actor ShadeMan : ClassBase
{
player.displayname "Shademan"
player.soundclass "shademanc"
player.startitem "NoiseCrushBoss"
player.startitem "NoiseCrushClassAmmo", 14
damagefactor "Coil", 1.6
damagefactor "Coil2", 1.6
States
{
Spawn:
TNT1 A 0 ACS_ExecuteAlways(137)
SHDE I 1 ACS_ExecuteAlways(137)
SHDE A 0 A_JumpIf(z-floorz>0,"FlyingStationary")
SHDE A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
FlyingStationary:
SHDE BBBBBCCCCC 1 ACS_ExecuteAlways(137)
SHDE D 0 A_PlaySoundEx("weapon/shadewing","Weapon")
SHDE DDDDDCCCCC 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
SHDE A 0 A_JumpIf(z-floorz>0,"Flying")
SHDE IJKJ 5 ACS_ExecuteAlways(137)
Goto Spawn
Flying:
SHDE BC 5 ACS_ExecuteAlways(137)
SHDE D 0 A_PlaySoundEx("weapon/shadewing","Weapon")
SHDE DC 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
SHDE A 1
SHDE A 0 A_JumpIfInventory("ShadeWing",1,"Flying")
SHDE F 5 ACS_ExecuteAlways(137)
SHDE G 4 ACS_ExecuteAlways(137)
goto Spawn
BrightFlash:
SHDE A 5 ACS_ExecuteAlways(137)
SHDE A 0// A_JumpIfInventory("BrightFlag",1,"BrightFlash")
goto Spawn
ClassPain:
SHDE H 0
goto PainContinue
ClassDeath:
SHDE H 0 A_TakeInventory("NoiseCrushBoss")
goto DeathContinue
DropWeapon:
SHDE H 0 A_TakeInventory("NoiseCrushBoss")
SHDE Z 0 A_SpawnItemEx("NoiseCrushWepCDropped")
SHDE Z -1
stop
TimeStopped:
SHDE A 0 SetPlayerProperty(0,1,4)
SHDE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
SHDE A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 1 A_SpawnItem("PainFX",0,3)
SHDE H 1 //A_Recoil(1)
SHDE H 0 //SetPlayerProperty(0, 0, 4)
SHDE H 0 SetPlayerProperty(0,0,1)
SHDE H 0 SetPlayerProperty(0,0,4)
SHDE H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
SHDE H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
SHDE H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
SHDE H 0 SetPlayerProperty(0, 0, 4)
SHDE H 0 A_TakeInventory("PharaohCharge",999)   
SHDE H 0 A_NoBlocking
SHDE H 0 A_GiveInventory("CutterFlag",999)
SHDE H 0 A_GiveInventory("IsDead",1)
SHDE H 0 A_Stop
SHDE H 0 A_GiveToTarget("KilledMeStock",1)
SHDE H 1 A_GiveToTarget("KilledMe",1)
SHDE H 19 ACS_ExecuteAlways(999,0,0)
SHDE H 0 SetPlayerProperty(0, 0, 4)
SHDE H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
SHDE Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
SHDE Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
SHDE H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Coil:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Coil"
Pain.Coil2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Coil2"
}
}