actor TundraMan : ClassBase
{
Player.StartItem "IFMM11", 1
Player.ScoreIcon "C_11E0X"
player.displayname "Tundraman"
player.soundclass "tundramanc"
player.startitem "TundraStormBoss"
player.startitem "IcyWindAmmo", 140

player.maxhealth 80
health 80
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88
player.jumpz 14

player.weaponslot 1, "TundraStormBoss"
//player.weaponslot 2, "TundraStormerBoss"

player.startitem "ScrambleThunderWeakness2", 1

player.startitem "ThunderBeamWeakness", 1
player.startitem "SparkShockWeakness", 1
player.startitem "ThunderBoltWeakness", 1
player.startitem "ThunderClawWeakness", 1
player.startitem "LightningBoltWeakness", 1
player.startitem "PlugBallWeakness", 1
player.startitem "ElectricShockWeakness", 1
player.startitem "ScrambleThunderWeakness", 1

States
{
Spawn:
TNDM A 0 
TNDM B 1
TNDM A 1 A_JumpIfInventory("TundraIsBouncingFlag",1,"Spinning")
Goto Spawn+2
See:
TNDM BBBBBCCCCCDDDDDCCCCC 1 A_JumpIfInventory("TundraIsBouncingFlag",1,"Spinning")
Goto Spawn

Missile:
TNDM F 0
TNDM FF 1
TNDM FFF 1
TNDM F 4
goto Spawn

CustomState1:
TNDM I 3
Spinning:
TNDM JKLMNOPQ 1
TNDM Q 0 A_JumpIfInventory("ObligatorySpeedGear",1,"Spinning")
TNDM Q 0 A_JumpIf(z-floorz>0, "Spinning")
TNDM Q 0 A_TakeInventory("TundraIsBouncingFlag",999)
TNDM A 1
Goto SpinningEnd
SpinningEnd:
TNDM A 4 A_TakeInventory("TundraIsBouncingFlag",999)
goto Spawn

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