actor Bubbleman : ClassBase
{
Player.StartItem "IFMM02", 1
Player.ScoreIcon "C_02C0X"
player.displayname "Bubbleman"
player.soundclass "bubblemanc"

player.maxhealth 100
health 100
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "BubbleLeadBoss"
player.startitem "BubbleFlooder"
player.startitem "WaddleWaddleAmmo", 20
player.startitem "BubbleDabbleAmmo", 280
player.startitem "CanTreadWater"

player.startitem "MetalBladeWeakness2", 1

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "RingBoomerangWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "WheelCutterWeakness", 1
player.startitem "ScrewCrusherWeakness", 1

//TNT1 A 0 A_JumpIf(sqrt(MOMX*MOMX+MOMY*MOMY)<1,"See")
States
{
Spawn:
BUBM A 0
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,"SpawnSwim")
TNT1 A 0 A_JumpIfInventory("PowerFlood",1,"SpawnSwim")
BUBM B 1
Spawn2:
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,"SpawnSwim")
TNT1 A 0 A_JumpIfInventory("PowerFlood",1,"SpawnSwim")
BUBM A 1 
Loop
SpawnSwim:
BUBM N 0 A_JumpIf(sqrt(MOMX*MOMX+MOMY*MOMY)>1,"SeeSwim")
BUBM NNNNN 1 A_JumpIfInventory("VivifyFlag3",1,"Spawn")
BUBM O 0 A_JumpIf(sqrt(MOMX*MOMX+MOMY*MOMY)>1,"SeeSwim")
BUBM OOOOO 1 A_JumpIfInventory("VivifyFlag3",1,"Spawn")
Goto Spawn

See:
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,"SpawnSwim")
TNT1 A 0 A_JumpIfInventory("PowerFlood",1,"SpawnSwim")
BUBM B 5
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,"SpawnSwim")
TNT1 A 0 A_JumpIfInventory("PowerFlood",1,"SpawnSwim")
BUBM C 5
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,"SpawnSwim")
TNT1 A 0 A_JumpIfInventory("PowerFlood",1,"SpawnSwim")
BUBM D 5
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,"SpawnSwim")
TNT1 A 0 A_JumpIfInventory("PowerFlood",1,"SpawnSwim")
BUBM E 5  
Goto Spawn
SeeSwim:
BUBM QRSR 5 
Goto Spawn

Missile:
BUBM F 0 A_JumpIfInventory("IsTreadingWater",1,"MissileSwim")
BUBM F 0 A_JumpIfInventory("VivifyDelay6",1,"MissileBubble")
BUBM F 4
BUBM G 3
goto Spawn
MissileSwim:
BUBM P 0 A_JumpIfInventory("VivifyDelay6",1,2)
BUBM P 7
goto Spawn
BUBM U 9
goto Spawn
MissileBubble:
BUBM T 9
goto Spawn

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