actor Blizzardman : ClassBase
{
player.displayname "blizzardman"
player.soundclass "blizzardmanc"
player.startitem "BlizzardAttackBoss"
player.startitem "BallAmmo", 44
player.forwardmove 1.0, 1.0
player.sidemove 0.9, 0.9
damagefactor "Flame", 1.5
damagefactor "FireStorm", 1.3
damagefactor "FireSpin", 1.3
damagefactor "WeakFire", 1.3
damagefactor "Atomic", 1.3
damagefactor "WeakPharoah", 1.1
damagefactor "Pharoah", 1.1
damagefactor "PharaohHold", 1.1
damagefactor "Scorch", 1.3
damagefactor "WilyFireB1", 1.3
damagefactor "WilyFireB2", 1.3
States
{
Spawn:
TNT1 A 0 
BLZZ B 1 ACS_ExecuteAlways(137)
BLZZ A 1 ACS_ExecuteAlways(137)
BLZZ A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
Goto Spawn+2
See:
BLZZ BCDE 5 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
Goto Spawn+2
Missile:
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ F 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ F 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ F 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ F 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ F 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ G 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ G 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ G 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
BLZZ G 1 ACS_ExecuteAlways(137)
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
goto Spawn+2
Rolling:
TNT1 A 1
TNT1 A 0 A_JumpIfInventory ("BallTimer",1,"Rolling")
goto spawn+2
ClassPain:
BLZZ H 0
goto PainContinue
ClassDeath:
BLZZ H 0 A_TakeInventory("BlizzardAttackBoss")
goto DeathContinue
DropWeapon:
BLZZ H 0 A_TakeInventory("BlizzardAttackBoss")
BLZZ Z 0 A_SpawnItemEx("BlizzardAttackWepCDropped")
BLZZ Z -1
stop
TimeStopped:
BLZZ A 0 SetPlayerProperty(0,1,4)
BLZZ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
BLZZ A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 1 A_SpawnItem("PainFX",0,3)
BLZZ H 1 //A_Recoil(1)
BLZZ H 0 //SetPlayerProperty(0, 0, 4)
BLZZ H 0 SetPlayerProperty(0,0,1)
BLZZ H 0 SetPlayerProperty(0,0,4)
BLZZ H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
BLZZ H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
BLZZ H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
BLZZ H 0 SetPlayerProperty(0, 0, 4)
BLZZ H 0 A_TakeInventory("PharaohCharge",999)   
BLZZ H 0 A_NoBlocking
BLZZ H 0 A_GiveInventory("CutterFlag",999)
BLZZ H 0 A_GiveInventory("IsDead",1)
BLZZ H 0 A_Stop
BLZZ H 0 A_GiveToTarget("KilledMeStock",1)
BLZZ H 1 A_GiveToTarget("KilledMe",1)
BLZZ H 19 ACS_ExecuteAlways(999,0,0)
BLZZ H 0 SetPlayerProperty(0, 0, 4)
BLZZ H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
BLZZ Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
BLZZ Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
BLZZ H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.FireStorm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireStorm"
Pain.FireSpin:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireSpin"
Pain.WeakFire:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakFire"
Pain.Atomic:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Atomic"
Pain.WeakPharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakPharoah"
Pain.Pharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Pharoah"
Pain.PharaohHold:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.PharaohHold"
Pain.Flame:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Flame"
Pain.Scorch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Scorch"
Pain.WilyFireB1:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB1"
Pain.WilyFireB2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB2"
}
}