actor Windman : ClassBase
{
player.displayname "Windman"
player.soundclass "windmanc"
player.startitem "WindStormBoss"
player.startitem "WindClassAmmo", 28
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68
damagefactor "Centaur", 1.6
States
{
Spawn:
TNT1 A 0 
WINM B 1 ACS_ExecuteAlways(137)
WINM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
WINM BC 4 ACS_ExecuteAlways(137)
Goto Spawn+1
Missile:
WINM F 5 ACS_ExecuteAlways(137)
WINM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
WINM H 0
goto PainContinue
ClassDeath:
WINM H 0 A_TakeInventory("WindStormBoss")
goto DeathContinue
DropWeapon:
WINM H 0 A_TakeInventory("WindStormBoss")
WINM Z 0 A_SpawnItemEx("WindStormWepCDropped")
WINM Z -1
stop
TimeStopped:
WINM A 0 SetPlayerProperty(0,1,4)
WINM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
WINM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 1 A_SpawnItem("PainFX",0,3)
WINM H 1 //A_Recoil(1)
WINM H 0 //SetPlayerProperty(0, 0, 4)
WINM H 0 SetPlayerProperty(0,0,1)
WINM H 0 SetPlayerProperty(0,0,4)
WINM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
WINM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
WINM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
WINM H 0 SetPlayerProperty(0, 0, 4)
WINM H 0 A_TakeInventory("PharaohCharge",999)   
WINM H 0 A_NoBlocking
WINM H 0 A_GiveInventory("CutterFlag",999)
WINM H 0 A_GiveInventory("IsDead",1)
WINM H 0 A_Stop
WINM H 0 A_GiveToTarget("KilledMeStock",1)
WINM H 1 A_GiveToTarget("KilledMe",1)
WINM H 19 ACS_ExecuteAlways(999,0,0)
WINM H 0 SetPlayerProperty(0, 0, 4)
WINM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
WINM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
WINM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
WINM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
WINM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
WINM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
WINM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
WINM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
WINM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
WINM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
WINM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Centaur:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Centaur"
}
}