actor Gravityman : ClassBase
{
Player.ScoreIcon "C_05A0X"
player.displayname "Gravityman"
player.soundclass "gravitymanc"

player.maxhealth 1000
health 1000
player.jumpz 15
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "GravityHoldBoss"
player.startitem "ScrewGravityAmmo", 210
player.startitem "SurpriseGravityAmmo", 210
player.startitem "GroundFlag"
player.startitem "GravitySwitchItem"

player.startitem "StarCrashWeakness2", 1

//player.startitem "SkullBarrierWeakness", 1
player.startitem "StarCrashWeakness", 1
player.startitem "AstroCrushWeakness", 1
player.startitem "BlackHoleBombWeakness", 1
player.startitem "BlackHoleWeakness", 1
States
{
Spawn:
GRAM A 0
GRAM A 0 A_JumpIfInventory("CeilingFlag",1,3)
GRAM B 1
GRAM A -1 A_JumpIfInventory("CeilingFlag",1,1)
GRAM N 1
GRAM M 1 A_JumpIfInventory("GroundFlag",1,"Spawn")
wait
Melee:
GRAM A 0 A_JumpIfInventory("VivifyDelay5",1,"MeleeWait_C")
GRAM A 0 A_JumpIfInventory("CeilingFlag",1,"MeleeWait")
goto Spawn
MeleeWait:
GRAM IJK 3
GRAM K 2
GRAM J 3
GRAM LLLLLLLLLLLLLLLLLLLL 1 A_JumpIf(z-ceilingz==0-56,"Spawn")
GRAM X 1 A_JumpIf(z-ceilingz==0-56,"Spawn")
wait
MeleeWait_C:
GRAM UVW 3
GRAM W 2
GRAM V 3
GRAM XXXXXXXXXXXXXXXXXXXX 1 A_JumpIf(momz==0,"Spawn")
GRAM L 1 A_JumpIf(momz==0,"Spawn")
wait
See:
GRAM B 0 A_JumpIfInventory("CeilingFlag",1,"See_C")
GRAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("CeilingFlag",1,"See_C")
Goto Spawn
See_C:
GRAM NNNNNOOOOOPPPPPQQQQQ 1
Goto Spawn
Missile:
GRAM F 0 A_JumpIfInventory("VivifyDelay8",1,"MissileGHold")
GRAM F 0 A_JumpIfInventory("CeilingFlag",1,"Missile_C")
GRAM F 5
GRAM G 4
goto Spawn
Missile_C:
GRAM R 5
GRAM S 4
goto Spawn
MissileGHold:
GRAM I 0 A_JumpIfInventory("CeilingFlag",1,"MissileGHold_C")
GRAM IJK 3
GRAM K 2
GRAM J 3
goto Spawn
MissileGHold_C:
GRAM UVW 3
GRAM W 2
GRAM V 3
goto Spawn

ClassPain:
GRAM H 0 A_JumpIfInventory("CeilingFlag",1,"ClassPain_C")
GRAM H 0
goto PainContinue
ClassPain_C:
GRAM T 0
goto PainContinue
ClassDeath:
GRAM H 0 A_JumpIfInventory("CeilingFlag",1,1)
goto DeathContinue
GRAM T 0 A_JumpIfInventory("RiseDeathFlag",1,1)
goto DeathContinue
GRAM T 0
goto ClassDeathR
ClassDeathR:
GRAM T 1 ThrustThingZ(0,-11,0,1)
GRAM T 0 A_JumpIf(z-floorz<64,"GibDeathStop")
GRAM T 0 A_GiveInventory("RiseDeathFlag2",1)
GRAM T 0 A_JumpIfInventory("RiseDeathFlag2",25,"GibDeathStop")
Goto ClassDeathR
}
}