actor Stoneman : HeavyClassBase
{
player.startitem "HeavyHealthBar"
player.displayname "stoneman"
player.soundclass "stonemanc"
player.startitem "PowerStoneBoss"
player.startitem "BusterAmmo", 3
player.startitem "StunArmor"
damagefactor "Bomb", 0.8
damagefactor "Crash", 0.8
damagefactor "Clash", 0.8
damagefactor "Drill", 0.8
damagefactor "Napalm", 1.0
damagefactor "Burst", 0.7
States
{
Spawn:
TNT1 A 0 
STOM B 1 ACS_ExecuteAlways(137)
STOM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
STOM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
STOM F 5 ACS_ExecuteAlways(137)
STOM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
STOM H 0
goto PainContinue
ClassDeath:
STOM H 0 A_TakeInventory("PowerStoneBoss")
goto DeathContinue
DropWeapon:
STOM H 0 A_TakeInventory("PowerStoneBoss")
STOM Z 0 A_SpawnItemEx("PowerStoneWepCDropped")
STOM Z -1
stop
TimeStopped:
STOM A 0 SetPlayerProperty(0,1,4)
STOM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
STOM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 1 A_SpawnItem("PainFX",0,3)
STOM H 1 //A_Recoil(1)
STOM H 0 //SetPlayerProperty(0, 0, 4)
STOM H 0 SetPlayerProperty(0,0,1)
STOM H 0 SetPlayerProperty(0,0,4)
STOM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
STOM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
STOM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
STOM H 0 SetPlayerProperty(0, 0, 4)
STOM H 0 A_TakeInventory("PharaohCharge",999)   
STOM H 0 A_NoBlocking
STOM H 0 A_GiveInventory("CutterFlag",999)
STOM H 0 A_GiveInventory("IsDead",1)
STOM H 0 A_Stop
STOM H 0 A_GiveToTarget("KilledMeStock",1)
STOM H 1 A_GiveToTarget("KilledMe",1)
STOM H 19 ACS_ExecuteAlways(999,0,0)
STOM H 0 SetPlayerProperty(0, 0, 4)
STOM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
STOM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
STOM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
STOM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
STOM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
STOM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
STOM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
STOM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
STOM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
STOM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
STOM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Bomb:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bomb"
Pain.Crash:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Crash"
Pain.Drill:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Drill"
Pain.Napalm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Napalm"
Pain.Burst:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Burst"
}
}