actor Needleman : ClassBase //155
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03A0X"
player.displayname "needleman"
player.soundclass "needlemanc"
player.startitem "NeedleCannonBoss"
//player.startitem "NeedlePokerBoss"
player.startitem "NoodleAmmo", 28

player.maxhealth 150
health 150
player.jumpz 10
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68

//player.weaponslot 0, "NeedleCannonBoss"
//player.weaponslot 1, "NeedlePokerBoss"

player.startitem "GeminiLaserWeakness2", 1

player.startitem "GeminiLaserWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
States
{
Spawn:
NEED A 0
NEED B 1 A_JumpIf(z-floorz>0, "Jumping")
NEED A 1 A_JumpIf(z-floorz>0, "Jumping")
NEED AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
NEED AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
NEED AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
NEED AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
NEED Y 1 A_JumpIf(z-floorz>0, "Jumping")
Wait 
See:
NEED BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn 
Jumping: 
NEED J 1 A_JumpIf(z-floorz<=0, "Spawn")
loop 




Missile:
NEED F 0 A_JumpIfInventory("VivifyDelay6",1,"MissilePoke")
NEED F 0 A_JumpIfInventory("PowerNeedleFireSlow",1,"Missile1")
NEED F 0 A_JumpIfInventory("NeedleReved",1,"MissileRev")
NEED FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1
NEED GGGGGGGGGG 1
goto Spawn


MissileRev:
NEED FFFF 1 A_JumpIf(z-floorz>0, "MissileRevJ")
NEED FFFFF 1 A_JumpIfInventory("NeedleReved",1,"MissileRev")
goto Spawn

MissileRevJ:
NEED JJJJ 1 A_JumpIf(z-floorz<=0, "MissileRev")
NEED JJJJJ 1 A_JumpIfInventory("NeedleReved",1,"MissileRevJ")
goto jumping


Missile1:
NEED G 0 A_JumpIfInventory("NeedleDuoFlag",1,"Missile2")
NEED GGGGFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto MissileRev
Missile2:
NEED QQQQFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto MissileRev
 
JumpingMissile: 
NEED K 0 A_JumpIfInventory("NeedleDuoFlag",1,"JumpingMissile2")
NEED KKKK 1 A_JumpIf(z-floorz<=0, "Missile")
goto MissileRevJ
JumpingMissile2: 
NEED LLLL 1 A_JumpIf(z-floorz<=0, "Missile")
goto MissileRevJ



CustomState1:
MissilePoke:
NEED P 3
NEED O 5
NEED P 4
goto Spawn
ClassPain:
NEED H 0
goto PainContinue
ClassDeath:
NEED H 0
goto DeathContinue
}
}