//=================================
// Formatting & Cleaned by Ru5tK1ng
//=================================
 
  Actor Nitroman : ClassBase //75
  {
Player.StartItem "IFMM10", 1
    Player.ScoreIcon "C_10G0X"
    Player.DisplayName "Nitroman"
    Player.SoundClass "nitromanc"
    Player.StartItem "WheelCutterBoss"
    Player.StartItem "WheelCutterBossAmmo", 90
player.startitem "ChillSpikeWeakness2", 1

player.startitem "IceSlasherWeakness", 1
player.startitem "BlizzardAttackWeakness", 1
player.startitem "FreezeCrackerWeakness", 1
player.startitem "IceWaveWeakness", 1
player.startitem "IceWallWeakness", 1
player.startitem "ChillSpikeWeakness", 1
	//Player.StartItem "NitroGearToggle", 1 //It's about time.
	//Player.StartItem "NitroGearState", 1
    //player.startitem "ChillSpikeWeakness2", 1
	
player.maxhealth 90
health 90
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

    States
    {
        Spawn:
        NITB A 0
        NITB I 1
        NITB A 1
        Goto Spawn+2
 
        See:
        NITB IJKL 5
        Goto Spawn
       
        Missile:
        NITB F 0 A_JumpIfInventory("NitroBikeState",5,"BikeD")
        NITB F 0 A_JumpIfInventory("NitroBikeState",3,"BikeC")
        NITB F 0 A_JumpIfInventory("NitroBikeState",1,"BikeB")
        NITB F 1
        NITB F 5 A_JumpIfInventory("NitroBikeState",1,"Bike")
        NITB G 4
        Goto Spawn+2
 
        Bike:
        NITB BC 3
        NITB BBB 1 A_JumpIfInventory("NitroBikeState",1,"Bike")
        Goto Spawn+2
 
        BikeB:
        NITB B 3
        Goto Spawn
 
        BikeC:
        NITB C 3
        Goto Spawn
 
        BikeD:
        NITB B 3 A_TakeInventory("NitroBikeState",4)
        Goto Spawn
 
        ClassPain:
        NITB H 0
        Goto PainContinue
 
 
        ClassDeath:
        TNT1 A 0 Thing_Remove(TID+9000)
        NITB H 0
		goto DeathContinue
       
        Death.Falling:
        "----" H 0 Thing_Remove(TID+9000)
        "----" H 0 A_GiveInventory("FallingFlag",1)
        "----" H 0 A_GiveInventory("DeadClassBundle")
        "----" H 0 A_SetTranslucent(0.0,0)
        "----" H 0 A_PlaySoundEx("*death","Voice")
        Goto DeathWait
    }
  }