actor Diveman : ClassBase
{
Player.StartItem "IFMM04", 1
Player.ScoreIcon "C_04G0X"
player.displayname "Diveman"
player.soundclass "divemanc"

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

player.startitem "DiveMissileBoss"
//player.startitem "DiveTackleBoss"
player.startitem "YouSunkMyAmmo",420
player.startitem "DiveTackleAmmo",280
player.startitem "DiveMissileUseItem"

//player.weaponslot 1, "DiveMissileBoss"
//player.weaponslot 2, "DiveTackleBoss"

player.startitem "SkullBarrierWeakness2", 1

player.startitem "SparkShockWeakness", 1
player.startitem "SkullBarrierWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "ElectricShockWeakness", 1

States
{
Spawn:
DIVM A 0
DIVM B 1
DIVM A 1
DIVM A 280
DIVM J 1
wait

See:
DIVM BCDE 5
Goto Spawn
Missile:
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",8,"DiveM")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",7,"DiveL")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",5,"DiveK")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",3,"DiveJ")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveI")
DIVM F 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
DIVM F 1
DIVM F 4
DIVM G 4
DIVM G 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveLoop")
goto Spawn
Missile2:
DIVM G 6
DIVM F 4
goto Spawn
DiveLoop:
DIVM RSTU 2
DIVM R 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveLoop")
Goto Missile+9
DiveI:
DIVM R 2
Goto Missile+7
DiveJ:
DIVM S 2
Goto Missile+7
DiveK:
DIVM T 2
Goto Missile+7
DiveL:
DIVM U 2
Goto Missile+7
DiveM:
DIVM U 2 A_TakeInventory("DiveTackleFrame",99)
Goto Missile+7

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