//====================================
// Formatted and Cleaned by Ru5tK1ng
//------------------------------------
//====================================

  Actor Heatman : ClassBase //90
  {
    Player.StartItem "IFMM02", 1
    Player.ScoreIcon "C_02G0X"
	Player.DisplayName "heatman"
	Player.SoundClass "heatmanc"
	Player.StartItem "AtomicFireBoss"
//	Player.StartItem "AtomicFireBoss"
	Player.StartItem "ZippoAmmo", 100
	Player.StartItem "HeatmanDashFlag", 100
//	Player.WeaponSlot 1, "AtomicDashBoss"
//	Player.WeaponSlot 2, "AtomicFireBoss"
	Player.StartItem "BubbleLeadWeakness2", 1
	Player.StartItem "BubbleLeadWeakness", 1
	Player.StartItem "RainFlushWeakness", 1
	Player.StartItem "WaterWaveWeakness", 1
	Player.StartItem "WaterBalloonWeakness", 1
	Player.StartItem "SaltWaterWeakness", 1
	
	player.maxhealth 90
	health 90
	player.jumpz 10
	player.forwardmove 0.8, 0.8
	player.sidemove 0.78, 0.78
	
	States
	{
		Spawn:
		HEAM A 0
		HEAM B 1 A_JumpIf(z-floorz>0, "Jumping")
		HEAM A 1 A_JumpIf(z-floorz>0, "Jumping") 
		HEAM A 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		Goto Spawn+2
		
		See:
		HEAM B 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM B 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM B 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM B 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM B 0 A_JumpIf(z-floorz>0, "Jumping") 
		HEAM B 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM B 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM B 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM B 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM B 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM C 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM C 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM C 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM C 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM C 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM C 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM C 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM C 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM C 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM C 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM D 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM D 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM D 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM D 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM D 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM D 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM D 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM D 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM D 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM D 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM E 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM E 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM E 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM E 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM E 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM E 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM E 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM E 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM E 0 A_JumpIf(z-floorz>0, "Jumping")
		HEAM E 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		Goto Spawn
		 
Jumping:
H3AM O 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
H3AM O 1 A_JumpIf(z-floorz<=0, "Spawn")
loop

JumpingMissile:
H3AM Q 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
H3AM Q 1 A_JumpIf(z-floorz<=0, "Missile")
H3AM Q 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
H3AM Q 1 A_JumpIf(z-floorz<=0, "Missile")
H3AM QQQ 1 A_JumpIf(z-floorz<=0, "Missile")
H3AM QQQQ 1 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping


//Give Heat's reload this so he plays missile anim
//TNT1 A 0 ACS_NamedExecuteAlways("BULL_SetState",0,1)

CustomState1:
		Missile:
		HEAM F 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM F 1 A_JumpIf(z-floorz>0, "JumpingMissile")
		HEAM F 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM F 1 A_JumpIf(z-floorz>0, "JumpingMissile")
		HEAM F 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		HEAM FFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
		HEAM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
		Goto Spawn+2
		
		MissileT:
		HEAM L 1
		HEAM LLL 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
		Goto Spawn+2
		
		Heattackle2:
		HEAM IJK 3
		HEAM K 1 A_JumpIfInventory("HeatmanFlag",1,"Heattackle2")
		Goto See+1
		
		ClassPain:
		HEAM H 0// A_JumpIfInventory("PainFlagA",1,"LiftOff")
		Goto PainContinue
		
		ClassDeath:
		HEAM H 0
		goto DeathContinue
		
		Liftoff:
		HEAM H 0 A_GiveInventory("PainFlagB")
		Goto PainContinue
	}
  }