actor Chargeman : ClassBase //115
{
Player.StartItem "IFMM05", 1
Player.ScoreIcon "C_05F0X"
player.displayname "Chargeman"
player.soundclass "chargemanc"
player.startitem "ChargeKickBoss"
player.startitem "ChargeManIsEveryWhereAmmo", 75
player.startitem "BlackHotAmmo", 300

player.maxhealth 110
health 110
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.4, 0.4

player.startitem "PowerStoneWeakness2", 1

player.startitem "SuperArmWeakness", 1
player.startitem "HardKnuckleWeakness", 1
//player.startitem "RainFlushWeakness", 1
player.startitem "PowerStoneWeakness", 1
player.startitem "AstroCrushWeakness", 1
player.startitem "SpreadDrillWeakness", 1
player.startitem "DeepDiggerWeakness", 1
States
{
Spawn:
CHRM A 0 
CHRM I 1 A_JumpIf(z-floorz>0, "Jumping")//B
CHRM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
CHRM IIIIIJJJJJKKKKKJJJJJ 1 A_JumpIf(z-floorz>0, "Jumping") //BCDE
Goto Spawn
Jumping:
CHAM D 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
JumpingM:
CHRM R 0 A_JumpIfInventory("ChargeDashFlag",5,"ARunF")
CHRM R 0 A_JumpIfInventory("ChargeDashFlag",4,"ARunE")
CHRM R 0 A_JumpIfInventory("ChargeDashFlag",3,"ARunD")
CHRM R 0 A_JumpIfInventory("ChargeDashFlag",2,"ARunC")
CHRM R 0 A_JumpIfInventory("ChargeDashFlag",1,"ARunB")
CHRM RRRRRRRRR 1 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping
Missile:
CHRM F 0 A_JumpIfInventory("ChargeDashFlag",5,"ARunF")
CHRM F 0 A_JumpIfInventory("ChargeDashFlag",4,"ARunE")
CHRM F 0 A_JumpIfInventory("ChargeDashFlag",3,"ARunD")
CHRM F 0 A_JumpIfInventory("ChargeDashFlag",2,"ARunC")
CHRM F 0 A_JumpIfInventory("ChargeDashFlag",1,"ARunB")
CHRM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingM")
CHRM GGGG 1 A_JumpIf(z-floorz>0, "JumpingM")
goto Spawn+2
Missile2:
CHRM MNO 4
goto Spawn

ARunB:
CHRM M 5
Goto Spawn
ARunC:
CHRM N 5
Goto Spawn
ARunD:
CHRM O 5
Goto Spawn
ARunE:
CHRM N 5
Goto Spawn
ARunF:
CHRM M 0 A_TakeInventory("ChargeDashFlag",4)
Goto ARunB

Parry:
CHRM H 0 A_PlaySound("weapon/tankengine","Voice")
goto PainContinue

ClassPain:
CHRM H 0 A_JumpIfInventory("ChargeParryPower",1,"Parry")
CHRM H 0
goto PainContinue
ClassDeath:
CHRM H 0
goto DeathContinue
}
}