actor Bass : ClassBase
{
Player.ScoreIcon "C_00F0X"
player.displayname "Bass"
player.soundclass "bassc"

player.maxhealth 900
health 900
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "BassBusterBoss"
player.startitem "BaseWepAltOverride_F", 1
player.startitem "TrebleBoostAmmo", 30
player.startitem "BassFlag"
player.startitem "CanAirJump"
player.startitem "CanAirJumpStack", 1
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"
player.startitem "SlideLimitFlag", 500
player.startitem "CopyNerf"

States
{
Spawn:
BASS A 0
BASS A 0 A_JumpIfInventory("BassAndTreble_F",1,"SeeTreb")
BASS B 1
BASS A 1
BASS A 55
BASS I 5
goto Spawn+4
SeeTreb:
BASS MNMN 5
Goto Spawn
See:
BASS A 0 A_JumpIfInventory("BassAndTreble_F",1,"SeeTreb")
BASS BCDE 5
Goto Spawn
Missile:
BASS F 0 A_JumpIfInventory("BassAndTreble_F",1,"MissileTreb")
BASS F 0 A_JumpIfInventory("SlideVivifyFlag",1,"Dash")
BASS FG 5
goto Spawn
MissileTreb:
BASS PO 5
goto Spawn
Dash:
BASS R 20
goto Spawn

ClassPain:
BASS H 0
goto PainContinue
ClassDeath:
BASS H 0
goto DeathContinue
}
}

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

