actor HyperStormH : HardClassBase
{
Player.ScoreIcon "C_WTC0X"
player.startitem "HardHealthBar"
player.displayname "HyperStormH"
player.soundclass "hyperstormhc"

player.startitem "PigsyBoss"
player.startitem "PiggyBoss"

player.forwardmove 0.50, 0.50
player.sidemove 0.48, 0.48
player.startitem "SemiStunArmor"

States
{
Spawn:
HSHZ A 0
HSHZ B 1
HSHZ A 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
Goto Spawn+2
See:
HSHZ BCDE 5
Goto Spawn

Missile:
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",5,"ARunF")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",4,"ARunE")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",3,"ARunD")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",2,"ARunC")
HSHZ F 0 A_JumpIfInventory("HSHDashFlag",1,"ARunB")
HSHZ F 0
HSHZ FFFFF 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
HSHZ G 4
goto Spawn

ARunX:
HSHZ BBBBB 1
HSHZ B 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ CCCCC 1
HSHZ C 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ DDDDD 1
HSHZ D 1 A_JumpIfInventory("HSHDashFlagX",1,1)
Goto Spawn+2
HSHZ EEEEE 1
HSHZ E 1 A_JumpIfInventory("HSHDashFlagX",1,"ARunX")
Goto Spawn+2

ARunB:
HSHZ B 2
Goto Spawn
ARunC:
HSHZ C 2
Goto Spawn
ARunD:
HSHZ D 2
Goto Spawn
ARunE:
HSHZ E 2
Goto Spawn
ARunF:
HSHZ E 2 A_TakeInventory("HSHDashFlag",5)
Goto Spawn

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