//====================================
// Formatted and Cleaned by Ru5tK1ng
//------------------------------------
//====================================

  Actor Timeman : ClassBase
  {
    Player.StartItem "IFMM01", 1
	Player.ScoreIcon "C_01G0X"
	Player.DisplayName "timeman"
	Player.SoundClass "timemanc"
	Player.StartItem "TimeSlowBoss"
	//Player.StartItem "TimeSlowerBoss"
	//Player.StartItem "TimeToggleA"
	Player.StartItem "TimeClassAmmo", 21
	Player.WeaponSlot 1, "TimeSlowBoss"
	Player.WeaponSlot 2, "TimeSlowerBoss"
	Player.StartItem "ThunderBeamWeakness2", 1
	Player.StartItem "ThunderBeamWeakness", 1
	Player.StartItem "SparkShockWeakness", 1
	Player.StartItem "ThunderBoltWeakness", 1
	Player.StartItem "ThunderClawWeakness", 1
	Player.StartItem "LightningBoltWeakness", 1
	Player.StartItem "PlugBallWeakness", 1
	Player.StartItem "ElectricShockWeakness", 1
	
	player.maxhealth 100
	health 100
	player.jumpz 10
	player.forwardmove 0.8, 0.8
	player.sidemove 0.78, 0.78
	
	States
	{
		Spawn:
		NTIM A 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM B 1
		NTIM A 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM A 1 A_JumpIf(z-floorz>0, "Jumping")
		Goto Spawn+2
		
		See:
		NTIM B 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM B 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM B 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM B 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM B 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM B 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM B 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM B 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM B 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM B 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM C 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM C 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM C 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM C 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM C 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM C 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM C 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM C 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM C 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM C 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM D 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM D 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM D 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM D 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM D 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM D 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM D 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM D 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM D 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM D 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM E 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM E 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM E 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM E 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM E 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM E 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM E 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM E 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM E 0 A_JumpIf(z-floorz>0, "Jumping")
		NTIM E 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		Goto Spawn
		
		Jumping:
		NTIM I 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM I 1 A_JumpIf(z-floorz<=0, "Spawn")
		loop

		JumpingMissile:
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		NTIM J 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM J 1 A_JumpIf(z-floorz<=0, "Missile")
		Goto Jumping

		Missile:
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM F 0 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM F 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM F 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM F 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM F 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile") 
		NTIM F 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM G 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM G 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM G 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		NTIM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
		NTIM G 1 A_JumpIfInventory("PowerTimeC",1,"Missile2") 
		Goto Spawn+2
		
		Missile2:
		NTIM IJKLKLKJI 2
		Goto Spawn+2
		
		ClassPain:
		NTIM H 0
		Goto PainContinue
		
		ClassDeath:
		NTIM H 0
		goto DeathContinue

/*		Pain.TimeSlow:
		NTIM ] 0 A_GiveInventory("SkipClassPainJump",1)
		Goto Pain+2
		
		Pain.TimeStopper:
		NTIM ] 0 A_GiveInventory("SkipClassPainJump",1)
		Goto Pain+2
		
		TimeStopped:
		NTIM ] 0 A_GiveInventory("SkipClassPainJump",1)
		Goto Pain+2//"Super::TimeStopped" */
//yeah okay who fucking brought this shit back?? i will find you. i will kill you.
	}
  }