actor Windman : ClassBase //125
{
Player.StartItem "IFMM06", 1
Player.ScoreIcon "C_06G0X"
player.displayname "Windman"
player.soundclass "windmanc"
player.startitem "WindStormBoss"
player.startitem "WindClassAmmo", 28
player.startitem "FlyingKickAmmo", 28
player.startitem "WindFlightItem"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68

player.startitem "CentaurFlashWeakness2", 1

player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "CentaurFlashWeakness", 1
States
{
Spawn:
WINM A 0 
WINM A 0 A_JumpIfInventory("WindInAir",1,"Woosh")
WINM K 1 
WINM A 1 A_JumpIfInventory("WindInAir",1,"Woosh")
Wait

Woosh: //NEW
WINM BC 3
WINM BBB 1 A_JumpIfInventory("WindInAir",1,"Woosh")
Goto Spawn

See:
WINM KKKKKLLLLLMMMMMLLLLL 1 A_JumpIfInventory("WindInAir",1,"Woosh")
Goto Spawn

Missile:
WINM F 1
WINM F 0 //A_JumpIfInventory("WindInAir",1,"Woosh")
WINM F 4
WINM G 4
goto Spawn

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