actor Slashman : LightClassBase
{
player.startitem "LightHealthBar"
player.displayname "Slashman"
player.soundclass "slashmanc"
player.startitem "SlashClawBoss"
player.startitem "DashAmmo", 28
player.startitem "CanWallJump"
player.startitem "Stamina", 500
player.forwardmove 0.83, 0.83
player.sidemove 0.81, 0.81
//damagefactor "Scorch", 1.4
damagefactor "FCrack", 1.7
damagefactor "FCrack2", 1.7
damagefactor "Ice2", 1.5
damagefactor "Blizzard", 1.5
States
{
Spawn:
TNT1 A 0 ACS_ExecuteAlways(137)
SLA2 B 1 ACS_ExecuteAlways(137)
SLA2 A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
SLA2 BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
SLA2 F 5 ACS_ExecuteAlways(137)
SLA2 G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
SLA2 H 0
goto PainContinue
ClassDeath:
SLA2 H 0 A_TakeInventory("SlashClawBoss")
goto DeathContinue
DropWeapon:
SLA2 H 0 A_TakeInventory("SlashClawBoss")
SLA2 Z 0 A_SpawnItemEx("SlashClawWepCDropped")
SLA2 Z -1
stop
TimeStopped:
SLA2 A 0 SetPlayerProperty(0,1,4)
SLA2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
SLA2 A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 1 A_SpawnItem("PainFX",0,3)
SLA2 H 1 //A_Recoil(1)
SLA2 H 0 //SetPlayerProperty(0, 0, 4)
SLA2 H 0 SetPlayerProperty(0,0,1)
SLA2 H 0 SetPlayerProperty(0,0,4)
SLA2 H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
SLA2 H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
SLA2 H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
SLA2 H 0 SetPlayerProperty(0, 0, 4)
SLA2 H 0 A_TakeInventory("PharaohCharge",999)   
SLA2 H 0 A_NoBlocking
SLA2 H 0 A_GiveInventory("CutterFlag",999)
SLA2 H 0 A_GiveInventory("IsDead",1)
SLA2 H 0 A_Stop
SLA2 H 0 A_GiveToTarget("KilledMeStock",1)
SLA2 H 1 A_GiveToTarget("KilledMe",1)
SLA2 H 19 ACS_ExecuteAlways(999,0,0)
SLA2 H 0 SetPlayerProperty(0, 0, 4)
SLA2 H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
SLA2 Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
SLA2 Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
SLA2 H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
/*Pain.Scorch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Scorch"*/
Pain.FCrack:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FCrack"
Pain.FCrack2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FCrack2"
Pain.Ice2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Ice2"
Pain.Blizzard:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Blizzard"
}
}