actor Elecman : ClassBase
{
Player.StartItem "IFMM01", 1
Player.ScoreIcon "C_01F0X"
player.displayname "Elecman"
player.soundclass "elecmanc"

player.maxhealth 80
health 80
player.jumpz 10
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88

player.startitem "ThunderBeamBoss"
player.startitem "ElectricAmmo", 28

player.startitem "OilSliderWeakness2", 1

player.startitem "OilSliderWeakness", 1
player.startitem "QuickBoomerangWeakness", 1
player.startitem "SearchSnakeWeakness", 1
player.startitem "DustCrusherWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "PlantBarrierWeakness", 1
player.startitem "JunkShieldWeakness", 1
player.startitem "WaterBalloonWeakness", 1
player.startitem "MagicCardWeakness", 1
player.startitem "ConcreteShotWeakness", 1
player.startitem "ReboundStrikerWeakness", 1
player.startitem "GrabBusterWeakness", 1

//player.startitem "RollingCutterWeakness2", 1

States
{
Spawn:
ELEC A 0
ELEC B 1 A_JumpIf(z-floorz>0, "Jumping")
ELEC A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
ELEC BBBBCCCCDDDDEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Jumping:
ELE1 I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
JumpingMissile:
ELEC KKKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
JumpingMissileEnd:
ELEC LLLLLL 1 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping

Missile:
ELEC F 0 A_JumpIfInventory("VivifyDelay6",1,"Missile2")
ELEC F 6 A_JumpIf(z-floorz>0, "JumpingMissile")
MissileEnd:
ELEC G 6 A_JumpIf(z-floorz>0, "JumpingMissileEnd")
goto Spawn

Missile2:
ELEC R 9
ELEC G 6
goto Spawn


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