actor Cloudman : ClassBase
{
player.displayname "Cloudman"
player.soundclass "cloudmanc"
player.startitem "ThunderBoltBoss"
player.startitem "RainAmmo", 28
player.startitem "FlightItem"
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58
gravity 0.4
damagefactor "Burst", 1.5
damagefactor "Bubble", 1.2
States
{
Spawn:
TNT1 A 0 ACS_ExecuteAlways(137)
CLOM B 1 ACS_ExecuteAlways(137)
CLOM A 5 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
CLOM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
CLOM FG 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
CLOM H 0
goto PainContinue
ClassDeath:
CLOM H 0 A_TakeInventory("ThunderBoltBoss")
goto DeathContinue
DropWeapon:
CLOM H 0 A_TakeInventory("ThunderBoltBoss")
CLOM Z 0 A_SpawnItemEx("ThunderBoltWepCDropped")
CLOM Z -1
stop
TimeStopped:
CLOM A 0 SetPlayerProperty(0,1,4)
CLOM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
CLOM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 1 A_SpawnItem("PainFX",0,3)
CLOM H 1 //A_Recoil(1)
CLOM H 0 //SetPlayerProperty(0, 0, 4)
CLOM H 0 SetPlayerProperty(0,0,1)
CLOM H 0 SetPlayerProperty(0,0,4)
CLOM H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
CLOM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
CLOM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
CLOM H 0 SetPlayerProperty(0, 0, 4)
CLOM H 0 A_TakeInventory("PharaohCharge",999)   
CLOM H 0 A_NoBlocking
CLOM H 0 A_GiveInventory("CutterFlag",999)
CLOM H 0 A_GiveInventory("IsDead",1)
CLOM H 0 A_Stop
CLOM H 0 A_GiveToTarget("KilledMeStock",1)
CLOM H 1 A_GiveToTarget("KilledMe",1)
CLOM H 19 ACS_ExecuteAlways(999,0,0)
CLOM H 0 SetPlayerProperty(0, 0, 4)
CLOM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
CLOM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
CLOM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
CLOM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Burst:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Burst"
Pain.Bubble:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bubble"
}
}