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

player.maxhealth 90
health 90
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "LaserTridentBoss"
player.startitem "LaserTridentBoss2"
player.startitem "LaserTridentBoss3"
player.startitem "SplashingAboutAmmo",21
player.startitem "CrabHealingAmmo",14
player.startitem "SplashDabbleAmmo", 280
player.startitem "CanTreadWater"

player.weaponslot 1, "LaserTridentBoss"
player.weaponslot 2, "LaserTridentBoss2"
player.weaponslot 3, "LaserTridentBoss3"

player.startitem "HornetChaserWeakness2", 1

player.startitem "HornetChaserWeakness", 1
player.startitem "GrabBusterWeakness", 1

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("SplashIsSinging",10,"MissileSingC")
SPLW F 0 A_JumpIfInventory("SplashIsSinging",6,"MissileSingB")
SPLW F 0 A_JumpIfInventory("SplashIsSinging",2,"MissileSingA")
SPLW FFFFFFF 1 A_JumpIfInventory("SplashIsSinging",1,"MissileSing")
SPLW G 6
goto Spawn
MissileSing:
SPLW STSTST 4
goto Spawn
MissileSingA:
SPLW S 4 A_GiveInventory("SplashIsSinging",1)
SPLW T 4
Goto Spawn
MissileSingB:
SPLW T 4 A_GiveInventory("SplashIsSinging",1)
SPLW S 4
Goto Spawn
MissileSingC:
SPLW T 4 A_TakeInventory("SplashIsSinging",8)
SPLW S 4
Goto Spawn


ClassPain:
SPLW H 0
goto PainContinue
ClassDeath:
SPLW H 0 A_StopSound(4)
goto DeathContinue
}
}