actor ShadeMan : ClassBase
{
Player.StartItem "IFMM07", 1
Player.ScoreIcon "C_07G0X"
player.displayname "Shademan"
player.soundclass "shademanc"

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

player.startitem "NoiseCrushBoss"
player.startitem "MakeSomeNoiseAmmo", 42

player.startitem "WildCoilWeakness2", 1

player.startitem "WildCoilWeakness", 1
player.startitem "LeafShieldWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
player.startitem "ReboundStrikerWeakness", 1
player.startitem "MirrorBusterWeakness", 1

States
{
Spawn:
SHDE A 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE I 1 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE A 0 A_JumpIfInventory("Shademan_Flight_Power",1,2)
SHDE P -1 A_JumpIf(z-floorz>0,"Flying")
SHDE PPPPPPPPQQQQQQQQRRRRRRSSSSSSSSRRRRTTTTUUUURRRRRRRRRRQQQQQQQQP 1 A_JumpIf(z-floorz>0,"Flying")
wait//goto Spawn+64
See:
SHDE A 0 A_JumpIf(z-floorz>0,"Flying")
SHDE IIIIIJJJJJKKKKKJJJJJ 1 A_JumpIf(z-floorz>0,"Flying")
Goto Spawn

FlyingX:
SHDE E 4 A_PlaySound("weapon/shadewing",7,0.5)
SHDE E 0 A_JumpIf(z-floorz>0,"Flying")
Goto Spawn
FlyingS:
"----" "#" 0 A_GiveInventory("Shademan_Flight_Power",1)
goto Spawn+2
Flying:
//SHDE BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz==0,"Spawn")
SHDE B 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")

SHDE B 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE B 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE B 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE B 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE B 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE B 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE B 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE B 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE B 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE B 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")

SHDE C 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE C 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE C 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE C 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE C 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE C 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE C 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE C 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE C 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE C 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")

SHDE D 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE D 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE D 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE D 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE D 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE D 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE D 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE D 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE D 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE D 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")

SHDE E 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE E 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE E 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE E 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE E 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE E 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE E 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE E 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE E 1 A_JumpIf(z-floorz==0,"FlyingS")
SHDE E 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")

SHDE D 0 A_PlaySound("weapon/shadewing",7,0.5)
SHDE B 1 A_JumpIf(z-floorz>0,"Flying")
Goto FlyingS
Missile:
SHDE B 0 A_JumpIfInventory("ShademanIsFlying",1,"MissileX")
SHDE FFFFF 1
SHDE GGGGG 1
goto Spawn
MissileX:
SHDE F 0 A_JumpIfInventory("ShadeWing",1,"FlyingX")
SHDE FFFFF 1 A_JumpIfInventory("ShadeWing",1,"FlyingX")
SHDE GGGGG 1 A_JumpIfInventory("SwoopSafeGuard",1,"M_Swoop")//ShadeDrainPower
goto Spawn

CustomState1:
SHDE M 0 A_Jump(256,"M_Swoop")
goto M_Swoop
M_Swoop:
SHDE L 1 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
SHDE LL 1 A_JumpIfInventory("SwoopSafeGuard",1,"M_Swoop")//ShadeDrainPower
goto Spawn

M_SwoopX:
SHDE MMMMNNNNOOOONNNN 1 A_JumpIfInventory("ShadeIsDoneC",1,"FlyingX")
SHDE M 0 A_PlaySound("weapon/shadewing",7,0.5)
loop
ClassPainSwoop:
SHDE "#" 0 A_SpawnItemEx("DelayPainFX")
SHDE "#" 0 A_JumpIfInventory("ShadeGrabFlight",1,"M_SwoopX")
goto M_Swoop

ClassPain:
SHDE H 0 A_JumpIfInventory("ShadeGrabFlight",1,"ClassPainSwoop")
SHDE H 0 A_JumpIfInventory("SwoopSafeGuard",1,"ClassPainSwoop")
goto PainContinue
ClassDeath:
SHDE H 0
goto DeathContinue
}
}

actor Shademan_Flight_Power : Powerup
{
Powerup.Duration 10
}