actor Gyroman : LightClassBase
{
player.startitem "LightHealthBar"
player.displayname "gyroman"
player.soundclass "gyromanc"
player.startitem "GyroAttackBoss"
player.startitem "GyroFly", 56
player.forwardmove 1, 1
player.sidemove 0.98, 0.98
player.jumpz 15
damagefactor "Gravity", 1.7
damagefactor "GravityB1", 1.7
damagefactor "GravityB2", 1.7
States
{
Spawn:
GYRM A 0
GYRM B 1 ACS_ExecuteAlways(137)
GYRM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
GYRM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
GYRM A 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM F 5 ACS_ExecuteAlways(137)
GYRM G 4 ACS_ExecuteAlways(137)
goto Spawn
Flight:
GYRM A 0 A_JumpIfInventory("GyroFly",0,"See")
//GYRM B 0 A_PlaySoundEx("weapon/topspin","Auto")
GYRM B 0 A_PlaySoundEx("Classes/Hind","Auto")
GYRM BCDE 5 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
GYRM H 0
goto PainContinue
ClassDeath:
GYRM H 0 A_TakeInventory("GyroAttackBoss")
goto DeathContinue
DropWeapon:
GYRM H 0 A_TakeInventory("GyroAttackBoss")
GYRM Z 0 A_SpawnItemEx("GyroAttackWepCDropped")
GYRM Z -1
stop
Pain.Gravity:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Gravity"
Pain.GravityB1:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.GravityB1"
Pain.GravityB2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.GravityB2"
}
}