actor Duo : ClassBase
{
Player.ScoreIcon "C_08I0X"
player.displayname "Duo"
player.soundclass "duoc"

player.maxhealth 1150
health 1150
player.jumpz 10
player.forwardmove 0.73, 0.73
player.sidemove 0.71, 0.71

player.startitem "CBM_BaseFlagPack"
player.startitem "ModeWeps"

player.startitem "IsDuo_F"
player.startitem "Duo_W"
player.startitem "GrandeurBashAmmo", 60
player.startitem "DuoMeteorItem"
player.startitem "Spawn_HalfHitStunFlag"
player.startitem "HalfHitStunFlag"

player.startitem "CopyNerfGiver_P"

States
{
Spawn:
DUO7 A 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 A 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
Goto Spawn+2
See:
DUO7 BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
Goto Spawn
Missile:
DUO7 F 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 F 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
DUO7 F 5
DUO7 G 4
goto Spawn
Slide:
DUO7 K 12
goto Spawn
Rise:
DUO7 MMNNOO 1 A_JumpIfInventory("DuoMeteorGo",1,"Ball")
loop
Ball:
//DUO7 P 0 A_SpawnItemEX("GigaFistFXLefty",0,0,28,0,0,0,0,1)
DUO7 PPQQ 1 A_JumpIfInventory("DuoMeteorEnd",1,"Fall")
loop
Fall:
DUO7 M 1
goto Fall2
Fall2:
DUO7 M 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 M 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
ClassPain:
DUO7 H 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
goto MegamanPain
ClassDeath:
DUO7 H 0
goto MegamanDeath
}
}