// indented with decorate indenter by IvanDobrovski
Actor Knightman : ClassBase //115 
	{
    Player.StartItem "IFMM06", 1
    Player.ScoreIcon "C_06D0X"
    Player.displayname "Knightman"
    Player.soundclass "knightmanc"
    Player.startitem "KnightCrushBoss"
    Player.startitem "KnightmanAmmo", 28
	
	player.maxhealth 125
	health 125
    Player.forwardmove 0.65, 0.65
    Player.sidemove 0.57, 0.57
    Player.jumpz 12
    Player.startitem "YamatoSpearWeakness2", 1
    Player.startitem "NeedleCannonWeakness", 1
    Player.startitem "QuickBoomerangWeakness", 1
    Player.startitem "YamatoSpearWeakness", 1
    Player.startitem "SpreadDrillWeakness", 1
    States {
        Spawn:
            KNIM A 0
            KNIM B 1
        Idle:
            KNIM A 1
        Loop
        See:
            KNIM BCDE 5
        Goto Spawn
        Missile:
            KNIM F 5
            KNIM G 0 A_JumpIfInventory("VivifyDelay7", 1, "Missile2")
            KNIM GGGGG 1 A_JumpIfInventory("KnightmanFlag", 1, "MissileH")
        Goto Spawn
        MissileH:
            KNIM I 1
            KNIM III 1 A_JumpIfInventory("KnightmanFlag", 1, "MissileH")
            KNIM GF 3
        Goto Spawn
        Missile2:
            KNIM J 6
            KNIM F 4
        Goto Spawn
		CustomState1:
			KNIM K 2
		Goto Spawn
		CustomState2:
            KNIM G 0 A_JumpIfInventory("VivifyDelay7", 1, "Missile2")
            KNIM GGGGG 1 A_JumpIfInventory("KnightmanFlag", 1, "MissileH")
		Goto Spawn
        ClassPain:
            KNIM H 0 A_JumpIfInventory("KnightmanFlag", 1, "MissileH")
        Goto PainContinue
        ClassDeath:
            KNIM H 0
		goto DeathContinue
    }
}