//====================================
// Formatted and Cleaned by Ru5tK1ng
//------------------------------------
//====================================

  Actor Drillman : ClassBase //85
  {
    Player.StartItem "IFMM04", 1
    Player.ScoreIcon "C_04C0X"
	//Player.StartItem "LightHealthBar"
	Player.DisplayName "drillman"
	Player.SoundClass "drillmanc"
	Player.StartItem "DrillBombBoss"
	Player.StartItem "DrillBombClassAmmo", 28
	player.maxhealth 90
	health 90
	player.jumpz 10
	Player.ForwardMove 0.75, 0.75
	Player.SideMove 0.73, 0.73
	Player.StartItem "DiveMissileWeakness2", 1
	Player.StartItem "MagnetMissileWeakness", 1
	Player.StartItem "DiveMissileWeakness", 1
	Player.StartItem "HomingSniperWeakness", 1
	Player.StartItem "MagicCardWeakness", 1
	Player.StartItem "HornetChaserWeakness", 1
	Player.StartItem "SparkChaserWeakness", 1
	
	States
	{
		Spawn:
			DRIM A 0
			DRIM A 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM B 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM A 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM A 1 A_JumpIf(z-floorz>0, "Jumping")
			Goto Spawn+3
			
			
			Jumping:
			DRIJ A 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIJ A 1 A_JumpIf(z-floorz<=0, "Spawn")
			Loop
			JumpingMissile:
			DRIJ A 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIJ BB 1 A_JumpIf(z-floorz<=0, "Missile")
			DRIJ A 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIJ BBB 1 A_JumpIf(z-floorz<=0, "Missile")
			DRIJ A 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIJ BBBB 1 A_JumpIf(z-floorz<=0, "Missile")
			Goto Jumping
			
			See:
			DRIM B 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM B 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM B 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM B 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM B 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM B 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM B 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM B 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM C 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM C 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM C 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM C 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM C 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM C 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM C 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM C 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM C 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM C 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM D 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM D 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM D 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM D 1 A_JumpIf(z-floorz>0, "Jumping") 
			DRIM D 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM D 1 A_JumpIf(z-floorz>0, "Jumping") 
			DRIM D 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM D 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM D 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM D 1 A_JumpIf(z-floorz>0, "Jumping") 
			DRIM E 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM E 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM E 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM E 1 A_JumpIf(z-floorz>0, "Jumping")
			DRIM E 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM E 1 A_JumpIf(z-floorz>0, "Jumping") 
			DRIM E 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM E 1 A_JumpIf(z-floorz>0, "Jumping") 
			DRIM E 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM E 1 A_JumpIf(z-floorz>0, "Jumping") 
			Goto Spawn
			Missile:
			DRIM F 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM F 1 A_JumpIf(z-floorz>0, "JumpingMissile")
			DRIM F 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM F 1 A_JumpIf(z-floorz>0, "JumpingMissile")
			DRIM F 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM F 1 A_JumpIf(z-floorz>0, "JumpingMissile")
			DRIM F 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM F 1 A_JumpIf(z-floorz>0, "JumpingMissile")
			DRIM F 0 A_JumpIfInventory("DrillingFlag",1,"Drill")
			DRIM F 1 A_JumpIf(z-floorz>0, "JumpingMissile")
			DRIM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
			goto Spawn+3
			Drill:
			DRIM IIIIJJJJ 1 A_JumpIf(momz<=0,"Drill2")
			loop
			Drill2:
			DRIM K 4
			goto Drill3
			Drill3:
			DRIM LM 4
			DRIM L 4 A_JumpIfInventory("DrillingFlag",1,"Drill3")
			DRIM K 4
			Goto Spawn
			ClassPain:
			DRIM H 0 A_JumpIfInventory("DrillingFlag",1,"Drill2")
			goto PainContinue
			ClassDeath:
			DRIM H 0
			goto DeathContinue
	}
  }