actor Centaurman : LightClassBase
{
player.startitem "LightHealthBar"
player.displayname "Centaurman"
player.soundclass "centaurmanc"
player.startitem "CentaurFlashBoss"
player.startitem "CentaurAmmo", 28
player.startitem "WarpItem"
player.forwardmove 1.0, 1.0
player.sidemove 0.6, 0.6
Player.AttackZOffset 30
Player.ViewHeight 50
damagefactor "Knight", 1.6
damagefactor "KnightRush", 1.6
States
{
Spawn:
TNT1 A 0 
CENT B 1 ACS_ExecuteAlways(137)
CENT A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
See:
CENT B 5
CENT C 5 //A_PlaySound("weapon/centaurstomp", 2 , 0.3)
CENT D 5 A_PlaySound("weapon/centaurstomp", CHAN_AUTO , 0.3)
CENT E 5 //A_PlaySound("weapon/centaurstomp", 2 , 0.3)
CENT B 0 ACS_ExecuteAlways(137)
Goto Spawn+2
Missile:
CENT G 1
CENT G 4 A_JumpIfInventory("CFlashUse",1,"Missile2")
CENT G 4 ACS_ExecuteAlways(137)
goto Spawn+2
Missile2:
CENT F 5 A_TakeInventory("CFlashUse")
CENT F 4 ACS_ExecuteAlways(137)
goto Spawn+2
ClassPain:
CENT H 0
goto PainContinue
ClassDeath:
CENT H 0 A_TakeInventory("CentaurFlashBoss")
goto DeathContinue
DropWeapon:
CENT H 0 A_TakeInventory("CentaurFlashBoss")
CENT Z 0 A_SpawnItemEx("CentaurArrowWepCDropped")
CENT Z -1
stop
TimeStopped:
CENT A 0 SetPlayerProperty(0,1,4)
CENT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
CENT A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 1 A_SpawnItem("PainFX",0,3)
CENT H 1 //A_Recoil(1)
CENT H 0 //SetPlayerProperty(0, 0, 4)
CENT H 0 SetPlayerProperty(0,0,1)
CENT H 0 SetPlayerProperty(0,0,4)
CENT H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
CENT H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
CENT H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
CENT H 0 SetPlayerProperty(0, 0, 4)
CENT H 0 A_TakeInventory("PharaohCharge",999)   
CENT H 0 A_NoBlocking
CENT H 0 A_GiveInventory("CutterFlag",999)
CENT H 0 A_GiveInventory("IsDead",1)
CENT H 0 A_Stop
CENT H 0 A_GiveToTarget("KilledMeStock",1)
CENT H 1 A_GiveToTarget("KilledMe",1)
CENT H 19 ACS_ExecuteAlways(999,0,0)
CENT H 0 SetPlayerProperty(0, 0, 4)
CENT H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
CENT Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
CENT Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
CENT Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
CENT Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
CENT Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
CENT Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
CENT Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
CENT Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
CENT Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
CENT H 0 A_Jump(256, "DropWeapon")
Pain.Knight:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Knight"
}
}