actor Gyroman : ClassBase //85
{
Player.StartItem "IFMM05", 1
Player.ScoreIcon "C_05D0X"
player.displayname "gyroman"
player.soundclass "gyromanc"
player.startitem "GyroAttackBoss"
player.startitem "GyroFly", 56
player.startitem "GyroBoomerangAmmo", 28
player.startitem "GyroCallbackItem"

player.maxhealth 80
health 80
player.jumpz 10
player.forwardmove 0.87, 0.87
player.sidemove 0.85, 0.85

player.startitem "GravityHoldWeakness2", 1

player.startitem "LeafShieldWeakness", 1
//player.startitem "FlashStopperWeakness", 1
player.startitem "GravityHoldWeakness", 1
player.startitem "PlantBarrierWeakness", 1
States
{
Spawn:
GYRM B 0 A_JumpIfInventory("GyroTrigger",0,"Flight") 
GYRM B 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM A 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
GYRM B 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM B 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM B 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM B 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM B 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM B 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM B 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM B 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM B 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM B 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM C 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM C 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM C 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM C 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM C 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM C 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM C 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM C 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM C 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM C 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM D 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM D 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM D 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM D 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM D 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM D 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM D 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM D 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM D 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM D 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM E 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM E 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM E 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM E 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM E 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM E 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM E 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM E 1 A_JumpIf(z-floorz>0, "Jumping")
GYRM E 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM E 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Jumping:
GYRM A 0 A_JumpIfInventory("GyroTrigger",1,"Flight")
GYRM O 1 A_JumpIf(z-floorz<=0, "Spawn")
loop 
JumpingMissile:
GYRM PPPPPP 1 A_JumpIf(z-floorz<=0, "Missile")
JumpingMissile2:
GYRM QQQQQQQQQ 1 A_JumpIf(z-floorz<=0, "Missile2")
Goto Jumping
Missile:
GYRM F 0 A_JumpIfInventory("GyroTriggerX",8,"ARunF")
GYRM F 0 A_JumpIfInventory("GyroTriggerX",7,"ARunE")
GYRM F 0 A_JumpIfInventory("GyroTriggerX",5,"ARunD")
GYRM F 0 A_JumpIfInventory("GyroTriggerX",3,"ARunC")
GYRM F 0 A_JumpIfInventory("GyroTriggerX",1,"ARunB")
GYRM F 0 A_JumpIfInventory("GyroTrigger",1,"FlightShoot") //NEW
GYRM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
Missile2:
GYRM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
GYRM G 1 A_JumpIfInventory("GyroTrigger",1,"Flight")
goto Spawn+2
Flight: //EDITED
GYRM IJIJ 3
GYRM I 1 A_JumpIfInventory("GyroTrigger",1,"Flight")
goto Missile+5

FlightShoot: //NEW
GYRM K 5
GYRM L 4
Goto Flight

ARunB:
GYRM B 2
Goto Flight//Missile+5
ARunC:
GYRM C 2
Goto Flight//Missile+5
ARunD:
GYRM D 2
Goto Flight//Missile+5
ARunE:
GYRM E 2
Goto Flight//Missile+5
ARunF:
GYRM E 2 A_TakeInventory("GyroTriggerX",99)
Goto Flight//Missile+5

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