actor Flameman : ClassBase
{
player.displayname "flameman"
player.soundclass "flamemanc"
player.startitem "FlameBlastBoss"
player.startitem "FlameBossAmmo", 28
player.jumpz 12
damagefactor "Windg", 1.5
damagefactor "Wind", 1.5
damagefactor "Air", 1.2
States
{
Spawn:
TNT1 A 0 
FLAM B 1 ACS_ExecuteAlways(137)
FLAM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
FLAM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
FLAM F 3 ACS_ExecuteAlways(137)
FLAM G 2 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
FLAM H 0
goto PainContinue
ClassDeath:
FLAM H 0 A_TakeInventory("FlameBlastBoss")
goto DeathContinue
DropWeapon:
FLAM H 0 A_TakeInventory("FlameBlastBoss")
FLAM Z 0 A_SpawnItemEx("FlameBlastWepCDropped")
FLAM Z -1
stop
TimeStopped:
FLAM A 0 SetPlayerProperty(0,1,4)
FLAM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
FLAM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 1 A_SpawnItem("PainFX",0,3)
FLAM H 1 //A_Recoil(1)
FLAM H 0 //SetPlayerProperty(0, 0, 4)
FLAM H 0 SetPlayerProperty(0,0,1)
FLAM H 0 SetPlayerProperty(0,0,4)
FLAM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
FLAM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
FLAM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
FLAM H 0 SetPlayerProperty(0, 0, 4)
FLAM H 0 A_TakeInventory("PharaohCharge",999)   
FLAM H 0 A_NoBlocking
FLAM H 0 A_GiveInventory("CutterFlag",999)
FLAM H 0 A_GiveInventory("IsDead",1)
FLAM H 0 A_Stop
FLAM H 0 A_GiveToTarget("KilledMeStock",1)
FLAM H 1 A_GiveToTarget("KilledMe",1)
FLAM H 19 ACS_ExecuteAlways(999,0,0)
FLAM H 0 SetPlayerProperty(0, 0, 4)
FLAM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
FLAM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
FLAM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
FLAM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Wind:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Wind"
Pain.Windg:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Windg"
Pain.Air:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Air"
}
}