actor HyperStormH : CustWepClassBase
{
Player.ScoreIcon "C_WTC0X"
player.displayname "HyperStormH"
player.soundclass "hyperstormhc"

player.maxhealth 2000
health 2000
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "CBM_BaseFlagPack"

player.startitem "HyperStormH_W"
player.startitem "HyperStormH_W2"
player.startitem "Spawn_HalfHitStunFlag"
player.startitem "HalfHitStunFlag"

player.weaponslot 1, "HyperStormH_W"
player.weaponslot 2, "HyperStormH_W2"


player.startitem "HyperBombWeakness"//
player.startitem "CrashBombWeakness"
//player.startitem "GeminiLaserWeakness"
player.startitem "DrillBombWeakness"
player.startitem "NapalmBombWeakness"
player.startitem "FlameBlastWeakness"
player.startitem "DangerWrapWeakness"
player.startitem "FlashBombWeakness"
player.startitem "RemoteMineWeakness"
player.startitem "MagmaBazookaWeakness"
player.startitem "CommandoBombWeakness"
player.startitem "BubbleBombWeakness"
player.startitem "BalladeCrackerWeakness"

States
{
Spawn:
HSHZ A 0
HSHZ B 1
HSHZ A 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
Goto Spawn+2
See:
HSHZ BCDE 5
Goto Spawn

Missile:
HSHZ F 0 A_JumpIfInventory("VivifyCycle1",5,"ARunF")
HSHZ F 0 A_JumpIfInventory("VivifyCycle1",4,"ARunE")
HSHZ F 0 A_JumpIfInventory("VivifyCycle1",3,"ARunD")
HSHZ F 0 A_JumpIfInventory("VivifyCycle1",2,"ARunC")
HSHZ F 0 A_JumpIfInventory("VivifyCycle1",1,"ARunB")
HSHZ F 0
HSHZ FFFFF 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
HSHZ G 4
goto Spawn

ARunX:
HSHZ BBBBB 1
HSHZ B 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ CCCCC 1
HSHZ C 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ DDDDD 1
HSHZ D 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ EEEEE 1
HSHZ E 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
Goto Spawn+2

ARunB:
HSHZ B 2
Goto Spawn
ARunC:
HSHZ C 2
Goto Spawn
ARunD:
HSHZ D 2
Goto Spawn
ARunE:
HSHZ E 2
Goto Spawn
ARunF:
HSHZ E 2 A_TakeInventory("VivifyCycle1",5)
Goto Spawn

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