actor Seeldier : BasisForHales
{
player.soundclass "BOSS201B"
player.forwardmove 0.85, 0.85
player.sidemove 0.83, 0.83
player.jumpz 11
player.morphweapon "SeeldierBossWeapon"
//Translation "0:2=199:199, 3:8=199:199, 243:247=199:199, 192:192=175:175, 198:198=189:189"
States
{
Spawn:
SEEL A 0
SEEL B 1
SEEL A 1
Goto Spawn+2
See:
SEEL BCDE 5
Goto Spawn
Missile:
SEEL F 5
SEEL G 12
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")
SEEL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
SEEL A 1 SetPlayerProperty(0,0,4)
Goto Spawn

BossPain:
SEEL H 0 A_PlaySound("misc/devilpain")
SEEL HHHHHHHHH 2 A_SpawnItem("PainFX",-3,20)
SEEL H 0 SetPlayerProperty(0,0,1)
Goto Spawn
Death:
SEEL H 0 ACS_ExecuteAlways(720,0,5)
SEEL H 0 SetPlayerProperty(0,0,4)  
SEEL H 0 A_NoBlocking
SEEL H 0 A_Stop
SEEL H 1 A_GiveToTarget("KilledMe",1)
SEEL H 18
SEEL H 0 ACS_ExecuteAlways(400,0,437)
SEEL H 0 SetPlayerProperty(0,0,4)
SEEL H 0 A_PlayerScream
PLAY H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
PLAY Z 1 A_CheckPlayerDone
wait
}
}

// Jump //

actor SeeldierJumpItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "SXISI1"
+INVENTORY.UNDROPPABLE
+COUNTITEM
+INVBAR
states
{
Spawn:
TNT1 A 0
loop
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("Seemen/See2","Item")
TNT1 A 1 A_TakeInventory("JumpCancler",1)
TNT1 A 0
}
}


