actor Plantman : ClassBase //85 ought to be 90
{
Player.StartItem "IFMM06", 1
Player.ScoreIcon "C_06E0X"
player.displayname "plantman"
player.soundclass "plantmanc"
player.startitem "PlantBarrierBoss"
player.startitem "PsychedelicAmmo", 28
player.startitem "PlantmanHealAmmo", 16
player.startitem "PlantBarrierUseItem"
player.startitem "YoGeekyAmmo", 999

player.maxhealth 90
health 90
player.jumpz 12
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "BlizzardAttackWeakness2", 1

player.startitem "IceSlasherWeakness", 1
player.startitem "BlizzardAttackWeakness", 1
player.startitem "FreezeCrackerWeakness", 1
player.startitem "IceWaveWeakness", 1
player.startitem "IceWallWeakness", 1
States
{
Spawn:
PLAM A 0 
PLAM B 1 A_JumpIf(z-floorz>0, "Jumping")
PLAM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
PLAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
Missile:
PLAM G 0 A_JumpIfInventory("ShieldCheck",1,"Missile2")
PLAM FFF 1 A_JumpIf(z-floorz>0, "JumpMissile")
PLAM GGG 1 A_JumpIf(z-floorz>0, "JumpMissile")
goto Spawn+2
Missile2:
PLAM OOOOOOOOO 1 A_JumpIf(z-floorz>0, "JumpMissile2")
goto Spawn+2
CustomState1:
PLAM IIIIIIIII 1 A_JumpIf(z-floorz>0, "JumpCustomState1")
goto Spawn+2
Jumping:
PLAM J 1 A_JumpIf(z-floorz==0, "Spawn")
loop
JumpMissile:
PLAM KKK 1 A_JumpIf(z-floorz==0, "Missile")
PLAM LLL 1 A_JumpIf(z-floorz==0, "Missile")
goto Jumping
JumpMissile2:
PLAM MMMMMMMMM 1 A_JumpIf(z-floorz==0, "Missile2")
goto Jumping
JumpCustomState1:
PLAM NNNNNNNNN 1 A_JumpIf(z-floorz==0, "CustomState1")
goto Jumping

ClassPain:
PLAM H 0
goto PainContinue
ClassDeath:
PLAM H 0
goto DeathContinue
}
}