actor Needleman : ClassBase
{
Player.ScoreIcon "C_03A0X"
player.displayname "Needleman"
player.soundclass "needlemanc"

player.maxhealth 1550
health 1550
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "NeedleCannonBoss"
player.startitem "NeedlePokerBoss"
player.startitem "NoodleAmmo", 42

player.weaponslot 1, "NeedleCannonBoss"
player.weaponslot 2, "NeedlePokerBoss"

player.startitem "GeminiLaserWeakness2", 1

player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "GeminiLaserWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "CentaurFlashWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
player.startitem "ReboundStrikerWeakness", 1

States
{
Spawn:
NEED A 0
NEED B 1
NEED A 1
NEED A 210
NEED Y 5
wait
See:
NEED BCDE 5
Goto Spawn
Missile:
NEED F 0 A_JumpIfInventory("VivifyDelay6",1,"MissilePoke")
NEED F 0 A_JumpIfInventory("PowerNeedleFireSlow",1,"Missile1")
NEED F 0 A_JumpIfInventory("NeedleReved",1,"MissileRev")
NEED F 4
NEED G 5
goto Spawn
MissileRev:
NEED F 4
NEED FFFFF 1 A_JumpIfInventory("NeedleReved",1,"MissileRev")
goto Spawn
Missile1:
NEED G 0 A_JumpIfInventory("NeedleDuoFlag",1,"Missile2")
NEED GF 4
goto MissileRev
Missile2:
NEED QF 4
goto MissileRev

MissilePoke:
NEED P 3
NEED O 5
NEED P 4
goto Spawn
ClassPain:
NEED H 0
goto PainContinue
ClassDeath:
NEED H 0
goto DeathContinue
}
}