actor ProtomanS : SaxtonHaleSurvivor
{
player.displayname "Protoman" // Sweeper
player.soundclass "Sweeper"
player.damagescreencolor "red"
player.startitem "ProtoBusterSpecial"
player.startitem "ProtoBashAmmoSupportSummon"
player.startitem "BusterAmmo", 3
player.maxhealth 80
health 80
player.forwardmove 0.76, 0.76 // 0.8 ; 1.01
player.sidemove 0.74, 0.74 // 0.78 ; 0.99
TRANSLATION "192:192=87:87", "198:198=42:42"
+NOSKIN
States
{

Spawn:
PROM A 0
PROM B 1
PROM A 1 A_JumpIfInventory("InvisibleSection", 1, "NinjaTelefragger")
Goto Spawn+2
See:
PROM BCDE 5
Goto Spawn
Missile:
PROM FFFFF 1 A_JumpIfInventory("ProtoShieldBashFlag",1,"ShieldBash")
PROM GGGG 1 A_JumpIfInventory("ProtoShieldBashFlag",1,"ShieldBash")
goto Spawn
ShieldBash:
PROM P 20
goto Spawn
NinjaTelefragger:
PLAY X 2 A_SetTranslucent(0.01)
PLAY X 1 A_JumpIfInventory("InvisibleSection", 1, "NinjaTelefragger")
PLAY X 1 A_SetTranslucent(1.00)
goto Spawn
PainElbowSpawn:
PROM H 0 A_SetTranslucent(1.0)
goto Spawn
SurvivorPain:
PROM HHHHHHHHHH 2 A_SpawnItem("PainFX",0,3)
goto Spawn
SurvivorDeathGFX:
PROM H 20
PROM H 0 A_Jump(256, "SurvivorDeathEnd")
goto SurvivorDeathEnd
SMMClotheslineDeath:
PROM H 35 A_GiveInventory("BogusFatality", 1)
goto SMMClotheslineDeath2
PainElbowContinue:
PROM H 2
goto PainElbowCheck

InstantDeathState:
PROM Z 1 SetPlayerProperty(0,0,4)
PROM Z 0 A_Jump(256, "InstantDeathFinish")
goto InstantDeathFinish
CrunchFinish:
PROM H 35 A_GiveInventory("BogusFatality", 1)
"----" H 0 A_ChangeFlag("NOGRAVITY", 0)
"----" H 0 A_TakeInventory("BogusFatality", 999)
"----" H 0 ThrustThingZ(0, 170, 0, 0)
PROM H 20 A_Recoil(7)
goto DeathEndSequence

GoukiContinueComboStop:
PROM HHHHHHHH 1 A_Stop
goto Pain
Pain.DioFlashTime:
PROM A 0 SetPlayerProperty(0,1,4)
PROM A 0 A_GiveInventory("DioFlashTimeHUD", 1)
PROM A 0 HealThing(2)
PROM A 0 A_SpawnItem("DioFlashTimeHUDAssist")
PROM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics
PROM AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)
PROM A 1 SetPlayerProperty(0,0,4)
Goto Spawn

Pain.ShunGokuSatsu:
PROM H 3 ACS_ExecuteAlways(401, 0, 18)
PROM H 14 A_PlaySoundEx("TomahawkTalbain/TotemSamaDestroyed", "Body")
PROM H 0 //A_StopSound(CHAN_BODY)
PROM H 30 A_TakeInventory("GoukiGoHadokenZone", 999)
goto Pain
GoHadokenStop:
PROM HHHHHHHHH 1 A_Stop
goto GoHadokenEnd
ShunGokuSatsuFrame:
PROM H 20
goto ShunGokuSatsuEnd
ElbowPuffPuff:
PROM H 35 A_GiveInventory("BogusFatality", 1)
"----" H 0 A_ChangeFlag("NOGRAVITY", 0)
"----" H 0 A_TakeInventory("BogusFatality", 999)
PROM H 8 A_Recoil(20)
goto DeathEndSequence
Ice:
PROM H 0
goto IceContinue
NoKillSummonsDrain:
PROM H 20
"----" H 0 A_Jump(256, "NoKillSummonsDrainAgain")
goto NoKillSummonsDrainAgain
SlenderRape:
PROM HHHHHHHHH 10 A_FadeOut (0.1)
goto DeathEndSequence+2


TheEnd:
PROM P 4
loop
WalkForward: 
PROM BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)
loop
CreditWalk: 
PROM BCDE 8
loop
CreditRun:
PROM PPPP 5
loop
DozerCarry:
PROM BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)
PROM F 10 A_Stop
PROM F -1
stop
DozerThrow:
PROM F 0 A_ChangeFlag("THRUACTORS",1)
PROM F 20 ThrustThingZ(0, 60, 0, 1)
PROM G 20
PROM A -1
stop
EndlessPain:
PROM H -1
stop
}
}
