actor Centaurman : ClassBase
{
Player.StartItem "IFMM06", 1
Player.ScoreIcon "C_06B0X"
player.displayname "Centaurman"
player.soundclass "centaurmanc"

player.maxhealth 80
health 80
player.jumpz 10
player.forwardmove 1.0, 1.0
player.sidemove 0.6, 0.6
//Player.AttackZOffset 30
//Player.ViewHeight 50

MaxStepHeight 32//24
MaxDropOffHeight 32//24

player.startitem "CentaurFlashBoss"
player.startitem "CentaurAmmo", 21
player.startitem "WarpItem"

player.startitem "KnightCrushWeakness2", 1

player.startitem "KnightCrushWeakness", 1
player.startitem "ThunderClawWeakness", 1

States
{
Spawn:
CENT A 0
CENT B 1
CENT A 1
Goto Spawn+2
See:
CENT B 5
CENT C 5 //A_PlaySound("weapon/centaurstomp", 2 , 0.3)
CENT D 5 A_GiveInventory("CentaurmanWalkSnd_P")
CENT E 5 //A_PlaySound("weapon/centaurstomp", 2 , 0.3)
CENT B 0
Goto Spawn+2
Missile:
CENT G 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
CENT G 9
goto Spawn+2
Missile2:
CENT F 5
CENT F 4
goto Spawn+2
ClassPain:
CENT H 0
goto PainContinue
ClassDeath:
CENT H 0
goto DeathContinue
}
}

actor CentaurmanWalkSnd_P : CustomInventory
{
States
{
Pickup:
//TNT1 A 0 A_JumpIf(z-floorz==0,1)
//stop
TNT1 A 0 A_PlaySound("weapon/centaurstomp", CHAN_BODY , 0.3)
stop
}
}