actor DocRobot : ClassBase //100
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03I0X"
player.displayname "DocRobot"
player.soundclass "DocRobotc"
player.startitem "DocBusterWoodHeatWep"
player.startitem "DocBusterBubbleFlashWep"
player.startitem "DocBusterAirCrashWep"
player.startitem "DocBusterQuickMetalWep"
player.startitem "DocVirusAmmo", 175

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

player.weaponslot 1, "DocBusterWoodHeatWep"
player.weaponslot 2, "DocBusterBubbleFlashWep"
player.weaponslot 3, "DocBusterAirCrashWep"
player.weaponslot 4, "DocBusterQuickMetalWep"

States
{
Spawn:
DOCB A 0
DOCB B 1 A_JumpIf(z-floorz>0,"Jump")
DOCB A 0 A_JumpIf(z-floorz>0,"Jump")
DOCB A 1 A_JumpIfInventory("IsDead",1,"DeathContinue")
Goto Spawn+2
See:
DOCB BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"Jump")
Goto Spawn

Jump: 
DOCB J 1 A_JumpIf(z-floorz<=0, "Spawn")
loop

Missile:
DOCB F 0 //ACS_ExecuteAlways(648,0,8)//Change DocRobot stats
DOCB FFFFF 1 A_JumpIf(z-floorz>0,"AirFire")
Missile2:
DOCB GGGG 1 A_JumpIf(z-floorz>0,"AirFire")
goto Spawn+2

AirFire:
DOCB KKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
DOCB KKKKK 1 A_JumpIf(z-floorz<=0, "Missile2")
goto Jump

CustomState1:
DOCB FG 15
goto Spawn

CustomState2:
DOCB FG 8
goto Spawn

ClassPain:
DOCB H 0
goto PainContinue
ClassDeath:
DOCB H 0 A_JumpIfInventory("IsDead",1,"DeathContinue")
goto DeathContinue
}
}