actor Quint : CustWepClassBase
{
Player.ScoreIcon "C_0KD0X"
player.displayname "Quint"
player.soundclass "quintc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "Quint_W"
player.startitem "Quint_W2"
player.startitem "BackToTheAmmo",18
player.startitem "MMXQuintAmmo",300

player.weaponslot 1, "Quint_W"
player.weaponslot 2, "Quint_W2"

States
{
Spawn:
QEGA A 0
QEGA B 1
QEGA A 1
Goto Spawn+2
See:
QEGA BBBBBCCCCCDDDDDEEEEE 1
Goto Spawn
Missile:
QEGA F 0 A_JumpIfInventory("VivifyDelay10",1,"Missile2")
QEGA FFFFF 1 A_JumpIfInventory("QuintYesPogo",1,"Melee")
QEGA G 6
goto Spawn
Missile2:
QEGA K 3
QEGA KK 1 A_JumpIfInventory("VivifyDelay10",1,"Missile2")
goto Spawn
Melee:
QEGA X 0 A_JumpIfInventory("QuintNoPogo",1,"MeleeWait")
QEGA X 0 A_JumpIfInventory("QuintIsAir",1,"MeleeAir")
QEGA X 1 A_JumpIfInventory("QuintDive",1,"MeleeCombo")
loop
MeleeAir:
QEGA Y 1 A_JumpIfInventory("VivifyDelay6",1,"MeleeCombo")
QEGA Y 1 A_JumpIfInventory("QuintNoPogo",1,"MeleeWait")
loop
MeleeCombo:
QEGA XY 6
goto Melee
MeleeStomp:
QEGA X 4
goto MeleeAir
MeleeWait:
QEGA L 1 A_JumpIf(momz==0,"Spawn")
wait

ClassPainPogo:
QEGA "#" 0 A_SpawnItemEx("DelayPainFX")
QEGA "#" 0 A_JumpIfInventory("QuintIsAir",1,"MeleeAir")
goto Melee
ClassPain:
QEGA H 0 A_JumpIfInventory("QuintYesPogo",1,"ClassPainPogo")
QEGA H 0 A_JumpIfInventory("VivifyDelay10",1,"Missile2")
goto MegamanPain
ClassDeath:
QEGA H 0
goto MegamanDeath
}
}