actor Dustman : ClassBase
{
Player.StartItem "IFMM04", 1
Player.ScoreIcon "C_04F0X"
player.displayname "Dustman"
player.soundclass "dustmanc"

player.maxhealth 125
health 125
player.jumpz 12
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68

player.startitem "DustCrusherBoss"
player.startitem "DustBitterBoss"
player.startitem "CrushEmAmmo", 100

player.weaponslot 1, "DustCrusherBoss"
player.weaponslot 2, "DustBitterBoss"

player.startitem "RingBoomerangWeakness2", 1

player.startitem "ShadowBladeWeakness", 1
player.startitem "RingBoomerangWeakness", 1
player.startitem "StarCrashWeakness", 1
player.startitem "AstroCrushWeakness", 1
player.startitem "BlackHoleWeakness", 1
States
{
Spawn:
DUSM A 0
DUSM B 1 A_JumpIf(z-floorz>0, "Jumping")
DUSM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
DUSM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Jumping:
DUSJ A 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
Missile:
DUSM I 0 A_JumpIf(z-floorz>0, "JumpingMissile")
DUSM II 1 A_JumpIfInventory("VivifyDelay4",1,"Missile2") 
DUSM IIIIII 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn 
JumpingMissile:
DUSJ I 0 A_JumpIf(z-floorz<=0, "Missile")
DUSJ II 1 A_JumpIfInventory("VivifyDelay4",1,"JumpingMissile2")
DUSJ IIIIII 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping 
Missile2:
DUSM FF 1 A_JumpIf(z-floorz>0, "JumpingMissile2")
DUSM GGGGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile2")
goto Spawn 
JumpingMissile2:
DUSJ FF 1 A_JumpIf(z-floorz<=0, "Missile2")
DUSJ KKKKKK 1 A_JumpIf(z-floorz<=0, "Missile2")
goto Jumping
ClassPain:
DUSM H 0
goto PainContinue
ClassDeath:
DUSM H 0
goto DeathContinue
}
}