actor Gouki : BasisForHales
{
player.soundclass "BOSS502"
player.forwardmove 0.99, 0.99
player.sidemove 0.95, 0.95
player.jumpz 24
gravity 1.325
scale 3.5 // 3.75, 3.9
ProjectilePassHeight 60
/*player.viewheight 61
Height 65*/
player.morphweapon "GoukiBossWeapon"
damagefactor "ShunGokuSatsuFate", 0.0
damagefactor "ShunGokuSatsuFateOthers", 0.0
States
{
Spawn:
AKUM A 0
AKUM B 1
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 1 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
Goto Spawn+2
See:
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM B 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM B 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM B 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM B 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM B 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM B 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM B 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM B 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM B 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM B 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM B 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM B 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM B 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM B 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM B 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM B 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM C 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM C 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM C 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM C 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM C 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM C 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM C 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM C 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM C 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM C 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM C 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM C 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM C 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM C 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM C 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM C 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM D 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM D 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM D 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM D 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM D 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM D 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM D 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM D 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM D 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM D 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM D 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM D 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM D 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM D 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM D 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM D 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM E 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM E 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM E 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM E 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM E 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM E 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM E 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM E 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM E 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM E 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM E 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM E 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM E 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM E 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM E 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM E 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
Goto Spawn
Missile:
AKUM F 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM F 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM F 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM F 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM F 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM F 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM F 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM F 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM F 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM F 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM F 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM F 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM F 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM F 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM F 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM F 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM F 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM F 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM F 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM G 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM G 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM G 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM G 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM G 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM G 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM G 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM G 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM G 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM G 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM G 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM G 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM G 0 A_JumpIfInventory("GoukiUsingGoShoryuken", 1, "GoShoryukenPhase")
AKUM A 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
AKUM G 0 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
AKUM G 0 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
AKUM A 0 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM A 0 A_JumpIfInventory("ShunGokuSatsuSprite", 1, "ShunGokuSatsuPhase")
AKUM A 0 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
AKUM A 0 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM A 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
AKUM G 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
goto Spawn
ShunGokuSatsuPhase:
AKUO S 85
ShunGokuSatsuPose:
AKUO TUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTU 2 BRIGHT
goto Spawn
AshuraSenkuPhase:
AKUM YZ 2
AKUM Z 1 A_JumpIfInventory("AshuraSenkuSprite", 1, "AshuraSenkuPhase")
AKUM N 0 A_JumpIfInventory("AshuraSenkuSprite2", 1, 1)
goto Spawn
AshuraSenkuPhase2:
AKUM N 1 A_SpawnItemEx("AshuraSenkuIllusion", -10, 0, 0, 0, 0, 0)
AKUM N 1 A_JumpIfInventory("AshuraSenkuSprite2", 1, "AshuraSenkuPhase2")
goto Spawn
RagingDemonPhase:
AKUM N 1 A_SpawnItemEx("AshuraSenkuIllusionShinGokuSatsu", -10, 0, 0, 0, 0, 0)
AKUM N 1 A_JumpIfInventory("RagingDemonSprite", 1, "RagingDemonPhase")
goto Spawn
GoShoryukenPhase:
AKUM O 2
AKUM P 3
GoShoryukenPhase2:
AKUM Q 2
AKUM Q 0 A_JumpIfInventory("GoukiUsingGoShoryuken2", 1, "GoShoryukenPhase2")
ShoryukenFloor:
AKUM W 1
AKUM W 1 A_CheckFloor(1)
goto ShoryukenFloor
AKUM W 0 A_Stop
goto Spawn
TatsumakiZankukyakuPhase:
AKUM I 2
AKUM I 1 A_JumpIfInventory("TatsumakiZankukyakuSprite", 1, "TatsumakiZankukyakuPhase")
TatsumakiZankukyakuPhase2:
AKUM J 2
AKUM J 1 A_JumpIfInventory("TatsumakiZankukyakuSprite2", 1, "TatsumakiZankukyakuPhase2")
AKUM N 7
goto Spawn
GoHadokenPhase:
AKUM F 2
AKUM F 1 A_JumpIfInventory("GoukiGoHadokenCounter", 1, "GoHadokenPhase")
AKUM G 23
goto Spawn
ZankuHadokenPhase:
AKUO F 2
AKUO F 1 A_JumpIfInventory("GoukiZankuSprite", 1, "ZankuHadokenPhase")
ZankuHadokenPhase2:
AKUO G 2
AKUO G 1 A_JumpIfInventory("GoukiZankuSprite2", 1, "ZankuHadokenPhase2")
goto Spawn

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

Death:
AKUM H 0 ACS_ExecuteAlways(720,0,18)
AKUM H 0 SetPlayerProperty(0, 0, 4)  
AKUM H 0 A_NoBlocking
AKUM H 0 A_Stop
AKUM H 1 A_GiveToTarget("KilledMe",1)
AKUM H 1 ACS_ExecuteAlways(999,0,0)
AKUM H 0 SetPlayerProperty(0,0,4)
AKUM H 0 A_PlayerScream
AKUM HHHHHHHHHHHHHHHHHHHH 6 A_FadeOut(0.05)
AKUM H 0 ACS_ExecuteAlways(400,0,437) // Makes him invisible
PLAY Z 1 A_CheckPlayerDone
wait

Pain.TimeStopper:
Pain.RNCZaWarudo:
TNT1 A 0 SetPlayerProperty(0,1,4) TNT1 A 0 A_GiveInventory("DioFlashTimeHUD", 1) TNT1 A 0 A_SpawnItem("ZaWarudoHaleFix")
SX10 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
SX10 A 1 SetPlayerProperty(0,0,4)
Goto Spawn
}
}

actor AkumaCameraItem : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("AkumaCameraIntro", 200, 45, 45, 0, 0, 0)//, 0, SXF_ABSOLUTEPOSITION)
stop
}
}

actor AkumaCameraIntro
{
PROJECTILE
+NOINTERACTION
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(400, 0, 42)
TNT1 A 0 A_FaceTarget
TNT1 AAAAAAAAAAAAAA 35
stop
}
}

actor AkumaApparition : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("AkumaIntroShock", 0, 0, 650, 0, 0, 0)
stop
}
}

actor AkumaApparition2 : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("AkumaIntroShock2", 0, 0, 0, 0, 0, 0)
stop
}
}

actor AkumaIntroShock
{
PROJECTILE
-NOGRAVITY
+NOINTERACTION
reactiontime 60
scale 4.0
states
{
Spawn:
AKUM T 0
AKUM T 0 ACS_ExecuteAlways(991,0,532)
AKUM T 1 ThrustThingZ(0,40,1,0)
AKUM T 0 A_GiveInventory("CutterFlag", 1)
Falling:
AKUM T 1 ThrustThingZ(0,7,1,1)
AKUM T 0 A_GiveInventory("CutterFlag", 1)
AKUM T 0 A_JumpIfInventory("CutterFlag", 22, "LetsDoThisNow")
goto Falling
LetsDoThisNow:
AKUM U 0 A_GiveToTarget("AkumaApparition2", 1)
stop
}
}

actor AkumaIntroShock2 : AkumaIntroShock
{
+NOGRAVITY
states
{
Spawn:
AKUM U 0
AKUM U 0 ACS_ExecuteAlways(991,0,532)
AKUM U 0 A_Stop
AKUM U 0 ACS_ExecuteAlways(400, 0, 226)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,0,2,90)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,0,2,-90)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,90,2,45)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,-90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,-90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX1A",30,0,-90,2,45)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,0,2,90)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,0,2,-90)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,90,2,45)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,-90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,-90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX2A",30,0,-90,2,45)
AKUM UV 2
FlipMyWow:
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM V 2
AKUM V 2 Offset(5, 0)
AKUM WX 4
Demon:
AKUM YZ 2
AKUM Z 0 A_CountDown
loop
Death:
TNT1 A 0
stop
}
}

actor DeathFX1A : DeathFX1
{
+NOINTERACTION
}
actor DeathFX2A : DeathFX2
{
+NOINTERACTION
}

actor AkumaScreenDarkens : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 ACS_ExecuteAlways(401, 0, 5)
stop
}
}


actor AkumaTheChallenger : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor AkumaStrengthQuake : CustomInventory
{
states
{
Pickup:
TNT1 A 0 ACS_ExecuteAlways(401, 0, 6)
stop
}
}

actor GoukiGoShoryuyenFixAir : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_ChangeVelocity(0, 0, momz, CVF_REPLACE | CVF_RELATIVE)
stop
}
}