actor Bass : ClassBase
{
player.displayname "Bass"
player.soundclass "bassc"
player.startitem "BassBusterC"
player.startitem "BusterAmmo", 3
player.startitem "TrebleBoostAmmo", 60
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"
//player.startitem "EnergyBalancerActive"
States
{
Spawn:
BASS A 0 A_JumpIfInventory("TrebleBoost",1,"Treb")
BASS B 1 ACS_ExecuteAlways(140)
BASS A 1 ACS_ExecuteAlways(139)
//BASS A 0 A_JumpIf(z-floorz<56, "Give")
//BASS A 0 ACS_ExecuteAlways(140)
Goto Spawn+2
Treb:
BASS J 0 ACS_ExecuteAlways(140)
BASS JKJK 5 ACS_ExecuteAlways(139)
Goto Spawn
See:
BASS A 0 A_JumpIfInventory("TrebleBoost",1,"Treb")
BASS A 0 ACS_ExecuteAlways(140)
BASS BCDE 5 ACS_ExecuteAlways(139)
//MMFX B 0 A_JumpIf(z-floorz<56, "Give")
BASS A 0 ACS_ExecuteAlways(140)
Goto Spawn
Missile:
BASS A 0 A_JumpIfInventory("TrebleBoost",1,"Trebs")
BASS A 0 ACS_ExecuteAlways(140)
BASS F 1 ACS_ExecuteAlways(139)
BASS A 0 A_JumpIfInventory("BassDash",1,"Dash")
BASS F 4 ACS_ExecuteAlways(139)
BASS G 4 ACS_ExecuteAlways(139)
BASS A 0 ACS_ExecuteAlways(140)
goto Spawn
Trebs:
BASS L 0 ACS_ExecuteAlways(140)
BASS L 5 ACS_ExecuteAlways(139)
BASS M 4 ACS_ExecuteAlways(139)
BASS M 0 ACS_ExecuteAlways(140)
goto Spawn
Dash:
BASS I 0 ACS_ExecuteAlways(140)
BASS I 20 ACS_ExecuteAlways(139)
//BASS A 0 A_JumpIf(z-floorz<56, "Give")
BASS A 0
goto Spawn
Give:
BASS A 0 A_TakeInventory("NoJump",999)
goto Spawn
ClassPain:
BASS H 0
goto PainContinue
ClassDeath:
BASS H 0
goto DeathContinue
DropWeapon:
BASS H 0
BASS Z 0
BASS Z -1
stop
}
}