actor Pumpman : CustWepClassBase
{
Player.ScoreIcon "C_10B0X"
player.displayname "Pumpman"
player.soundclass "pumpmanc"

player.maxhealth 1000
health 1000
player.jumpz 13
player.forwardmove 0.78, 0.78
player.sidemove 0.76, 0.76

player.startitem "CBM_BaseFlagPack"

player.startitem "Pumpman_W"
player.startitem "PumpSluggerAmmo", 196
player.startitem "PumpExplodeItem", 1


player.startitem "ThunderBeamWeakness"
player.startitem "CrashBombWeakness"
player.startitem "SparkShockWeakness"
player.startitem "ThunderBoltWeakness"
player.startitem "ThunderClawWeakness"
player.startitem "LightningBoltWeakness"
player.startitem "PlugBallWeakness"
player.startitem "ThunderWoolWeakness"//
player.startitem "ElectricShockWeakness"
States
{
Spawn:
PUMM A 0
PUMM A 0 A_JumpIfInventory("PumpmanNoHandleF",1,3)
PUMM B 1
PUMM A -1
PUMM Q 1
PUMM P 1
wait

See:
PUMM B 0 A_JumpIfInventory("PumpmanNoHandleF",1,"SeeC")
PUMM BCDE 5
Goto Spawn
SeeC:
PUMM QRST 5
Goto Spawn+4

Melee:
PUMM GF 3
goto Spawn+2

Missile:
PUMM F 0 A_JumpIfInventory("PumpMainTrigger",1,"MissileHandle")
PUMM F 0 A_JumpIfInventory("VivifyDelay4",1,"MissileShield")
PUMM F 0 A_JumpIfInventory("PumpmanNoHandleF",1,"MissileU")
PUMM F 5
PUMM G 4
goto Spawn
MissileU:
PUMM U 9
goto Spawn
MissileHandle:
PUMM F 2
PUMM V 7
goto Spawn+4
MissileShield:
PUMM F 3
PUMM FGFGFGFGFG 4
goto Spawn

ClassPain:
PUMM H 0 A_JumpIfInventory("PumpmanNoHandleF",1,1)
goto MegamanPain
PUMM W 0
goto MegamanPain
ClassDeath:
PUMM H 0 A_JumpIfInventory("PumpmanNoHandleF",1,1)
goto MegamanDeath
PUMM W 0
goto MegamanDeath
}
}