actor Quickman : ClassBase //75
{
Player.StartItem "IFMM02", 1
Player.ScoreIcon "C_02D0X"
player.displayname "quickman"
player.soundclass "quickmanc"
player.startitem "QuickBoomerangBoss"
player.startitem "FastAmmo", 50
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 99
player.startitem "QuickTrailItem"

player.maxhealth 75
health 75
player.forwardmove 1.2, 1.2
player.sidemove 1.18, 1.18
player.jumpz 12

MaxStepHeight 32//24
MaxDropOffHeight 32//24

player.startitem "TimestopperWeakness2", 1

player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "CentaurFlashWeakness", 1
States
{
Spawn:
QUIM A 0
QUIM B 1
QUIM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
QUIM B 0 A_JumpIfInventory("QuickManTrail",1,"See2")
QUIM BBBBBCCCCDDDDDEEEEE 1  A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
See2:
QUIM BBBCCCDDDEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn

Missile:
QUIM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
QUIM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn

Jumping:
QUIM J 1 A_JumpIf(z-floorz<=0, "Spawn")
goto Jumping

JumpingMissile:
QUIM KKKKKKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping

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