actor Magnetman : ClassBase
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03B0X"
player.displayname "Magnetman"
player.soundclass "magnetmanc"
player.startitem "MagnetMissileBoss"
player.startitem "MagFlyDeleteItem"
player.startitem "MagnetMissileClassAmmo", 42
player.startitem "PullCharge", 112

player.maxhealth 90
health 90
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88
player.jumpz 12

player.startitem "SparkShockWeakness2", 1

player.startitem "ThunderBeamWeakness", 1
player.startitem "SparkShockWeakness", 1
player.startitem "ThunderBoltWeakness", 1
player.startitem "ThunderClawWeakness", 1
player.startitem "LightningBoltWeakness", 1
player.startitem "PlugBallWeakness", 1
player.startitem "ElectricShockWeakness", 1

States
{
Spawn:
MAGM A 0
MAGM B 1
MAGM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
MAGM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Missile:
MAGM F 0 A_JumpIfInventory("VivifyDelay4",1,"MagnetPull")
MAGM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
Missile2:
MAGM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile2")
goto Spawn
MagnetPull:
MAGM RRSS 1 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
loop

JumpingMissile:
MAGM JJJJJ 1 A_JumpIf(z-floorz<=0, "Missile")

JumpingMissile2:
MAGM KKKK 1 A_JumpIf(z-floorz<=0, "Missile2")
Goto Jumping

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

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