actor MegamanC : ClassBase replaces Megaman
{
Player.ScoreIcon "C_00B0X"
player.displayname "Megaman"
player.soundclass "megamanc"

player.maxhealth 900
health 900
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "MegaBusterBoss"
player.startitem "BaseWepAltOverride_F", 1
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"
player.startitem "MegaFlag"
player.startitem "SlideLimitFlag", 500
player.startitem "CopyNerf"
+NOSKIN
States
{
Spawn:
MEGM A 0
MEGM B 1
MEGM A 1
MEGM A 55//90 9
MEGM Y 5
goto Spawn+3
See:
MEGM BCDE 5
Goto Spawn
Missile:
MEGM F 0 A_JumpIfInventory("JetBusterC",1,"JetMissile")
MEGM F 0 A_JumpIfInventory("PowerFistC",1,"PowerMissile")
MEGM F 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
MEGM F 5
MEGM G 4
goto Spawn+2
JetMissile:
MEGM F 0 A_JumpIfInventory("JetTrigger",1,"Flight")
MEGM F 5
MEGM G 4
goto Spawn+2
Flight:
MEGM R 0 //A_JumpIfInventory("JetFuel",0,"See")
MEGM R 0
MEGM RR 5
goto Spawn+2
PowerMissile:
MEGM F 0
MEGM F 5
MEGM G 4
goto Spawn//+4
Slide:
MEGM R 20
goto Spawn
ClassPain:
MEGM H 0
goto PainContinue
ClassDeath:
MEGM H 0
goto DeathContinue
}
}

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

/*
actor RemoveMegaman : PlayerPawn
{
player.displayname "megaman"
limitedtoteam 254
visibletoteam 254
player.colorrange 0 0
Player.MaxSkinSizeFactor 0, 0
scale 2.5
States
{
Spawn:
PLAY A -1
loop
See:
PLAY BCDE 5
loop
}
}*/