actor Plugman : ClassBase
{
Player.StartItem "IFMM09", 1
Player.ScoreIcon "C_09D0X"
player.displayname "Plugman"
player.soundclass "plugmanc"
player.startitem "PlugBallBoss"
player.startitem "PlugBallAmmoBoss", 28

player.maxhealth 100
health 100
player.jumpz 10
player.forwardmove 0.82, 0.82
player.sidemove 0.8, 0.8

player.startitem "JewelSatelliteWeakness2", 1

player.startitem "JewelSatelliteWeakness", 1
player.startitem "SparkChaserWeakness", 1
States
{
Spawn:
PLUM A 0
PLUM A 0 A_JumpIfInventory("PlugmanIsShocking",1,"PlugPower")
PLUM B 1
PLUM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+3
See:
PLUM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Missile:
PLUM F 0 A_JumpIfInventory("PlugmanIsShocking",1,"PlugPower")
PLUM FFFFF 1 A_JumpIf(z-floorz>0, "JumpShoot")
PLUM GGGG 1 A_JumpIf(z-floorz>0, "JumpShoot")
goto Spawn

Jumping:
PLU1 I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
JumpShoot:
PLUM J 5 A_JumpIf(z-floorz<=0, "Missile")
Goto JumpShoot2
JumpShoot2:
PLUM K 4 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping

PlugPower:
PLUM G 4
PLUM GGG 1 A_JumpIfInventory("PlugmanIsShocking",1,"PlugPower")
goto Spawn
ClassPain:
PLUM H 0
goto PainContinue
ClassDeath:
PLUM H 0
goto DeathContinue
}
}