// Credits to Redflash for the better Fuseman skin!

actor Fuseman : ClassBase //85
{
    Player.StartItem "IFMM11", 1
	Player.ScoreIcon "C_11B0X"
	player.displayname "Fuseman"
	player.soundclass "fusemanc"
	player.startitem "ScrambleThunderBoss"
	player.startitem "FusemanTracerAmmo", 210
	player.startitem "FuseFlightItem"
	player.startitem "FuseFlight"
	player.startitem "FuseM_StaminaFlag",500
	player.startitem "IsFuseman"
	//player.startitem "FuseAura_P"
	
	player.maxhealth 75
	health 75
	player.jumpz 10
	Player.ForwardMove 0.85, 0.85
	Player.SideMove 0.83, 0.83

	States
	{
		Spawn:
			FUSM A 0
			FUSM B 1
			FUSM A 1 A_ChangeFlag(FLOATBOB, true)
			FUSM A 0
			Goto Spawn+2
		See:
			FUSM B 0
			FUSM BCDE 2
			Goto Spawn
		Missile:
			FUSM F 0 A_ChangeFlag(FLOATBOB, false)
			FUSM F 0 A_JumpIfInventory("FuseBlink",1,"MissileBlink")
			FUSM FFFFF 1 A_JumpIfInventory("FuseBlink",1,"MissileBlink")
		Missile2:
			FUSM GGGG 1 A_JumpIfInventory("FuseBlink",1,"MissileBlink")
			goto Spawn

		MissileBlink:
			FUSM F 0 A_ChangeFlag(FLOATBOB, false)
			FUSM FFFFF 2
			goto Spawn
			

		ClassPain:
		FUSM H 0
		goto PainContinue
		ClassDeath:
		FUSM H 0
		goto DeathContinue
			
		Death.Falling:
			FUSM H 0 A_ChangeFlag(FLOATBOB, false)
			FUSH H 0 A_GiveInventory("FallingFlag",1)
			FUSH H 0 A_GiveInventory("DeadClassBundle")
			FUSH H 0 A_SetTranslucent(0.0,0)
			FUSH H 0 A_PlaySoundEx("*death","Voice")
			goto DeathWait
			
		CustomState1:
			 FUSM WXYXW 1 bright
		Goto Missile2
		
		CustomState2:
			 FUSM F 70 A_ChangeFlag(FLOATBOB, false)
		goto CustomState1
	}
}
