actor Impactman : ClassBase//Pileman
{
Player.ScoreIcon "C_11G0X"
player.displayname "Impactman"
player.soundclass "Impactmanc"
player.startitem "PileDriverBoss"  
player.startitem "PileDrivingAmmo", 300
 
player.startitem "HyperBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "MagnetMissileWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "YamatoSpearWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "PhotonMissileWeakness", 1
player.startitem "BalladeCrackerWeakness", 1

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.65, 0.65
player.sidemove 0.63, 0.63

States
{  
Spawn:
IMPM A 0
IMPM B 1
IMPM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
IMPM BBBBBBCCCCCCDDDDDDEEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Jumping:
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,"Jumping2")
IMPM I 1 A_JumpIf(z-floorz<=0, "Spawn")
Loop
Jumping2:
TNT1 A 0 A_JumpIf(velz<0, "Falling")
IMPM I 1 A_JumpIf(z-floorz<=0, "Stomp")
Loop
Falling:
TNT1 A 0 A_JumpIfInventory("ImpactStompCooldown",1,"Stomp")
IMPM J 1 A_JumpIf(z-floorz<=0, "Stomp")
Loop
Stomp: 
IMPM K 10
Goto Spawn
Missile:  
IMPM FFFFFF 1 A_JumpIfInventory("SpikeTossFlag",1,"MissileOtherHand")
IMPM FFFF 1 A_JumpIfInventory("PileDriverCharge",1,"MissileDriver")
goto Spawn
MissileDriver: 
IMPM L 1
IMPM LL 1 A_JumpIfInventory("PileDriverCharge",1,"MissileDriver")
IMPM F 3
Goto Jumping
MissileOtherHand:
IMPM G 5
goto Spawn 

CustomState1:
IMPM I 1
loop

CustomState2:
IMPM PO 3
CustomState3:
IMPM NN 1 A_JumpIfInventory("BringTheBoom_PU",1,"CustomState4")
loop
CustomState4:
IMPM OP 2
IMPM Q 35
goto Stomp

ClassPain: 
IMPM H 0
goto PainContinue
ClassDeath:
IMPM H 0
goto DeathContinue
}
}