actor DioFlash : BasisForHales
{
player.soundclass "BOSS014"
player.forwardmove 0.85, 0.85
player.sidemove 0.83, 0.83
player.jumpz 14
player.morphweapon "DioFlashBossWeapon"
States
{
Spawn:
FDIO A 0
FDIO B 1
FDIO A 0 A_GiveInventory("DioFlashStanding", 1)
FDIO A 0 A_TakeInventory("DioFlashFiring", 999)
FDIO A 0 A_TakeInventory("DioFlashWalking", 999)
FDIO A 1
Goto Spawn+2
See:
FDIO A 0 A_GiveInventory("DioFlashWalking", 1)
FDIO A 0 A_TakeInventory("DioFlashFiring", 999)
FDIO A 0 A_TakeInventory("DioFlashStanding", 999)
FDIO BCDC 5
Goto Spawn
Missile:
FDIO A 0 A_GiveInventory("DioFlashFiring", 1)
FDIO A 0 A_TakeInventory("DioFlashWalking", 999)
FDIO A 0 A_TakeInventory("DioFlashStanding", 999)
FDIO F 5
FDIO G 4
goto Spawn

Pain.TimeStopper:
Pain.RNCZaWarudo: // LOL
TNT1 A 0 ACS_ExecuteAlways(400, 0, 950)
TNT1 A 0 SetPlayerProperty(0,1,4) TNT1 A 0 A_GiveInventory("DioFlashTimeHUD", 1) TNT1 A 0 A_SpawnItem("ZaWarudoHaleFix")
FDIO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
FDIO A 1 SetPlayerProperty(0,0,4)
Goto Spawn

BossPain:
FDIO H 0 A_PlaySound("misc/devilpain")
FDIO HHHHHHHHH 2 A_SpawnItem("PainFX",-3,20)
FDIO H 0 SetPlayerProperty(0,0,1)
Goto Spawn

Death:
FDIO H 0 ACS_ExecuteAlways(720,0,12)
FDIO H 0 SetPlayerProperty(0, 0, 4)  
FDIO H 0 A_NoBlocking
FDIO H 0 A_Stop
FDIO H 1 A_GiveToTarget("KilledMe",1)
FDIO H 18
FDIO H 0 ACS_ExecuteAlways(400,0,437)
FDIO H 0 SetPlayerProperty(0,0,4)
FDIO H 0 A_PlayerScream
FDIO H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
PLAY Z 1 A_CheckPlayerDone
wait
}
}

actor DioFlashTimeSwitch : StarmanJumpItem
{
tag "-==TIME SWITCH==-"
inventory.icon "SXISI6"
states
{
Use:
TNT1 A 0 A_JumpIfInventory("InBoat",1,2)
TNT1 A 0 A_JumpIfInventory("BossJumpCharge",96,"Jump")
TNT1 A 0
fail
Jump:
TNT1 A 1 A_SpawnItemEx("DioFlashSuperJumpGiver")
fail
}
}


actor DioFlashSuperJumpGiver
{
PROJECTILE
+DONTBLAST
+NOINTERACTION
states
{
Spawn:
TNT1 A 0
TNT1 A 1 A_GiveToTarget("DioFlashSuperJump",1)
TNT1 A 1 A_GiveToTarget("DioFlashSuperJump2",1)
stop
}
}

actor RNCPlayer : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "SXISI7"
+INVENTORY.UNDROPPABLE
+COUNTITEM
+INVBAR
states
{
Use:
TNT1 A 0 A_PlaySoundEx("DioFlash/Taunt", "SoundSlot7")
TNT1 A 0 //A_SpawnItemEx("RNCPlayerGiver")
stop
}
}

actor RNCPlayerGiver
{
PROJECTILE
+DONTBLAST
+NOINTERACTION
states
{
Spawn:
TNT1 AAA 35
TNT1 A 0 A_GiveToTarget("RNCPlayer")
stop
}
}