actor Gyroman : CustWepClassBase
{
Player.ScoreIcon "C_05D0X"
player.displayname "Gyroman"
player.soundclass "gyromanc"

player.maxhealth 850
health 850
player.jumpz 10
player.forwardmove 0.87, 0.87
player.sidemove 0.85, 0.85

player.startitem "CBM_BaseFlagPack"

player.startitem "Gyroman_W"
player.startitem "GiveItAWhirlAmmo", 21


player.startitem "LeafShieldWeakness"
player.startitem "SearchSnakeWeakness"
//player.startitem "FlashStopperWeakness"
player.startitem "GravityHoldWeakness"//
player.startitem "PlantBarrierWeakness"
player.startitem "ConcreteShotWeakness"
player.startitem "ChillSpikeWeakness"

States
{
Spawn:
GYRM A 0 A_JumpIfInventory("GyroTrigger",0,"Flight")
GYRM B 1
GYRM A 1
Goto Spawn+2
See:
GYRM A 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM BCDE 5
Goto Spawn
Missile:
GYRM F 0 A_JumpIfInventory("VivifyCycle1",8,"ARunF")
GYRM F 0 A_JumpIfInventory("VivifyCycle1",7,"ARunE")
GYRM F 0 A_JumpIfInventory("VivifyCycle1",5,"ARunD")
GYRM F 0 A_JumpIfInventory("VivifyCycle1",3,"ARunC")
GYRM F 0 A_JumpIfInventory("VivifyCycle1",1,"ARunB")
GYRM F 5
GYRM G 4
GYRM G 1 A_JumpIfInventory("GyroTrigger",1,"Flight")
goto Spawn+2
Flight:
GYRM BCDE 3
GYRM B 1 A_JumpIfInventory("GyroTrigger",1,"Flight")
goto Missile+5
ARunB:
GYRM B 2
Goto Flight//Missile+5
ARunC:
GYRM C 2
Goto Flight//Missile+5
ARunD:
GYRM D 2
Goto Flight//Missile+5
ARunE:
GYRM E 2
Goto Flight//Missile+5
ARunF:
GYRM E 2 A_TakeInventory("VivifyCycle1")
Goto Flight//Missile+5

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