actor Concreteman : CustWepClassBase
{
Player.ScoreIcon "C_09A0X"
player.displayname "Concreteman"
player.soundclass "concretemanc"

player.maxhealth 1550
health 1550
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "CBM_BaseFlagPack"

player.startitem "Concreteman_W"
player.startitem "ConcreteM_StaminaFlag", 560


player.startitem "HyperBombWeakness"
player.startitem "CrashBombWeakness"
player.startitem "DrillBombWeakness"
player.startitem "NapalmBombWeakness"
player.startitem "DangerWrapWeakness"
player.startitem "FlashBombWeakness"
player.startitem "RemoteMineWeakness"
player.startitem "LaserTridentWeakness"//
player.startitem "CommandoBombWeakness"
player.startitem "BubbleBombWeakness"
player.startitem "BalladeCrackerWeakness"

States
{
Spawn:
CONM A 0
CONM A 0 A_JumpIfInventory("ConcreteBlockFlag",1,6)
CONM A 0 A_JumpIfInventory("CementAni_Dash",1,"MissileDash")
CONM A 0 A_JumpIfInventory("CementAni_Leap",1,"MissileLeap")
CONM A 0
CONM B 1
CONM A -1
CONM S 1
CONM R 1
Goto Spawn+8
See:
CONM B 0 A_JumpIfInventory("ConcreteBlockFlag",1,"SeeBlock")
CONM BCDE 5
Goto Spawn
SeeBlock:
CONM STUT 5
Goto Spawn+7
Missile:
CONM F 0 A_JumpIfInventory("ConcreteBlockFlag",1,"MissileBlock")
CONM F 1
CONM F 0 A_JumpIfInventory("CementAni_Dash",1,"MissileDash")
CONM F 0 A_JumpIfInventory("CementAni_Leap",1,"MissileLeap")
CONM F 0 A_JumpIfInventory("CementAni_Pickup",1,"MissilePickup")
CONM F 1
CONM F 0 A_JumpIfInventory("CementAni_Dash",1,"MissileDash")
CONM F 0 A_JumpIfInventory("CementAni_Leap",1,"MissileLeap")
CONM F 0 A_JumpIfInventory("CementAni_Pickup",1,"MissilePickup")
CONM F 1
CONM F 0 A_JumpIfInventory("CementAni_Dash",1,"MissileDash")
CONM F 0 A_JumpIfInventory("CementAni_Leap",1,"MissileLeap")
CONM F 0 A_JumpIfInventory("CementAni_Pickup",1,"MissilePickup")
CONM F 2
CONM G 4
goto Spawn
MissileBlock:
CONM V 5
CONM V 0 A_JumpIfInventory("CementAni_Throw",1,"MissileBlockT")
CONM V 4
Goto Spawn+7
MissileBlockT:
CONM W 6
goto Spawn
MissileDash:
CONM MMMNNN 1 A_JumpIfInventory("CementAni_DashStop",1,"MissileDash2")
loop
MissileDash2:
CONM M 10
goto Spawn
MissileLeap:
CONM O 1 A_JumpIfInventory("CementAni_LeapStop",1,"MissileLeap2")
wait
MissileLeap2:
CONM PPQQQQPPP 2
goto Spawn+6
MissilePickup:
CONM W 4
Goto Spawn+7

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