
DAR3 H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Gyro:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Gyro"
Pain.Windg:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Windg"
}
}