actor Geminiman : ClassBase
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03C0X"
player.displayname "Geminiman"
player.soundclass "geminimanc"

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

player.startitem "GeminiLaserBoss"
player.startitem "SeeingDoubleAmmo", 750
player.startitem "GemSpawner", 1

player.startitem "SearchSnakeWeakness2", 1

player.startitem "SearchSnakeWeakness", 1
player.startitem "HomingSniperWeakness", 1
player.startitem "DiveMissileWeakness", 1
player.startitem "MagicCardWeakness", 1
player.startitem "HornetChaserWeakness", 1
player.startitem "SparkChaserWeakness", 1
//Remember to give clone weakness checks
States
{
Spawn:
GEMM A 0
GEMM B 1 A_JumpIf(z-floorz>0, "Jumping")
GEMM A 0 A_GiveInventory("GeminiNotMoving",1)
GEMM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
GEMM B 0 A_GiveInventory("GeminiMoving",1)
GEMM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn

Missile:
GEMM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
GEMM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn+2

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

JumpingMissile:
GEMM KKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
GEMM KKKK 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping

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

ACTOR GeminiNotMoving : Powerup
{
Powerup.Duration 3
}
ACTOR GeminiMoving : Powerup
{
Powerup.Duration 25
}