actor OriginalDuo : ClassBase //125
{
Player.StartItem "IFMM08", 1
Player.ScoreIcon "C_08J0X"
player.displayname "OriginalDuo"
player.soundclass "originalduoc"
player.startitem "OriginalDuoBoss"
//player.startitem "OriginalDuoMeteorBoss"
player.startitem "DuoJusticeAmmo", 42

player.weaponslot 1, "OriginalDuoBoss"
//player.weaponslot 2, "OriginalDuoMeteorBoss"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.73, 0.73
player.sidemove 0.71, 0.71
States
{
Spawn:
ODUO A 0
ODUO B 1
ODUO ALRSRLA 7
Goto Spawn+2
See:
ODUO BCDE 5
Goto Spawn
Missile:
ODUO BB 1 A_JumpIfInventory("ODuoMeteorFlag",1,"MissileRise")
ODUO F 0 A_JumpIfInventory("ODuoRamFlag",1,"Missile2")
ODUO F 5
ODUO B 2
goto Spawn
Missile2:
ODUO B 2
goto Missile
CustomState6:
MissileRise:
ODUO MMNNOO 1 A_JumpIfInventory("ODuoMeteorGo",1,"MissileMeteor")
loop
MissileMeteor:
ODUO PPQQ 1 A_JumpIfInventory("ODuoMeteorStop",1,"Spawn")
loop

CustomState1:
ODUO F 5
ODUO B 4
goto Spawn

CustomState2:
ODUO I 3
goto Missile

CustomState3:
ODUO J 3
goto Missile

CustomState4:
ODUO B 1
goto Spawn

CustomState5:
ODUO F 32
goto Spawn

Missile2_Pain:
ODUO H 0 A_SpawnItemEx("DelayPainFX")
goto Missile2
MissileRise_Pain:
ODUO H 0 A_SpawnItemEx("DelayPainFX")
goto MissileRise+1

ClassPain:
ODUO H 0 A_JumpIfInventory("ODuoMeteorFlag",1,"MissileRise_Pain")
ODUO H 0 A_JumpIfInventory("ODuoRamFlag",1,"Missile2_Pain")
goto PainContinue
ClassDeath:
ODUO H 0
goto DeathContinue
}
}