actor Blademan : ClassBase //85
{
Player.StartItem "IFMM10", 1
Player.ScoreIcon "C_10A0X"
player.displayname "Blademan"
player.soundclass "blademanc"
player.startitem "TripleBladeBoss"
player.startitem "TripleBladeBoss2"
player.startitem "TripleBladeBossAmmo", 20
player.startitem "BladeDropItem"

player.maxhealth 90
health 90
player.jumpz 13
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.weaponslot 1, "TripleBladeBoss"
player.weaponslot 2, "TripleBladeBoss2"

//player.startitem "CommandoBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "BalladeCrackerWeakness", 1
player.startitem "BubbleBombWeakness", 1
States
{
Spawn:
BLDM A 0
BLDM B 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
BLDM A 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
Goto Spawn+2
See:
BLDM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
Goto Spawn
Missile:
BLDM F 0 A_JumpIfInventory("VivifyDelay4",1,"ClingDash")
BLDM F 0 A_JumpIfInventory("BladeWallCling",1,"ClingMissile")
BLDM F 5
BLDM G 4
goto Spawn+2
ClingDash:
BLDM RRRRRRRRRRRRRR 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
goto Spawn
Clinging:
BLDM M 1
BLDM M 1 A_JumpIfInventory("BladeWallClingEnd",1,"Spawn")
wait
ClingMissile:
BLDM N 3
BLDM O 7
goto Clinging
ClingPain:
BLDM M 0 A_SpawnItemEx("DelayPainFX")
goto Clinging
ClassPain:
BLDM H 0 A_JumpIfInventory("BladeWallCling",1,"ClingPain")
goto PainContinue
ClassDeath:
BLDM H 0
goto DeathContinue
}
}
