actor Topman : LightClassBase
{
Player.ScoreIcon "C_03E0X"
player.startitem "LightHealthBar"
player.displayname "topman"
player.soundclass "topmanc"
player.startitem "TopSpinBoss"
player.startitem "DiscoTopAmmo", 3
player.forwardmove 1.1, 1.1//1.2
player.sidemove 1.08, 1.08//1.18

player.startitem "HardKnuckleWeakness2", 1

player.startitem "SuperArmWeakness", 1
player.startitem "HardKnuckleWeakness", 1
player.startitem "PowerStoneWeakness", 1
player.startitem "AstroCrushWeakness", 1
States
{
Spawn:
TOPM A 0
TOPM B 1
TOPM A 1
Goto Spawn+2
See:
TOPM BCDE 5
Goto Spawn
Missile:
TOPM F 5
TOPM G 4
goto Spawn

Missile:
TOPM F 0 A_JumpIfInventory("TopDashFlag",9,"ARunT2")
TOPM F 0 A_JumpIfInventory("TopDashFlag",8,"ARunT")
TOPM F 0 A_JumpIfInventory("TopDashFlag",7,"ARunS")
TOPM F 0 A_JumpIfInventory("TopDashFlag",6,"ARunR")
TOPM F 0 A_JumpIfInventory("TopDashFlag",5,"ARunQ")
TOPM F 0 A_JumpIfInventory("TopDashFlag",4,"ARunP")
TOPM F 0 A_JumpIfInventory("TopDashFlag",3,"ARunO")
TOPM F 0 A_JumpIfInventory("TopDashFlag",2,"ARunN")
TOPM F 0 A_JumpIfInventory("TopDashFlag",1,"ARunM")
TOPM FF 1 A_JumpIfInventory("TopDashFlag",1,"ARunM")
TOPM FFF 1
TOPM G 4
goto Spawn

ARunM:
TOPM M 2
Goto ARunX+1
ARunN:
TOPM N 2
Goto ARunX+2
ARunO:
TOPM O 2
Goto ARunX+3
ARunP:
TOPM P 2
Goto ARunX+4
ARunQ:
TOPM Q 2
Goto ARunX+5
ARunR:
TOPM R 2
Goto ARunX+6
ARunS:
TOPM S 2
Goto ARunX+7
ARunT:
TOPM T 2
Goto ARunX
ARunT2:
TOPM M 2 A_TakeInventory("TopDashFlag",8)
Goto ARunX
ARunX:
TOPM MNOPQRST 1 A_JumpIfInventory("TopDash_End",1,"Missile")
loop

ClassPain:
TOPM H 0
goto PainContinue
DeathFix:
TOPM H 0
goto DeathContinue
ClassDeath:
TOPM H 1
goto MegaDeathEnd
}
}