actor Starman : ClassBase
{
Player.StartItem "IFMM05", 1
Player.ScoreIcon "C_05E0X"
player.displayname "Starman"
player.soundclass "starmanc"

player.maxhealth 110
health 110
player.jumpz 12
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73
gravity 0.7

player.startitem "StarCrashBoss"
player.startitem "SuperStarPowerAmmo",21

player.startitem "WaterWaveWeakness2", 1

//player.startitem "DustCrusherWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "IceWaveWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "BubbleBombWeakness", 1

States
{
Spawn:
STAM A 0
STAM B 1 A_JumpIf(z-floorz>0, "Jumping")
STAM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
STAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn 

Jumping:
STAJ A 1 A_JumpIf(z-floorz<=0, "Spawn")
wait

JumpingMissile:
STAJ BBBBB 1 A_JumpIf(z-floorz<=0, "Missile")
STAJ CCCC 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping

Missile:
STAM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
STAM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn+2
ClassPain:
STAM H 0
goto PainContinue
ClassDeath:
STAM H 0
goto DeathContinue
}
}