actor Darkman4 : SturdyClassBase
{
player.startitem "SturdyHealthBar"
player.displayname "darkman4"
player.soundclass "darkman4c"
player.startitem "DarkBusterBoss"
player.startitem "DarkShieldAmmo",28
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68
//+DONTRIP
States
{
Spawn:
TNT1 A 0 
DAR4 B 1
DAR4 A 1
Goto Spawn+2
See:
DAR4 BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
DAR4 F 5 ACS_ExecuteAlways(137)
DAR4 G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
DAR4 H 0
goto PainContinue
ClassDeath:
DAR4 H 0 A_TakeInventory("DarkBusterBoss")
goto DeathContinue
DropWeapon:
DAR4 H 0 A_TakeInventory("DarkBusterBoss")
DAR4 Z 0 //A_SpawnItemEx("NeedSomethingHere")
DAR4 Z -1
stop
TimeStopped:
DAR4 A 0 SetPlayerProperty(0,1,4)
DAR4 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
DAR4 A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 1 A_SpawnItem("PainFX",0,3)
DAR4 H 1 //A_Recoil(1)
DAR4 H 0 //SetPlayerProperty(0, 0, 4)
DAR4 H 0 SetPlayerProperty(0,0,1)
DAR4 H 0 SetPlayerProperty(0,0,4)
DAR4 H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
DAR4 H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
DAR4 H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
DAR4 H 0 SetPlayerProperty(0, 0, 4)
DAR4 H 0 A_TakeInventory("PharaohCharge",999)   
DAR4 H 0 A_NoBlocking
DAR4 H 0 A_GiveInventory("CutterFlag",999)
DAR4 H 0 A_GiveInventory("IsDead",1)
DAR4 H 0 A_Stop
DAR4 H 0 A_GiveToTarget("KilledMeStock",1)
DAR4 H 1 A_GiveToTarget("KilledMe",1)
DAR4 H 19 ACS_ExecuteAlways(999,0,0)
DAR4 H 0 SetPlayerProperty(0, 0, 4)
DAR4 H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
DAR4 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
DAR4 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
DAR4 H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
}
}