actor Turboman : ClassBase
{
player.displayname "Turboman"
player.soundclass "turbomanc"
player.startitem "ScorchWheelBoss"
player.startitem "Petrol", 56
player.forwardmove 1.2, 1.2
damagefactor "Noise", 1.6
States
{
Spawn:
TNT1 A 0 ACS_ExecuteAlways(137)
TURB I 1 ACS_ExecuteAlways(137)
TURB A 1 ACS_ExecuteAlways(137)
TURB A 0 A_TakeInventory("NoCar",999)
Goto Spawn+2
See:
TURB A 0 A_TakeInventory("NoCar",999)
TURB IJIJ 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
TURB F 1
TURB A 0 A_JumpIfInventory("TurboCar",1,"Car")
TURB F 4
TURB G 4
goto Spawn
Car:
TURB B 5
TURB A 0 A_JumpIfInventory("NoCar",1,"Spawn")
TURB C 5
TURB A 0 A_JumpIfInventory("NoCar",1,"Spawn")
TURB D 5
TURB A 0 A_JumpIfInventory("NoCar",1,"Spawn")
TURB E 5
goto Car
ClassPain:
TURB H 0
goto PainContinue
ClassDeath:
TURB H 0 A_TakeInventory("ScorchWheelBoss")
goto DeathContinue
DropWeapon:
TURB H 0 A_TakeInventory("ScorchWheelBoss")
TURB Z 0 A_SpawnItemEx("ScorchWheelWepCDropped")
TURB Z -1
stop
TimeStopped:
TURB A 0 SetPlayerProperty(0,1,4)
TURB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
TURB A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 1 A_SpawnItem("PainFX",0,3)
TURB H 1 //A_Recoil(1)
TURB H 0 //SetPlayerProperty(0, 0, 4)
TURB H 0 SetPlayerProperty(0,0,1)
TURB H 0 SetPlayerProperty(0,0,4)
TURB H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
TURB H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
TURB H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
TURB H 0 SetPlayerProperty(0, 0, 4)
TURB H 0 A_TakeInventory("PharaohCharge",999)   
TURB H 0 A_NoBlocking
TURB H 0 A_GiveInventory("CutterFlag",999)
TURB H 0 A_GiveInventory("IsDead",1)
TURB H 0 A_Stop
TURB H 0 A_GiveToTarget("KilledMeStock",1)
TURB H 1 A_GiveToTarget("KilledMe",1)
TURB H 19 ACS_ExecuteAlways(999,0,0)
TURB H 0 SetPlayerProperty(0, 0, 4)
TURB H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
TURB Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
TURB Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
TURB Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
TURB Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
TURB Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
TURB Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
TURB Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
TURB Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
TURB Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
TURB H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
Pain.Noise:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Noise"
}
}