actor Gutsman : CustWepClassBase
{
Player.ScoreIcon "C_01B0X"
player.displayname "Gutsman"
player.soundclass "gutsmanc"

player.maxhealth 1850
health 1850
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "CBM_BaseFlagPack"

player.startitem "Gutsman_W"
player.startitem "GutsArmAmmo", 28
player.startitem "Spawn_HalfHitStunFlag"
player.startitem "HalfHitStunFlag"

player.startitem "TimeSlowWeakness"//
player.startitem "TimeStopperWeakness"
player.startitem "GeminiLaserWeakness"
player.startitem "FlashStopperWeakness"
player.startitem "GravityHoldWeakness"
player.startitem "CentaurFlashWeakness"
player.startitem "NoiseCrushWeakness"
player.startitem "TornadoHoldWeakness"
player.startitem "CopyVisionWeakness"
player.startitem "BlackHoleBombWeakness"
player.startitem "WaterShieldWeakness"
player.startitem "BlackHoleWeakness"

//player.startitem "HyperBombWeakness2", 1

States
{
Spawn:
GUT2 A 0
GUT2 A 0 A_JumpIfInventory("SuperArmTemp",1,3)
GUT2 B 1
GUT2 A -1
GUT2 R 1
GUT2 Q 1
Goto Spawn+5
See:
GUT2 B 0 A_JumpIfInventory("SuperArmTemp",1,"SeeSomeRocks")
GUT2 BCDE 5
Goto Spawn
SeeSomeRocks:
GUT2 RSTS 5
Goto Spawn+4
Missile:
GUT2 FG 5
GUT2 G 0 A_JumpIfInventory("SuperArmTemp",1,1)
goto Spawn+3
GUT2 G 0
goto Spawn+5
ClassPain:
GUT2 H 0
goto MegamanPain
ClassDeath:
GUT2 H 0
goto MegamanDeath
}
}