actor Needleman : CustWepClassBase
{
Player.ScoreIcon "C_03A0X"
player.displayname "Needleman"
player.soundclass "needlemanc"

player.maxhealth 1550
health 1550
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "CBM_BaseFlagPack"

player.startitem "Needleman_W"
player.startitem "Needleman_W2"
player.startitem "NoodleAmmo", 42

player.weaponslot 1, "Needleman_W"
player.weaponslot 2, "Needleman_W2"


player.startitem "TimeSlowWeakness"
player.startitem "TimeStopperWeakness"
player.startitem "GeminiLaserWeakness"//
player.startitem "FlashStopperWeakness"
player.startitem "CrystalEyeWeakness"
player.startitem "CentaurFlashWeakness"
player.startitem "CopyVisionWeakness"
player.startitem "JewelSatelliteWeakness"
player.startitem "ReboundStrikerWeakness"

States
{
Spawn:
NEED A 0
NEED B 1
NEED A 1
NEED A 210
NEED Y 5
wait
See:
NEED BCDE 5
Goto Spawn
Missile:
NEED F 0 A_JumpIfInventory("VivifyDelay6",1,"MissilePoke")
NEED F 0 A_JumpIfInventory("NeedlemanRevvingSlow",1,"Missile1")
NEED F 0 A_JumpIfInventory("NeedleReved",1,"MissileRev")
NEED F 4
NEED G 5
goto Spawn
MissileRev:
NEED F 4
NEED FFFFF 1 A_JumpIfInventory("NeedleReved",1,"MissileRev")
goto Spawn
Missile1:
NEED G 0 A_JumpIfInventory("NeedleDuoFlag",1,"Missile2")
NEED GF 4
goto MissileRev
Missile2:
NEED QF 4
goto MissileRev

MissilePoke:
NEED P 3
NEED O 5
NEED P 4
goto Spawn
ClassPain:
NEED H 0
goto MegamanPain
ClassDeath:
NEED H 0
goto MegamanDeath
}
}