actor Quint : ClassBase
{
Player.ScoreIcon "C_0KD0X"
player.displayname "Quint"
player.soundclass "quintc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "QuintBusterBoss"
player.startitem "SakugarneBoss"
player.startitem "BackToTheAmmo",18
player.startitem "MMXQuintAmmo",300

player.weaponslot 1, "QuintBusterBoss"
player.weaponslot 2, "SakugarneBoss"

States
{
Spawn:
QEGA A 0
QEGA B 1
QEGA A 1
Goto Spawn+2
See:
QEGA BBBBBCCCCCDDDDDEEEEE 1
Goto Spawn
Missile:
QEGA F 0 A_JumpIfInventory("VivifyDelay10",1,"Missile2")
QEGA FFFFF 1 A_JumpIfInventory("QuintYesPogo",1,"Melee")
QEGA G 6
goto Spawn
Missile2:
QEGA K 3
QEGA KK 1 A_JumpIfInventory("VivifyDelay10",1,"Missile2")
goto Spawn
Melee:
QEGA X 0 A_JumpIfInventory("QuintNoPogo",1,"MeleeWait")
QEGA X 0 A_JumpIfInventory("QuintIsAir",1,"MeleeAir")
QEGA X 1 A_JumpIfInventory("QuintDive",1,"MeleeCombo")
loop
MeleeAir:
QEGA Y 1 A_JumpIfInventory("VivifyDelay6",1,"MeleeCombo")
QEGA Y 1 A_JumpIfInventory("QuintNoPogo",1,"MeleeWait")
loop
MeleeCombo:
QEGA XY 6
goto Melee
MeleeStomp:
QEGA X 4
goto MeleeAir
MeleeWait:
QEGA L 1 A_JumpIf(momz==0,"Spawn")
wait

ClassPainPogo:
QEGA "#" 0 A_SpawnItemEx("DelayPainFX")
QEGA "#" 0 A_JumpIfInventory("QuintIsAir",1,"MeleeAir")
goto Melee
ClassPain:
QEGA H 0 A_JumpIfInventory("QuintYesPogo",1,"ClassPainPogo")
QEGA H 0 A_JumpIfInventory("VivifyDelay10",1,"Missile2")
goto PainContinue
ClassDeath:
QEGA H 0
goto DeathContinue
}
}