actor Shadowman : ClassBase //75
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03H0X"
player.displayname "Shadowman"
player.soundclass "Shadowmanc"
player.startitem "ShadowBladeBoss"
player.startitem "ShadowBladerBoss"
player.startitem "CloakAmmo", 28
player.startitem "CaltropAmmo", 35
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 99

player.maxhealth 75
health 75
player.jumpz 15
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.weaponslot 1, "ShadowBladeBoss"
player.weaponslot 2, "ShadowBladerBoss"

player.startitem "TopSpinWeakness2", 1

player.startitem "TopSpinWeakness", 1
player.startitem "ChargeKickWeakness", 1
player.startitem "SlashClawWeakness", 1
player.startitem "BreakDashWeakness", 1
States
{
Spawn:
SHAM A 0
SHAM B 1 A_JumpIf(z-floorz>0, "Jumping")
SHAM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
SHAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn 
Jumping:
SHAJ A 1 A_JumpIf(z-floorz<=0, "Spawn")
wait

 
Missile:
SHAM F 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
SHAM F 0 A_JumpIfInventory("ShadowSlide",1,"Slide")
SHAM F 0 A_JumpIfInventory("ShadowSlideButLame",1,"Slide")
SHAM F 5
SHAM G 4
goto Spawn
Missile2:
SHAM R 1
SHAM F 0 A_JumpIfInventory("ShadowSlideButLame",1,"Slide")
SHAM RRR 1 A_JumpIfInventory("ShadowSlide",1,"Slide")
SHAM S 7
goto Spawn
CustomState1:
SHAM FG 3
goto Spawn+2
CustomState2:
Slide:
SHAM Q 23
goto Spawn+2
ClassPain:
SHAM H 0 A_JumpIfInventory("CloakFlag",1,"ClassPainInvis")
goto PainContinue
ClassPainInvis:
SHAM H 0 A_SpawnItemEx("ShadowCloakSmokePain_H",0,0,28,0,0,0,0,1)
goto PainContinue
ClassDeath:
SHAM H 0 A_JumpIfInventory("CloakFlag",1,"ClassDeathInvis")
goto DeathContinue
ClassDeathInvis:
SHAM H 0 A_GiveInventory("CriticalFlag",999)
goto DeathContinue
}
}
