actor Oilman : LightClassBase
{
Player.ScoreIcon "C_01H0X"
player.startitem "LightHealthBar"
player.displayname "oilman"
player.soundclass "oilmanc"
player.startitem "OilSliderBoss"
player.startitem "OilClassAmmo", 28

player.startitem "FireStormWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1
States
{
Spawn:
NOIL A 0
NOIL B 1 A_JumpIfInventory("OilmanJump",1,"SpawnSlide")
NOIL A 1 A_JumpIfInventory("OilmanJump",1,"SpawnSlide")
Goto Spawn+2
SpawnSlide:
NOIL M 0 A_JumpIfInventory("OilmanIsDone",1,"Spawn")
NOIL M 1
loop
See:
NOIL BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("OilmanJump",1,"SpawnSlide")
Goto Spawn
Missile:
NOIL F 0 A_JumpIfInventory("OilmanJump",1,"Missile2")
NOIL F 5
NOIL G 4
goto Spawn
Missile2:
NOIL N 1 A_JumpIfInventory("OilmanIsDone",1,"Missile3")
NOIL N 4
goto SpawnSlide
Missile3:
NOIL N 0
goto Missile+1
ClassPain:
NOIL H 0 A_JumpIfInventory("OilBoat",1,1)
goto PainContinue
NOIL O 0
goto PainContinue
DeathFix:
NOIL H 0
goto DeathContinue
ClassDeath:
NOIL H 1
goto MegaDeathEnd
}
}