actor Junkman : CustWepClassBase
{
Player.ScoreIcon "C_07B0X"
player.displayname "Junkman"
player.soundclass "junkmanc"

player.maxhealth 1350
health 1350
player.jumpz 14
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "CBM_BaseFlagPack"

player.startitem "Junkman_W"
player.startitem "JunkShieldUseItem"
player.startitem "JunkmanSpawnStart_P"
//player.startitem "JunkShielderBoss"
player.startitem "TrunkAmmo",550


player.startitem "ThunderBeamWeakness"
player.startitem "CrashBombWeakness"
player.startitem "SparkShockWeakness"
player.startitem "ThunderBoltWeakness"//
player.startitem "ThunderClawWeakness"
player.startitem "LightningBoltWeakness"
player.startitem "PlugBallWeakness"
player.startitem "ThunderWoolWeakness"
player.startitem "ElectricShockWeakness"

States
{
Spawn:
JUNM A 0
JUNM B 1
JUNM A 1
Goto Spawn+2
See:
JUNM BCDE 5
Goto Spawn
Melee:
JUNM FGFGFG 3
goto Spawn
Missile:
JUNM F 0 A_JumpIfInventory("VivifyDelay4",1,"Missile2")
JUNM FG 4
goto Spawn
Missile2:
JUNM FGFGFGFG 2
goto Spawn
ClassPain:
JUNM H 0
goto MegamanPain
ClassDeath:
JUNM H 0 A_GiveInventory("Junkman_DeathDropCheck_P")
goto MegamanDeath
}
}

actor Junkman_DeathDropCheck_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("TrunkAmmo",500,1)
stop
TNT1 A 0 A_PlaySoundEx("weapon/JunkBreaker","Body")
TNT1 AAAAAAAA 0 A_SpawnItemEx("JunkLeakBitsX",random(0,8),0,random(12,48),random(4,9),0,random(7,14),random(0,359),1)
stop
}
}
