actor Bass : ClassBase //90
{
Player.StartItem "IFMM00", 1
Player.ScoreIcon "C_00F0X"
player.displayname "Bass"
player.soundclass "bassc"
player.startitem "BassBusterBoss"
player.startitem "BusterAmmo", 3
player.startitem "TrebleBoostAmmo", 30
player.startitem "BaseWepAltOverride_F", 1
player.startitem "CanAirJump"
player.startitem "BassDoubleJump"
player.startitem "BassFlag"
player.startitem "CanAirJumpStack", 1
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"

player.startitem "SlideLimitFlag", 500
player.startitem "CopyNerf"

player.maxhealth 90
health 90
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73
States
{
Spawn:
BASS A 0
BASS A 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS A 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS B 1 A_JumpIf(z-floorz>0,"Jumping")
BASS A 1 A_JumpIf(z-floorz>0,"Jumping")
wait
Treb:
BASS MNMN 5
Goto Spawn 
See:
BASS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS B 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb") 
BASS B 1 A_JumpIf(z-floorz>0,"Jumping")
BASS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS B 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS B 1 A_JumpIf(z-floorz>0,"Jumping")
BASS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS B 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS B 1 A_JumpIf(z-floorz>0,"Jumping")
BASS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS B 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS B 1 A_JumpIf(z-floorz>0,"Jumping")
BASS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS B 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS B 1 A_JumpIf(z-floorz>0,"Jumping")
BASS C 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS C 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS C 1 A_JumpIf(z-floorz>0,"Jumping")
BASS C 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS C 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS C 1 A_JumpIf(z-floorz>0,"Jumping")
BASS C 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS C 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS C 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS C 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS C 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS C 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS C 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS C 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS C 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS D 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS D 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS D 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS D 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS D 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS D 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS D 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS D 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS D 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS D 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS D 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS D 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS D 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS D 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS D 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS E 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS E 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS E 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS E 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS E 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS E 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS E 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS E 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS E 1 A_JumpIf(z-floorz>0,"Jumping") 
BASS E 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS E 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS E 1 A_JumpIf(z-floorz>0,"Jumping")
BASS E 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS E 0 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
BASS E 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn
Jumping:
0BAS A 0 A_JumpIf(z-floorz<=0,"Spawn")
0BAS A 1 A_JumpIfInventory("BassDash",1,"Dash")
0BAS A 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS A 1 A_JumpIfInventory("BassAndTreble_F",1,"Treb")
Loop
Missile:
BASS F 0 A_JumpIfInventory("BassAndTreble_F",1,"Trebs")
BASS F 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS F 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS F 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS F 0 A_JumpIf(z-floorz>0,"JumpingMissile2")
BASS F 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS F 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS F 0 A_JumpIf(z-floorz>0,"JumpingMissile3")
BASS F 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS F 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS F 0 A_JumpIf(z-floorz>0,"JumpingMissile4")
BASS F 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS F 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS G 0 A_JumpIf(z-floorz>0,"JumpingMissile5")
BASS G 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS G 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS G 0 A_JumpIf(z-floorz>0,"JumpingMissile6")
BASS G 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS G 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS G 0 A_JumpIf(z-floorz>0,"JumpingMissile7")
BASS G 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS G 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS G 0 A_JumpIf(z-floorz>0,"JumpingMissile8")
BASS G 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS G 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
BASS G 0 A_JumpIf(z-floorz>0,"JumpingMissile9")
BASS G 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS G 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
Goto Spawn
JumpingMissile://??
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile2:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile3:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile4:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile5:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile6:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile7:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile8:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile9:
0BAS B 0 A_JumpIfInventory("BassDash",1,"Dash")
0BAS B 0 A_JumpIfInventory("BassKickFlag",1,"BassKick")
0BAS B 1 A_JumpIf(z-floorz<=0,"Missile")
Goto Jumping
Trebs:
BASS O 5
BASS P 5
goto Spawn
Dash:
BASS RRRRRRRRRRRRRRRR 1 A_JumpIfInventory("BassKickFlag",1,"BassKick")
goto Spawn
BassKick:
BSB1 DEFGHIJJ 2
goto Spawn

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