actor HelperClass : ClassBase
{
Player.ScoreIcon "C_66U0X"
player.displayname "HelperClass"
player.soundclass "helpmanc"

Player.Maxhealth 20000
health 200
player.jumpz 30
player.forwardmove 3.00, 3.00
player.sidemove 3.00, 3.00

player.startitem "HelperClassBuster"
//player.startitem ""
player.MorphWeapon "HelperClassBuster"

player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"

player.startitem "CanAirJump", 1
player.startitem "CanAirJumpStack", 4
player.startitem "CanWallJump", 1
player.startitem "CanWallJumpStack", 4

+NOMENU
States
{
Spawn://BBAM
BAS2 A 0
BAS2 B 1
BAS2 A 1
wait
See:
BAS2 BCDE 3
Goto Spawn
Missile:
BAS2 FG 4
goto Spawn
ClassPain:
BAS2 H 0
goto PainContinue
ClassDeath:
BAS2 H 0
goto DeathContinue
}
}

actor HelperClassBuster : MegaBuster
{
//-WEAPON.DONTBOB
//Weapon.BobStyle "Smooth"
//Weapon.BobSpeed 3.0
States
{
Spawn:
C_66 U 1
wait
Ready:
"H$LP" X 0 ACS_ExecuteAlways(998,0,random(170,218),9)
"H$LP" X 1 A_WeaponReady
goto Ready+1
Fire:
"H$LP" Z 1 A_Stop
goto Ready+1
Altfire:
"H$LP" Y 1
"H$LP" Y 0 A_JumpIf(ACS_ExecuteWithResult(CBM_FetchMyHealth,2),"HealMe")
"H$LP" Y 0 A_Refire
goto Ready
HealMe:
"H$LP" Y 0 A_PlaySound("item/RaThorUse",3,1.0)
"H$LP" Y 0 ACS_ExecuteAlways(CBM_HealMyThing,0,0,30000)
goto Ready+1
}
}
