actor Woodman : ClassBase
{
Player.StartItem "IFMM02", 1
Player.ScoreIcon "C_02H0X"
player.displayname "Woodman"
player.soundclass "woodmanc"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.67, 0.67
player.sidemove 0.65, 0.65

player.startitem "LeafShieldBoss"
player.startitem "IncredibleAmmo", 70
player.startitem "WoodSlamFlag", 1
player.startitem "WoodmanShieldItem", 1

player.startitem "AtomicFireWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1

States
{
Spawn:
WODM A 0 
WODM B 1 A_JumpIf(z-floorz>0, "Jumping")
Spawn2:
WODM A 1 A_JumpIf(z-floorz>0, "Jumping")
WODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
WODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
WODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
WODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
WODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
WODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
WODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 
WODM IIIIIJJJJJ 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+310
See:
WODM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Jumping:
WOOJ A 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
JumpingMissile:
WODM LLLLL 1 A_JumpIf(z-floorz<=0, "Missile")
WODM MMMM 1 A_JumpIf(z-floorz<=0, "Missile")
JumpingMissile2:
WODM M 1 A_JumpIfInventory("WoodSlamFlag",1,"Spawn2")
goto JumpingMissile2
Missile:
WODM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
WODM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
Missile2:
WODM G 1 A_JumpIfInventory("WoodSlamFlag",1,"Spawn2")
goto Missile2

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