actor Flameman : ClassBase
{
Player.StartItem "IFMM06", 1
Player.ScoreIcon "C_06C0X"
player.displayname "Flameman"
player.soundclass "flamemanc"

player.maxhealth 100
health 100
player.jumpz 12
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "FlameBlastBoss"
player.startitem "YogaInfernoAmmo", 56
player.startitem "YogaBurnerAmmo", 28

player.startitem "WindStormWeakness2", 1

player.startitem "AirShooterWeakness", 1
player.startitem "WindStormWeakness", 1
player.startitem "TornadoHoldWeakness", 1
player.startitem "TornadoBlowWeakness", 1
player.startitem "MirrorBusterWeakness", 1

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

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

JumpingMissile:
FLAM M 0 A_JumpIfInventory("VivifyDelay8",1,"Missile2")
FLAM MMMM 1 A_JumpIf(z-floorz<=0, "Jumping")
FLAM MMMM 1 A_JumpIf(z-floorz<=0, "Jumping")
goto Jumping

Missile:
FLAM F 0 A_JumpIfInventory("VivifyDelay8",1,"Missile2")
FLAM FFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
FLAM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn
Missile2:
FLAM IJ 2
FLAM IJIJIJIJIJ 1
goto Spawn
ClassPain:
FLAM H 0
goto PainContinue
ClassDeath:
FLAM H 0
goto DeathContinue
}
}