actor AutoClass : ClassBase
{
Player.ScoreIcon "C_00G0X"
player.displayname "Auto"
player.soundclass "autoc"

player.maxhealth 1000
health 1000
player.jumpz 11
player.forwardmove 0.825, 0.825
player.sidemove 0.805, 0.805

player.startitem "AutoBolterBoss"
player.startitem "AutoShopperBoss"
player.startitem "AutoIsRightAmmo",42
player.startitem "ScrewYouBuySomeAmmo",120
player.startitem "AutoAmmoRegenDelay",50
player.startitem "AutoItemTypeFlag",1
player.startitem "AutoFlag"
player.startitem "CanUseItems"


player.weaponslot 1, "AutoBolterBoss","AutoMetBolterBoss"
player.weaponslot 2, "AutoShopperBoss","AutoMetShopperBoss"

+NOSKIN
States
{
Spawn:
AUT6 A 0
AUT6 B 1
AUT6 A 245
AUT6 QA 4
goto Spawn+3
See:
AUT6 BCDE 5
Goto Spawn
Missile:
AUT6 R 0 A_JumpIfInventory("AutoThumbFlag",1,"MissileT")
AUT6 R 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
AUT6 R 0 A_JumpIfInventory("AutoCreationFlag",1,"MissileC")
AUT6 UV 2
AUT6 UV 3
goto Spawn

Missile2:
AUT6 FG 5
goto Spawn
MissileC:
AUT6 U 0 A_JumpIfInventory("AutoEyebrowFlag",6,8)
AUT6 U 0 A_JumpIfInventory("AutoEyebrowFlag",3,4)
AUT6 U 2 A_GiveInventory("AutoEyebrowFlag",1)
AUT6 UU 1 A_JumpIfInventory("VivifyDelay6",1,"MissileC2")
goto Spawn
AUT6 V 2 A_GiveInventory("AutoEyebrowFlag",1)
AUT6 VV 1 A_JumpIfInventory("VivifyDelay6",1,"MissileC2")
goto Spawn
AUT6 U 2 A_TakeInventory("AutoEyebrowFlag",5)
AUT6 UU 1 A_JumpIfInventory("VivifyDelay6",1,"MissileC2")
goto Spawn
MissileC2:
AUT6 W 9
goto Spawn
MissileT:
AUT6 R 0 A_JumpIfInventory("AutoEyebrowFlag",6,4)
AUT6 R 0 A_JumpIfInventory("AutoEyebrowFlag",3,2)
AUT6 R 6 A_GiveInventory("AutoEyebrowFlag",1)
goto Spawn
AUT6 S 6 A_GiveInventory("AutoEyebrowFlag",1)
goto Spawn
AUT6 S 6 A_TakeInventory("AutoEyebrowFlag",5)
goto Spawn

ClassPain:
AUT6 H 0
goto PainContinue
ClassDeath:
AUT6 H 0 A_JumpIfInventory("AutoIsRightAmmo",42,1)
goto DeathContinue
AUT6 H 0 A_SpawnItemEx("Auto_ScrewBoltBigPickup",0,0,0,random(1,3),0,random(10,15),random(0,359),1)
goto DeathContinue
}
}
