actor Tomahawkman : ClassBase
{
player.displayname "tomahawkman"
player.soundclass "tomahawkmanc"
player.startitem "SilverTomahawkBoss"
player.startitem "TomahawkClassAmmo", 28
player.forwardmove 1.0, 1.0
player.sidemove 1.0, 1.0
damagefactor "Plant", 1.6
damagefactor "Leaf", 1.2
damagefactor "LeafFall", 1.2
States
{
Spawn:
TNT1 A 0 
TOMM B 1 ACS_ExecuteAlways(137)
TOMM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
TOMM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
TOMM F 5 ACS_ExecuteAlways(137)
TOMM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
TOMM H 0
goto PainContinue
ClassDeath:
TOMM H 0 A_TakeInventory("SilverTomahawkBoss")
goto DeathContinue
DropWeapon:
TOMM H 0 A_TakeInventory("SilverTomahawkBoss")
TOMM Z 0 A_SpawnItemEx("SilverTomahawkWepCDropped")
TOMM Z -1
stop
TimeStopped:
TOMM A 0 SetPlayerProperty(0,1,4)
TOMM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
TOMM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 1 A_SpawnItem("PainFX",0,3)
TOMM H 1 //A_Recoil(1)
TOMM H 0 //SetPlayerProperty(0, 0, 4)
TOMM H 0 SetPlayerProperty(0,0,1)
TOMM H 0 SetPlayerProperty(0,0,4)
TOMM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
TOMM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
TOMM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
TOMM H 0 SetPlayerProperty(0, 0, 4)
TOMM H 0 A_TakeInventory("PharaohCharge",999)   
TOMM H 0 A_NoBlocking
TOMM H 0 A_GiveInventory("CutterFlag",999)
TOMM H 0 A_GiveInventory("IsDead",1)
TOMM H 0 A_Stop
TOMM H 0 A_GiveToTarget("KilledMeStock",1)
TOMM H 1 A_GiveToTarget("KilledMe",1)
TOMM H 19 ACS_ExecuteAlways(999,0,0)
TOMM H 0 SetPlayerProperty(0, 0, 4)
TOMM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
TOMM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
TOMM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
TOMM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Plant:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Plant"
Pain.Leaf:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Leaf"
Pain.LeafFall:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.LeafFall"
}
}