actor Commandoman : CustWepClassBase
{
Player.ScoreIcon "C_10C0X"
player.displayname "Commandoman"
player.soundclass "commandomanc"

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 "Commandoman_W"
player.startitem "Commandoman_W2"
player.startitem "CommandoItem"
player.startitem "FullMetalJacketAmmo", 22

player.weaponslot 1, "Commandoman_W"
player.weaponslot 2, "Commandoman_W2"

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

States
{
Spawn:
CMDM A 0
CMDM A 0 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM B 1
CMDM A 1
wait
See:
CMDM BCDE 5
Goto Spawn
Missile:
CMDM F 2 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM FFF 1 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM G 4 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
goto Spawn
Leap:
CMDM R 1 A_CheckFloor("Leap2")
loop
Leap2:
CMDM S 8
goto Spawn
ClassPain:
CMDM H 0
goto MegamanPain
ClassDeath:
CMDM H 0
goto MegamanDeath
}
}