actor Duo : ClassBase //115
{
Player.StartItem "IFMM00", 1
Player.ScoreIcon "C_08I0X"
player.displayname "Duo"
player.soundclass "Duoc"
player.startitem "DuoFistBoss"
player.startitem "BusterAmmo", 3
player.startitem "DuoMeteorAmmo", 150
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"
player.startitem "DuoFlag"

player.startitem "SlideLimitFlag", 500
player.startitem "CopyNerf"
player.startitem "RealClassFlag", 3

player.weaponslot 1, "DuoFistBoss"

player.startitem "BaseWepAltOverride_F", 1

player.maxhealth 110
health 110
player.jumpz 10
player.forwardmove 0.73, 0.73
player.sidemove 0.71, 0.71
States
{
Spawn:
DUO7 A 0  
DUO7 B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
Spawn2:
DUO7 A 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 A 0 A_JumpIf(z-floorz>0,"Jumping")
Loop
See:
DUO7 B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 B 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 B 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 B 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 B 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 C 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 C 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 C 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 C 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 C 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 C 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 C 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 C 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 C 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 C 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 D 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 D 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 D 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 D 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 D 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 D 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 D 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 D 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 D 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 D 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 E 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 E 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 E 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 E 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 E 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 E 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 E 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 E 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 E 0 A_JumpIf(z-floorz>0,"Jumping")
DUO7 E 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
Goto Spawn

Jumping:
0DUO A 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
0DUO A 1 A_JumpIf(z-floorz<1,"Spawn2")
loop
JumpingMissile: 
0DUO H 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
0DUO H 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
0DUO H 0 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO H 0 A_JumpIf(z-floorz<1,"Missile")
0DUO H 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO H 0 A_JumpIf(z-floorz<1,"Missile")
0DUO H 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO H 0 A_JumpIf(z-floorz<1,"Missile")
0DUO H 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO H 0 A_JumpIf(z-floorz<1,"Missile")
0DUO H 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO H 0 A_JumpIf(z-floorz<1,"Missile")
JumpingMissilept2:
0DUO H 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO I 0 A_JumpIfInventory("DuoHandMassage",1,"Missile")
0DUO I 0 A_JumpIf(z-floorz<1,"MissilePart2")
0DUO I 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO I 0 A_JumpIf(z-floorz<1,"MissilePart2")
0DUO I 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO I 0 A_JumpIf(z-floorz<1,"MissilePart2")
0DUO I 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO I 0 A_JumpIf(z-floorz<1,"MissilePart2")
0DUO I 1 A_JumpIfInventory("DuoBash",1,"Slide")
JumpingMissile2: 
0DUO I 1 A_JumpIfInventory("DuoBash",1,"Slide")
0DUO I 0 A_JumpIfInventory("AdapterWaitCount",1,"JumpingMissile2")
goto Jumping

Missile:
DUO7 F 0 A_JumpIfInventory("DuoMeteor",1,"Rise") 
DUO7 F 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUO7 F 0 A_JumpIf(z-floorz>0,"JumpingMissile")
DUO7 F 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUO7 F 0 A_JumpIf(z-floorz>0,"JumpingMissile")
DUO7 F 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUO7 F 0 A_JumpIf(z-floorz>0,"JumpingMissile")
DUO7 F 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUO7 F 0 A_JumpIf(z-floorz>0,"JumpingMissile")
DUO7 F 1 A_JumpIfInventory("DuoBash",1,"Slide")
MissilePart2:
DUO7 G 0 A_JumpIfInventory("DuoHandMassage",1,"Missile") 
DUO7 G 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUO7 G 0 A_JumpIf(z-floorz>0,"JumpingMissilept2")
DUO7 G 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUO7 G 0 A_JumpIf(z-floorz>0,"JumpingMissilept2")
DUO7 G 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUO7 G 0 A_JumpIf(z-floorz>0,"JumpingMissilept2")
DUO7 G 1 A_JumpIfInventory("DuoBash",1,"Slide")
goto Spawn2
Slide:
DUO7 K 12
goto Spawn2
Rise:
DUO7 MMNNOO 1 A_JumpIfInventory("DuoMeteorGo",1,"Ball")
loop
Ball:
DUO7 PPQQ 1 A_JumpIfInventory("DuoMeteorEnd",1,"Fall")
loop
Fall:
DUO7 M 1
goto Fall2
Fall2:
DUO7 M 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUO7 M 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
CustomState1:
DUO7 MMNNOOMMNNOOMMNNOOMMNNOO 1
goto Spawn2
CustomState2:
DUO7 FFFFFFFFFFFFFFFFFFFFF 1
goto Spawn2
CustomState3:
DUO7 FGFGFGFGFGFGFGFGFGFGFGFG 1
goto Spawn2
CustomState4:
DUO7 R 1 A_JumpIfInventory("DuoSlamAnimFlag",1,"EndSlam")
loop
EndSlam:
DUO7 STUU 3
goto Spawn2
ClassPain:
DUO7 H 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
goto PainContinue
ClassDeath:
DUO7 H 0
goto DeathContinue
TimeStopped:
DUOR ] 0
Goto "Super::TimeStopped"
}
}