actor Duo : DuoClassBase
{
Player.ScoreIcon "C_08I0X"
player.startitem "DuoHealthBar"
player.displayname "Duo"
player.soundclass "Duoc"
player.startitem "DuoFistC"
player.startitem "BusterAmmo", 3
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"

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

player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68
States
{
Spawn:
DUOR A 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUOR B 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUOR A 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
Goto Spawn+2
See:
DUOR BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("DuoMeteor",1,"Rise")
Goto Spawn
Missile:
DUOR F 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUOR F 0 A_JumpIfInventory("DuoBash",1,"Slide")
DUOR FFFFF 1 A_JumpIfInventory("DuoBash",1,"Slide")
DUOR GGGG 1 A_JumpIfInventory("DuoBash",1,"Slide")
goto Spawn
Slide:
DUO2 I 12
goto Spawn
Rise:
DUOR IIJJKK 1 A_JumpIfInventory("DuoMeteorGo",1,"Ball")
loop
Ball:
DUOR L 0 A_SpawnItemEX("GigaFistFXLefty",0,0,12,0,0,0,0,1)
DUOR LLMM 1 A_JumpIfInventory("DuoMeteorEnd",1,"Fall")
loop
Fall:
DUOR I 1 A_TakeInventory("DuoMeteor",1)
Fall2:
DUOR A 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
DUOR I 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
ClassPain:
DUOR H 0 A_JumpIfInventory("DuoMeteor",1,"Rise")
goto PainContinue
DeathFix:
DUOR H 0
goto DeathContinue
ClassDeath:
DUOR H 1
goto MegaDeathEnd
}
}