actor Crashman : ClassBase
{
Player.StartItem "IFMM02", 1
Player.ScoreIcon "C_02E0X"
player.displayname "Crashman"
player.soundclass "crashmanc"

player.maxhealth 100
health 100
player.jumpz 13
player.forwardmove 0.88, 0.88
player.sidemove 0.86, 0.86

player.startitem "CrashbombBoss"
player.startitem "ClashAmmo", 14
player.startitem "CrashDetonateItem"

player.startitem "AirShooterWeakness2", 1

player.startitem "AirShooterWeakness", 1
player.startitem "WindStormWeakness", 1
player.startitem "TornadoHoldWeakness", 1
player.startitem "TornadoBlowWeakness", 1

States
{
Spawn:
CRAM A 0
CRAM B 1 A_JumpIf(z-floorz>0, "Jumping")
CRAM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
CRAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Jumping:
CRSH I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait 
JumpingMissile:
CRSH KKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
JumpingMissile222:
CRSH KKKK 1 A_JumpIf(z-floorz<=0, "Missile2")
Goto Jumping
Missile:
CRAM FFFFF 1 A_JumpIf(z-floorz>0,"JumpingMissile")
Missile2:
CRAM GGGG 1 A_JumpIf(z-floorz>0,"JumpingMissile222")
goto Spawn+2
ClassPain:
CRAM H 0
goto PainContinue
ClassDeath:
CRAM H 0
goto DeathContinue
}
}