actor RollClass : LightClassBase
{
Player.ScoreIcon "C_00E0X"
player.startitem "LightHealthBar"
player.displayname "Roll"
player.soundclass "RollC"
player.startitem "RollSwingBoss"
player.startitem "RollBucketBoss"
player.startitem "RollHealItem"
player.startitem "RollFlag"
player.startitem "CanUseItems"
player.startitem "RollHealAmmo", 28
player.forwardmove 0.825, 0.825
player.sidemove 0.805, 0.805
player.jumpz 11

//player.startitem "CopyNerf"
States
{
Spawn:
ROLL A 0
ROLL B 1
ROLL A 1
Goto Spawn+2
See:
ROLL BCDE 5
Goto Spawn
Missile:
ROLL F 0 A_JumpIfInventory("RollSlide",1,"Slide")
ROLL FFFFF 1 A_JumpIfInventory("RollSlide",1,"Slide")
ROLL GGGG 1 A_JumpIfInventory("RollSlide",1,"Slide")
goto Spawn+2
Slide:
ROLL J 20
ROLL A 0
goto Spawn
ClassPain:
ROLL H 0
goto PainContinue
DeathFix:
ROLL H 0
goto DeathContinue
ClassDeath:
ROLL H 1
goto MegaDeathEnd
}
}

actor RollFlag : Inventory
{
inventory.amount 1
inventory.maxamount 1
}