actor Flashman : ClassBase
{
Player.StartItem "IFMM02", 1
Player.ScoreIcon "C_02F0X"
player.displayname "flashman"
player.soundclass "flashmanc"
player.startitem "TimeStopperBoss"
player.startitem "ZaWarudoAmmo", 56
player.startitem "TimeAmmo", 42//84

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

player.startitem "CrashBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "BalladeCrackerWeakness", 1
player.startitem "PhotonMissileWeakness", 1
States
{
Spawn:
FLSM A 0
FLSM B 1
FLSM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
FLSM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Missile:
FLSM GGGGGGGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
Goto Spawn+1

Jumping:
FLSM I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait

JumpingMissile:
FLSM JJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping

ClassPain:
FLSM H 0
goto PainContinue
ClassDeath:
FLSM H 0
goto DeathContinue

/*pain.TimeSlow:
FLSM "]" 0 A_GiveInventory("SkipClassPainJump",1)
goto Pain+2
Pain.TimeStopper:
FLSM "]" 0 A_GiveInventory("SkipClassPainJump",1)
goto Pain+2
pain.FlashRadius:
FLSM "]" 0 A_GiveInventory("SkipClassPainJump",1)
goto Pain+2
TimeStopped:
FLSM "]" 0 A_GiveInventory("SkipClassPainJump",1)
goto Pain+2//Goto "Super::TimeStopped"*/
}
}
