actor Gutsman : ClassBase
{
Player.StartItem "IFMM01", 1
Player.ScoreIcon "C_01B0X"
player.displayname "Gutsman"
player.soundclass "gutsmanc"

player.maxhealth 175
health 175
player.jumpz 10
player.forwardmove 0.56, 0.56
player.sidemove 0.54, 0.54

player.startitem "SuperArmBoss"
player.startitem "GutsArmAmmo", 28
player.startitem "SemiStunArmor"

player.startitem "TimeSlowWeakness2", 1

player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "GeminiLaserWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "GravityHoldWeakness", 1
player.startitem "CentaurFlashWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "TornadoHoldWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "BlackHoleBombWeakness", 1
player.startitem "WaterShieldWeakness", 1
player.startitem "BlackHoleWeakness", 1

//player.startitem "HyperBombWeakness2", 1

States
{
Spawn:
GUT2 A 0 
GUT2 A 0 A_JumpIfInventory("SuperArmTemp",1,3)
GUT2 B 1 A_JumpIf(z-floorz>0, "Jumping")
GUT2 A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+3
GUT2 R 1 A_JumpIf(z-floorz>0, "Jumping")
GUT2 Q 0 A_JumpIf(sqrt(MOMX*MOMX+MOMY*MOMY)>1,"See") 
GUT2 Q 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+5

See:
GUT2 B 0 A_JumpIfInventory("SuperArmTemp",1,"SeeSomeRocks")
GUT2 BCDE 5 A_JumpIf(z-floorz>0, "Jumping")

Goto Spawn
SeeSomeRocks:
GUT2 RSTS 5 A_JumpIf(z-floorz>0, "JumpingWithRocks")
Goto Spawn+5

Jumping:
GUT2 B 0 A_JumpIfInventory("SuperArmTemp",1,"SeeSomeRocks")
GUT1 I 1 A_JumpIf(z-floorz<=0,"Spawn")
wait

JumpingWithRocks:
GUTS J 1 A_JumpIf(z-floorz<=0,"Spawn")
wait

Missile:
GUT2 FG 5
GUT2 G 0 A_JumpIfInventory("SuperArmTemp",1,1)
goto Spawn+3
GUT2 G 0
goto Spawn+5

ClassPain:
GUT2 H 0
goto PainContinue
ClassDeath:
GUT2 H 0
goto DeathContinue
}
}