actor Hornetman : CustWepClassBase
{
Player.ScoreIcon "C_09F0X"
player.displayname "Hornetman"
player.soundclass "hornetmanc"

player.maxhealth 900
health 900
player.jumpz 13
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "Hornetman_W"
player.startitem "NotTheHornetsAmmo", 21
player.startitem "HornetHoverAmmo", 168
player.startitem "HornetHoverItem"


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"
player.startitem "BreakDashWeakness"

States
{
Spawn:
HORM A 0
HORM B 1
HORM A 1 A_JumpIf(z-floorz>0,"SeeHover")
Goto Spawn+2
See:
HORM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"SeeHover")
Goto Spawn
SeeHover:
HORM K 0 A_JumpIfInventory("CBM_IsHovering",1,"SeeHover2")
HORM K 1 A_JumpIf(z-floorz<=0,"Spawn")
loop
SeeHover2:
HORM KKKKLLLL 1 A_JumpIf(z-floorz<=0,"Spawn")
HORM K 0 A_JumpIfInventory("CBM_IsHovering",1,"SeeHover2")
goto SeeHover
Missile:
HORM F 0 A_JumpIf(z-floorz>0,"Missile2")
HORM F 1 A_JumpIf(z-floorz>0,"Missile2")
HORM F 4
HORM G 4 
goto Spawn
Missile2:
HORM M 8 A_JumpIfInventory("CBM_IsHovering",1,2)
HORM M 0 A_JumpIf(z-floorz>0,"SeeHover")
goto Spawn+2
HORM NM 4
HORM M 0 A_JumpIf(z-floorz>0,"SeeHover")
goto Spawn+2
ClassPain:
HORM H 0
goto MegamanPain
ClassDeath:
HORM H 0
goto MegamanDeath
}
}