actor Hardman : CustWepClassBase
{
Player.ScoreIcon "C_03D0X"
player.displayname "Hardman"
player.soundclass "hardmanc"

player.maxhealth 2000
health 2000
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "CBM_BaseFlagPack"

player.startitem "Hardman_W"
player.startitem "LandFlattenAmmo", 21
player.startitem "Spawn_HalfHitStunFlag"
player.startitem "HalfHitStunFlag"


player.startitem "LeafShieldWeakness"
player.startitem "MagnetMissileWeakness"//
player.startitem "JunkShieldWeakness"
States
{
Spawn:
HARM A 0
HARM B 1
HARM A 1
wait
See:
HARM BCDE 5
Goto Spawn
Missile:
HARM F 0 A_JumpIfInventory("Quaking",1,"MissileQ_Up")
HARM F 5
HARM F 0 A_JumpIfInventory("Quaking",2,"MissileQ_DownTurn")
HARM G 4
HARM G 0 A_JumpIfInventory("Quaking",2,"MissileQ_Down")
goto Spawn
MissileQ_Up:
HARM I 8
HARM I 0 A_JumpIfInventory("Quaking",2,"MissileQ_DownTurn")
HARM G 4
HARM G 0 A_JumpIfInventory("Quaking",2,"MissileQ_Down")
goto Spawn
MissileQ_DownTurn:
HARM JJJKKK 1 A_JumpIfInventory("VivifyDelay10",1,"MissileQuaked")
goto MissileQ_Down
MissileQ_Down:
HARM L 1 A_JumpIfInventory("VivifyDelay10",1,"MissileQuaked")
loop
MissileQuaked:
HARM M 1 A_JumpIfInventory("VivifyDelay5",1,"MissileQ_GetUp")
loop
MissileQ_GetUp:
HARM NKJ 3
goto Spawn+3

ClassPainQuake:
HARM "#" 0 A_SpawnItemEx("DelayPainFX")
HARM "#" 0 A_JumpIfInventory("Quaking",2,"MissileQ_Down")
goto MissileQ_Up
ClassPain:
HARM H 0 A_JumpIfInventory("Quaking",1,"ClassPainQuake")
goto MegamanPain
ClassDeath:
HARM H 0
goto MegamanDeath
}
}