actor RollS : SaxtonHaleSurvivor
{
player.displayname "Roll" // Healer
player.soundclass "Healer"
player.damagescreencolor "pink"
player.startitem "RollMedic", 1
player.forwardmove 0.72, 0.72 // 0.8
player.sidemove 0.71, 0.71 // 0.78
player.startitem "RollMedicAmmo", 360
player.startitem "RollMedicSupportSummon"
player.startitem "BusterAmmo", 3
player.startitem "SaxtonHaleOfficialWeaponsPack"
player.startitem "SupportItemAtomiser"
player.maxhealth 85
health 85
+NOSKIN
States
{

Spawn:
ROL9 A 0
ROL9 B 1
ROL9 A 1 A_JumpIfInventory("InvisibleSection", 1, "NinjaTelefragger")
Goto Spawn+2
See:
ROL9 BCDE 5
Goto Spawn
Missile:
ROL9 F 5
ROL9 G 4
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

InstantDeathState:
ROL9 Z 1 SetPlayerProperty(0,0,4)
ROL9 Z 0 A_Jump(256, "InstantDeathFinish")
goto InstantDeathFinish
SurvivorPain:
ROL9 HHHHHHHHHH 2 A_SpawnItem("PainFX",0,3)
goto Spawn
SurvivorDeathGFX:
ROL9 H 20
ROL9 H 0 A_Jump(256, "SurvivorDeathEnd")
goto SurvivorDeathEnd
PainElbowSpawn:
ROL9 H 0 A_SetTranslucent(1.0)
goto Spawn

SMMClotheslineDeath:
ROL9 H 35 A_GiveInventory("BogusFatality", 1)
goto SMMClotheslineDeath2
PainElbowContinue:
ROL9 H 2 A_SetTranslucent(1.0)
goto PainElbowCheck
CrunchFinish:
ROL9 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)
ROL9 H 20 A_Recoil(7)
goto DeathEndSequence

GoukiContinueComboStop:
ROL9 HHHHHHHH 1 A_Stop
goto Pain

Pain.DioFlashTime:
ROL9 A 0 SetPlayerProperty(0,1,4)
ROL9 A 0 A_GiveInventory("DioFlashTimeHUD", 1)
ROL9 A 0 HealThing(2)
ROL9 A 0 A_SpawnItem("DioFlashTimeHUDAssist")
ROL9 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics
ROL9 AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)
ROL9 A 1 SetPlayerProperty(0,0,4)
Goto Spawn
Pain.ShunGokuSatsu:
ROL9 H 3 ACS_ExecuteAlways(401, 0, 18)
ROL9 H 14 A_PlaySoundEx("TomahawkTalbain/TotemSamaDestroyed", "Body")
ROL9 H 0 //A_StopSound(CHAN_BODY)
ROL9 H 30 A_TakeInventory("GoukiGoHadokenZone", 999)
goto Pain
GoHadokenStop:
ROL9 HHHHHHHHH 1 A_Stop
goto GoHadokenEnd
ShunGokuSatsuFrame:
ROL9 H 20
goto ShunGokuSatsuEnd
ElbowPuffPuff:
ROL9 H 35 A_GiveInventory("BogusFatality", 1)
"----" H 0 A_ChangeFlag("NOGRAVITY", 0)
"----" H 0 A_TakeInventory("BogusFatality", 999)
ROL9 H 8 A_Recoil(20)
goto DeathEndSequence
Ice:
ROL9 H 0
goto IceContinue
NoKillSummonsDrain:
ROL9 H 20
"----" H 0 A_Jump(256, "NoKillSummonsDrainAgain")
goto NoKillSummonsDrainAgain
SlenderRape:
ROL9 HHHHHHHHH 10 A_FadeOut (0.1)
goto DeathEndSequence+2

TheEnd:
ROL9 J 4
loop
WalkForward: 
ROL9 BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)
loop
CreditWalk: 
ROL9 BCDE 8
loop
CreditRun:
ROL9 BCDE 5
loop
DozerCarry:
ROL9 BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)
ROL9 F 10 A_Stop
ROL9 F -1
stop
DozerThrow:
ROL9 F 0 A_ChangeFlag("THRUACTORS",1)
ROL9 F 20 ThrustThingZ(0, 60, 0, 1)
ROL9 G 20
ROL9 A -1
stop
EndlessPain:
ROL9 H -1
stop
}
}