actor RollClass : GlassClassBase
{
player.startitem "GlassHealthBar"
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
States
{
Spawn:
ROLL A 0
ROLL B 1 ACS_ExecuteAlways(137)
ROLL A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
ROLL BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
ROLL FFFFF 1 A_JumpIfInventory("RollSlide",1,"Slide")
ROLL GGGG 1 A_JumpIfInventory("RollSlide",1,"Slide")
goto Spawn
Slide:
ROLL I 20
ROLL A 0
goto Spawn
ClassPain:
ROLL H 0
goto PainContinue
ClassDeath:
ROLL H 0 A_TakeInventory("RollSwingBoss")
ROLL H 0 A_TakeInventory("RollBucketBoss")
goto DeathContinue
DropWeapon:
ROLL H 0 A_TakeInventory("RollSwingBoss")
ROLL H 0 A_TakeInventory("RollBucketBoss")
ROLL Z 0
ROLL Z -1
stop
}
}

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