actor Turboman : ClassBase
{
Player.StartItem "IFMM07", 1
Player.ScoreIcon "C_07H0X"
player.displayname "Turboman"
player.soundclass "turbomanc"
player.startitem "ScorchWheelBoss"
player.startitem "DieselJuiceAmmo", 42

player.maxhealth 100
health 100
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78
player.jumpz 14

player.startitem "NoiseCrushWeakness2", 1

player.startitem "NoiseCrushWeakness", 1
player.startitem "QuickBoomerangWeakness", 1
player.startitem "NeedleCannonWeakness", 1
player.startitem "YamatoSpearWeakness", 1
player.startitem "TornadoBlowWeakness", 1
//player.startitem "WheelCutterWeakness", 1//???
player.startitem "ScrewCrusherWeakness", 1
States
{
Spawn:
TURB A 0
TURB I 1
TURB A 1 A_JumpIfInventory("TurboCarFlag",1,"MissileB")
TURB A 0 A_JumpIf(z-floorz>0,"Jump")
Goto Spawn+2
See:
TURB IIIIIJJJJJIIIIIJJJJJ 1 A_JumpIf(z-floorz>0,"Jump")
Goto Spawn
Missile:
TURB F 0 A_JumpIfInventory("TurboCarFlag",1,"MissileB")
TURB F 0 A_JumpIfInventory("TurboCarFlag",1,"MissileB")
TURB FFFFFGGGG 1 A_JumpIf(z-floorz>0,"JumpingShooting")
goto Spawn
MissileB:
TURB B 0 A_JumpIfInventory("TurboCarFlag",4,"MissileE")
TURB B 0 A_JumpIfInventory("TurboCarFlag",3,"MissileD")
TURB B 0 A_JumpIfInventory("TurboCarFlag",2,"MissileC")
TURB B 3 A_GiveInventory("TurboCarFlag",1)
goto SeeCar+4
MissileC:
TURB C 3 A_GiveInventory("TurboCarFlag",1)
goto SeeCar+8
MissileD:
TURB D 3 A_GiveInventory("TurboCarFlag",1)
goto SeeCar+12
MissileE:
TURB E 3 A_TakeInventory("TurboCarFlag",3)
goto SeeCar

SeeCar:
TURB BBBBCCCCDDDDEEEE 1 A_JumpIfInventory("TurboNoCarFlag",1,"Spawn")
loop

Jump:
TURB K 1 A_JumpIf(z-floorz<=0, "Spawn")
wait

JumpingShooting:
TURB LLLLLLLLL 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jump


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