actor Terra : CustWepClassBase
{
Player.ScoreIcon "C_0VA0X"
player.displayname "Terra"
player.soundclass "terrac"

player.maxhealth 900
health 900
player.jumpz 12
player.forwardmove 0.87, 0.87
player.sidemove 0.85, 0.85

player.startitem "CBM_BaseFlagPack"

player.startitem "Terra_W"
player.startitem "Terra_W2"
player.startitem "ChiaPetAmmo", 84
player.startitem "StardustCrusaderAmmo", 56
//player.startitem "TerraSpawnStart_P"


player.weaponslot 1, "Terra_W"
player.weaponslot 2, "Terra_W2"


player.startitem "SuperArmWeakness"
player.startitem "HardKnuckleWeakness"
player.startitem "PowerStoneWeakness"
player.startitem "AstroCrushWeakness"
player.startitem "SpreadDrillWeakness"
player.startitem "ConcreteShotWeakness"
player.startitem "DeepDiggerWeakness"//

States
{
Spawn:
TRRA A 0
TRRA B 1
TRRA A 1
wait
See:
TRRA BCDE 5
Goto Spawn
Missile:
TRRA F 0 A_JumpIfInventory("VivifyDelay3",1,"Missile3")
TRRA F 0 A_JumpIfInventory("TerraChargeFlag",1,"Missile2")
TRRA F 0 A_JumpIfInventory("VivifyDelay4",1,"MissileDash")
TRRA F 5
TRRA G 4
goto Spawn
Missile2:
TRRA FFF 1 A_JumpIfInventory("VivifyDelay3",1,"Missile3")
goto Missile
Missile3:
TRRA F 1
TRRA G 2
goto Spawn
MissileDash:
TRRA I 16
goto Spawn

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


actor TerraSpawnStart_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 //ACS_NamedExecuteWithResult("cbm_TerraTimeCheck")
stop
}
}
actor TerraEarthDay_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("PowerTerraEarthDayInvun",1)
stop
}
}

actor PowerTerraEarthDayInvun : PowerInvulnerable
{
+INVENTORY.ALWAYSPICKUP
Powerup.Duration -60

Powerup.Colormap 0.2875, 0.325, 1.00625, 0.0, 0.1, 0.0
}
