actor Bubbleman : CustWepClassBase
{
Player.ScoreIcon "C_02C0X"
player.displayname "Bubbleman"
player.soundclass "bubblemanc"

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 "BubbleMan_W"
player.startitem "BubbleFlooder"
player.startitem "WaddleWaddleAmmo", 20
player.startitem "BubbleDabbleAmmo", 560
player.startitem "CanTreadWater"


player.startitem "RollingCutterWeakness"
player.startitem "MetalBladeWeakness"//
player.startitem "ShadowBladeWeakness"
player.startitem "RingBoomerangWeakness"
player.startitem "GyroAttackWeakness"
player.startitem "SilverTomahawkWeakness"
player.startitem "TenguBladeWeakness"
player.startitem "WheelCutterWeakness"
player.startitem "ScrewCrusherWeakness"

States
{
Spawn:
BUBM A 0
BUBM B 0 A_JumpIfInventory("BubbleIsSwimming_F",1,3)
BUBM B 1
BUBM A -1
BUBM Q 0
BUBM Q 1 A_JumpIfInventory("VivifyFlag3",1,"Spawn")
BUBM NNNNNOOOOO 1 A_JumpIfInventory("VivifyFlag3",1,"Spawn")
Goto Spawn+6

See:
BUBM B 0 A_JumpIfInventory("BubbleIsSwimming_F",1,"SeeSwim")
BUBM BCDE 5 A_JumpIfInventory("BubbleIsSwimming_F",1,"SeeSwim")
Goto Spawn
SeeSwim:
BUBM QRSR 5
Goto Spawn+4

Missile:
BUBM F 0 A_JumpIfInventory("BubbleIsSwimming_F",1,"MissileSwim")
BUBM F 0 A_JumpIfInventory("VivifyDelay6",1,"MissileBubble")
BUBM F 4
BUBM G 3
goto Spawn
MissileSwim:
BUBM P 0 A_JumpIfInventory("VivifyDelay6",1,2)
BUBM P 7
goto Spawn
BUBM U 9
goto Spawn
MissileBubble:
BUBM T 9
goto Spawn

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