actor Darkman2 : SemiHighArmorClass
{
Player.ScoreIcon "DAR2MUGS"
player.startitem "BaseFlagPack", 1
player.displayname "Darkman2"
player.soundclass "darkman2c"
player.startitem "SemiHighArmor"
player.startitem "DarkShields2Boss"
player.startitem "UltimateAttackItem4"
player.startitem "UltSoundWatcherSpawn4"
Player.startitem "Base112Ammo",112
player.startitem "IsFromMM5"
player.forwardmove 0.9,0.9
player.sidemove 0.88,0.88
Player.ViewHeight 53
player.jumpz 16
States
{
Animation0:
Spawn:
DAR2 B 0
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 A 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+2
See:
Animation1:
DarkSprintA:
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 B 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"DarkSprintB") DAR2 B 0 A_JumpIfHealthLower(23,"DarkSprintB")
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 B 0 A_JumpIfHealthLower(46,"DarkSprintB")
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 B 0 A_JumpIfHealthLower(69,"DarkSprintB")
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 B 0 A_JumpIfHealthLower(92,"DarkSprintB")
DAR2 B 1 A_JumpIf(z-floorz>0,"Jumping")
Animation2:
DarkSprintB:
DAR2 C 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 C 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 C 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 C 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"DarkSprintC") DAR2 C 0 A_JumpIfHealthLower(23,"DarkSprintC")
DAR2 C 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 C 0 A_JumpIfHealthLower(46,"DarkSprintC")
DAR2 C 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 C 0 A_JumpIfHealthLower(69,"DarkSprintC")
DAR2 C 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 C 0 A_JumpIfHealthLower(92,"DarkSprintC")
DAR2 C 1 A_JumpIf(z-floorz>0,"Jumping")
Animation3:
DarkSprintC:
DAR2 D 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 D 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 D 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 D 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"DarkSprintD") DAR2 D 0 A_JumpIfHealthLower(23,"DarkSprintD")
DAR2 D 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 D 0 A_JumpIfHealthLower(46,"DarkSprintD")
DAR2 D 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 D 0 A_JumpIfHealthLower(69,"DarkSprintD")
DAR2 D 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 D 0 A_JumpIfHealthLower(92,"DarkSprintD")
DAR2 D 1 A_JumpIf(z-floorz>0,"Jumping")
Animation4:
DarkSprintD:
DAR2 E 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 E 1 A_JumpIf(z-floorz>0,"Jumping")
DAR2 E 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 E 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"DarkSprintA") DAR2 E 0 A_JumpIfHealthLower(23,"DarkSprintA")
DAR2 E 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 E 0 A_JumpIfHealthLower(46,"DarkSprintA")
DAR2 E 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 E 0 A_JumpIfHealthLower(69,"DarkSprintA")
DAR2 E 1 A_JumpIf(z-floorz>0,"Jumping") DAR2 E 0 A_JumpIfHealthLower(92,"DarkSprintA")
DAR2 E 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+1
Jumping:
DAR2 I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
Animation5:
Missile: 
DAR2 FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
Animation6:
Missile2:
DAR2 GGGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile2")
Goto Spawn+2
JumpingMissile:
DAR2 JJJJJ 1 A_JumpIf(z-floorz<=0, "Missile")
JumpingMissile2:
DAR2 KKKKK 1 A_JumpIf(z-floorz<=0, "Missile2")
Goto Jumping
ClassPain:
DAR2 HHHHHHHHHH 2 A_SpawnItem("PainFX",0,3)
Goto Spawn+1
WeaponGetM:
ClassDeath:
DAR2 H 20 ACS_ExecuteAlways(999,0,0)
DAR2 H 0 A_PlayerScream
PLY1 H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
NOFX A 1 A_CheckPlayerDone
wait
}
}

actor DarkShields2Boss : VCBaseWeapon
{
weapon.ammotype "Base112Ammo"
weapon.ammotype2 "BaseAltfireAmmo"
Obituary "$OB_DARKMANTWO1"
States
{
Ready:
TNT1 A 0
DKC2 A 0 A_SpawnItemEx("Dark2Shield",0,0,0,0,0,0,0)
DKC2 A 0 A_SpawnItemEx("Dark2Shield2",0,0,0,0,0,0,180)
DKC2 A 0 A_SpawnItemEx("Q9Shield",0,0,0,0,0,0,0)
DKC2 A 0 A_SpawnItemEx("Q9Shield2",0,0,0,0,0,0,180)
DKC2 A 0 A_GunFlash
Ready2:
DKC2 A 0 A_JumpIfInventory("DarkSprintCooldown",1,"Ready2.NoAltfire")
DKC2 A 0 A_JumpIfInventory("DarkSprintQ9Cooldown",1,"Ready2.NoAltfire")
DKC2 A 1 A_WeaponReady(WRF_NOPRIMARY*CallACS("VC_AmmoCheck",2,56))
DKC2 A 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"Ready2.User1Check")
DKC2 A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
DKC2 A 0 A_GiveInventory("Base112Ammo",1)
loop
Ready2.NoAltfire:
DKC2 A 1 A_WeaponReady(WRF_NOPRIMARY*CallACS("VC_AmmoCheck",2,56)|WRF_NOSECONDARY)
DKC2 A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
DKC2 A 0 A_GiveInventory("Base112Ammo",1)
Goto Ready2

Ready2.User1Check:
TIMH H 0 A_JumpIf(CallACS("VC_CheckBtn",3)==3,"User1")
Goto Ready2+4

Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DKC2 A 1 A_Lower
Goto Deselect
Select:
DKC2 A 0
DKC2 A 0 ACS_ExecuteAlways(991,0,809)
DKC2 A 10 A_WeaponReady(14)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DKC2 A 1 A_Raise
Loop

Fire:
DKC2 ABCD 1 ACS_NamedExecuteWithResult("VC_SetState",5)
DKC2 D 0 A_GiveInventory("BaseCustomFlag1")
DarkSpinning:
DKC2 E 0 A_JumpIfInventory("Base112Ammo",1,1)
Goto EndMain
DKC2 E 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"Skip")
DKC2 E 0 A_TakeInventory("Base112Ammo",1)
Skip:
DKC2 E 1 ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 E 0 A_JumpIfInventory("IsBot",1,"DarkSpinning")
DKC2 EE 1 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",4)==3,"DarkSpinning")
EndMain:
DKC2 DCBBBBB 2 A_TakeInventory("BaseCustomFlag1")
Goto Ready2

AltFire:
DKC2 F 0 A_JumpIfInventory("NoAltfire",1,"Ready2")
DKC2 F 0 A_JumpIfInventory("DarkSprintCooldown",1,"Ready2")
DKC2 F 0 A_JumpIfInventory("DarkSprintQ9Cooldown",1,"Ready2")
DKC2 F 0 A_GunFlash("EndFlash")
DKC2 F 0 A_GiveInventory("CannotBeMoved")
DKC2 F 0 A_GiveInventory("DarkMan2SlowDown")
DKC2 F 0 A_GiveInventory("ToadChargeDamageGive")
DKC2 B 0 A_TakeInventory("BaseCustomFlag2")
DarkSprintChargeA1:
DKC2 F 0 A_PlaySoundEx("weapon/kickcharge","SoundSlot5") DKC2 FFFF 0 A_SpawnItemEx("DarkSprintDustFX",0,0,0,random(-10,-20),random(-3,3),random(3,5))
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeA2:
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeA3:
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeA4:
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeA5:
DKC2 F 0 A_PlaySoundEx("weapon/kickcharge","SoundSlot6") DKC2 FFFF 0 A_SpawnItemEx("DarkSprintDustFX",0,0,0,random(-10,-20),random(-3,3),random(3,5))
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeA6:
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeA7:
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeA8:
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",56,"DarkSprintChargeB1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 0
Goto DarkSprintChargeA1
DarkSprintChargeB1:
DKC2 F 0 A_PlaySoundEx("weapon/kickcharge","SoundSlot5") DKC2 FFFF 0 A_SpawnItemEx("DarkSprintDustFX",0,0,0,random(-10,-20),random(-3,3),random(3,5))
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeB2:
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeB3:
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeB4:
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeB5:
DKC2 F 0 A_PlaySoundEx("weapon/kickcharge","SoundSlot6") DKC2 FFFF 0 A_SpawnItemEx("DarkSprintDustFX",0,0,0,random(-10,-20),random(-3,3),random(3,5))
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeB6:
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeB7:
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeB8:
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",112,"DarkSprintChargeC1") DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 0
Goto DarkSprintChargeB1
DarkSprintChargeC1:
DKC2 F 0 A_PlaySoundEx("weapon/kickcharge","SoundSlot5") DKC2 FFFFF 0 A_SpawnItemEx("DarkSprintDustFX",0,0,0,random(-10,-20),random(-3,3),random(3,5))
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeC2:
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeC3:
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 H 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 H 0 A_Refire(1) Goto TimeToSprint DKC2 H 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeC4:
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 G 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 G 0 A_Refire(1) Goto TimeToSprint DKC2 G 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeC5:
DKC2 F 0 A_PlaySoundEx("weapon/kickcharge","SoundSlot6") DKC2 FFFFF 0 A_SpawnItemEx("DarkSprintDustFX",0,0,0,random(-10,-20),random(-3,3),random(3,5))
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 F 1 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_Refire(1) Goto TimeToSprint DKC2 F 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeC6:
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeC7:
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 J 1 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 J 0 A_Refire(1) Goto TimeToSprint DKC2 J 0 A_GiveInventory("BaseAltfireAmmo",2)
DarkSprintChargeC8:
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 1 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_Refire(1) Goto TimeToSprint DKC2 I 0 A_GiveInventory("BaseAltfireAmmo",2)
DKC2 I 0
Goto DarkSprintChargeC1
TimeToSprint:
DKC2 F 0 A_PlaySoundEx("weapon/tengudash","Weapon")
DKC2 F 0 A_GiveInventory("ToadChargeDamageTake")
DKC2 F 0 A_TakeInventory("DarkMan2SlowDown")
DKC2 F 0 A_TakeInventory("CannotBeMoved")
DKC2 F 0 A_Stop
DKC2 F 0 A_Recoil(CallACS("VC_XYMob",-20))
DarkSprint:
DKC2 F 0 A_PlaySoundEx("weapon/darkman2running","Weapon")
DKC2 F 0 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 F 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 F 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 F 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 FFFFFFFF 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 F 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 G 0 ACS_NamedExecuteWithResult("VC_SetState",1) DKC2 G 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 G 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 G 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 GGGGGGGG 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 G 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 H 0 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 H 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 H 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 H 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 HHHHHHHH 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 H 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 H 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 G 0 ACS_NamedExecuteWithResult("VC_SetState",2) DKC2 G 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 G 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 G 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 GGGGGGGG 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 G 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 G 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 F 0 A_PlaySoundEx("weapon/darkman2running","Weapon")
DKC2 F 0 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 F 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 F 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 F 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 FFFFFFFF 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 F 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 F 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 I 0 ACS_NamedExecuteWithResult("VC_SetState",3) DKC2 I 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 I 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 I 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 IIIIIIII 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 I 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 J 0 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 J 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 J 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 J 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 JJJJJJJJ 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 J 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 J 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 I 0 ACS_NamedExecuteWithResult("VC_SetState",4) DKC2 I 0 A_TakeInventory("BaseAltfireAmmo",1)
DKC2 I 0 A_JumpIfInventory("BaseCustomFlag2",1,"StopSprint") DKC2 I 0 A_ChangeVelocity(cos(pitch)*25,0,momz,CVF_RELATIVE|CVF_REPLACE)
DKC2 IIIIIIII 0 A_SpawnItemEx("Dark2FootShield",16,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DKC2 I 1 A_SpawnItemEx("DarkSprintHitBox",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION) DKC2 I 0 A_JumpIfInventory("BaseAltfireAmmo",1,1) Goto EndSprint
DKC2 I 0
loop
StopSprint:
DKC2 B 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"StopSprintQ9CoolDown")
DKC2 B 0 A_GiveInventory("DarkSprintCooldown",280)
DKC2 B 0 A_SpawnItemEx("DarkSprintWatcher2")
Goto StopSprintRecupe
StopSprintQ9CoolDown:
DKC2 B 0 A_GiveInventory("DarkSprintQ9Cooldown",70)
DKC2 B 0 A_SpawnItemEx("DarkSprintQ9Watcher2")
StopSprintRecupe:
DKC2 B 0 A_TakeInventory("BaseAltfireAmmo")
DKC2 B 0 A_TakeInventory("BaseCustomFlag2")
DKC2 B 1 Offset(0,34)A_Stop DKC2 B 0 ACS_NamedExecuteWithResult("VC_SetState",0)
DKC2 B 1 Offset(0,36)A_Stop DKC2 B 0 ACS_NamedExecuteWithResult("VC_SetState",0)
DKC2 B 1 Offset(0,38)A_Stop DKC2 B 0 ACS_NamedExecuteWithResult("VC_SetState",0)
DKC2 B 1 Offset(0,38)A_Stop DKC2 B 0 ACS_NamedExecuteWithResult("VC_SetState",0)
DKC2 B 1 Offset(0,36)A_Stop DKC2 B 0 ACS_NamedExecuteWithResult("VC_SetState",0)
DKC2 B 1 Offset(0,34)A_Stop DKC2 B 0 ACS_NamedExecuteWithResult("VC_SetState",0)
Goto EndAlt
EndSprint:
DKC2 B 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"Q9CoolDown")
DKC2 B 0 A_GiveInventory("DarkSprintCooldown",280)
DKC2 B 0 A_SpawnItemEx("DarkSprintWatcher")
Goto EndAlt
Q9CoolDown:
DKC2 B 0 A_GiveInventory("DarkSprintQ9Cooldown",70)
DKC2 B 0 A_SpawnItemEx("DarkSprintQ9Watcher")
EndAlt:
DKC2 B 1 A_GunFlash
DKC2 B 1 A_TakeInventory("BaseCustomFlag2")
Goto Ready2

UltimateAttack:
DKC2 B 0 ACS_NamedExecuteAlways("VC_UltimateText",0,46) DKC2 B 0 A_PlaySoundEx("classes/ultimateactivation","Auto") DKC2 B 0 A_PlaySoundEx("weapon/lightningbolt","Body")
DKC2 B 0 A_TakeInventory("DarkSprintCooldown") DKC2 B 0 A_GiveInventory("Base112Ammo",112) DKC2 B 0 A_SpawnItemEx("Circring-Q9Hologram")
DKC2 BB 1 ACS_ExecuteAlways(971,0,1234)
DKC2 K 1 Offset(2,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 K 1 Offset(-2,32)ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 L 1 Offset(4,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 L 1 Offset(-4,32)ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 K 1 Offset(6,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 K 1 Offset(-6,32)ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 L 1 Offset(8,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 L 1 Offset(-8,32)ACS_NamedExecuteWithResult("VC_SetState",6)

DKC2 A 0 A_SpawnItemEx("DarkQ9Platform",0,0,0,0,0,0,0)
DKC2 A 0 A_SpawnItemEx("DarkQ9Platform2",0,0,0,0,0,0,180)

DKC2 LL 0 ACS_ExecuteAlways(971,0,809)
DKC2 K 1 Offset(8,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 K 1 Offset(-8,32)ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 L 1 Offset(6,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 L 1 Offset(-6,32)ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 K 1 Offset(4,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 K 1 Offset(-4,32)ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 L 1 Offset(2,32)ACS_NamedExecuteWithResult("VC_SetState",6) DKC2 L 1 Offset(-2,32)ACS_NamedExecuteWithResult("VC_SetState",6)
DKC2 L 0 ACS_NamedExecuteWithResult("VC_SetState",0)
DKC2 B 1 Offset(1,32)
DKC2 B 1 Offset(-1,32)
Goto Ready2
Flash:
TNT1 A 0 A_JumpIfInventory("PowerUltBuildCooldown",1,"EndCheck")
TNT1 A 0 A_JumpIfHealthLower(23,"Threshold4")
TNT1 A 0 A_JumpIfHealthLower(46,"Threshold3")
TNT1 A 0 A_JumpIfHealthLower(69,"Threshold2")
TNT1 A 0 A_JumpIfHealthLower(92,"Threshold1")
Threshold0:
TNT1 A 0 A_GiveInventory("DarkMan2Speed0")
Goto EndCheck
Threshold1:
TNT1 A 0 A_GiveInventory("DarkMan2Speed1")
Goto EndCheck
Threshold2:
TNT1 A 0 A_GiveInventory("DarkMan2Speed2")
Goto EndCheck
Threshold3:
TNT1 A 0 A_GiveInventory("DarkMan2Speed3")
Goto EndCheck
Threshold4:
TNT1 A 0 A_GiveInventory("DarkMan2Speed4")
EndCheck:
TNT1 A 1 A_JumpIfInventory("IsDead",1,"EndFlash")
Goto Flash
EndFlash:
TNT1 A 0
stop

User1:
DKC2 A 0 A_JumpIfInventory("VC_Timer",1,"Ready2")
DKC2 ABCD 1 ACS_NamedExecuteWithResult("VC_SetState",5)
DKC2 F 0 A_FireCustomMissile("Q9ThrowUser1",0,0,0,12)
DKC2 A 0 A_GiveInventory("VC_Timer",1)
DKC2 DCBBBBB 2 A_TakeInventory("BaseCustomFlag1")
Goto Ready2
}
}

actor DarkMan2Speed0 : PowerSpeed
{
+POWERSPEED.NOTRAIL
powerup.duration 2
Speed 1.00
}
actor DarkMan2Speed1 : DarkMan2Speed0 {Speed 1.05}
actor DarkMan2Speed2 : DarkMan2Speed0 {Speed 1.10}
actor DarkMan2Speed3 : DarkMan2Speed0 {Speed 1.15}
actor DarkMan2Speed4 : DarkMan2Speed0 {Speed 1.20}
actor DarkMan2Speed5 : DarkMan2Speed4 {-POWERSPEED.NOTRAIL powerup.duration -99}

actor Dark2ShieldStarter : CustomInventory
{
inventory.maxamount 1
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("Dark2Shield",0,0,0,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("Dark2Shield2",0,0,0,0,0,0,180)
TNT1 A 0 A_SpawnItemEx("Q9Shield",0,0,0,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("Q9Shield2",0,0,0,0,0,0,180)
stop
}
}

actor Dark2Shield
{
Translation "202:202=216:216"
PROJECTILE
+GHOST
+RIPPER
+NOBLOOD
+DEFLECT
+DONTRIP
+THRUGHOST
+SHOOTABLE
-NOBLOCKMAP
+REFLECTIVE
+NORADIUSDMG
+DONTREFLECT
+THRUSPECIES
+INVULNERABLE
+NOINTERACTION
+NOTARGETSWITCH
Species "Dark2ShieldType"
Damagetype "Darkman2"
Obituary "$OB_DARKMANTWO1"
Mass 9999
Damage (5)
Radius 16
Height 56
Speed 0
Scale 2.5
var int User_Angle;
const int X_OFS = 60;
const int ANGLE_TURN = 10;
const int ANGLE_TURN_2 = 25;
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SetUserVar(User_Angle,0)
Goto Spawn2A
Spawn2A:
DSHO N 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,"Spawn3A")
DSHO N 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,"ShieldInvis")
DSHO N 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO N 0 A_SpawnItemEx("DarkShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 0 A_SpawnItemEx("Dark2ShieldDamager",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
Spawn2B:
DSHO O 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,"Spawn3B")
DSHO O 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,"ShieldInvis")
DSHO O 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO O 0 A_SpawnItemEx("DarkShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 0 A_SpawnItemEx("Dark2ShieldDamager",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
Spawn2C:
DSHO P 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,"Spawn3C")
DSHO P 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,"ShieldInvis")
DSHO P 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO P 0 A_SpawnItemEx("DarkShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 0 A_SpawnItemEx("Dark2ShieldDamager",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
Goto Spawn2A
Spawn3A:
DSHO N 0 A_PlaySoundEX("weapon/shieldhum","Body")
DSHO N 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,1)
Goto Spawn2A
DSHO N 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO N 0 A_SpawnItemEx("DarkShieldBlocker2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 0 A_SpawnItemEx("Dark2ShieldDamager2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
Spawn3B:
DSHO O 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,1)
Goto Spawn2B
DSHO O 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO O 0 A_SpawnItemEx("DarkShieldBlocker2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 0 A_SpawnItemEx("Dark2ShieldDamager2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
Spawn3C:
DSHO P 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,1)
Goto Spawn2C
DSHO P 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO P 0 A_SpawnItemEx("DarkShieldBlocker2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 0 A_SpawnItemEx("Dark2ShieldDamager2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
Goto Spawn3A
ShieldInvis:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
TNT1 A 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 AA 1 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,"ShieldInvis")
Goto Spawn2A
Pain:
TNT1 A 0 A_PlaySound("item/protoreflect")
stop
End:
TNT1 A 0
stop
}
}

actor Dark2Shield2 : Dark2Shield
{
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SetUserVar(User_Angle,180)
Goto Spawn2A
}
}

actor Q9Shield : Dark2Shield
{
Translation "202:202=249:249"
Obituary "$OB_DARKMANTWO4"
States
{
Spawn:
TNT1 AA 0
Q9Invis:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
TNT1 A 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,"Spawn2A")
loop
Spawn2A:
DSHO N 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,1)
Goto Q9Invis
DSHO N 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,"Spawn3A")
DSHO N 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO N 0 A_SpawnItemEx("Q9ShieldDamager",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 0 A_SpawnItemEx("Q9ShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
Spawn2B:
DSHO O 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,1)
Goto Q9Invis
DSHO O 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,"Spawn3B")
DSHO O 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO O 0 A_SpawnItemEx("Q9ShieldDamager",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 0 A_SpawnItemEx("Q9ShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
Spawn2C:
DSHO P 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,1)
Goto Q9Invis
DSHO P 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,"Spawn3C")
DSHO P 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO P 0 A_SpawnItemEx("Q9ShieldDamager",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 0 A_SpawnItemEx("Q9ShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
Goto Spawn2A
Spawn3A:
DSHO N 0 A_PlaySoundEX("weapon/shieldhum","Body")
DSHO N 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,1)
Goto Q9Invis
DSHO N 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,1)
Goto Spawn2A
DSHO N 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO N 0 A_SpawnItemEx("Q9ShieldDamager2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 0 A_SpawnItemEx("Q9ShieldBlocker2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
DSHO N 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
Spawn3B:
DSHO O 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,1)
Goto Q9Invis
DSHO O 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,1)
Goto Spawn2B
DSHO O 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO O 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO O 0 A_SpawnItemEx("Q9ShieldDamager2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 0 A_SpawnItemEx("Q9ShieldBlocker2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
DSHO O 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO O 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
Spawn3C:
DSHO P 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,1)
Goto Q9Invis
DSHO P 0 A_JumpIfInTargetInventory("BaseCustomFlag1",1,1)
Goto Spawn2C
DSHO P 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO P 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
DSHO P 0 A_SpawnItemEx("Q9ShieldDamager2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 0 A_SpawnItemEx("Q9ShieldBlocker2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
DSHO P 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO P 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN_2)
Goto Spawn3A
}
}
actor Q9Shield2 : Q9Shield
{
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SetUserVar(User_Angle,180)
Goto Spawn2A
}
}

actor DarkShieldBlocker
{
PROJECTILE
-NOBLOCKMAP
+GHOST
+NOBLOOD
+DONTRIP
+SHOOTABLE
+NORADIUSDMG
+DONTREFLECT
+THRUSPECIES
Species "Dark2ShieldType"
health 99999
mass 99999
Height 64
Radius 6
Damage (0)
Speed 0
scale 2.5
painchance 256
States
{
Spawn:
TNT1 AA 0
TNT1 A 1
stop
Pain:
TNT1 A 0 A_Jump(256,"RepelFX1","RepelFX2","RepelFX3")
RepelFX3:
TNT1 AA 0 A_SpawnItemEx("Dark2Sparkle",0,0,random(0,64),random(1,3),0,random(0,-2),random(0,359))
RepelFX2:
TNT1 AA 0 A_SpawnItemEx("Dark2Sparkle",0,0,random(0,64),random(1,3),0,random(0,-2),random(0,359))
RepelFX1:
TNT1 AA 0 A_SpawnItemEx("Dark2Sparkle",0,0,random(0,64),random(1,3),0,random(0,-2),random(0,359))
TNT1 A 1 A_PlaySound("item/protoreflect")
stop
}
}
actor DarkShieldBlocker2 : DarkShieldBlocker {radius 12}

actor Q9ShieldBlocker : DarkShieldBlocker
{
States
{
Pain:
TNT1 A 0 A_Jump(256,"RepelFX1","RepelFX2","RepelFX3")
RepelFX3:
TNT1 AA 0 A_SpawnItemEx("Q9Sparkle",0,0,random(0,64),random(1,3),0,random(0,-2),random(0,359))
RepelFX2:
TNT1 AA 0 A_SpawnItemEx("Q9Sparkle",0,0,random(0,64),random(1,3),0,random(0,-2),random(0,359))
RepelFX1:
TNT1 AA 0 A_SpawnItemEx("Q9Sparkle",0,0,random(0,64),random(1,3),0,random(0,-2),random(0,359))
TNT1 A 1 A_PlaySound("item/protoreflect")
stop
}
}
actor Q9ShieldBlocker2 : Q9ShieldBlocker {radius 12}

Actor Dark2Sparkle : JewelShotFX
{
Translation "204:204=216:216"
-NOINTERACTION
-NOGRAVITY
Gravity 0.2
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileFXCode",1)
JEWS UVW 3
JEWS WWWWW 2 A_SetScale(ScaleX - 0.5, ScaleY - 0.5)
stop
}
}
Actor Q9Sparkle : Dark2Sparkle {Translation "204:204=249:249"}

actor Dark2ShieldDamager
{
Projectile
Scale 2.5
Height 6
Radius 6
+NOINTERACTION
Species "Dark2ShieldType"
+THRUSPECIES
damagetype "Darkman2"
Obituary "$OB_DARKMANTWO1"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(3, 45, 0)
stop
}
}

actor Dark2ShieldDamager2 : Dark2ShieldDamager
{
Obituary "$OB_DARKMANTWO2"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(6, 68, 0)
stop
}
}

actor Q9ShieldDamager : Dark2ShieldDamager
{
damagetype "Darkman2Ult"
Obituary "$OB_DARKMANTWO4"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(6, 45, 0)
stop
}
}

actor Q9ShieldDamager2 : Q9ShieldDamager
{
Obituary "$OB_DARKMANTWO5"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(9, 68, 0)
stop
}
}

actor DarkMan2SlowDown : PowerSpeed
{
+POWERSPEED.NOTRAIL
Powerup.Duration -999
Speed  0.25
}

actor DarkSprintDustFX
{
speed 30
renderstyle translucent
alpha 1.0
scale 1.0
translation "8:253=4:4"
+NOINTERACTION
+MISSILE
states
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
MMFX E 5
MMFX EEEEE 1 A_FadeOut(0.2)
stop
}
}

actor DarkSprintHitBox
{
Species "Dark2ShieldType"
+THRUSPECIES
PROJECTILE
+DONTBLAST
+DONTREFLECT
-NOBLOCKMAP
damagetype "Darkman2Alt"
Obituary "$OB_DARKMANTWO3"
damage (25)
Radius 32
Height 32
Speed 20
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_JumpIfInTargetInventory("BaseCustomFlag2",1,"End")
stop
XDeath:
TNT1 A 0 A_PlaySound("weapon/dm2impact")
TNT1 A 0 A_GiveToTarget("BaseCustomFlag2")
End:
TNT1 A 1
stop
}
}

actor DarkSprintProtect : PowerProtection
{
powerup.duration -1
damagefactor "Darkman2Alt", 0.0
}

actor Dark2FootShield : DarkShieldBlocker
{
+INVULNERABLE
painchance 0
Height 16
Radius 48
States
{
Spawn:
TNT1 A 2
stop
Pain:
TNT1 A 0
stop
}
}

actor DarkSprintCooldown : Ammo
{
inventory.amount 1
inventory.maxamount 280
+INVENTORY.IGNORESKILL
}

actor DarkSprintQ9Cooldown : Ammo
{
inventory.amount 1
inventory.maxamount 70
+INVENTORY.IGNORESKILL
}

actor DarkSprintWatcher
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
States
{
Spawn: 
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"Death")
TNT1 A 1 A_TakeFromTarget("DarkSprintCooldown",1)
TNT1 A 0 A_JumpIfInTargetInventory("DarkSprintCooldown",1,"Spawn")
Goto Death
Death:
TNT1 A 1
stop
}
}

actor DarkSprintWatcher2 : DarkSprintWatcher
{
States
{
Spawn: 
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"Death")
TNT1 A 1 A_TakeFromTarget("DarkSprintCooldown",2)
TNT1 A 0 A_JumpIfInTargetInventory("DarkSprintCooldown",1,"Spawn")
Goto Death
}
}

actor DarkSprintQ9Watcher : DarkSprintWatcher
{
States
{
Spawn: 
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"Death")
TNT1 A 1 A_TakeFromTarget("DarkSprintQ9Cooldown",1)
TNT1 A 0 A_JumpIfInTargetInventory("DarkSprintQ9Cooldown",1,"Spawn")
Goto Death
}
}

actor DarkSprintQ9Watcher2 : DarkSprintWatcher
{
States
{
Spawn: 
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
DSHO N 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"Death")
TNT1 A 1 A_TakeFromTarget("DarkSprintQ9Cooldown",2)
TNT1 A 0 A_JumpIfInTargetInventory("DarkSprintQ9Cooldown",1,"Spawn")
Goto Death
}
}

actor Circring-Q9Hologram
{
+NOINTERACTION
Height 1
Radius 1
damage (0)
Speed 0
scale 2.5
var int User_Ofs;
const int Z_OFS = 96;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_PlaySoundEx("misc/teleport2","SoundSlot5")
TNT1 A 0 A_SetUserVar("User_Ofs",320)
TNT1 A 1 A_Warp(AAPTR_TARGET,0,0,User_Ofs,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
Spawn2: 
TFOD D 0 A_GiveToTarget("DarkMan2UltEnable")
TFOG D 0 A_SetUserVar(User_Ofs,User_Ofs-32)
TFOG D 1 A_Warp(AAPTR_TARGET,0,0,User_Ofs,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TFOG D 0 A_JumpIf(User_Ofs<=Z_OFS,"Spawn3")
loop
Spawn3:
TFOG EEFF 1 A_Warp(AAPTR_TARGET,0,0,Z_OFS,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TFOG F 0 A_PlaySoundEx("misc/ERPossess","SoundSlot6")
TFOG F 0 A_SetTranslucent(0.75,0)
CircringQ9:
CIRC Q 0 A_TakeFromTarget("MediumLongUltimateAmmo",1)
CIRC Q 1 A_Warp(AAPTR_TARGET,0,0,Z_OFS,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) CIRC Q 0 A_JumpIfInTargetInventory("MediumLongUltimateAmmo",1,1) Goto Death CIRC Q 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
CIRC Q 1 A_Warp(AAPTR_TARGET,0,0,Z_OFS,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) CIRC Q 0 A_JumpIfInTargetInventory("MediumLongUltimateAmmo",1,1) Goto Death CIRC Q 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 0 A_TakeFromTarget("MediumLongUltimateAmmo",2)
TNT1 A 1 A_Warp(AAPTR_TARGET,0,0,Z_OFS,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_JumpIfInTargetInventory("MediumLongUltimateAmmo",1,1) Goto Death TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 1 A_Warp(AAPTR_TARGET,0,0,Z_OFS,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_JumpIfInTargetInventory("MediumLongUltimateAmmo",1,1) Goto Death TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
loop
Death:
TNT1 A 0 A_PlaySoundEx("misc/teleport2","SoundSlot5")
TFOG F 0 A_SetTranslucent(1.0,0)
TFOD FFEE 2 A_Warp(AAPTR_TARGET,0,0,Z_OFS,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
Death2:
TFOD D 0 A_GiveToTarget("DarkMan2UltDisable")
TFOG D 0 A_SetUserVar(User_Ofs,User_Ofs+32)
TFOG D 1 A_Warp(AAPTR_TARGET,0,0,User_Ofs,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TFOG D 0 A_JumpIf(User_Ofs<=320,"Death3")
loop
Death3:
TNT1 A 0
stop
}
}

actor DarkMan2UltEnable : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_ChangeFlag("INVULNERABLE",True)
TNT1 A 0 A_GiveInventory("InvProtection")
TNT1 A 0 A_GiveInventory("DarkMan2Speed5")
TNT1 A 0 A_GiveInventory("PowerUltBuildCooldown",1)
TNT1 A 0 A_TakeInventory("UltAttackFlag",1)
stop
}
}

actor DarkMan2UltDisable : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_ChangeFlag("INVULNERABLE",False)
TNT1 A 0 A_TakeInventory("InvProtection")
TNT1 A 0 A_TakeInventory("DarkMan2Speed5")
TNT1 A 0 A_TakeInventory("PowerUltBuildCooldown",1)
stop
}
}


actor DarkQ9Platform : Dark2Shield
{
+THRUACTORS
obituary "$OB_DARKMANTWO5"
const int X_OFS = 240;
const int ANGLE_TURN = 15;
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SetUserVar(User_Angle,0)
TNT1 A 1 A_Jump(256,"Spawn2A")
wait
Spawn2A:
DSHO Q 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO Q 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO Q 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
//DSHO N 0 A_SpawnItemEx("DarkShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO Q 0 A_SpawnItemEx("Q9ShieldDamagerPlatform",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO Q 0 A_SpawnItemEx("Q9ShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO Q 0 A_SpawnItemEx("Dark2PlatformTrail")
DSHO Q 0 A_JumpIfInTargetInventory("VC_Timer",1,"End")
DSHO Q 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO Q 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,"Spawn2A")
DSHO Q 1 A_Jump(256,"End")
wait

End:
DSHO Q 0 A_SetUserVar(User_Angle,240)
End2:
DSHO Q 0 A_SpawnItemEx("Dark2PlatformTrail",-User_Angle,0,0,0,0,0,0)
DSHO Q 0 A_SetUserVar(User_Angle,User_Angle - 15)
DSHO Q 0 A_JumpIf(User_Angle > 0,"End2")
stop
}
}

actor DarkQ9Platform2 : DarkQ9Platform
{
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SetUserVar(User_Angle,180)
TNT1 A 1 A_Jump(256,"Spawn2A")
wait
Spawn2A:
DSHO Q 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
DSHO Q 0 A_JumpIfInTargetInventory("IsDead",1,"End")
DSHO Q 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"End")
//DSHO N 0 A_SpawnItemEx("DarkShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO Q 0 A_SpawnItemEx("Q9ShieldDamagerPlatform",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO Q 0 A_SpawnItemEx("Q9ShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
DSHO Q 0 A_SpawnItemEx("Dark2PlatformTrail")
DSHO Q 0 A_JumpIfInTargetInventory("VC_Timer",1,"End")
DSHO Q 1 A_Warp(AAPTR_TARGET,X_OFS,0,0,User_Angle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) DSHO N 0 A_SetUserVar(User_Angle,User_Angle+ANGLE_TURN)
DSHO Q 0 A_JumpIfInTargetInventory("PowerUltBuildCooldown",1,"Spawn2A")
DSHO Q 1 A_Jump(256,"End")
wait
//loop
}
}

actor Q9ThrowUser1
{
	PROJECTILE
	+NOTARGETSWITCH
	+NOINTERACTION
	-DONTBLAST
	var int user_rs; // Rotation speed : Lesser denominator = faster
	var int user_z; // Up-Down offsets
	+THRUACTORS
	+CANBOUNCEWATER
	+DOOMBOUNCE
	+SKYEXPLODE
	+MISSILE
	+SEEKERMISSILE
	-NOINTERACTION
	BounceFactor 1.0
	WallBounceFactor 1.0
	Speed 70
	Radius 12
	Height 8
	Damage (0)
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode")
		TNT1 A 1
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "SDeath")
		TNT1 A 0 A_ScaleVelocity(0.925)
		TNT1 A 0 A_SetUserVar("user_z",0)
		TNT1 A 0 A_GiveInventory("CutterFlag",1)
		TNT1 A 0 A_JumpIfInventory("CutterFlag",35,"Check")
		goto Rotate
		
		Check:
		TNT1 A 0 A_SetUserVar("user_rs",user_rs+360/20)
		TNT1 A 0 A_SpawnItemEx("Q9ThrownSpin",120,0,user_z,momx,momy,momz,user_rs,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)
		TNT1 A 0 A_SpawnItemEx("Q9ThrownSpin",120,0,user_z,momx,momy,momz,user_rs+180,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)
		goto Homeback
		HomeBack:
		TNT1 A 1
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "SDeath")
		TNT1 A 0 A_ChangeFlag(NOINTERACTION,true)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(64,"StopH")
		TNT1 A 0 A_RearrangePointers(AAPTR_Target,AAPTR_Null,AAPTR_Target)
		TNT1 A 0 A_SeekerMissile(90,90,SMF_PRECISE|SMF_LOOK,0,8)
		TNT1 A 0 A_SetUserVar("user_rs",user_rs+360/16)
		TNT1 A 0 A_SpawnItemEx("Q9ThrownSpin",120,0,user_z,momx,momy,momz,user_rs,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)
		TNT1 A 0 A_SpawnItemEx("Q9ThrownSpin",120,0,user_z,momx,momy,momz,user_rs+180,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)
		TNT1 A 1
		goto Homeback
		
		StopH:
		TNT1 A 0 A_TakeFromTarget("VC_Timer",10)
		TNT1 A 0 A_SpawnItemEx("DarkQ9Platform",0,0,0,0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("DarkQ9Platform2",0,0,0,0,0,0,180)
		stop
		Rotate:
		TNT1 A 0 A_SetUserVar("user_rs",user_rs+360/16)
		TNT1 A 0 A_SpawnItemEx("Q9ThrownSpin",120,0,user_z,momx,momy,momz,user_rs,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)
		TNT1 A 0 A_SpawnItemEx("Q9ThrownSpin",120,0,user_z,momx,momy,momz,user_rs+180,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "SDeath")
		goto Spawn
		
		SDeath:
		Death:
		TNT1 A 1
		TNT1 A 0 A_TakeFromTarget("VC_Timer",10)
		TNT1 A 0 A_SpawnItemEx("DarkQ9Platform",0,0,0,0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("DarkQ9Platform2",0,0,0,0,0,0,180)
		//8XPL ABCDEF 2 A_ChangeFlag("NOINTERACTION",True)
		stop
	}
}

actor Q9ShieldDamagerPlatform : Q9ShieldDamager
{
Obituary "$OB_DARKMANTWO6"
damagetype "DM2Platform"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5, 68, 0, 0, 68)
stop
}
}

actor Q9ThrownSpin
{
	+MISSILE
	+THRUACTORS
	+SHOOTABLE
	+SKYEXPLODE
	+GHOST
	Scale 2.5
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode")
		DSHO Q 0 A_SpawnItemEx("Dark2PlatformTrail")
		DSHO Q 0 A_SpawnItemEx("Q9ShieldDamagerPlatform",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		DSHO Q 0 A_SpawnItemEx("Q9ShieldBlocker",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		DSHO Q 1
		stop
	}
}

actor Dark2PlatformTrail : Dark2ShieldDamager
{
Obituary "$OB_DARKMANTWO2"
States
{
Spawn:
TNT1 A 0
DSHO RS 2
stop
}
}