actor Commandoman : ClassBase
{
Player.StartItem "IFMM10", 1
Player.ScoreIcon "C_10C0X"
player.displayname "Commandoman"
player.soundclass "commandomanc"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "CommandoBombBoss"
player.startitem "CommandoMineBoss"
player.startitem "CommandoItem"
player.startitem "FullMetalJacketAmmo", 22

player.weaponslot 1, "CommandoBombBoss"
player.weaponslot 2, "CommandoMineBoss"

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "WheelCutterWeakness", 1

States
{
Spawn:
CMDM A 0
CMDM A 0 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM B 1
CMDM A 1
wait
See:
CMDM BCDE 5
Goto Spawn
Missile:
CMDM F 2 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM FFF 1 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM G 4 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
goto Spawn
Leap:
CMDM R 1 A_CheckFloor("Leap2")
loop
Leap2:
CMDM S 8
goto Spawn

ClassPain:
CMDM H 0
goto PainContinue

ClassDeath:
CMDM H 0
goto DeathContinue
}
}