actor MegamanC : ClassBase replaces Megaman
{
Player.StartItem "IFMM00", 1
Player.ScoreIcon "C_00B0X"
player.displayname "Megaman"
player.soundclass "megamanc"

player.maxhealth 100
health 100
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "MegaBusterBoss"
player.startitem "BaseWepAltOverride_F", 1
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"
player.startitem "MegaFlag"
player.startitem "MegaBusterFlag"
player.startitem "SlideLimitFlag", 500
player.startitem "CopyNerf"
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 99
+NOSKIN
States
{
Spawn:
MEGM A 0
MEGM B 1 A_JumpIf(z-floorz>0,"Jumping")
MEGM A 1 A_JumpIf(z-floorz>0,"Jumping")
MEGM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"Jumping")
MEGM YYYYY 1 A_JumpIf(z-floorz>0,"Jumping")
goto Spawn+3
See: 
MEGM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn 
Jumping:
MEGM P 1 A_JumpIf(z-floorz<=0,"Spawn")
Loop
Missile:
MEGM A 0 A_JumpIfInventory("MegaSlide",1,"Slide")
MEGM A 0 A_JumpIfInventory("DoubleUp",1,"IsThisX")
MEGM A 0 A_JumpIfInventory("JetBusterC",1,"JetMissile")
MEGM A 0 A_JumpIfInventory("PowerFistC",1,"PowerMissile")
//TNT1 A 0 A_GiveInventory("MegaCharge_WF",1)
//MEGM A 0 A_JumpIf(momx>0.25||momy>0.25||momx<-0.25||momy<-0.25,"CustomState1") 
MEGM A 0 A_JumpIfInventory("MegaSlide",1,"Slide")
MEGM F 1 A_JumpIf(z-floorz>0,"JumpingMissile")
MEGM F 1 A_JumpIfInventory("MegaSlide",1,"Slide")
MEGM FFFGGGG 1 A_JumpIf(z-floorz>0,"JumpingMissile")
goto Spawn+2
JumpingMissile:
MEGM SSSSSSSSS 1 A_JumpIf(z-floorz<=0,"Missile")
Goto Jumping
JetMissile:
MEGM A 0 A_JumpIfInventory("JetTrigger",1,"Flight")
MEGM F 5
MEGM G 4
goto Spawn+2
Flight:
MEGM A 0 A_JumpIfInventory("JetFuel",0,"See")
MEGM R 0
MEGM RR 5
goto Spawn+2
PowerMissile:
MEGM A 0
MEGM F 5
MEGM G 4
goto Spawn//+4
Slide:
MEGM R 20
MEGM A 0
goto Spawn
IsThisX:
XOVE ZZZZZZZZZ 1 A_JumpIf(z-floorz>0,"JumpingMissile")
MEGM A 0
goto Spawn+2
//CustomState1:
//WMEG AAAAABBBBBCCCCCDDDDD 1 //A_JumpIf(momx<0.25||momy<0.25||momx>-0.25||momy>-0.25,"Missile")
//goto Spawn
//CustomState2:
//"----" "#" 20 A_JumpIf(momx<0.25||momy<0.25||momx>-0.25||momy>-0.25,"CustomState1")
//goto Spawn
ClassPain:
MEGM H 0
goto PainContinue
ClassDeath:
MEGM H 0
goto DeathContinue
}
}

actor GravCancel : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 350
TNT1 A 0 A_SetGravity(800)
TNT1 A 0 SetPlayerProperty (0,0,3)
stop
}
}

actor UnGlitcher : CustomInventory
{
states
{
Pickup:
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 SetPlayerProperty(0,0,1)
TNT1 A 0 SetPlayerProperty(0,0,3)
TNT1 A 0 SetPlayerProperty(0,0,4)
TNT1 A 0 A_ChangeFlag("LOWGRAVITY",0)
TNT1 A 0 A_ChangeFlag("INVULNERABLE",0)
TNT1 A 0 A_SetGravity(0.8)
TNT1 A 4
//TNT1 A 0 ACS_ExecuteAlways(500)
//TNT1 A 0 ACS_ExecuteAlways(501)
stop
}
}

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

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

actor MegaBusterFlag : Inventory //Sliding
{
inventory.amount 1
inventory.maxamount 1
}

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

//actor SexoBradFlag : OnceC{} //don't ask.

/*
actor RemoveMegaman : PlayerPawn
{
player.displayname "megaman"
limitedtoteam 254
visibletoteam 254
player.colorrange 0 0
Player.MaxSkinSizeFactor 0, 0
scale 2.5
States
{
Spawn:
PLAY A -1
loop
See:
PLAY BCDE 5
loop
}
}*/