actor Napalmman : ClassBase
{
Player.StartItem "IFMM05", 1
Player.ScoreIcon "C_05G0X"
player.displayname "napalmman"
player.soundclass "napalmmanc"
player.startitem "NapalmBombBoss"
player.startitem "NapalmClassAmmo", 360
player.startitem "NapalmMissileAmmo", 100

player.maxhealth 110
health 110
player.forwardmove 0.89, 0.89
player.sidemove 0.5, 0.5
player.jumpz 12

player.startitem "CrystalEyeWeakness2", 1

player.startitem "GeminiLaserWeakness", 1
//player.startitem "PharaohShotWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
States
{
Spawn:
NAPM A 0
NAPM B 1 A_JumpIf(z-floorz>0, "Jumping")
NAPM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
NAPM B 5 A_JumpIf(z-floorz>0, "Jumping")
//NAPM C 0 A_PlaySound("weapon/napalmtread", CHAN_BODY , 0.3)
NAPM C 5 A_JumpIf(z-floorz>0, "Jumping")
NAPM D 5 A_JumpIf(z-floorz>0, "Jumping")
NAPM E 5 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Missile:
NAPM F 0 A_JumpIf(z-floorz>0, "JumpingMissile")
NAPM FFFFFF 1 A_JumpIfInventory("NapalmClassAltfireFlag",1,"Missile2")
NAPM J 2 A_JumpIf(z-floorz>0, "JumpingMissile")
NAPM K 4 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn
Missile2:
NAPM F 5 A_JumpIf(z-floorz>0, "JumpingMissile2")
NAPM F 4 A_JumpIf(z-floorz>0, "JumpingMissile2")
goto Spawn
Jumping: 
NAPM I 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
JumpingMissile:
NAPM IIIIII 1 A_JumpIfInventory("NapalmClassAltfireFlag",1,"JumpingMissile2")
NAPM L 2 A_JumpIf(z-floorz<=0, "Missile")
NAPM M 4 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping
JumpingMissile2:
NAPM I 5 A_JumpIf(z-floorz<=0, "Missile")
NAPM I 4 A_JumpIf(z-floorz<=0, "Missile")
Goto Jumping
ClassPain:
NAPM H 0
goto PainContinue
ClassDeath:
NAPM H 0
goto DeathContinue
}
}