actor Bombman : ClassBase
{
Player.StartItem "IFMM01", 1
Player.ScoreIcon "C_01D0X"
player.displayname "Bombman"
player.soundclass "bombmanc"
player.startitem "HyperBombBoss"
Player.StartItem "GigaAmmo", 106
Player.StartItem "GigaSpamAmmo", 162

player.maxhealth 125
health 125
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73
player.jumpz 13
//player.startitem "RealClassFlag", 14

player.startitem "RollingCutterWeakness2", 1

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "TenguBladeWeakness", 1
//player.startitem "WheelCutterWeakness", 1
player.startitem "ScrewCrusherWeakness", 1

/*player.startitem "FireStormWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "FlameSwordWeakness", 1*/
States
{ 
Spawn:
BOMM A 0
BOMM A 0 A_JumpIfInventory("SuperArmTemp",1,4)
BOMM B 1 A_JumpIf(z-floorz>0, "Jumping")
BOMM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+3
BOMM R 1 A_JumpIf(z-floorz>0, "Jumping") 
BOMM F 0 A_JumpIf(z-floorz>0, "Jumping") 
BOMM F 0 A_JumpIf(sqrt(MOMX*MOMX+MOMY*MOMY)>1,"See") 
BOMM F 1 A_JumpIfInventory("VivifyDelay8",1,"MissileToss2")
Goto Spawn+5
Jumping:
BOM1 I 0 A_JumpIfInventory("SuperArmTemp",1,"Jumping2")
BOM1 I 1 A_JumpIf(z-floorz<=0,"Spawn")
Loop
Jumping2: 
BOM2 J 0 A_JumpIfInventory("VivifyDelay8",1,"MissileToss2")
BOM2 J 1 A_JumpIf(z-floorz<=0,"Spawn")
Loop

See:
BOMM B 0 A_JumpIfInventory("SuperArmTemp",1,"SeeSomeBombs")
BOMM BCDE 5 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
SeeSomeBombs:
BOMM R 0 A_JumpIf(z-floorz>0, "Jumping")
BOMM RRRRR 1 A_JumpIfInventory("VivifyDelay8",1,"MissileToss")
BOMM S 0 A_JumpIf(z-floorz>0, "Jumping")
BOMM SSSSS 1 A_JumpIfInventory("VivifyDelay8",1,"MissileToss")
BOMM T 0 A_JumpIf(z-floorz>0, "Jumping")
BOMM TTTTT 1 A_JumpIfInventory("VivifyDelay8",1,"MissileToss")
BOMM S 0 A_JumpIf(z-floorz>0, "Jumping")
BOMM SSSSS 1 A_JumpIfInventory("VivifyDelay8",1,"MissileToss")
Goto Spawn+5
Missile:
BOMM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
BOMM F 0 A_JumpIfInventory("VivifyDelay8",1,"MissileToss")
BOMM F 0 A_JumpIfInventory("VivifyDelay5",1,"MissilePick")
BOMM FG 5
goto Spawn
MissileToss:
BOMM G 6
goto Spawn
MissileToss2:
BOMM G 0 A_JumpIf(z-floorz>0, "JumpingMissileToss2")
BOMM G 6
goto Spawn+4
MissilePick:
BOMM GF 4
goto Spawn+5
 

JumpingMissile:
BOM2 F 0 A_JumpIfInventory("VivifyDelay8",1,"JumpingMissileToss")
BOM2 F 0 A_JumpIfInventory("VivifyDelay5",1,"JumpingMissilePick")
BOM2 FG 5 
goto jumping//Spawn
JumpingMissileToss:
BOM2 K 6 
goto jumping//Spawn
JumpingMissileToss2:
BOM2 K 6 
goto jumping//Spawn+4
JumpingMissilePick:
BOM2 KJ 4 
goto jumping//Spawn+5

ClassPain:
BOMM H 0
goto PainContinue
ClassDeath:
BOMM H 0
goto DeathContinue
}
}
