actor Iceman : ClassBase
{
Player.StartItem "IFMM01", 1
Player.ScoreIcon "C_01C0X"
player.displayname "Iceman"
player.soundclass "Icemanc"
//player.startitem "IceSlasherBoss"
player.startitem "IceSlasherBoss"
//player.startitem "IceRainBoss"
player.startitem "IcicleAmmo", 28
player.startitem "IceLaserAmmo", 200
//player.weaponslot 1, "IceSlasherBoss"
//player.weaponslot 2, "IceRainBoss"

player.startitem "HyperBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "MagnetMissileWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "YamatoSpearWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "PhotonMissileWeakness", 1
player.startitem "BalladeCrackerWeakness", 1

player.maxhealth 100
health 100
player.jumpz 10
player.forwardmove 0.85, 0.85
player.sidemove 0.83, 0.83

//player.startitem "ThunderBeamWeakness2", 1
States
{
Spawn:
ICEM A 0
ICEM B 1
ICEM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
ICEM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Missile:
ICEB F 0 A_JumpIfInventory("VivifyDelay6",1,"Missile2")
ICEM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
ICEM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn
Missile2:
ICEM KKKKKLLLLL 1 A_JumpIf(z-floorz>0, "JumpingMissile2")
goto Spawn

		Jumping:
		ICEM M 1 A_JumpIf(z-floorz<=0, "Spawn")
		wait
		
		JumpingMissile:
		ICEM NNNNNOOOO 1 A_JumpIf(z-floorz<=0, "Missile")
		Goto Jumping
		JumpingMissile2:
		ICEM OOOOOOOOOO 1 A_JumpIf(z-floorz<=0, "Missile2")
		Goto Jumping

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