//====================================
// Formatted and Cleaned by Ru5tK1ng
//------------------------------------
//====================================

	actor Enker : ClassBase
	{
    Player.StartItem "IFMM0K", 1
	Player.ScoreIcon "C_0KA0X"
	player.displayname "Enker"
	player.soundclass "enkerc"

	player.maxhealth 125
	health 125
	player.jumpz 10
	player.forwardmove 0.94, 0.94 //how is this class faster then blastman what the fuck//hes sprinting
	player.sidemove 0.92, 0.92
	Player.StartItem "MirrorBusterBoss"
	Player.StartItem "EnkerSwapItem1"
	Player.StartItem "MirrorChargeAmmo", 11
	Player.StartItem "BigShot", 1
	Player.StartItem "BalladeCrackerWeakness2", 1
	Player.StartItem "HyperBombWeakness", 1
	Player.StartItem "CrashBombWeakness", 1
	Player.StartItem "DrillBombWeakness", 1
	Player.StartItem "NapalmBombWeakness", 1
	Player.StartItem "DangerWrapWeakness", 1
	Player.StartItem "FlashBombWeakness", 1
	Player.StartItem "RemoteMineWeakness", 1
	Player.StartItem "LaserTridentWeakness", 1
	Player.StartItem "BalladeCrackerWeakness", 1
	Player.StartItem "BubbleBombWeakness", 1
	States
	{
		Spawn:
		ENKR A 0
		ENKR B 1
		ENKR A 0
		ENKR A 1 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn+2

		See:
		ENKR BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn

		SeeJ:
		ENKR I 1 A_JumpIf(z-floorz<=0,"Spawn")
		Wait

		Missile:
		ENKR F 0 A_JumpIf(z-floorz>0,"MissileJ")
		ENKR F 0 A_JumpIfInventory("VivifyDelay6",1,"MissileSwipe")
		ENKR F 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmo")
		ENKR F 0 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmo")
		ENKR F 6
		ENKR G 0 A_JumpIf(z-floorz>0,"MissileJ2")
		Goto Missile2

		Missile2:
		ENKR G 6
		ENKR G 0 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn

		MissileJ:
		ENKR W 0 A_JumpIfInventory("VivifyDelay6",1,"MissileSwipeJ")
		ENKR W 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoJ")
		ENKR W 0 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoJ")
		ENKR W 6
		ENKR W 0 A_JumpIf(z-floorz>0,"MissileJ2")
		Goto Missile2

		MissileJ2:
		ENKR W 6
		ENKR W 0 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn
	
		MissileSwipe:
		ENKR J 4
		ENKR K 2
		ENKR L 0 A_JumpIf(z-floorz>0,"MissileSwipeJ2")
		Goto MissileSwipe2

		MissileSwipe2:
		ENKR L 6
		ENKR L 0 A_JumpIf(z-floorz>0,"MissileSwipeJ3")
		Goto MissileSwipe3

		MissileSwipe3:
		ENKR L 6
		ENKR L 0 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn

		MissileSwipeJ:
		ENKR M 4
		ENKR N 2
		ENKR O 0 A_JumpIf(z-floorz>0,"MissileSwipeJ2")
		Goto MissileSwipe2

		MissileSwipeJ2:
		ENKR O 6
		ENKR O 0 A_JumpIf(z-floorz>0,"MissileSwipeJ3")
		Goto MissileSwipe3

		MissileSwipeJ3:
		ENKR O 6
		ENKR O 0 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn

		MissileAmmoGet:
		ENKR Y 0 A_PlaySoundEx("weapon/mirrorabsorb","Voice")
		ENKR Y 0 A_GiveInventory("EnkerAltCombo_F",1)
		ENKR Y 0 A_GiveInventory("MirrorChargeAmmo",3)
		ENKR Y 0 ACS_NamedExecuteAlways("cbm_HealthDamageRage",0,12)
		ENKR Y 0 A_JumpIf(z-floorz>0,"MissileAmmoJ")
		ENKR Y 0 A_Jump(256,"MissileAmmo")

		MissileAmmo:
		ENKR Y 1

		MissileAmmo2:
		ENKR YY 1 A_JumpIf(z-floorz>0,"MissileAmmoJ")
		ENKR YY 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmo2")
		ENKR Y 0 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn

		MissileAmmoJ:
		ENKR X 1

		MissileAmmoJ2:
		ENKR XX 1 A_JumpIf(z-floorz<=0,"MissileAmmo")
		ENKR XX 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoJ2")
		ENKR X 0 A_JumpIf(z-floorz>0,"SeeJ")
		Goto Spawn

		ClassPain:
		//ENKR H 0 A_GiveInventory("MirrorChargeAmmo",3)
		ENKR H 0 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoGet")
		Goto PainContinue

		ClassDeath:
		ENKR H 0
		goto DeathContinue
	}
  }