actor Tornadoman : ClassBase
{
Player.StartItem "IFMM09", 1
Player.ScoreIcon "C_09B0X"
player.displayname "Tornadoman"
player.soundclass "tornadomanc"

player.maxhealth 80
health 80
player.jumpz 12
player.forwardmove 0.76, 0.76
player.sidemove 0.74, 0.74

player.startitem "TornadoBlowBoss"
player.startitem "GoneWithTheWindAmmo", 42
player.startitem "DoTheTwistAmmo", 28
player.startitem "TornadoM_StaminaFlag", 500
player.startitem "TornadoHoverToggle"

player.startitem "PlugBallWeakness2", 1

player.startitem "ThunderBeamWeakness", 1
player.startitem "SparkShockWeakness", 1
player.startitem "ThunderBoltWeakness", 1
player.startitem "ThunderClawWeakness", 1
player.startitem "LightningBoltWeakness", 1
player.startitem "PlugBallWeakness", 1
player.startitem "ThunderWoolWeakness", 1
player.startitem "ElectricShockWeakness", 1
//player.startitem "ScrewCrusherWeakness", 1

States
{
Spawn:
TORM A 0
TORM A 0 A_JumpIfInventory("TornadoHoverActive",1,"SpawnT")
TORM L 1
TORM A 1 A_JumpIfInventory("TornadoHoverActive",1,"SpawnT")
wait
SpawnT:
TORM BC 3
TORM BBB 1 A_JumpIfInventory("TornadoHoverActive",1,"SpawnT")
Goto Spawn
See:
TORM LLLLLMMMMMNNNNNOOOOO 1 A_JumpIfInventory("TornadoHoverActive",1,"SpawnT")
Goto Spawn
Missile:
TORM P 0 A_JumpIfInventory("TornadoHoverActive",1,"TornadoMissile")
TORM P 1
TORM P 1 A_JumpIfInventory("WeaponCharge",1,"TornadoBlow")
TORM PQPQ 3
goto Spawn+3
TornadoBlow:
TORM RSRSRSRSRSRS 2
goto Spawn+3
TornadoMissile:
TORM T 1
TORM T 1 A_JumpIfInventory("WeaponCharge",1,"TornadoTornadoBlow")
TORM UTUT 3
TORM B 0 A_JumpIfInventory("TornadoHoverActive",1,"SpawnT")
goto Spawn+3
TornadoTornadoBlow:
TORM FGFGFGFGFGFG 2
TORM B 0 A_JumpIfInventory("TornadoHoverActive",1,"SpawnT")
goto Spawn+3
ClassPain:
TORM H 0
goto PainContinue
ClassDeath:
TORM H 0
goto DeathContinue
}
}