actor ChillMan : CustWepClassBase
{
Player.ScoreIcon "C_10D0X"
player.displayname "Chillman"
player.soundclass "chillManc"

player.maxhealth 650
health 650
player.jumpz 12
player.forwardmove 0.69, 0.69
player.sidemove 0.67, 0.67

player.startitem "CBM_BaseFlagPack"

player.startitem "Chillman_W"
player.startitem "SpikesAndChillAmmo", 84
player.startitem "ChillSlideAmmo", 140
player.startitem "ChillmanSpawnStart_P", 1
player.startitem "ChillmanSuperItem"
player.startitem "WallJumpLimit", 3


player.startitem "FireStormWeakness"
player.startitem "AtomicFireWeakness"
player.startitem "PharaohShotWeakness"
player.startitem "FlameBlastWeakness"
player.startitem "ScorchWheelWeakness"
player.startitem "FlameSwordWeakness"
player.startitem "WaveBurnerWeakness"
player.startitem "MagmaBazookaWeakness"
player.startitem "SolarBlazeWeakness"//
States
{
Spawn:
CHIM A 0
CHIM A 0 A_JumpIfInventory("GuarddownFlag",1,3)
CHIM B 1
CHIM A -1
CHIM R 1
CHIM Q 1 A_JumpIfInventory("ChillShield",1,"Spawn_C")
wait
Spawn_C:
CHIM AQAQ 2
goto Spawn+3

See:
CHIM B 0 A_JumpIfInventory("GuarddownFlag",1,"See_C")
CHIM B 6 A_GiveInventory("ChillSlideSnd_P",1)
CHIM B 0 A_JumpIfInventory("ChillSliding",1,"See2")
Goto See2+1
See2:
CHIM B 2
CHIM C 4
CHIM C 0 A_JumpIfInventory("ChillSliding",1,"See3")
Goto See3+1
See3:
CHIM C 2
CHIM D 6 A_GiveInventory("ChillSlideSnd_P",1)
CHIM D 0 A_JumpIfInventory("ChillSliding",1,"See4")
Goto See4+1
See4:
CHIM D 2
CHIM E 4
CHIM E 0 A_JumpIfInventory("ChillSliding",1,"See5")
Goto Spawn
See5:
CHIM E 2
Goto Spawn

See_C:
CHIM R 0 A_GiveInventory("ChillSlideSnd_P",1)
CHIM RRR 2 A_JumpIfInventory("ChillShield",1,"See2")
CHIM R 0 A_JumpIfInventory("ChillSliding",1,"See_C2")
Goto See_C2+1
See_C2:
CHIM RSS 2 A_JumpIfInventory("ChillShield",1,"See3")
CHIM S 0 A_JumpIfInventory("ChillSliding",1,"See_C3")
Goto See_C3+1
See_C3:
CHIM S 2 A_JumpIfInventory("ChillShield",1,"See4")
CHIM T 0 A_GiveInventory("ChillSlideSnd_P",1)
CHIM TTT 2 A_JumpIfInventory("ChillShield",1,"See4")
CHIM T 0 A_JumpIfInventory("ChillSliding",1,"See_C4")
Goto See_C4+1
See_C4:
CHIM TSS 2 A_JumpIfInventory("ChillShield",1,"See")
CHIM S 0 A_JumpIfInventory("ChillSliding",1,"See_C5")
Goto Spawn+4
See_C5:
CHIM S 2
Goto Spawn+4

Missile:
CHIM F 0 A_JumpIfInventory("GuarddownFlag",1,"Missile2")
CHIM FG 4
goto Spawn
Missile2:
CHIM UU 4
goto Spawn+4

ClassPain:
CHIM H 0 A_TakeInventory("ChillShieldCooldown")
CHIM H 0 A_JumpIfInventory("GuarddownFlag",1,"ClassPain2")
goto MegamanPain
ClassPain2:
CHIM V 0
goto MegamanPain

ClassDeath:
CHIM H 0
goto MegamanDeath


Pain.WilyIce:
CHIM H 0 A_TakeInventory("ChillShieldCooldown")
goto Super::Pain.WilyIce
Pain.LightRyu_Stop:
CHIM H 0 A_TakeInventory("ChillShieldCooldown")
goto Super::Pain.LightRyu_Stop

}
}