actor Springman : ClassBase
{
player.displayname "Springman"
player.soundclass "springmanc"
player.startitem "WildCoilBoss"
player.startitem "GumAmmo", 28
player.jumpz 20
damagefactor "Claw", 1.5
damagefactor "Cutter", 1.3
damagefactor "Metal", 1.3
damagefactor "Shadow", 1.3
damagefactor "Tomahawk", 1.3
damagefactor "Cut", 1.3
States
{
Spawn:
TNT1 A 0 ACS_ExecuteAlways(137)
SPNG B 1 ACS_ExecuteAlways(137)
SPNG A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
SPNG B 5 ACS_ExecuteAlways(137)
SPNG C 5 ACS_ExecuteAlways(137)
SPNG D 5 ACS_ExecuteAlways(137)
SPNG E 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
SPNG FG 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
SPNG H 0
goto PainContinue
ClassDeath:
SPNG H 0 A_TakeInventory("WildCoilBoss")
goto DeathContinue
DropWeapon:
SPNG H 0 A_TakeInventory("WildCoilBoss")
SPNG Z 0 A_SpawnItemEx("WildCoilWepCDropped")
SPNG Z -1
stop
TimeStopped:
SPNG A 0 SetPlayerProperty(0,1,4)
SPNG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
SPNG A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 1 A_SpawnItem("PainFX",0,3)
SPNG H 1 //A_Recoil(1)
SPNG H 0 //SetPlayerProperty(0, 0, 4)
SPNG H 0 SetPlayerProperty(0,0,1)
SPNG H 0 SetPlayerProperty(0,0,4)
SPNG H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
SPNG H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
SPNG H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
SPNG H 0 SetPlayerProperty(0, 0, 4)
SPNG H 0 A_TakeInventory("PharaohCharge",999)   
SPNG H 0 A_NoBlocking
SPNG H 0 A_GiveInventory("CutterFlag",999)
SPNG H 0 A_GiveInventory("IsDead",1)
SPNG H 0 A_Stop
SPNG H 0 A_GiveToTarget("KilledMeStock",1)
SPNG H 1 A_GiveToTarget("KilledMe",1)
SPNG H 19 ACS_ExecuteAlways(999,0,0)
SPNG H 0 SetPlayerProperty(0, 0, 4)
SPNG H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
SPNG Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
SPNG Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
SPNG H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Claw:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Claw"
Pain.Cut:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cut"
Pain.Tomahawk:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Tomahawk"
Pain.Cutter:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cutter"
Pain.Metal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Metal"
Pain.Shadow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Shadow"
}
}