actor ShadeMan : ClassBase
{
Player.ScoreIcon "C_07G0X"
player.displayname "Shademan"
player.soundclass "shademanc"
player.startitem "NoiseCrushBoss"
player.startitem "NoiseCrushClassAmmo", 14

player.startitem "WildCoilWeakness2", 1

player.startitem "WildCoilWeakness", 1
player.startitem "LeafShieldWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
//ReboundStriker
player.startitem "MirrorBusterWeakness", 1
States
{
Spawn:
SHDE A 0
SHDE I 1
SHDE A 0 A_JumpIf(z-floorz>0,"Flying")
SHDE A 1
Goto Spawn+2
See:
SHDE A 0 A_JumpIf(z-floorz>0,"Flying")
SHDE IIIIIJJJJJKKKKKJJJJJ 1 A_JumpIf(z-floorz>0,"Flying")
Goto Spawn
FlyingX:
SHDE F 0 A_PlaySound("weapon/shadewing",1,0.5)
SHDE FFFF 1 A_JumpIf(z-floorz==0,"Spawn")
SHDE F 0 A_JumpIf(z-floorz>0,"Flying")
Goto Spawn
Flying:
SHDE BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz==0,"Spawn")
SHDE D 0 A_PlaySound("weapon/shadewing",1,0.5)
SHDE B 1 A_JumpIf(z-floorz>0,"Flying")
Goto Spawn+2
Missile:
SHDE B 0 A_JumpIfInventory("ShademanIsFlying",1,"MissileX")
SHDE FFFFF 1
SHDE GGGGG 1
goto Spawn
MissileX:
SHDE FFFFF 1 A_JumpIfInventory("ShadeWing",1,"FlyingX")
SHDE GGGGG 1 A_JumpIfInventory("ShadeDrainPower",1,"MissileSwoop")
goto Spawn
MissileSwoop://Would be for swoop sprite, but there isn't one yet.
SHDE G 1
SHDE G 2 A_JumpIfInventory("ShadeDrainPower",1,"MissileSwoop")
goto Spawn
ClassPain:
SHDE H 0
goto PainContinue
DeathFix:
SHDE H 0
goto DeathContinue
ClassDeath:
SHDE H 1
goto MegaDeathEnd
}
}