actor Waveman : ClassBase
{
player.displayname "waveman"
player.soundclass "wavemanc"
player.startitem "WaterWaveBoss"
player.startitem "WaterWaveClassAmmo", 28
player.sidemove 0.8, 0.8
damagefactor "Kick", 1.5
damagefactor "Top", 1.2
damagefactor "TopSpinB", 1.2
damagefactor "TopThrow", 1.2
damagefactor "Claw", 1.2
damagefactor "Punch", 1.2
damagefactor "Roll", 1.2
States
{
Spawn:
TNT1 A 0 
WAVM B 1 ACS_ExecuteAlways(137)
WAVM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
WAVM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
WAVM F 5 ACS_ExecuteAlways(137)
WAVM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
WAVM H 0
goto PainContinue
ClassDeath:
WAVM H 0 A_TakeInventory("WaterWaveBoss")
goto DeathContinue
DropWeapon:
WAVM H 0 A_TakeInventory("WaterWaveBoss")
WAVM Z 0 A_SpawnItemEx("WaterWaveWepCDropped")
WAVM Z -1
stop
TimeStopped:
WAVM A 0 SetPlayerProperty(0,1,4)
WAVM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
WAVM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 1 A_SpawnItem("PainFX",0,3)
WAVM H 1 //A_Recoil(1)
WAVM H 0 //SetPlayerProperty(0, 0, 4)
WAVM H 0 SetPlayerProperty(0,0,1)
WAVM H 0 SetPlayerProperty(0,0,4)
WAVM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
WAVM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
WAVM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
WAVM H 0 SetPlayerProperty(0, 0, 4)
WAVM H 0 A_TakeInventory("PharaohCharge",999)   
WAVM H 0 A_NoBlocking
WAVM H 0 A_GiveInventory("CutterFlag",999)
WAVM H 0 A_GiveInventory("IsDead",1)
WAVM H 0 A_Stop
WAVM H 0 A_GiveToTarget("KilledMeStock",1)
WAVM H 1 A_GiveToTarget("KilledMe",1)
WAVM H 19 ACS_ExecuteAlways(999,0,0)
WAVM H 0 SetPlayerProperty(0, 0, 4)
WAVM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
WAVM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
WAVM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
WAVM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Top:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Top"
Pain.TopSpinB:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.TopSpinB"
Pain.TopThrow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.TopThrow"
Pain.Kick:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Kick"
Pain.Claw:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Claw"
Pain.Punch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Punch"
Pain.Roll:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Roll"
}
}