actor Tomahawkman : ClassBase
{
Player.StartItem "IFMM06", 1
Player.ScoreIcon "C_06F0X"
player.displayname "Tomahawkman"
player.soundclass "tomahawkmanc"

player.maxhealth 90
health 90
player.jumpz 10
player.forwardmove 0.89, 0.89
player.sidemove 0.87, 0.87

player.startitem "SilverTomahawkBoss"
player.startitem "TomahawkClassAmmo", 28
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 1 //theyre afraid

player.startitem "PlantBarrierWeakness2", 1

player.startitem "LeafShieldWeakness", 1
player.startitem "SearchSnakeWeakness", 1
player.startitem "PlantBarrierWeakness", 1
player.startitem "HornetChaserWeakness", 1

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

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

JumpingMissile:
TOMM F 0 A_JumpIfInventory("VivifyDelay7",1,"Missile2")
TOMM KKKKK 1 A_JumpIf(z-floorz<=0, "Spawn")
TOMM KKKK 1 A_JumpIf(z-floorz<=0, "Spawn")
goto JumpingMissile

Missile:
TOMM F 0 A_JumpIfInventory("VivifyDelay7",1,"Missile2")
TOMM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
TOMM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn+2
Missile2:
TOMM F 3
TOMM M 7
goto Spawn+2
ClassPain:
TOMM H 0
goto PainContinue
ClassDeath:
TOMM H 0
goto DeathContinue
}
}