actor Swordman : CustWepClassBase
{
Player.ScoreIcon "C_08C0X"
player.displayname "Swordman"
player.soundclass "swordmanc"

player.maxhealth 1250
health 1250
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "CBM_BaseFlagPack"

player.startitem "Swordman_W"
player.startitem "OrdersAmmo", 14


player.startitem "BubbleLeadWeakness"
player.startitem "RainFlushWeakness"
player.startitem "WaterWaveWeakness"
player.startitem "WaterBalloonWeakness"//
player.startitem "IceWallWeakness"
player.startitem "WaterShieldWeakness"
player.startitem "SaltWaterWeakness"
player.startitem "MegaWaterSWeakness"

States
{
Spawn:
SWOM A 0
SWOM A 0 A_JumpIfInventory("FlameFlag",1,3)
SWOM B 1
SWOM A -1 //A_JumpIfInventory("FlameFlag",1,1)
SWOM N 1 
SWOM M 1
SWOM M 0 A_JumpIfInventory("NoFlameFlag",1,"Spawn")
Goto Spawn+5
See:
SWOM BBBBB 1 A_JumpIfInventory("FlameFlag",1,"SeeLegs")
SWOM CDE 5
Goto Spawn
SeeLegs:
SWOM N 1
SWOM NNNNOOOOOPPPPPQQQQQ 1 A_JumpIfInventory("NoFlameFlag",1,"See")
goto Spawn+4
Missile:
SWOM FFFFFGGGG 1 A_JumpIfInventory("FlameFlag",1,"MissileLegs")
goto Spawn
MissileLegs:
SWOM R 1
SWOM RRRR 1 A_JumpIfInventory("NoFlameFlag",1,"Missile")
SWOM SSSS 1 A_JumpIfInventory("NoFlameFlag",1,"Missile")
goto Spawn+5
ClassPain:
SWOM HHH 0 A_JumpIfInventory("FlameFlag",1,"ClassPainLegs")
goto MegamanPain
ClassPainLegs:
SWOM T 0 A_GiveInventory("SwordLegCramp_P",1)
goto MegamanPain
ClassDeath:
SWOM T 0 A_JumpIfInventory("NoFlameFlag",1,1)
goto MegamanDeath
SWOM H 0
goto MegamanDeath

TimeStopped_Fun:
"----" H 0 A_JumpIfInventory("FlameFlag",1,"Pain_TimeStop_Legs")
Goto Super::TimeStopped_Fun
TimeStopped_Pain:
"----" H 0 A_JumpIfInventory("FlameFlag",1,"Pain_TimeStop_Legs")
Goto Super::TimeStopped_Pain
Pain_TimeStop_Legs:
SWOM T 0
goto TimeStopped_Echo

}
}