actor RollClass : CustWepClassBase
{
Player.ScoreIcon "C_00E0X"
player.displayname "Roll"
player.soundclass "rollc"

player.maxhealth 900
health 900
player.jumpz 11
player.forwardmove 0.825, 0.825
player.sidemove 0.805, 0.805

player.startitem "CBM_BaseFlagPack"

player.startitem "IsRoll_F"
player.startitem "Roll_W"
player.startitem "Roll_W2"
player.startitem "RollHealItem"
player.startitem "RollHealAmmo", 28
player.startitem "RollHyperDashAmmo", 777

player.weaponslot 1, "Roll_W"
player.weaponslot 2, "Roll_W2"

States
{
Spawn:
CLRO A 0
CLRO B 1
CLRO A 1
CLRO A 55 //A_JumpIf(z-floorz>0,"SeeJ")
CLRO Y 5
goto Spawn+3
See:
CLRO BBBBBCCCCCDDDDDEEEEE 1 //A_JumpIf(z-floorz>0,"SeeJ")
Goto Spawn
SeeJ:
CLRO U 1 A_JumpIf(z-floorz<=0,"Spawn")
wait
Missile:
//ROLL S 0 A_JumpIf(z-floorz>0,"MissileJ")
CLRO S 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
CLRO S 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
CLRO S 5
CLRO S 4
//ROLL S 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
MissileJ:
CLRO V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
CLRO V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
CLRO V 9
//ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
MissileSwing:
CLRO F 5
CLRO G 7
//ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
Slide:
CLRO R 20
//ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
ClassPain:
CLRO H 0
goto MegamanPain
ClassDeath:
CLRO H 0
goto MegamanDeath
}
}
