actor ChristianBrutalSniper : BasisForHales
{
player.soundclass "BOSS004"
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88
player.jumpz 11
scale 2.8
player.morphweapon "SniperBossWeapon"
Translation "0:2=175:175, 3:3=175:175, 5:8=175:175, 243:247=175:175, 192:192=79:79, 198:198=5:5"
States
{
Spawn:
BSNI A 0
BSNI B 1
BSNI A 1
Goto Spawn+2
See:
BSNI BCDE 5
Goto Spawn
Missile:
BSNI F 5
BSNI G 4
goto Spawn
BossPain:
BSNI H 0 A_PlaySound("misc/devilpain")
BSNI HHHHHHHHH 2 A_SpawnItem("PainFX",-3,20)
BSNI H 0 SetPlayerProperty(0,0,1)
Goto Spawn

CustomState1:
BSNI IIII 2
goto Spawn
CustomState2:
BSNI J 5
BSNI I 20
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")
BSNI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
BSNI A 1 SetPlayerProperty(0,0,4)
Goto Spawn

Death:
BSNI H 0 ACS_ExecuteAlways(720,0,3)
BSNI H 0 SetPlayerProperty(0, 0, 4)
BSNI H 0 A_NoBlocking
BSNI H 0 A_Stop
BSNI H 1 A_GiveToTarget("KilledMe",1)
BSNI H 18
BSNI H 0 ACS_ExecuteAlways(400,0,437)
BSNI H 0 SetPlayerProperty(0, 0, 4)
BSNI H 0 A_PlayerScream
PLAY H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
PLAY Z 1 A_CheckPlayerDone
wait
}
}


// Jump //

actor SniperJumpItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "SXISIM"
+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("Sniper/Jump","Item")
TNT1 A 1 A_TakeInventory("JumpCancler",1)
TNT1 A 0
}
}

