actor BurnerMan : CustWepClassBase
{
Player.ScoreIcon "C_0BE0X"
player.displayname "Burnerman"
player.soundclass "burnermanc"

player.maxhealth 700
health 700
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "Burnerman_W"
player.startitem "ThirdDegreeBearAmmo", 168
player.startitem "BurnBabyBurnAmmo", 56
player.startitem "BurnerTrapItem"

//player.startitem "SpikeWallManWeakness"

player.startitem "IceSlasherWeakness"
player.startitem "NeedleCannonWeakness"
player.startitem "BlizzardAttackWeakness"
player.startitem "FreezeCrackerWeakness"
player.startitem "IceWaveWeakness"
player.startitem "IceWallWeakness"//
player.startitem "ChillSpikeWeakness"

States
{
Spawn:
BURN A 0
BURN B 1
BURN A 1
BURN A 0 A_JumpIfInventory("BurnerDiveFlag",1,"AirDash")
Goto Spawn+2
See:
BURN BCDE 5
Goto Spawn
Melee:
BURN F 0 A_JumpIfInventory("BurnerDiveFlag",1,"AirDash")
BURN FG 4
goto Spawn+2

Missile:
BURN F 0 A_JumpIfInventory("VivifyCycle2",1,"MissileG")
BURN F 0 A_JumpIfInventory("VivifyCycle1",5,"ARunF")
BURN F 0 A_JumpIfInventory("VivifyCycle1",4,"ARunE")
BURN F 0 A_JumpIfInventory("VivifyCycle1",3,"ARunD")
BURN F 0 A_JumpIfInventory("VivifyCycle1",2,"ARunC")
BURN F 0 A_JumpIfInventory("VivifyCycle1",1,"ARunB")
BURN F 0
BURN FFFFF 1 A_JumpIfInventory("BurnerDiveFlag",1,"AirDash")
BURN GGGG 1 A_JumpIfInventory("BurnerDiveFlag",1,"AirDash")
goto Spawn+2
MissileG:
BURN F 0 A_JumpIfInventory("VivifyCycle2",2,"MissileF")
BURN G 2
Goto Missile
MissileF:
BURN F 2
Goto Missile
ARunB:
BURN B 3
Goto Missile//+6
ARunC:
BURN C 3
Goto Missile//+6
ARunD:
BURN D 3
Goto Missile//+6
ARunE:
BURN E 3
Goto Missile//+6
ARunF:
BURN E 3 A_TakeInventory("VivifyCycle1",4)
Goto Missile//+6
AirDash:
BURN BB 1
BURN B 1 A_JumpIfInventory("BurnerDiveFlag",1,1)
goto Missile+6
BURN CC 1
BURN C 1 A_JumpIfInventory("BurnerDiveFlag",1,1)
goto Missile+6
BURN DD 1
BURN D 1 A_JumpIfInventory("BurnerDiveFlag",1,1)
goto Missile+6
BURN EE 1
BURN E 1 A_JumpIfInventory("BurnerDiveFlag",1,"AirDash")
goto Missile+6


ClassPainAirDash:
BURN "#" 0 A_SpawnItemEx("DelayPainFX")
BURN "#" 0 A_JumpIfInventory("BurnerDiveFlag",1,"AirDash")
goto AirDash
ClassPain:
BURN H 0 A_JumpIfInventory("BurnerDiveFlag",1,"ClassPainAirDash")
goto PainContinue

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