actor HardKnuckleBoss : BaseMM8BDMWep_CBM
{
dropitem "HardKnuckleWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "$OB_HARDKNUCKLE"
weapon.ammotype "QuakeAmmo"
States
{
Spawn:
C_03 D 1
loop
Ready:
HFIS A 0 ACS_ExecuteAlways(998,0,763)
HFIS A 0 A_GunFlash
RINA A 0 A_GiveInventory("HasFist",1)
RINA A 0 A_GiveInventory("HasFist2",1)
goto Ready2
Ready2:
HFIS A 0 A_JumpIfInventory("QuakeAmmo",28,"Ready2Full")
HFIS A 10 A_WeaponReady(WRF_NOSECONDARY)
HFIS A 0 A_GiveInventory("QuakeAmmo",2)
Goto Ready2
Ready3:
HFIS A 0 A_GiveInventory("MissingFist",1)
HFIS A 0 A_JumpIfInventory("MissingFist",40, "FistRefund")
HFIS A 0 A_JumpIfInventory("HasFist",1,"Ready2")
HFIS E 0 A_JumpIfInventory("QuakeAmmo",28,"Ready3Full")
HFIS E 1 A_WeaponReady(WRF_NOSECONDARY)
Goto Ready3
Ready2Full:
HFIS A 1 A_WeaponReady
loop
Ready3Full:
HFIS E 1 A_WeaponReady
Goto Ready3
FistRefund:
HFIS A 0 A_GiveInventory("HasFist",1)
goto Ready2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FIST A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FIST A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("IsBot",1,"BotFire")
HFIS A 0 A_JumpIfInventory("HasFist",1,"Fisted")
HFIS A 0 A_JumpIfInventory("HasFist2",1,"Fisted2")
Goto Ready3
Fisted:
HFIS A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
HFIS A 0 A_TakeInventory("MissingFist",999)
HFIS A 0 A_TakeInventory("HasFist",1)
HFIS B 3 A_SpawnItemEx("HardKnuckleFX",-1,8,32,0,0,0)
HFIS C 3
HFIS D 2
HFIS D 1 A_GiveInventory("HardmanMain_CI",1)
HFIS E 18
Goto Ready3
Fisted2:
HFIS A 0 A_GiveInventory("AltFist",1)
goto Fisted2Wait1
Fisted2Wait1:
HFIS A 0 A_JumpIfInventory("HasFist",1,"Fisted2Wait2")
HFIS E 1 A_RailWait
HFIS A 0 A_JumpIfInventory("AltFist",1,"Fisted2Wait1")
goto Ready3
Fisted2Wait2:
HFIS A 1 A_RailWait
HFIS A 0 A_JumpIfInventory("AltFist",1,"Fisted2Wait2")
goto Ready2
Altfire:
HFIS A 0 A_JumpIfInventory("Quaking",1,"Boost")
HFIS A 0 A_JumpIfInventory("QuakeAmmo",28,"QuakeStart")
HFIS A 0 A_JumpIfInventory("HasFist",1,"Ready2")
Goto Ready3
QuakeStart:
HFIS A 0 A_TakeInventory("Quaking",999)
HFIS A 0 A_GiveInventory("Quaking",1)
HFIS A 0 A_TakeInventory("HardEnd",999)
HFIS A 0 A_TakeInventory("JumpCancler",1)
HFIS A 0 A_GiveInventory("LadderDisable",1)
HFIS A 0 A_TakeInventory("QuakeAmmo",3)
HFIS A 0 A_PlaySoundEx("weapon/superboost","Weapon")
HFIS A 0 A_SpawnItemEx("HSHDustFX",0,0,0,0,0,0,0,1)
HFIS A 0
HFIS A 0 A_Recoil(-1)
HFIS A 0 ThrustThingZ(0,50,0,0)
HFIS FG 2 A_SpawnItemEX("MMFXBooster",-8,0,-8,0,0,-1,0,1)
TNT1 A 0 A_GiveInventory("Quaking",1)
QuakeContinue:
TNT1 A 0 A_JumpIf(momz<=0, "QuakeDown")
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY)
goto QuakeContinue
Boost:
TNT1 A 0 A_JumpIfInventory("QuakeAmmo",1,"Boost2")
goto QuakeContinue
Boost2:
TNT1 A 0 A_PlaySoundEx("weapon/superboost","Weapon")
TNT1 A 0 A_TakeInventory("QuakeAmmo",3)
TNT1 A 0 A_SpawnItemEX("MMFXBooster",-8,0,-8,0,0,-1,0,1)
TNT1 A 0 A_Recoil(-1)
TNT1 A 3 ThrustThingZ(0,7,0,1)
goto QuakeContinue
QuakeDown:
TNT1 A 0 ThrustThingZ(0,1,1,1)
TNT1 A 0 A_SpawnItemEx("HardCrush",0,0,-10,0,0,-10)
TNT1 A 0 A_GiveInventory("Quaking",1)
TNT1 A 0 A_JumpIf(z-floorz==0,"QuakeCrash")
TNT1 A 0 A_JumpIfInventory("Quaking",999,"QuakeCrash")
TNT1 A 1 A_GiveInventory("HardSoundGive",1)
loop
QuakeCrash:
TNT1 A 0 A_PlaySoundEX("weapon/hardquakeland","Weapon")
TNT1 A 0 A_JumpIfInventory("Quaking",50,"QuakeCrash5")
TNT1 A 0 A_JumpIfInventory("Quaking",40,"QuakeCrash4")
TNT1 A 0 A_JumpIfInventory("Quaking",30,"QuakeCrash4")
TNT1 A 0 A_JumpIfInventory("Quaking",20,"QuakeCrash3")
TNT1 A 0 A_JumpIfInventory("Quaking",10,"QuakeCrash2")
goto QuakeCrash1
QuakeCrash6:
TNT1 A 0 A_FireCustomMissile("QuakeDamage6",0,0,0,0)
goto QuakeEnd
QuakeCrash5:
TNT1 A 0 A_FireCustomMissile("QuakeDamage5",0,0,0,0)
goto QuakeEnd
QuakeCrash4:
TNT1 A 0 A_FireCustomMissile("QuakeDamage4",0,0,0,0)
goto QuakeEnd
QuakeCrash3:
TNT1 A 0 A_FireCustomMissile("QuakeDamage3",0,0,0,0)
goto QuakeEnd
QuakeCrash2:
TNT1 A 0 A_FireCustomMissile("QuakeDamage2",0,0,0,0)
goto QuakeEnd
QuakeCrash1:
TNT1 A 0 A_FireCustomMissile("QuakeDamage",0,0,0,0)
goto QuakeEnd
QuakeEnd:
TNT1 A 0 A_GiveInventory("Stuck",1)
TNT1 AAAAAAAAA 1 A_Stop
TNT1 A 0 A_TakeInventory("Stuck",1)
TNT1 A 0 A_GiveInventory("HardEnd",1)
TNT1 AAA 1 A_Stop
TNT1 A 0 A_TakeInventory("Quaking",999)
TNT1 A 0 A_GiveInventory("LadderEnable",1)
TNT1 A 1 ThrustThingZ(0,30,0,0)
TNT1 A 0 A_TakeInventory("QuakeAmmo",28)
TNT1 A 0 A_JumpIfInventory("HasFist",1,"Ready2")
Goto Ready3
NoAmmo:
HFIS A 0
//HFIS A 1 ACS_Execute(979,0)
Goto Ready2
Flash:
HFI2 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFI2 A 1 A_JumpIfInventory("AltFist",1,"FlashFisted")
HFI2 A 0 A_JumpIfInventory("Quaking",1,"HideFist")
HFIS A 0 A_GiveInventory("QuakeAmmo",2)
loop
FlashFisted:
HFI2 A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
HFIS A 0 A_TakeInventory("MissingFist2",999)
HFIS A 0 A_TakeInventory("HasFist2",1)
HFI2 B 3 A_SpawnItemEx("HardKnuckleFX",-1,-8,32,0,0,0)
HFI2 CD 3
HFI2 D 2
HFI2 D 1 A_GiveInventory("HardmanMain2_CI",1)
HFI2 E 0 A_JumpIfInventory("IsDead",1,"NoFlash")
HFI2 E 18
HFIS A 0 A_TakeInventory("AltFist",1)
goto Flash2
Flash2:
HFIS A 0 A_GiveInventory("MissingFist2",1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
HFIS A 0 A_JumpIfInventory("MissingFist2",40, "FistRefund2")
HFIS A 0 A_JumpIfInventory("HasFist2",1,"Flash")
HFI2 F 0 A_JumpIfInventory("Quaking", 1, "HideFist")
HFI2 E 1
Goto Flash2
FistRefund2:
HFIS A 0 A_GiveInventory("HasFist2",1)
goto Flash
HideFist:
HFI2 FG 2
goto HideFist2
HideFist2:
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
HFI2 E 0 A_JumpIfInventory("Quaking", 1, "HideFist2")
HFI2 E 0 A_JumpIfInventory("HasFist2",1,"Flash")
goto Flash2

BotFire:
TNT1 A 0 A_JumpIfInventory("QuakeAmmo",28,"BotFire2")
goto Fire+1
BotFire2:
HFIS A 0 A_JumpIfInventory("HasFist",1,"BotFire3")
HFIS A 0 A_JumpIfInventory("HasFist2",1,"BotFire3")
goto BotQuakeStart
BotFire3:
TNT1 A 0 A_Jump(200, "BotQuakeStart")
goto Fire+1

BotQuakeStart:
TNT1 A 0 A_GiveInventory("BotHugFlag",1)

TNT1 A 0 A_TakeInventory("Quaking",999)
TNT1 A 0 A_GiveInventory("Quaking",1)
TNT1 A 0 A_TakeInventory("HardEnd",999)
TNT1 A 0 A_TakeInventory("JumpCancler",1)
TNT1 A 0 A_GiveInventory("LadderDisable",1)
TNT1 A 0 A_TakeInventory("QuakeAmmo",3)
TNT1 A 0 A_PlaySoundEx("weapon/superboost","Weapon")
TNT1 A 0 A_SpawnItemEx("HSHDustFX",0,0,0,0,0,0,0,1)
TNT1 A 0 A_Recoil(-1)
TNT1 A 0 ThrustThingZ(0,50,0,0)
HFI2 FG 2 A_SpawnItemEX("MMFXBooster",-8,0,-8,0,0,-1,0,1)
TNT1 A 0 A_GiveInventory("Quaking",1)
BotQuakeContinue:
TNT1 A 0 A_JumpIf(momz<=0, "BotQuakeDown")
TNT1 A 1
TNT1 A 0 A_Jump(240, "BotBoost")
goto BotQuakeContinue
BotBoost:
TNT1 A 0 A_JumpIfInventory("QuakeAmmo",1,"BotBoost2")
goto BotQuakeContinue
BotBoost2:
TNT1 A 0 A_PlaySoundEx("weapon/superboost","Weapon")
TNT1 A 0 A_TakeInventory("QuakeAmmo",3)
TNT1 A 0 A_SpawnItemEX("MMFXBooster",-8,0,-8,0,0,-1,0,1)
TNT1 A 0 A_Recoil(-1)
TNT1 A 3 ThrustThingZ(0,7,0,1)
goto BotQuakeContinue
BotQuakeDown:
TNT1 A 0 ThrustThingZ(0,1,1,1)
TNT1 A 0 A_SpawnItemEx("HardCrush",0,0,-10,0,0,-10)
TNT1 A 0 A_GiveInventory("Quaking",1)
TNT1 A 0 A_JumpIf(z-floorz==0, "BotQuakeCrash")
TNT1 A 0 A_JumpIfInventory("Quaking",999,"BotQuakeCrash")
TNT1 A 1 A_GiveInventory("HardSoundGive",1)
loop
BotQuakeCrash:

TNT1 A 0 A_TakeInventory("BotHugFlag",999)
goto QuakeCrash
}
}

actor QuakeAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor HasFist : OnceC{}
actor HasFist2 : OnceC{}

actor AltFist : OnceC{}

actor MissingFist : Inventory
{
inventory.amount 1
inventory.maxamount 100
}
actor MissingFist2 : MissingFist
{
}

actor Quaking : Inventory
{
inventory.amount 1
inventory.maxamount 999
}

actor Stuck : OnceC{}
actor HardEnd : OnceC{}

actor HardSoundGive : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Quaking",15,"Sound")
stop
Sound:
TNT1 A 0 A_PlaySoundEx("weapon/hardglitch","weapon")
stop
}
}

actor HardSoundGive2 : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/adapterreturn","Body")
stop
}
}

actor HardCrush
{
PROJECTILE
+DONTBLAST
damage (10)
Radius 15
Height 2
Obituary "$OB_HARDCRUSH"
damagetype "ClassPainLess2"
renderstyle none
States
{
Spawn:
TNT1 A 1
stop
}
}

actor QuakeDamage
{
+NOGRAVITY
+DONTBLAST
//+MISSILE
+SKYEXPLODE
+NOINTERACTION
+NOCLIP
//+RIPPER
+THRUACTORS
+THRUGHOST
+DONTREFLECT
height 2
radius 200
damage (5)
Obituary "$OB_HARDQUAKE"
damagetype "NeutralShock"
-SOLID
+THRUSPECIES
Species "DumbBarrel"
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MMFX_XYZ",random(-200,200),random(-200,200),0,0,0,0,0,4)
goto Spawn2
Spawn2:
TNT1 A 0 A_ChangeFlag("NOCLIP",0)
TNT1 A 0 A_ChangeFlag("NOINTERACTION",0)
TNT1 A 0 A_ChangeFlag("THRUACTORS",0)
TNT1 A 0 A_ChangeFlag("RIPPER",1)
TNT1 A 0 A_ChangeFlag("MISSILE",1)
TNT1 A 1
stop
}
}

actor QuakeDamage2 : QuakeDamage
{
radius 300
damage (10)
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MMFX_XYZ",random(-300,300),random(-300,300),0,0,0,0,0,4)
goto Spawn2
}
}
actor QuakeDamage3 : QuakeDamage
{
radius 400
damage (15)
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MMFX_XYZ",random(-400,400),random(-400,400),0,0,0,0,0,4)
goto Spawn2
}
}
actor QuakeDamage4 : QuakeDamage
{
radius 500
damage (20)
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MMFX_XYZ",random(-500,500),random(-500,500),0,0,0,0,0,4)
goto Spawn2
}
}
actor QuakeDamage5 : QuakeDamage
{
radius 600
damage (25)
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MMFX_XYZ",random(-600,600),random(-600,600),0,0,0,0,0,4)
goto Spawn2
}
}
actor QuakeDamage6 : QuakeDamage
{
radius 700
damage (30)
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MMFX_XYZ",random(-700,700),random(-700,700),0,0,0,0,0,4)
goto Spawn2
}
}

actor BossHardKnuckle : HardKnuckle
{
+DONTBLAST
+DONTREFLECT
translation "192:192=87:87", "198:198=195:195"
Damage (30)
Radius 10//8
Height 10//8
Speed 40
States
{
Spawn:
HARB BBBB 3 A_TakeFromTarget("MissingFist",999)
HARB B 0 A_ChangeFlag("DONTBLAST",0)
HARB B 3 A_TakeFromTarget("MissingFist",999)
wait
Death:
TNT1 A 0 A_JumpIfCloser(60,"Return")
goto Continue
Death2:
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("BossHardKnuckleReturn",0,0,0,0,0,0,0,1)
stop
OldDeath:
TNT1 A 0 A_GiveInventory("BossHardKnuckleFuncR",1)
stop
XDeath:
TNT1 A 0 A_JumpIfCloser(60,"Return")
TNT1 A 0 A_SpawnItemEx("BossHardKnuckleReturnH",0,0,0,0,0,0,0,1)
stop
Return:
TNT1 A 0 A_GiveToTarget("HasFist",1)
TNT1 A 0 A_GiveToTarget("HardSoundGive2",1)
stop
}
}

actor BossHardKnuckleB : BossHardKnuckle{translation "192:192=205:205", "198:198=74:74"}
actor BossHardKnuckleR : BossHardKnuckle{translation "192:192=171:171", "198:198=41:41"}
actor BossHardKnuckleO : BossHardKnuckle{translation "192:192=104:104", "198:198=128:128"}
actor BossHardKnuckleP : BossHardKnuckle{translation "192:192=229:229", "198:198=232:232"}

actor BossHardKnuckleReturn : BossHardKnuckle
{
Obituary "$OB_HARDKNUCKLER"
//+NOINTERACTION
-DONTBLAST
+SEEKERMISSILE
ReactionTime 210
States
{
Spawn:
HARB B 0
HARB B 0 A_RearrangePointers(0,0,2)
HARB B 0 A_FaceTarget
goto Spawn2
Spawn2:
HARB B 0 A_TakeFromTarget("MissingFist",999)
HARB BB 0 A_SeekerMissile(90,90,SMF_PRECISE)
HARB B 1 A_JumpIfCloser(60,"Return")
HARB B 0 A_CountDown
HARB B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
loop
Death:
TNT1 A 0 A_JumpIfCloser(60,"Return")
goto OldDeath
}
}

actor BossHardKnuckleReturnB : BossHardKnuckleReturn{translation "192:192=205:205", "198:198=74:74"}
actor BossHardKnuckleReturnR : BossHardKnuckleReturn{translation "192:192=171:171", "198:198=41:41"}
actor BossHardKnuckleReturnO : BossHardKnuckleReturn{translation "192:192=104:104", "198:198=128:128"}
actor BossHardKnuckleReturnP : BossHardKnuckleReturn{translation "192:192=229:229", "198:198=232:232"}

actor BossHardKnuckleFuncR : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==-1,5)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==0,"PickupB")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==1,"PickupR")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==2,"PickupO")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==3,"PickupP")
TNT1 A 0
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturn",0,0,0,0)
stop
PickupB:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturnB",0,0,0,0)
stop
PickupR:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturnR",0,0,0,0)
stop
PickupO:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturnO",0,0,0,0)
stop
PickupP:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturnP",0,0,0,0)
stop
}
}

actor BossHardKnuckleReturnH : BossHardKnuckleReturn
{
+NOINTERACTION
States
{
Death:
TNT1 A 0
goto Return
}
}

actor BossHardKnuckle2 : BossHardKnuckle
{
States
{
Spawn:
HARB BBBB 3 A_TakeFromTarget("MissingFist2",999)
HARB B 0 A_ChangeFlag("DONTBLAST",0)
HARB B 3 A_TakeFromTarget("MissingFist2",999)
wait
Death:
TNT1 A 0 A_JumpIfCloser(60,"Return")
goto Continue
Continue:
TNT1 A 0 A_SpawnItemEx("BossHardKnuckleReturn2",0,0,0,0,0,0,0,1)
stop
OldDeath:
TNT1 A 0 A_GiveInventory("BossHardKnuckleFuncR2",1)
stop
XDeath:
TNT1 A 0 A_JumpIfCloser(60,"Return")
TNT1 A 0 A_SpawnItemEx("BossHardKnuckleReturnH2",0,0,0,0,0,0,0,1)
stop
Return:
TNT1 A 0 A_GiveToTarget("HasFist2",1)
TNT1 A 0 A_GiveToTarget("HardSoundGive2",1)
stop
}
}

actor BossHardKnuckle2B : BossHardKnuckle2{translation "192:192=205:205", "198:198=74:74"}
actor BossHardKnuckle2R : BossHardKnuckle2{translation "192:192=171:171", "198:198=41:41"}
actor BossHardKnuckle2O : BossHardKnuckle2{translation "192:192=104:104", "198:198=128:128"}
actor BossHardKnuckle2P : BossHardKnuckle2{translation "192:192=229:229", "198:198=232:232"}

actor BossHardKnuckleReturn2 : BossHardKnuckle2
{
Obituary "$OB_HARDKNUCKLER"
-DONTBLAST
+SEEKERMISSILE
ReactionTime 210
States
{
Spawn:
HARB B 0
HARB B 0 A_RearrangePointers(0,0,2)
HARB B 0 A_FaceTarget
goto Spawn2
Spawn2:
HARB B 0 A_TakeFromTarget("MissingFist2",999)
HARB BB 0 A_SeekerMissile(90,90,SMF_PRECISE)
HARB B 1 A_JumpIfCloser(60,"Return")
HARB B 0 A_CountDown
HARB B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
loop
Death:
TNT1 A 0 A_JumpIfCloser(60,"Return")
goto OldDeath
}
}

actor BossHardKnuckleReturn2B : BossHardKnuckleReturn2{translation "192:192=205:205", "198:198=74:74"}
actor BossHardKnuckleReturn2R : BossHardKnuckleReturn2{translation "192:192=171:171", "198:198=41:41"}
actor BossHardKnuckleReturn2O : BossHardKnuckleReturn2{translation "192:192=104:104", "198:198=128:128"}
actor BossHardKnuckleReturn2P : BossHardKnuckleReturn2{translation "192:192=229:229", "198:198=232:232"}

actor BossHardKnuckleFuncR2 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==-1,5)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==0,"PickupB")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==1,"PickupR")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==2,"PickupO")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==3,"PickupP")
TNT1 A 0
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturn2",0,0,0,0)
stop
PickupB:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturn2B",0,0,0,0)
stop
PickupR:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturn2R",0,0,0,0)
stop
PickupO:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturn2O",0,0,0,0)
stop
PickupP:
TNT1 A 0 A_CustomMissile("BossHardKnuckleReturn2P",0,0,0,0)
stop
}
}

actor BossHardKnuckleReturnH2 : BossHardKnuckleReturn2
{
+NOINTERACTION
States
{
Death:
TNT1 A 0
goto Return
}
}


actor HardmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckle",0,0,10,-2)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckleB",0,0,10,-2)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckleR",0,0,10,-2)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckleO",0,0,10,-2)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckleP",0,0,10,-2)
goto Done
}
}

actor HardmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckle2",0,0,-10,-2)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckle2B",0,0,-10,-2)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckle2R",0,0,-10,-2)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckle2O",0,0,-10,-2)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BossHardKnuckle2P",0,0,-10,-2)
goto Done
}
}
