actor HyperStormH : ClassBase //200
{
Player.StartItem "IFMMWT", 1
Player.ScoreIcon "C_WTC0X"
player.displayname "HyperStormH"
player.soundclass "hyperstormhc"

player.maxhealth 200
health 200
player.jumpz 10
player.forwardmove 0.5, 0.5
player.sidemove 0.48, 0.48
player.startitem "PigsyBoss"
player.startitem "PiggyBoss"
player.startitem "SemiStunArmor"
//Height 84
//Radius 48
//Player.ViewHeight 56
//projectilepassheight 100
//projectilepassradius

player.weaponslot 1, "PigsyBoss"
player.weaponslot 2, "PiggyBoss"

//player.startitem "BusterRodGWeakness", 1
//player.startitem "MegaWaterSWeakness", 1
//player.startitem "HyperStormHWeakness", 1

States
{
Spawn:
HSHZ A 0
HSHZ B 1
HSHZ A 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
HSHZ A 1 A_JumpIf(z-floorz>0,"HSHJumping")
Goto Spawn+2
See:
HSHZ BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"HSHJumping")
Goto Spawn

Missile:
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",5,"ARunF")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",4,"ARunE")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",3,"ARunD")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",2,"ARunC")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",1,"ARunB")
HSHZ F 0
HSHZ FFFFF 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
HSHZ G 4
goto Spawn

ARunX:
HSHZ BBBBB 1
HSHZ B 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ CCCCC 1
HSHZ C 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ DDDDD 1
HSHZ D 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ EEEEE 1
HSHZ E 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
Goto Spawn+2

ARunB:
HSHZ B 2
Goto Spawn
ARunC:
HSHZ C 2
Goto Spawn
ARunD:
HSHZ D 2
Goto Spawn
ARunE:
HSHZ E 2
Goto Spawn
ARunF:
HSHZ E 2 A_TakeInventory("HSHDashFlag",5)
Goto Spawn

HSHJumpLand:
HSHZ A 0 A_GiveInventory("HSHLand_CI",1)
goto Spawn

HSHJumping:
HSHZ I 1 A_JumpIf(z-floorz<=0, "HSHJumpLand")
wait

ClassPain:
HSHZ H 0
goto PainContinue
ClassDeath:
HSHZ H 0
goto DeathContinue

}
}

actor BassDashDustLarger : BassDashDust
{
Scale 2.5
}

actor HSHLand_CI : TeamColor_CI
{
States
{
FireX: FireB: FireR: FireO: FireP:
TNT1 A 0 A_SpawnItemEx("BassDashDustLarger")
//TNT1 A 0 A_Quake(2,9,0,8,"")
goto Done
}
}