actor Fireman : ClassBase
{
Player.StartItem "IFMM01", 1
Player.ScoreIcon "C_01E0X"
player.displayname "fireman"
player.soundclass "firemanc"
player.startitem "FireStormBoss"
//player.startitem "FireStormerBoss"
player.startitem "BurningJusticeAmmo", 24
//player.weaponslot 1, "FireStormBoss"
player.weaponslot 1, "FireStormerBoss"

player.startitem "IceSlasherWeakness2", 1

player.startitem "IceSlasherWeakness", 1
player.startitem "BlizzardAttackWeakness", 1
player.startitem "FreezeCrackerWeakness", 1
player.startitem "IceWaveWeakness", 1
player.startitem "IceWallWeakness", 1
player.startitem "ChillSpikeWeakness", 1

player.maxhealth 100
health 100
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

States
{ 

Spawn:
FIRM A 0 
FIRM B 1 A_JumpIf(z-floorz>0, "Jumping")
FIRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
FIRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
FIRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
Spawn2:
FIRM RRRRRSSSSS 1 A_JumpIf(z-floorz>0, "Jumping")
Loop
		
See:
FIRM BBBBCCCCDDDDEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+1
		
Jumping:
FIRM IIIIIKKKK 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
		
Missile:
FIRM FFFFFGGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
Goto Spawn+1
		
JumpingMissile:
FIRM JJJJJLLLL 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping

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