actor Plantman : ClassBase
{
player.displayname "plantman"
player.soundclass "plantmanc"
player.startitem "PlantBarrierBoss"
player.startitem "PlantbossAmmo", 28
damagefactor "Blizzard", 1.5
damagefactor "Flame", 1.2
damagefactor "Ice2", 1.2
damagefactor "FCrack", 1.2
damagefactor "Fcrack2", 1.2
States
{
Spawn:
TNT1 A 0 
PLAM B 1
PLAM A 10 ACS_ExecuteAlways(137)
PLAM A 0 //A_GiveInventory("Regen",1)
Goto Spawn+2
See:
PLAM B 5 ACS_ExecuteAlways(137)
PLAM C 5 ACS_ExecuteAlways(137)
PLAM A 0 //A_GiveInventory("Regen",1)
PLAM D 5 ACS_ExecuteAlways(137)
PLAM E 5 ACS_ExecuteAlways(137)
PLAM A 0 //A_GiveInventory("Regen",1)
Goto Spawn
Missile:
PLAM G 5 ACS_ExecuteAlways(137)
PLAM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
PLAM H 0
goto PainContinue
ClassDeath:
PLAM H 0 A_TakeInventory("PlantBarrierBoss")
goto DeathContinue
DropWeapon:
PLAM H 0 A_TakeInventory("PlantBarrierBoss")
PLAM Z 0 A_SpawnItemEx("PlantBarrierWepCDropped")
PLAM Z -1
stop
TimeStopped:
PLAM A 0 SetPlayerProperty(0,1,4)
PLAM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
PLAM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 1 A_SpawnItem("PainFX",0,3)
PLAM H 1 //A_Recoil(1)
PLAM H 0 //SetPlayerProperty(0, 0, 4)
PLAM H 0 SetPlayerProperty(0,0,1)
PLAM H 0 SetPlayerProperty(0,0,4)
PLAM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
PLAM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
PLAM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
PLAM H 0 SetPlayerProperty(0, 0, 4)
PLAM H 0 A_TakeInventory("PharaohCharge",999)   
PLAM H 0 A_NoBlocking
PLAM H 0 A_GiveInventory("CutterFlag",999)
PLAM H 0 A_GiveInventory("IsDead",1)
PLAM H 0 A_Stop
PLAM H 0 A_GiveToTarget("KilledMeStock",1)
PLAM H 1 A_GiveToTarget("KilledMe",1)
PLAM H 19 ACS_ExecuteAlways(999,0,0)
PLAM H 0 SetPlayerProperty(0, 0, 4)
PLAM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
PLAM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
PLAM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
PLAM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Ice2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Ice2"
Pain.Blizzard:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Blizzard"
Pain.Flame:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Flame"
Pain.FCrack:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FCrack"
Pain.FCrack2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Fcrack2"
}
}