actor Yamatoman : SturdyClassBase
{
player.startitem "SturdyHealthBar"
player.displayname "Yamatoman"
player.soundclass "yamatomanc"
player.startitem "YamatoSpearBoss"
player.startitem "YamatoClassAmmo", 28
player.forwardmove 0.6, 0.6
player.sidemove 0.6, 0.6
player.jumpz 12
Player.AttackZOffset 18
//Player.AttackZOffset 30
Player.ViewHeight 50
damagefactor "Hard", 1.0
damagefactor "Tomahawk", 1.3
States
{
Spawn:
TNT1 A 0 
YAMM B 1 ACS_ExecuteAlways(137)
YAMM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
YAMM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
YAMM FGFGFGFGF 2 ACS_ExecuteAlways(137)
goto Spawn+2
ClassPain:
YAMM H 0
goto PainContinue
ClassDeath:
YAMM H 0 A_TakeInventory("YamatoSpearBoss")
goto DeathContinue
DropWeapon:
YAMM H 0 A_TakeInventory("YamatoSpearBoss")
YAMM Z 0 A_SpawnItemEx("YamatoSpearWepCDropped")
YAMM Z -1
stop
TimeStopped:
YAMM A 0 SetPlayerProperty(0,1,4)
YAMM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
YAMM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 1 A_SpawnItem("PainFX",0,3)
YAMM H 1 //A_Recoil(1)
YAMM H 0 //SetPlayerProperty(0, 0, 4)
YAMM H 0 SetPlayerProperty(0,0,1)
YAMM H 0 SetPlayerProperty(0,0,4)
YAMM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
YAMM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
YAMM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
YAMM H 0 SetPlayerProperty(0, 0, 4)
YAMM H 0 A_TakeInventory("PharaohCharge",999)   
YAMM H 0 A_NoBlocking
YAMM H 0 A_GiveInventory("CutterFlag",999)
YAMM H 0 A_GiveInventory("IsDead",1)
YAMM H 0 A_Stop
YAMM H 0 A_GiveToTarget("KilledMeStock",1)
YAMM H 1 A_GiveToTarget("KilledMe",1)
YAMM H 19 ACS_ExecuteAlways(999,0,0)
YAMM H 0 SetPlayerProperty(0, 0, 4)
YAMM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
YAMM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
YAMM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
YAMM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Hard:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Hard"
Pain.Tomahawk:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Tomahawk"
}
}