// Credits to Dimpsy for chillman skin!

actor Chillman : ClassBase //90
{
Player.StartItem "IFMM10", 1
Player.ScoreIcon "C_10D0X"
player.displayname "Chillman"
player.soundclass "chillmanc"


player.maxhealth 75
health 75
player.jumpz 10
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88

player.startitem "ChillSpikeBoss", 1
player.startitem "ChillSpikeBossAmmo", 80
player.startitem "ChillSlideBossAmmo", 224
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 99

player.startitem "SolarBlazeWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1
States
{
Spawn:
CHIM A 0
CHIM A 0 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,3)
CHIM B 1
CHIM A -1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,0)
CHIM R 1
CHIM Q 1 A_JumpIfInventory("ChillShield",1,"Spawn_C")
wait
Spawn_C:
CHIM AQAQ 2
goto Spawn+3
SeeDelay:
CHIM AQAQ 2
See:
CHIM B 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM B 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM B 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM B 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM B 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM B 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM B 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM B 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM B 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM B 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")

CHIM C 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM C 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM C 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM C 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM C 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM C 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM C 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM C 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM C 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM C 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")

CHIM D 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM D 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM D 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM D 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM D 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM D 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM D 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM D 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM D 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM D 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")

CHIM E 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM E 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM E 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM E 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM E 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM E 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM E 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM E 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
CHIM E 0 A_JumpIf(z-floorz>0,"Jumping")
CHIM E 1 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"See_C")
Goto Spawn

See_CDelay:
CHIM "#" 3
See_C:
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM R 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM R 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM R 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM R 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM R 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")

CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")

CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM T 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM T 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM T 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM T 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM T 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")

CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpingShieldless")
CHIM S 1 A_JumpIfInventory("ChillShield",1,"SeeDelay")
Goto Spawn
Missile:
CHIM FF 0 A_JumpIfInventory("ChillSpikeBossAmmo",1,"Missile2")
CHIM S 0 A_JumpIf(z-floorz>0,"JumpMissile")
CHIM UU 4
goto Spawn+4
Missile2:
CHIM S 0 A_JumpIf(z-floorz>0,"JumpMissile2")
CHIM FG 4
goto Spawn

Jumping:
CHIM "#" 2
CHIM I 0 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"JumpingShieldless")
CHIM I 1 A_JumpIf(z-floorz<=0, "Spawn")
loop

JumpingShieldless:
CHIM "#" 2
CHIM K 0 A_JumpIfInventory("ChillShield",1,"Jumping")
CHIM K 1 A_JumpIf(z-floorz<=0, "Spawn")
loop

JumpMissile:
CHIM LLLLLLLL 1 A_JumpIf(z-floorz<=0, "Spawn")
goto Jumping

JumpMissile2:
CHIM JJJJJJJJ 1 A_JumpIf(z-floorz<=0, "Spawn")
goto Jumping

CustomState1:
CHIM M 15
goto Spawn
CustomState2:
CHIM NOPPP 3
goto Jumping

ClassPain:
CHIM H 0 A_JumpIfInventory("ChillSpikeBossAmmo",1,"ClassPainHurt2")//iceless
CHIM H 0
goto PainContinue
ClassPainHurt2:
CHIM V 0
goto PainContinue
ClassDeath:
CHIM A 0 A_JumpIfInventory("ChillCornFlakesWithNoMilk",1,"ClassDeathIceless")
TNT1 A 0 A_PlaySoundEx("weapon/ChillIceBrk","voice")
CHIM H 2 
TNT1 AAAAAA 0 A_SpawnItemEx("ChillSpikeBreakGFX",0,0,48,random(12,16),0,random(9,11),frandom(0,360),1)
ClassDeathIceless:
CHIM V 1
goto DeathContinue
}
}
