actor IsAuto : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor AutoClass : ClassBase
{
Player.StartItem "IFMM00", 1
Player.ScoreIcon "C_00G0X"
//player.startitem "MegaHealthBar"
player.displayname "auto"
player.soundclass "autoc"
player.startitem "IsAuto"
//player.startitem "AutoToggler"
player.startitem "AutoBolterBoss"
//player.startitem "AutoBoltBoltDistribute"
//player.startitem "AutoBoltAmmoSmall"
//player.startitem "AutoBoltTheWire"
//player.startitem "AutoBoltTheItemTwo"
//player.startitem "AutoBoltAmmoLarge"
//player.startitem "AutoBoltTheAutoBeat"
//player.startitem "AutoBoltTheAutoEddie"
player.startitem "AutoBoltAmmo", 56
player.startitem "AutoNutsAmmo", 8
player.startitem "AutoCycleItem"
player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73
States
{
Spawn:
AUT6 A 0
AUT6 B 1
AUT6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInventory("AutoThumbFlag",1,"MissileT")
AUT6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInventory("AutoThumbFlag",1,"MissileT")   
AUT6 QA 4 A_JumpIfInventory("AutoThumbFlag",1,"MissileT")
goto Spawn+102
See:
AUT6 BCDE 5 A_JumpIfInventory("AutoThumbFlag",1,"MissileT")  
Goto Spawn
Missile:
AUT6 R 0 A_JumpIfInventory("AutoThumbFlag",1,"MissileT")
AUT6 R 4
AUT6 R 6
AUT6 R 4
AUT6 R 6
AUT6 R 4
AUT6 R 6
goto Spawn+2

CustomState1:
AUT6 FGFGFGFGFG 3
goto Spawn+2
CustomState2:
AUT6 U 2
AUT6 V 2
AUT6 U 2
AUT6 V 2
AUT6 U 2
AUT6 V 2
AUT6 U 2
goto Spawn+2
CustomState3:
AUT6 W 4
AUT6 R 18
goto Spawn+2
CustomState4:
AUT6 H 6
goto Spawn+2
MissileC2:
AUT6 W 9
goto Spawn
 
MissileT: 
AUT6 R 6  
AUT6 S 6  
AUT6 R 0 A_JumpIfInventory("AutoThumbFlag",1,"MissileT")
goto Spawn+2


ClassPain:
AUT6 H 0
goto PainContinue
ClassDeath:
AUT6 H 0
goto DeathContinue
}
}
