actor Seeman : BasisForHales
{
player.soundclass "BOSS201A"
player.forwardmove 0.85, 0.85
player.sidemove 0.83, 0.83
player.jumpz 11
player.morphweapon "SeemanBossWeapon"
Translation "192:192=44:44, 198:198=5:5"
States
{
Spawn:
SEEM A 0
SEEM B 1
SEEM A 1
Goto Spawn+2
See:
SEEM BCDE 5
Goto Spawn
Missile:
SEEM F 5
SEEM 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")
SEEM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
SEEM A 1 SetPlayerProperty(0,0,4)
Goto Spawn

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


// Jump //

actor SeemanJumpItem : 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/See1","Item")
TNT1 A 1 A_TakeInventory("JumpCancler",1)
TNT1 A 0
}
}
