actor Turboman : CustWepClassBase
{
Player.ScoreIcon "C_07H0X"
player.displayname "Turboman"
player.soundclass "turbomanc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "Turboman_W"
player.startitem "DieselJuiceAmmo", 63


player.startitem "QuickBoomerangWeakness"
player.startitem "NeedleCannonWeakness"
player.startitem "YamatoSpearWeakness"
player.startitem "NoiseCrushWeakness"//
player.startitem "TornadoBlowWeakness"
player.startitem "TripleBladeWeakness"
player.startitem "ScrewCrusherWeakness"

States
{
Spawn:
TURB A 0
TURB I 1
TURB A 1 A_JumpIfInventory("TurboCarFlag",1,"MissileB")
Goto Spawn+2
See:
TURB IJIJ 5
Goto Spawn
Missile:
TURB F 0 A_JumpIfInventory("TurboCarFlag",1,"MissileB")
TURB FFFFF 1 A_JumpIfInventory("TurboCarFlag",1,"MissileB")
TURB G 4
goto Spawn
MissileB:
TURB B 0 A_JumpIfInventory("TurboCarFlag",4,"MissileE")
TURB B 0 A_JumpIfInventory("TurboCarFlag",3,"MissileD")
TURB B 0 A_JumpIfInventory("TurboCarFlag",2,"MissileC")
TURB B 3 A_GiveInventory("TurboCarFlag",1)
goto SeeCar+4
MissileC:
TURB C 3 A_GiveInventory("TurboCarFlag",1)
goto SeeCar+8
MissileD:
TURB D 3 A_GiveInventory("TurboCarFlag",1)
goto SeeCar+12
MissileE:
TURB E 3 A_TakeInventory("TurboCarFlag",3)
goto SeeCar

SeeCar:
TURB BBBBCCCCDDDDEEEE 1 A_JumpIfInventory("VivifyDelay8",1,"Spawn")
loop
ClassPain:
TURB H 0
goto MegamanPain
ClassDeath:
TURB H 0
goto MegamanDeath
}
}