actor DuoS : SaxtonHaleSurvivor
{
player.displayname "Duo" // Bruiser
player.soundclass "Tank"
player.damagescreencolor "blue"
player.forwardmove 0.65, 0.65 // 0.8 ; 0.61
player.sidemove 0.63, 0.63 // 0.78 ; 0.59
player.startitem "ImHeavyWeaponsGuy"
damagefactor "HyperStormHJump", 1.0
player.startitem "DuoFistSpecial"
player.startitem "DuoRushSpecial"
player.startitem "BusterAmmo", 3
player.maxhealth 135
health 135
+NOSKIN
States
{

Spawn:
DUOR A 0
DUOR B 1
DUOR A 0 A_JumpIfInventory("DuoDashFlag",1,"DuoDash")
DUOR A 1 A_JumpIfInventory("InvisibleSection", 1, "NinjaTelefragger")
Goto Spawn+2
See:
DUOR F 0 A_JumpIfInventory("DuoIsChargingFlag",1,"DuoCharging1")
DUOR BCDE 5 A_JumpIfInventory("DuoDashFlag",1,"DuoDash")
Goto Spawn
Missile:
DUOR F 0 A_JumpIfInventory("DuoIsChargingFlag",1,"DuoCharging1")
DUOR F 0 A_JumpIfInventory("DuoDashFlag",1,"DuoDash")
DUOR F 5
DUOR G 4
goto Spawn
DuoCharging1:
DUOS C 0 A_JumpIfInventory("DuoDashFlag",1,"DuoDash")
DUOS C 0 A_JumpIfInventory("DuoFlashFlag",1,2)
DUOS C 4
goto Spawn
DUOS B 0 A_JumpIfInventory("DuoDashFlag",1,"DuoDash")
DUOS B 4
DUOR F 0 A_JumpIfInventory("DuoIsChargingFlag",1,"DuoCharging1")
goto Spawn
DuoDash:
DUOS CBBCBB 2 A_Checkfloor("DuoDash2")
DUOS B 0 A_JumpIfInventory("DuoDashFlag",1,"DuoDash")
goto Spawn+1
DuoDash2:
DUOS B 8
DUOS DEF 2
DUOS F 16
Goto Spawn+1

PainElbowSpawn:
DUOR H 0 A_SetTranslucent(1.0)
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
SurvivorPain:
DUOR HHHHHHHHHH 2 A_SpawnItem("PainFX",0,3)
goto Spawn
SurvivorDeathGFX:
DUOR H 20
DUOR H 0 A_Jump(256, "SurvivorDeathEnd")
goto SurvivorDeathEnd

InstantDeathState:
DUOR Z 1 SetPlayerProperty(0,0,4)
DUOR Z 0 A_Jump(256, "InstantDeathFinish")
goto InstantDeathFinish
SMMClotheslineDeath:
DUOR H 35 A_GiveInventory("BogusFatality", 1)
goto SMMClotheslineDeath2
PainElbowContinue:
DUOR H 2
goto PainElbowCheck
CrunchFinish:
DUOR 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)
DUOR H 20 A_Recoil(7)
goto DeathEndSequence

GoukiContinueComboStop:
DUOR HHHHHHHH 1 A_Stop
goto Pain

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

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