actor Junkman : SturdyClassBase
{
player.startitem "SturdyHealthBar"
player.displayname "junkman"
player.soundclass "junkmanc"
player.startitem "JunkShieldBoss"
player.startitem "JunkShielderBoss"
player.startitem "TrunkAmmo",28
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58
damagefactor "Bolt", 1.3
damagefactor "WilyLightning", 1.1
damagefactor "Thunder", 1.0
damagefactor "Shock", 1.0
States
{
Spawn:
TNT1 A 0 ACS_ExecuteAlways(137)
JUNM B 1 ACS_ExecuteAlways(137)
JUNM A 5 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
JUNM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
JUNM FG 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
JUNM H 0
goto PainContinue
ClassDeath:
JUNM H 0 A_TakeInventory("JunkShieldBoss")
JUNM H 0 A_TakeInventory("JunkShielderBoss")
goto DeathContinue
DropWeapon:
JUCU A 0 A_SpawnItemEx("JunkBits1",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits2",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits3",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits4",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits5",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits6",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits7",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits8",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits9",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUNM H 0 A_TakeInventory("JunkShieldBoss")
JUNM H 0 A_TakeInventory("JunkShielderBoss")
JUNM Z 0 A_SpawnItemEx("JunkShieldWepCDropped")
JUNM Z -1
stop
TimeStopped:
JUNM A 0 SetPlayerProperty(0,1,4)
JUNM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
JUNM A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits7",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits6",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits1",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits4",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits2",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits1",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits8",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits3",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits9",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 1 A_SpawnItem("PainFX",0,3)
JUCU A 0 A_SpawnItemEx("JunkBits5",40,0,0,random(9,11),0,random(11,14),random(0,359))
JUNM H 1 //A_Recoil(1)
JUNM H 0 //SetPlayerProperty(0, 0, 4)
JUNM H 0 SetPlayerProperty(0,0,1)
JUNM H 0 A_JumpIfInventory("StayLocked",1,2)
JUNM H 0 SetPlayerProperty(0,0,4)
JUNM H 0
Goto Spawn
DeathContinue:
JUNM H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
JUNM H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
JUNM H 0 SetPlayerProperty(0, 0, 4)
JUNM H 0 A_TakeInventory("PharaohCharge",999)   
JUNM H 0 A_NoBlocking
JUNM H 0 A_GiveInventory("CutterFlag",999)
JUNM H 0 A_GiveInventory("IsDead",1)
JUNM H 0 A_Stop
JUNM H 0 A_GiveToTarget("KilledMeStock",1)
JUNM H 1 A_GiveToTarget("KilledMe",1)
JUNM H 19 ACS_ExecuteAlways(999,0,0)
JUNM H 0 SetPlayerProperty(0, 0, 4)
JUNM H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
JUNM Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
JUNM Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
JUNM H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Bolt:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bolt"
Pain.WilyLightning:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyLightning"
Pain.Thunder:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Thunder"
Pain.Shock:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Shock"
}
}