actor Diveman : CustWepClassBase
{
Player.ScoreIcon "C_04G0X"
player.displayname "Diveman"
player.soundclass "divemanc"

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

player.startitem "CBM_BaseFlagPack"

player.startitem "Diveman_W"
player.startitem "Diveman_W2"
player.startitem "YouSunkMyAmmo",420
player.startitem "DiveTackleAmmo",280
player.startitem "DiveMissileUseItem"

player.weaponslot 1, "Diveman_W"
player.weaponslot 2, "Diveman_W2"


player.startitem "SparkShockWeakness"
player.startitem "SkullBarrierWeakness"//
player.startitem "NoiseCrushWeakness"
player.startitem "ElectricShockWeakness"

States
{
Spawn:
DIVM A 0
DIVM B 1
DIVM A 1
DIVM A 280
DIVM J 1
wait

See:
DIVM BCDE 5
Goto Spawn
Missile:
DIVM F 0 A_JumpIfInventory("VivifyCycle1",1,"Missile_Tackle")
DIVM F 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
DIVM F 5
DIVM G 4
goto Spawn
Missile2:
DIVM G 6
DIVM F 4
goto Spawn


Missile_Tackle:
DIVM F 0 A_JumpIfInventory("VivifyCycle1",9,"ARunU2")
DIVM F 0 A_JumpIfInventory("VivifyCycle1",8,"ARunU")
DIVM F 0 A_JumpIfInventory("VivifyCycle1",6,"ARunT")
DIVM F 0 A_JumpIfInventory("VivifyCycle1",4,"ARunS")
DIVM F 0 A_JumpIfInventory("VivifyCycle1",1,"ARunR")
DIVM "###" 1 A_JumpIfInventory("VivifyDelay3",1,"Missile_Tackle2")
Missile_Tackle2:
DIVM FG 4
goto Spawn+2

ARunR:
DIVM R 2 
Goto Missile_Tackle+5
ARunS:
DIVM S 2
Goto Missile_Tackle+5
ARunT:
DIVM T 2
Goto Missile_Tackle+5
ARunU:
DIVM U 2
Goto Missile_Tackle+5
ARunU2:
DIVM U 0 A_TakeInventory("VivifyCycle1",7)
Goto ARunU

ClassPain:
DIVM H 0
goto MegamanPain
ClassDeath:
DIVM H 0
goto MegamanDeath
}
}