actor Bass : MegaClassBase
{
Player.ScoreIcon "C_00F0X"
player.startitem "MegaHealthBar"
player.displayname "Bass"
player.soundclass "bassc"
player.startitem "BassBusterC"
player.startitem "BusterAmmo", 3
player.startitem "TrebleBoostAmmo", 30
player.startitem "BassDoubleJump"
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"

player.startitem "SlideLimitFlag", 500
player.startitem "CopyNerf"

player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73
States
{
Spawn:
BASS A 0
BASS A 0 A_JumpIfInventory("TrebleBoostcFlag",1,"Treb")
BASS B 1
BASS A 1
//BASS A 0 A_JumpIf(z-floorz<56, "Give")
//BASS A 0
Goto Spawn+3
Treb:
BASS MNMN 5
Goto Spawn
See:
BASS A 0 A_JumpIfInventory("TrebleBoostcFlag",1,"Treb")
BASS BCDE 5
//MMFX B 0 A_JumpIf(z-floorz<56, "Give")
Goto Spawn
Missile:
BASS F 0 A_JumpIfInventory("TrebleBoostcFlag",1,"Trebs")
BASS F 0 A_JumpIfInventory("BassDash",1,"Dash")
BASS FFFFF 1 A_JumpIfInventory("BassDash",1,"Dash")
BASS GGGGG 1 A_JumpIfInventory("BassDash",1,"Dash")
goto Spawn
Trebs:
BASS O 5
BASS P 5
goto Spawn
Dash:
BSB1 A 20
//BASS A 0 A_JumpIf(z-floorz<56, "Give")
goto Spawn
Give:
BASS A 0 A_TakeInventory("NoJump",999)
goto Spawn
ClassPain:
BASS H 0
goto PainContinue
DeathFix:
BASS H 0
goto DeathContinue
ClassDeath:
BASS H 1
goto MegaDeathEnd
}
}

actor BassDoubleJump : OnceC{}