actor Magmaman : ClassBase
{
Player.StartItem "IFMM09", 1
Player.ScoreIcon "C_09G0X"
player.displayname "Magmaman"
player.soundclass "magmamanc"

player.maxhealth 125
health 125
player.jumpz 14
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68

player.startitem "MagmaBazookaBoss"
player.startitem "VolcanicBreakfastAmmo", 48
player.startitem "MagmaIgnition"

player.startitem "TornadoBlowWeakness2", 1

player.startitem "AirShooterWeakness", 1
player.startitem "WindStormWeakness", 1
player.startitem "TornadoHoldWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "TornadoBlowWeakness", 1
player.startitem "WaterShieldWeakness", 1
player.startitem "SaltWaterWeakness", 1

States
{
Spawn:
MGMA A 0
MGMA B 1 A_JumpIfInventory("MagmaItemFlag",1,"Missile2")
MGMA A 1 A_JumpIfInventory("MagmaItemFlag",1,"Missile2")
wait
See:
MGMA BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("MagmaItemFlag",1,"Missile2")
Goto Spawn
Missile:
MGMA G 3
MGMA F 3 A_JumpIfInventory("MagmaItemFlag",1,"Missile2")
MGMA G 3
goto Spawn
Missile2:
MGMA FG 2
MGMA FG 2 A_JumpIfInventory("MagmaItemFlag",1,"Missile2")
goto Spawn
ClassPain:
MGMA H 0 A_JumpIfInventory("MagmaItemFlag",1,"PainAmmoGet")
Goto PainContinue
PainAmmoGet:
MGMA H 0 ACS_NamedExecuteAlways("cbm_HealthDamageRage",0,14)
Goto PainContinue
ClassDeath:
MGMA H 0
goto DeathContinue
}
}