actor Punk : ClassBase
{
player.displayname "Punk"
player.soundclass "punkc"
player.startitem "ScrewCrusherBoss"
player.startitem "BounceCrusherBoss"
player.startitem "ScrewCrushAmmo", 14
player.forwardmove 0.75, 0.75
player.sidemove 0.7, 0.7
damagefactor "Mirror", 1.6
//damagefactor "Normal", 1.2
/*damagefactor "Buster", 1.2
damagefactor "Proto", 1.2
damagefactor "Proto3", 1.2*/
States
{
Spawn:
PUNK A 0
PUNK B 1 ACS_ExecuteAlways(137)
PUNK A 0 A_JumpIfInventory("PunkSpinning",1,"PunkSpin2")
PUNK A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
PUNK BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
PUNK F 1
PUNK F 0 A_JumpIfInventory("PunkSpinning",1,"PunkSpin2")
PUNK F 4
PUNK G 4
goto Spawn
PunkSpin2:
PUNK A 3
PSPI TU 3
PunkFlying:
PUNK XY 3 A_JumpIfInventory("PunkStopping",1,"PunkStop2")
PNKA A 0 A_JumpIfInventory("PunkSpinning",1,"PunkFlying")
Goto PunkSpin2+3
PunkStop2:
PSPI UT 5
Goto Spawn
ClassPain:
PUNK H 0
goto PainContinue
ClassDeath:
PUNK H 0 A_TakeInventory("ScrewCrusherBoss")
PUNK H 0 A_TakeInventory("BounceCrusherBoss")
goto DeathContinue
DropWeapon:
PUNK H 0 A_TakeInventory("ScrewCrusherBoss")
PUNK H 0 A_TakeInventory("BounceCrusherBoss")
PUNK Z 0 A_SpawnItemEx("ScrewCrusherWepCDropped")
PUNK Z -1
stop
/*Pain.Buster:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Buster"
Pain.Proto:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto"
Pain.Proto3:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto3"*/
/*Pain.Normal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Normal"*/
Pain.Mirror:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Mirror"
}
}