actor SniperJoe : ClassBase
{
Player.StartItem "IFMM00", 1
Player.ScoreIcon "C_00J0X"
player.displayname "SniperJoe"
player.soundclass "sniperjoec"

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

player.startitem "CanKillStreak"
player.startitem "JoeKillStreakItem"

player.startitem "SniperJoeBoss"
player.startitem "JoeAmmo", 25
player.startitem "JoeUpgradeAmmo", 105
player.startitem "MachineGunJoeBoss"
+NOSKIN

player.weaponslot 1, "SniperJoeBoss"
player.weaponslot 2, "MachineGunJoeBoss"
States
{
Spawn:
SNIP A 0
SNIP B 1
SNIP A 1
Goto Spawn+2
See:
SNIP BCDE 5
Goto Spawn
Missile:
SNIP F 0 A_JumpIfInventory("JoeSelectTruckFlag",1,4)
SNIP F 1
SNIP F 4
SNIP G 4
goto Spawn+2
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",8,"ARunF")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",7,"ARunE")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",5,"ARunD")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",3,"ARunC")
SNIP F 0 A_JumpIfInventory("JoeTruckDashFlag",1,"ARunB")
SNIP F 1
SNIP F 4
SNIP G 4
goto Spawn+2

CustomState1:
SNIP J 4
Goto CustomState1
CustomState2:
SNIP K 8
Goto Spawn+2

ARunB:
SNIP B 2
Goto Missile+4
ARunC:
SNIP C 2
Goto Missile+4
ARunD:
SNIP D 2
Goto Missile+4
ARunE:
SNIP E 2
Goto Missile+4
ARunF:
SNIP E 2 A_TakeInventory("JoeTruckDashFlag",99)
Goto Missile+4

ClassPain:
SNIP H 0
goto PainContinue
DeathFix:
SNIP H 0//JoeSelectTruckFlag
goto DeathContinue
ClassDeath:
SNIP H 0
goto DeathContinue
}
}



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

