actor Snakeman : ClassBase //85
{
Player.StartItem "IFMM03", 1
Player.ScoreIcon "C_03F0X"
player.displayname "snakeman"
player.soundclass "snakemanc"
player.startitem "SearchSnakeBoss"
player.startitem "SnakeManAmmo", 28
player.startitem "SnakeCommandAmmo", 28
player.startitem "SnakemanClimbingItem"

player.maxhealth 80
health 80
player.jumpz 10
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98

player.startitem "NeedleCannonWeakness2", 1

player.startitem "NeedleCannonWeakness", 1
player.startitem "QuickBoomerangWeakness", 1
player.startitem "YamatoSpearWeakness", 1
player.startitem "SpreadDrillWeakness", 1
player.startitem "TripleBladeWeakness", 1
States
{
Spawn:
SNAM A 0
SNAM B 1
SNAM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
SNAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Missile:
SNAM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
SNAM F 5
SNAM G 4
goto Spawn

Jumping:
SNAM I 0 A_JumpIf(momz<1,"Falling")
SNAM I 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
		
Falling:
SNAM I 0 A_JumpIf(momz>1,"Jumping")
SNAM J 1 A_JumpIf(z-floorz<=0, "Spawn")
loop

JumpingMissile:
SNAM I 0 A_JumpIf(momz<1,"FallingMissile")
SNAM LLLLLLL 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping
		
FallingMissile:
SNAM KKKKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping

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