actor YellowDevil : ClassBase
{
Player.StartItem "IFMM01", 1
Player.ScoreIcon "C_00X0X"
player.displayname "YellowDevil"
player.soundclass "BearerClassC"

player.startitem "YellowEyeBoss"
player.startitem "MaximumBearAmmo",3
player.startitem "YellowEyeAmmo",180
player.startitem "SemiStunArmor"
player.startitem "BumoUseItem"

player.startitem "ThunderBeamWeakness2", 1
player.startitem "ThunderBeamWeakness", 1
player.startitem "SuperArmWeakness2", 1
player.startitem "SuperArmWeakness", 1
player.startitem "FireStormWeakness2", 1
player.startitem "FireStormWeakness", 1
player.startitem "HardKnuckleWeakness2", 1
player.startitem "HardKnuckleWeakness", 1
player.startitem "GyroAttackWeakness2", 1
player.startitem "GyroAttackWeakness", 1
//player.startitem "ChainBlastWeakness2", 1
//player.startitem "ChainBlastWeakness", 1

player.maxhealth 200
health 200
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

+NOSKIN
PainSound "misc/ROCKHURTX"

States
{
Spawn:
YD_B A 0
YD_B B 1
YD_B A 1
Goto Spawn+2
See:
YD_B BCDE 5
Goto Spawn
Missile:
YD_B FG 5
goto Spawn+2

CustomState1:
YD_B AA 5
goto Spawn+2

CustomState2:
YD_B I 1 A_JumpIf(momz<1,"Falling")
YD_B I 0 A_JumpIfInventory("BumoEnd",1,"Spawn")
loop

Falling:
YD_B J 1 A_JumpIf(momz>1,"CustomState2")
YD_B J 0 A_JumpIfInventory("BumoEnd",1,"Spawn")
loop

ClassPain:
YD_B H 0 A_GiveInventory("YDEyeHurtFlag")
goto PainContinue
ClassDeath:
YD_B H 0
goto DeathContinue
}
}
