actor Splashwoman : CustWepClassBase
{
Player.ScoreIcon "C_09C0X"
player.displayname "Splashwoman"
player.soundclass "splashwomanc"

player.maxhealth 900
health 900
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "Splashwoman_W"
player.startitem "Splashwoman_W2"
player.startitem "Splashwoman_W3"
player.startitem "SplashingAboutAmmo",21
player.startitem "CrabHealingAmmo",28
player.startitem "SplashDabbleAmmo", 280
player.startitem "CanTreadWater"

player.weaponslot 1, "Splashwoman_W"
player.weaponslot 2, "Splashwoman_W2"
player.weaponslot 3, "Splashwoman_W3"


player.startitem "HornetChaserWeakness"//
player.startitem "GrabBusterWeakness"

States
{
Spawn:
SPLW A 0
SPLW B 1
SPLW A 1
Goto Spawn+2
See:
SPLW BCDE 5
Goto Spawn
Missile:
SPLW F 0 A_JumpIfInventory("VivifyCycle3",10,"MissileSingC")
SPLW F 0 A_JumpIfInventory("VivifyCycle3",6,"MissileSingB")
SPLW F 0 A_JumpIfInventory("VivifyCycle3",2,"MissileSingA")
SPLW FFFFFFF 1 A_JumpIfInventory("VivifyCycle3",1,"MissileSing")
SPLW G 6
goto Spawn
MissileSing:
SPLW STSTST 4
goto Spawn
MissileSingA:
SPLW S 4 A_GiveInventory("VivifyCycle3",1)
SPLW T 4
Goto Spawn
MissileSingB:
SPLW T 4 A_GiveInventory("VivifyCycle3",1)
SPLW S 4
Goto Spawn
MissileSingC:
SPLW T 4 A_TakeInventory("VivifyCycle3",8)
SPLW S 4
Goto Spawn


ClassPain:
SPLW H 0
goto MegamanPain
ClassDeath:
SPLW H 0
goto MegamanDeath
}
}