actor Pumpman : ClassBase
{
Player.StartItem "IFMM10", 1
Player.ScoreIcon "C_10B0X"
player.displayname "Pumpman"
player.soundclass "pumpmanc"
player.startitem "WaterShieldBoss"
player.startitem "PumpSluggerAmmo", 196
player.startitem "PumpPressureAmmo", 56
player.startitem "PumpExplodeItem", 1

player.maxhealth 100
health 100
player.forwardmove 0.78, 0.78
player.sidemove 0.76, 0.76
player.jumpz 13

//player.startitem "ThunderWoolWeakness2", 1

player.startitem "ThunderBeamWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "SparkShockWeakness", 1
player.startitem "ThunderBoltWeakness", 1
player.startitem "ThunderClawWeakness", 1
player.startitem "LightningBoltWeakness", 1
player.startitem "PlugBallWeakness", 1
//player.startitem "ThunderWoolWeakness", 1
player.startitem "ElectricShockWeakness", 1
States
{
Spawn:
PUMM A 0
PUMM A 0 A_JumpIfInventory("PumpmanNoHandleF",1,3)
PUMM B 1
PUMM A -1 A_JumpIfInventory("PumpmanNoHandleF",1,1)
PUMM Q 1
PUMM P 1
wait

See:
PUMM B 0 A_JumpIfInventory("PumpmanNoHandleF",1,"SeeC")
PUMM BCDE 5
Goto Spawn
SeeC:
PUMM QRST 5
Goto Spawn+4

Melee:
PUMM GF 3
goto Spawn+2

Missile:
PUMM F 0 A_JumpIfInventory("PumpmanNoHandleF",1,"MissileU")
PUMM FGF 5
goto Spawn+1
MissileU:
PUMM U 9
goto Spawn

CustomState1:
PUMM F 2
PUMM V 7
goto Spawn+2

CustomState2:
PUMM F 3
PUMM FGFGFGFGFG 4
goto Spawn

CustomState3:
PUMM F 4
goto Spawn
CustomState4:
PUMM G 4
goto Spawn

ClassPain:
PUMM H 0 A_JumpIfInventory("PumpmanNoHandleF",1,1)
goto PainContinue
PUMM W 0
goto PainContinue
ClassDeath:
PUMM H 0 A_JumpIfInventory("PumpmanNoHandleF",1,1)
goto DeathContinue
PUMM W 0
goto DeathContinue
}
}