actor Drillman : CustWepClassBase
{
Player.ScoreIcon "C_04C0X"
player.displayname "Drillman"
player.soundclass "drillmanc"

player.maxhealth 850
health 850
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "CBM_BaseFlagPack"

player.startitem "Drillman_W"
player.startitem "MyDrillIsTheBombAmmo", 19
player.startitem "DigLimit", 100


player.startitem "MagnetMissileWeakness"
player.startitem "DiveMissileWeakness"//
player.startitem "HomingSniperWeakness"
player.startitem "MagicCardWeakness"
player.startitem "HornetChaserWeakness"
player.startitem "SparkChaserWeakness"
States
{
Spawn:
DRIM A 0
DRIM B 1
DRIM A 1
wait
See:
DRIM BCDE 5
Goto Spawn
Missile:
DRIM F 0 A_JumpIfInventory("VivifyCycle1",3,"Mis_AltEnd")
DRIM F 0 A_JumpIfInventory("VivifyCycle1",2,"Mis_AltCancel")
DRIM F 0 A_JumpIfInventory("VivifyCycle1",1,"Mis_AltUpStart")
DRIM FG 5
goto Spawn
Mis_AltUpStart:
DRIM J 2 //Delay so Flip doesn't happen right away
Mis_AltUp:
DRIM IIIIJJJJ 1 A_JumpIf(momz<=0,"Mis_AltFlip")
loop
Mis_AltFlip:
DRIM K 4
goto Mis_AltDown
Mis_AltDown:
DRIM LLMM 2 A_JumpIfInventory("VivifyCycle1",3,"Mis_AltEnd")
DRIM LLLL 1 A_JumpIfInventory("VivifyCycle1",1,"Mis_AltDown")
Mis_AltCancel:
DRIM K 4
Goto Spawn
Mis_AltEnd:
DRIM IJIJIJ 2
Goto Spawn

ClassPainDrill:
DRIM H 0 A_SpawnItemEx("DelayPainFX")
DRIM H 0 A_JumpIfInventory("VivifyCycle1",2,"Mis_AltDown")
goto Mis_AltUp
ClassPain:
DRIM H 0 A_JumpIfInventory("VivifyCycle1",1,"ClassPainDrill")
goto MegamanPain
ClassDeath:
DRIM H 0
goto MegamanDeath
}
}