actor RemiliaScarlet : BasisForHales
{
player.soundclass "BOSS012"
player.forwardmove 0.95, 0.95
player.sidemove 0.90, 0.90
player.jumpz 12
player.morphweapon "RemiliaBossWeapon"
States
{
Spawn:
THRS A 0
THRS B 1
THRS A 1
Goto Spawn+2
See:
THRS BCDC 5
Goto Spawn
Missile:
THRS F 5
THRS G 4
goto Spawn
BossPain:
THRS H 0 A_PlaySound("misc/devilpain")
THRS HHHHHHHHH 2 A_SpawnItem("PainFX",-3,20)
THRS H 0 SetPlayerProperty(0,0,1)
Goto Spawn

Pain.TimeStopper:
Pain.RNCZaWarudo:
TNT1 A 0 SetPlayerProperty(0,1,4) TNT1 A 0 A_GiveInventory("DioFlashTimeHUD", 1) TNT1 A 0 A_SpawnItem("ZaWarudoHaleFix")
THRS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
THRS A 1 SetPlayerProperty(0,0,4)
Goto Spawn

Death:
THRS H 0 ACS_ExecuteAlways(720,0,11)
THRS H 0 SetPlayerProperty(0, 0, 4)  
THRS H 0 A_NoBlocking
THRS H 0 A_Stop
THRS H 1 A_GiveToTarget("KilledMe",1)
THRS H 18 ACS_ExecuteAlways(999,0,0)
THRS H 0 SetPlayerProperty(0,0,4)
THRS H 0 A_PlayerScream
THRS HHHHHHHHHH 3 A_FadeOut(0.1)
THRS H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
THRS H 0 ACS_ExecuteAlways(400,0,437)
PLAY Z 1 A_CheckPlayerDone
wait
}
}

actor RemiliaJumpItem : StarmanJumpItem
{
inventory.icon "SXISII"
states
{
Use:
TNT1 A 0 A_JumpIfInventory("InBoat",1,2)
TNT1 A 0 A_JumpIfInventory("BossJumpCharge",125,"Jump")
TNT1 A 0
fail
Jump:
TNT1 A 0 A_TakeInventory("BossJumpCharge",125)
TNT1 A 1 ThrustThingZ(0,120,0,0)
TNT1 A 0 A_PlaySoundEx("RemiliaScarlet/Jump","Item")
TNT1 A 1 A_TakeInventory("JumpCancler",1)
TNT1 A 0
}
}