actor FakeManS : SaxtonHaleSurvivor
{
player.soundclass "Marksman"
player.displayname "FakeMan" // Survivalist
player.startitem "BaseFlagPack", 1

player.maxhealth 90
health 90
player.forwardmove 0.76, 0.76 // 0.8 ; 1.01
player.sidemove 0.74, 0.74 // 0.78 ; 0.99

player.startitem "FakeRevolverSpecial"
player.startitem "FakeBatonSpecial"
player.startitem "RevolverClip", 6
player.startitem "FakeHealthSummon", 1

+NOSKIN

States
{

Spawn:
FAKM A 0
FAKM B 1 A_JumpIfInventory("FakeJumping",1,"FakeJumping")
FAKM A -1 A_JumpIfInventory("FakeJumping",1,"FakeJumping")
goto Spawn+2

See:
FAKM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("FakeJumping",1,"FakeJumping")
Goto Spawn+1
Missile:
FAKM F 0 A_JumpIfInventory("FakeManBatonFlag2",1,"Missile3")
FAKM F 0 A_JumpIfInventory("FakeManBatonFlag",1,"Missile2")
FAKM FFFFF 1 A_JumpIfInventory("FakeJumping",1,"FakeJumping")
FAKM GGGG 1 A_JumpIfInventory("FakeJumping",1,"FakeJumping")
Goto Spawn+2
Missile2:
FAKM RRR 1
FAKM SSSSSSSS 1
goto Spawn+2
Missile3:
FAKM TTT 1
FAKM UUUUUUUU 1
goto Spawn+2

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

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

GoukiContinueComboStop:
FAKM HHHHHHHH 1 A_Stop
goto Pain

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

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

}
}

actor FakeHealthSummon : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("FakeHealthGive")
stop
}
}

actor FakeHealthGive
{
PROJECTILE
+NOINTERACTION
+DONTBLAST
Translation "192:192=71:71", "198:198=73:73"

states
{
Spawn:
TNT1 A 0
NormalCharge:
TNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION )
TNT1 A 1 A_GiveToTarget("FakeManHealthCharge",1)
TNT1 A 0 A_JumpIfInTargetInventory("BAWS", 1, "NoDouble")
TNT1 A 0 A_JumpIfInTargetInventory("IsDead", 1, "NoDouble")
TNT1 A 0 A_JumpIfInTargetInventory("FakeManHealthCharge",175,"Charge2")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists")==0, "Death")
loop
Charge2:
TNT1 A 0 A_GiveToTarget("FakeManHealthGive", 2)
TNT1 A 0 A_TakeFromTarget("FakeManHealthCharge", 99999)
goto NormalCharge
Death:
TNT1 A 0
stop
NoDouble:
TNT1 A 0
stop}}

actor FakeManHealthCharge : WeaponCharge {}

actor FakeManHealthGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(CBM_FetchMyHealth,2),"Success")
TNT1 A 2
stop
Success:
TNT1 A 0 A_GiveInventory("FakeManHealthGive2", 2)
stop
}
}

actor FakeManHealthGive2 : CustomInventory //this engine fucking sucks
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("Health", 2)
TNT1 A 0 A_SpawnItemEx("HealFX2",random(25,35),random(-5,5),random(-5,5),momx/4,momy/4,random(2,4),random(0,90),SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)
TNT1 A 0 A_SpawnItemEx("HealFX2",random(25,35),random(-5,5),random(-5,5),momx/4,momy/4,random(2,4),random(90,180),SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)
TNT1 A 0 A_SpawnItemEx("HealFX2",random(25,35),random(-5,5),random(-5,5),momx/4,momy/4,random(2,4),random(180,270),SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)
TNT1 A 0 A_SpawnItemEx("HealFX2",random(25,35),random(-5,5),random(-5,5),momx/4,momy/4,random(2,4),random(270,359),SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)
stop
}
}
