actor SniperJoe : CustWepClassBase
{
Player.ScoreIcon "C_00J0X"
player.displayname "SniperJoe"
player.soundclass "sniperjoec"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "SniperJoe_W"
player.startitem "JoeUpgradeAmmo", 2
player.startitem "SniperJoe_W2"
player.startitem "ContraJoeAmmo", 56
player.startitem "CanKillStreak"
player.startitem "JoeKillStreakItem"

player.weaponslot 1, "SniperJoe_W"
player.weaponslot 2, "SniperJoe_W2"
+NOSKIN
States
{
Spawn:
SNIP A 0
SNIP B 1
SNIP A 1
wait
See:
SNIP B 0 A_JumpIfInventory("JoeSelectApacheFlag",1,"See_Apache")
SNIP BCDE 5
Goto Spawn
See_Apache:
SNIP BCBC 3
Goto Spawn
Missile:
SNIP F 0 A_JumpIfInventory("JoeSelectApacheFlag",1,"Missile_Apache1")
SNIP F 0 A_JumpIfInventory("JoeSelectTruckFlag",1,4)
SNIP F 1
SNIP F 4
SNIP G 4
goto Spawn
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",8,"ARunF")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",7,"ARunE")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",5,"ARunD")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",3,"ARunC")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",1,"ARunB")
SNIP F 1
SNIP F 4
SNIP G 4
goto Spawn
Missile_Apache1:
SNIP F 0 A_JumpIfInventory("VivifyDelay4",1,"Missile_Apache2")
SNIP FGFGFG 3
goto Spawn
Missile_Apache2:
SNIP DEDEDEDE 3
goto Spawn

ARunB:
SNIP B 2
Goto Missile+5
ARunC:
SNIP C 2
Goto Missile+5
ARunD:
SNIP D 2
Goto Missile+5
ARunE:
SNIP E 2
Goto Missile+5
ARunF:
SNIP E 2 A_TakeInventory("JoeTruckDashFlag",7)
Goto Missile+5

ClassPain:
SNIP H 0
goto MegamanPain
ClassDeath:
SNIP H 0
goto MegamanDeath
}
}



actor CanKillStreak : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

