actor Topman : ClassBase
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03E0X"
player.displayname "Topman"
player.soundclass "topmanc"

player.maxhealth 90
health 90
player.jumpz 10
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98

player.startitem "TopSpinBoss"
player.startitem "DiscoTopAmmo", 3

player.startitem "HardKnuckleWeakness2", 1

player.startitem "SuperArmWeakness", 1
player.startitem "HardKnuckleWeakness", 1
player.startitem "PowerStoneWeakness", 1
player.startitem "AstroCrushWeakness", 1
player.startitem "DeepDiggerWeakness", 1

States
{
Spawn:
TOPM A 0
TOPM B 1
TOPM A 1
Goto Spawn+2
See:
TOPM BCDE 5
Goto Spawn
Missile:
TOPM F 5
TOPM G 4
goto Spawn

Missile:
//TOPM F 0 A_JumpIfInventory("TopDashFlag",9,"ARunT2")
TOPM F 0 A_JumpIfInventory("TopDashFlag",80,"ARunT")
TOPM F 0 A_JumpIfInventory("TopDashFlag",70,"ARunS")
TOPM F 0 A_JumpIfInventory("TopDashFlag",60,"ARunR")
TOPM F 0 A_JumpIfInventory("TopDashFlag",50,"ARunQ")
TOPM F 0 A_JumpIfInventory("TopDashFlag",40,"ARunP")
TOPM F 0 A_JumpIfInventory("TopDashFlag",30,"ARunO")
TOPM F 0 A_JumpIfInventory("TopDashFlag",20,"ARunN")
TOPM F 0 A_JumpIfInventory("TopDashFlag",10,"ARunM")
TOPM FF 1 A_JumpIfInventory("TopDashFlag",10,"ARunM")
TOPM FFF 1
TOPM G 4
goto Spawn

ARunM:
TOPM M 2
Goto ARunX+1
ARunN:
TOPM N 2
Goto ARunX+2
ARunO:
TOPM O 2
Goto ARunX+3
ARunP:
TOPM P 2
Goto ARunX+4
ARunQ:
TOPM Q 2
Goto ARunX+5
ARunR:
TOPM R 2
Goto ARunX+6
ARunS:
TOPM S 2
Goto ARunX+7
ARunT:
TOPM T 2 A_TakeInventory("TopDashFlag",80)
Goto ARunX
ARunT2:
TOPM M 2 A_TakeInventory("TopDashFlag",80)
Goto ARunX
ARunX: 
TOPM MNOPQRST 1 A_JumpIfInventory("TopDash_End",1,"Missile")
loop

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