actor Terra : ClassBase //90
{
Player.StartItem "IFMM0V", 1
Player.ScoreIcon "C_0VA0X"
player.displayname "terra"
player.soundclass "terrac"
player.startitem "SparkChaserBoss"
player.startitem "ShonenAmmo", 500
player.startitem "ShojoAmmo", 56
player.startitem "TerraSparkEyeItem"

player.maxhealth 80
health 80
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88
player.jumpz 12
//FloatSpeed 2

player.startitem "DeepDiggerWeakness2", 1

player.startitem "SuperArmWeakness", 1
player.startitem "HardKnuckleWeakness", 1
player.startitem "PowerStoneWeakness", 1
player.startitem "AstroCrushWeakness", 1
player.startitem "SpreadDrillWeakness", 1
player.startitem "ConcreteShotWeakness", 1
player.startitem "DeepDiggerWeakness", 1

States
{
Spawn:
TRRA A 0 A_JumpIf(z-floorz>0,"TerraJumping")
TRRA B 1 A_JumpIf(z-floorz>0,"TerraJumping")
TRRA A 1 A_JumpIf(z-floorz>0,"TerraJumping")
TRRA A 0 //A_ChangeFlag(FLOATBOB, false)
Goto Spawn+2
See:
TRRA B 0 //A_ChangeFlag(FLOATBOB, true)
TRRA BBBB 1 A_JumpIf(z-floorz>0,"TerraJumping")
TRRA CCCC 1 A_JumpIf(z-floorz>0,"TerraJumping")
TRRA DDDD 1 A_JumpIf(z-floorz>0,"TerraJumping")
TRRA EEEE 1 A_JumpIf(z-floorz>0,"TerraJumping")
Goto Spawn
Missile:
TRRA F 0 A_JumpIf(z-floorz>0,"TerraJumpingShoot")
TRRA FFFFF 1 A_JumpIf(z-floorz>0,"TerraJumpingShoot")
TRRA GGGG 1 A_JumpIf(z-floorz>0,"TerraJumpingShoot")
goto Spawn

TerraJumping:
TRRA IIIII 1 A_JumpIf(z-floorz<=0, "Spawn")
loop

TerraJumpingShoot:
TRRA JJJJJKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
goto TerraJumping

CustomState2:
TRTP FFEED 1 //A_ChangeFlag(FLOATBOB, false)
Goto Missile


ClassPain://Cambiaso
TRRA H 0 A_JumpIfInventory("SparkEyeFlag",1,"ClassPainChaser")
TRRA H 0 //A_ChangeFlag(FLOATBOB, false)
goto PainContinue
ClassPainChaser:
TRRA H 0 A_GiveInventory("TerrAuch",1)
TRRA H 0 //A_ChangeFlag(FLOATBOB, false)
goto PainContinue
ClassDeath:
TRRA H 0
goto DeathContinue
}
}

