actor Chargeman : CustWepClassBase
{
Player.ScoreIcon "C_05F0X"
player.displayname "Chargeman"
player.soundclass "chargemanc"

player.maxhealth 1250
health 1250
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.4, 0.4

player.startitem "CBM_BaseFlagPack"

player.startitem "Chargeman_W"
player.startitem "ChargeManIsEveryWhereAmmo", 50


player.startitem "SuperArmWeakness"
player.startitem "HardKnuckleWeakness"
//player.startitem "RainFlushWeakness"
player.startitem "PowerStoneWeakness"//
player.startitem "AstroCrushWeakness"
player.startitem "SpreadDrillWeakness"
player.startitem "DeepDiggerWeakness"

States
{
Spawn:
CHRM A 0 
CHRM I 1//B
CHRM A 1
Goto Spawn+2
See:
CHRM IJKJ 5//BCDE
Goto Spawn
Missile:
CHRM F 0 A_JumpIfInventory("VivifyCycle1",9,"ARunF")
CHRM F 0 A_JumpIfInventory("VivifyCycle1",7,"ARunE")
CHRM F 0 A_JumpIfInventory("VivifyCycle1",5,"ARunD")
CHRM F 0 A_JumpIfInventory("VivifyCycle1",3,"ARunC")
CHRM F 0 A_JumpIfInventory("VivifyCycle1",1,"ARunB")
CHRM F 5
CHRM G 4
goto Spawn
Missile2:
CHRM MNO 4
goto Spawn

ARunB:
CHRM M 5
Goto Spawn
ARunC:
CHRM N 5
Goto Spawn
ARunD:
CHRM O 5
Goto Spawn
ARunE:
CHRM N 5
Goto Spawn
ARunF:
CHRM M 0 A_TakeInventory("VivifyCycle1",8)//4
Goto ARunB

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