actor Hardman : ClassBase
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03D0X"
player.displayname "hardman"
player.soundclass "hardmanc"
player.startitem "HardKnuckleBoss"
player.startitem "QuakeAmmo", 28
player.startitem "SemiStunArmor"

player.maxhealth 200
health 200
player.jumpz 10
player.forwardmove 0.5, 0.5
player.sidemove 0.48, 0.48

player.startitem "MagnetMissileWeakness2", 1

//player.startitem "LeafShieldWeakness", 1
player.startitem "MagnetMissileWeakness", 1
player.startitem "JunkShieldWeakness", 1
States
{
Spawn:
HARM A 0
HARM A 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 0 A_JumpIf(z-floorz>0, "Jumping")
HARM B 1 A_JumpIfInventory("Quaking",2,"Down")
HARM A 0 A_JumpIf(z-floorz>0, "Jumping")
HARM A 1 A_JumpIfInventory("Quaking",2,"Down")
Goto Spawn+4
See:
HARM B 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 1 A_JumpIf(z-floorz>0, "Jumping")
HARM B 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 1 A_JumpIf(z-floorz>0, "Jumping")
HARM B 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 1 A_JumpIf(z-floorz>0, "Jumping")
HARM B 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 1 A_JumpIf(z-floorz>0, "Jumping")
HARM B 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 1 A_JumpIf(z-floorz>0, "Jumping")
HARM C 0 A_JumpIfInventory("Quaking",2,"Down")
HARM C 1 A_JumpIf(z-floorz>0, "Jumping")
HARM C 0 A_JumpIfInventory("Quaking",2,"Down")
HARM C 1 A_JumpIf(z-floorz>0, "Jumping")
HARM C 0 A_JumpIfInventory("Quaking",2,"Down")
HARM C 1 A_JumpIf(z-floorz>0, "Jumping")
HARM C 0 A_JumpIfInventory("Quaking",2,"Down")
HARM C 1 A_JumpIf(z-floorz>0, "Jumping")
HARM C 0 A_JumpIfInventory("Quaking",2,"Down")
HARM C 1 A_JumpIf(z-floorz>0, "Jumping")
HARM D 0 A_JumpIfInventory("Quaking",2,"Down")
HARM D 1 A_JumpIf(z-floorz>0, "Jumping")
HARM D 0 A_JumpIfInventory("Quaking",2,"Down")
HARM D 1 A_JumpIf(z-floorz>0, "Jumping")
HARM D 0 A_JumpIfInventory("Quaking",2,"Down")
HARM D 1 A_JumpIf(z-floorz>0, "Jumping")
HARM D 0 A_JumpIfInventory("Quaking",2,"Down")
HARM D 1 A_JumpIf(z-floorz>0, "Jumping")
HARM D 0 A_JumpIfInventory("Quaking",2,"Down")
HARM D 1 A_JumpIf(z-floorz>0, "Jumping")
HARM E 0 A_JumpIfInventory("Quaking",2,"Down")
HARM E 1 A_JumpIf(z-floorz>0, "Jumping")
HARM E 0 A_JumpIfInventory("Quaking",2,"Down")
HARM E 1 A_JumpIf(z-floorz>0, "Jumping")
HARM E 0 A_JumpIfInventory("Quaking",2,"Down")
HARM E 1 A_JumpIf(z-floorz>0, "Jumping")
HARM E 0 A_JumpIfInventory("Quaking",2,"Down")
HARM E 1 A_JumpIf(z-floorz>0, "Jumping")
HARM E 0 A_JumpIfInventory("Quaking",2,"Down")
HARM E 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Jumping:
HARM F 0 A_JumpIfInventory("Quaking",1,"MissileUp")
HARM I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
JumpingMissile:
HARF OOOOOOOOOO 1 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping
Missile:
HARM F 0 A_JumpIfInventory("Quaking",1,"MissileUp")
HARM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
HARM F 0 A_JumpIfInventory("Quaking",2,"DownBegin")
HARM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
HARM G 0 A_JumpIfInventory("Quaking",2,"Down")
goto Spawn
MissileUp:
HARM I 8
HARM I 0 A_JumpIfInventory("Quaking",2,"DownBegin")
HARM G 4
HARM G 0 A_JumpIfInventory("Quaking",2,"Down")
goto Spawn
DownBegin:
HARM JJJKKK 1 A_JumpIfInventory("Stuck",1,"Down2")
goto Down
Down:
HARM L 1 A_JumpIfInventory("Stuck",1,"Down2")
loop
Down2:
HARM M 1 A_JumpIfInventory("HardEnd",1,"Up")
loop
Up:
HARM NKJ 3
goto Spawn+4
ClassPain:
HARM H 0
goto PainContinue
ClassDeath:
HARM H 0
goto DeathContinue
}
}