actor Punk : CustWepClassBase
{
Player.ScoreIcon "C_0KB0X"
player.displayname "Punk"
player.soundclass "punkc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.7, 0.7

player.startitem "CBM_BaseFlagPack"

player.startitem "Punk_W"
player.startitem "Punk_W2"
player.startitem "ScrewCrushAmmo", 14

player.weaponslot 1, "Punk_W"
player.weaponslot 2, "Punk_W2"


player.startitem "TimeSlowWeakness"
player.startitem "TimeStopperWeakness"
player.startitem "GeminiLaserWeakness"
player.startitem "FlashStopperWeakness"
player.startitem "CrystalEyeWeakness"
player.startitem "CentaurFlashWeakness"
player.startitem "CopyVisionWeakness"
player.startitem "JewelSatelliteWeakness"
player.startitem "SaltWaterWeakness"
player.startitem "MirrorBusterWeakness"//

States
{
Spawn:
PUNK A 0
PUNK B 1
PUNK A 1
PUNK A 300
PUNK O 1
wait
See:
PUNK BCDE 5
Goto Spawn
Missile:
PUNK F 0 A_JumpIfInventory("VivifyFlag1",1,"MissileP")
PUNK F 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
PUNK F 0 A_JumpIfInventory("VivifyDelay4",1,"MissileP_End")
PUNK F 5
PUNK G 4
goto Spawn
Missile2:
PUNK F 7
PUNK G 5
goto Spawn

MissileP:
PUNK A 3
PUNK VW 3
MissileP_Loop:
PUNK XXXYYY 1 A_JumpIfInventory("VivifyDelay4",1,"MissileP_End")
loop
MissileP_End:
PUNK WV 5
Goto Spawn

ClassPainPunk:
PUNK "#" 0 A_SpawnItemEx("DelayPainFX")
goto MissileP_Loop
ClassPain:
PUNK H 0 A_JumpIfInventory("VivifyFlag1",1,"ClassPainPunk")
goto MegamanPain
ClassDeath:
PUNK H 0
goto MegamanDeath
}
}