actor LightRyu : ClassBase //90
{//LightHealthBar ha ha ha get it? //yes. yes i did.
Player.StartItem "IFMM00", 1 
Player.ScoreIcon "C_00R0X"
player.displayname "DrLight"
player.soundclass "lightc"
player.startitem "ShotokanLightBoss"
player.startitem "RyuSuperItem"
player.startitem "SuperComboGauge",6
player.startitem "DrRightAmmo",500

player.maxhealth 90
health 90
player.forwardmove 0.825, 0.825
player.sidemove 0.805, 0.805
player.jumpz 12
//player.startitem "RealClassFlag", 8

States
{
Spawn:
RYUL A 0
RYUL B 1
RYUL A 1
Goto Spawn+2
See:
RYUL BCDE 5
Goto Spawn
Missile:
RYUL F 0 A_JumpIfInventory("RyuMainFlagX",1,"MissileSuperMain")
RYUL F 0 A_JumpIfInventory("RyuSuperFlag",1,"MissileSuperAlt")
RYUL F 0 A_JumpIfInventory("RyuAltFlag",1,"Missile2")
RYUL FFFFF 1
RYUL GGGGGG 1
goto Spawn+2
Missile2:
RYUL K 0 A_JumpIfInventory("MegaShoryu",1,"MissileUpper")
RYUL K 3
goto MissileSpin
MissileUpper:
RYUL L 6
MissileUpper2:
RYUL L 0 A_JumpIfInventory("RyuL_Flag",1,"Spawn")
RYUL L 1 A_JumpIf(z-floorz<=0,"Spawn")
loop
MissileSpin:
RYUL MMNNOOPP 1 A_JumpIfInventory("RyuL_Flag",1,"Spawn")
loop

MissileSuperMain:
RYUL F 4
MissileSuperMain2:
RYUL F 1 A_JumpIfInventory("RyuL_Flag",1,"MissileSuperMain3")
wait
MissileSuperMain3:
RYUL G 7
goto Spawn+2

MissileSuperAlt:
RYUL K 0 A_JumpIfInventory("MegaShoryu",1,"MissileUpper")
RYUL K 1 A_JumpIfInventory("VivifyDelay5",1,"MissileSuperAlt2")
loop
MissileSuperAlt2:
RYUL L 8
goto MissileSuperAlt

ClassPain:
RYUL H 0 A_JumpIfInventory("MegaShoryu",1,"MissileUpper2")
RYUL H 0 A_JumpIfInventory("RyuMainFlagX",1,"MissileSuperMain")
goto PainContinue
ClassDeath:
RYUL H 0
RYUL H 0 ACS_ExecuteAlways(998,0,DYE_LIGHTRYU_DEATH,3)
RYUL H 0 A_StopSound(2)//Voice
RYUL H 0 A_PlaySoundEx("*death","SoundSlot7")
RYUL H 0 A_JumpIfInventory("InstagibFlag",1,"GibDeath")
RYUL H 0 A_JumpIfInventory("FlingDeathFlag",1,"ClassDeathF")
RYUL H 0 A_JumpIfInventory("RiseDeathFlag",1,"ClassDeathR")
RYUL H 0 A_JumpIfInventory("IceDeathFlag",1,"ClassDeathI")
RYUL H 10
RYUL Z 0 A_SpawnItemEx("LightRyuDemiseCorpse",0,0,0,0,0,0,0,1)
RYUL Z 0 A_GiveInventory("CBM_CritDeathCheck_P")
goto MegaDeathEnd+1
ClassDeathF:
RYUL H 19
RYUL Z 0 A_SpawnItemEx("LightRyuDemiseCorpse",0,0,0,0,0,0,0,1)
RYUL Z 0 A_GiveInventory("CBM_CritDeathCheck_P")
goto MegaDeathEnd+2
ClassDeathR:
RYUL H 1 ThrustThingZ(0,21,0,1)
RYUL H 0 A_JumpIf(ceilingz-z<64,"ClassDeathRE")
RYUL H 0 A_GiveInventory("RiseDeathFlag2",1)
RYUL H 0 A_JumpIfInventory("RiseDeathFlag2",25,"ClassDeathRE")
Goto ClassDeathR
ClassDeathRE:
RYUL Z 0 A_SpawnItemEx("LightRyuDemiseCorpse",0,0,0,0,0,0,0,1)
goto GibDeath
ClassDeathI:
RYUL H 0 A_PlaySoundEx("*death","Body")
RYUL H 1 A_PlaySoundEx("CBM/freeze","Voice")
RYUL H 0 ACS_ExecuteAlways(998,0,DYE_ICEDEATHCBM,10)
RYUL HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_SpawnItemEx("FrozenDeathBitFX",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359))
RYUL H 0 A_PlaySoundEx("CBM/icebreak","Body")
RYUL H 0 A_SpawnItemEx("FrozenDeathFXC",0,0,0)
RYUL H 0 A_SpawnItemEx("LightRyuDemiseCorpse",0,0,0,0,0,0,0,1)
goto DeathWait
}
}

actor LightRyuDemiseCorpse : BasicExplosion
{
Scale 2.5
States
{
Spawn:
RYUL Q 2
TNT1 A 2
RYUL Q 2
TNT1 A 2
RYUL Q 2
TNT1 A 2
RYUL Q 2
TNT1 A 2
RYUL Q 2
TNT1 A 2
RYUL Q 2
TNT1 A 2
RYUL R 2
TNT1 A 2
RYUL S 2
TNT1 A 2
RYUL T 2
TNT1 A 2
RYUL U 2
TNT1 A 2
RYUL V 2
stop
}
}