actor Slashman-RM7FC : Slashman
{
player.displayname "Slashman-rm7fc"
States
{
Spawn:
TNT1 A 0 ACS_ExecuteAlways(137)
SLAS B 1 ACS_ExecuteAlways(137)
SLAS A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
SLAS BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
SLAS F 5 ACS_ExecuteAlways(137)
SLAS G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
SLAS H 0
goto PainContinue
ClassDeath:
SLAS H 0 A_TakeInventory("SlashClawBoss")
goto DeathContinue
DropWeapon:
SLAS H 0 A_TakeInventory("SlashClawBoss")
SLAS Z 0 A_SpawnItemEx("SlashClawWepCDropped")
SLAS Z -1
stop
TimeStopped:
SLAS A 0 SetPlayerProperty(0,1,4)
SLAS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
SLAS A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 1 A_SpawnItem("PainFX",0,3)
SLAS H 1 //A_Recoil(1)
SLAS H 0 //SetPlayerProperty(0, 0, 4)
SLAS H 0 SetPlayerProperty(0,0,1)
SLAS H 0 SetPlayerProperty(0,0,4)
SLAS H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
SLAS H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
SLAS H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
SLAS H 0 SetPlayerProperty(0, 0, 4)
SLAS H 0 A_TakeInventory("PharaohCharge",999)   
SLAS H 0 A_NoBlocking
SLAS H 0 A_GiveInventory("CutterFlag",999)
SLAS H 0 A_GiveInventory("IsDead",1)
SLAS H 0 A_Stop
SLAS H 0 A_GiveToTarget("KilledMeStock",1)
SLAS H 1 A_GiveToTarget("KilledMe",1)
SLAS H 19 ACS_ExecuteAlways(999,0,0)
SLAS H 0 SetPlayerProperty(0, 0, 4)
SLAS H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
SLAS Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
SLAS Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
SLAS H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
}
}