actor Blastman : ClassBase //90
{
Player.StartItem "IFMM11", 1
player.scoreicon "C_11C0X"
player.displayname "blastman"
player.soundclass "blastmanc"
player.startitem "ChainBlastBoss"
player.startitem "BlastGearItem"
player.startitem "CatalyzerAmmo", 84
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 99

player.maxhealth 90
health 90
player.forwardmove 0.92, 0.92
player.sidemove 0.9, 0.9
player.jumpz 12

//player.startitem "RealClassFlag", 128
States
{
Spawn:
BLT1 A 0 A_JumpIf(z-floorz>0,"MissileAirCont")
BLT1 B 1
BLT1 A 1 A_JumpIf(z-floorz>0,"MissileAirCont")
Goto Spawn+2
See:
BLT1 BBBBCCCCDDDDEEEE 1 A_JumpIf(z-floorz>0,"MissileAirCont")
Goto Spawn

Missile:
BLT1 A 0 A_JumpIf(z-floorz>0,"MissileAir")
BLT1 F 5
BLT1 A 0 A_JumpIf(z-floorz>0,"MissileAirCont")
MissileCont:
BLT1 G 4
BLT1 A 0 A_JumpIfInventory("BlastAltAnimFlag",1,"MissileCont")
goto Spawn
MissileAir:
BLT1 I 5
BLT1 A 0 A_JumpIf(z-floorz<=0,"MissileCont")
MissileAirCont:
BLT1 JJJJ 1 A_JumpIf(z-floorz<=0, "Spawn")
wait

ClassPain:
BLT1 H 0
goto PainContinue
ClassDeath:
BLT1 H 0 A_TakeInventory("TorgueTorqueAmmo",999)
goto DeathContinue
}
}