actor Burstman : ClassBase
{
Player.StartItem "IFMM07", 1
Player.ScoreIcon "C_07C0X"
player.displayname "Burstman"
player.soundclass "burstmanc"
player.maxhealth 110
health 110
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "DangerWrapBoss"
player.startitem "BursterAmmo", 28
player.startitem "BurstBombStock",2
player.startitem "BurstStockItem"

player.startitem "ScorchWheelWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1

States
{
Spawn:
BURS A 0
BURS B 1 A_JumpIfInventory("DangerFly",1,"SeeBubb")
BURS A 1 A_JumpIfInventory("DangerFly",1,"SeeBubb")
Goto Spawn+2
See:
BURS BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("DangerFly",1,"SeeBubb")
Goto Spawn
SeeBubb:
BURS S 1
BURS SS 1 A_JumpIfInventory("DangerFly",1,"SeeBubb")
goto Spawn+1
Missile:
BURS F 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
BURS F 0 A_JumpIfInventory("DangerFly",1,"MissileBubb")
BURS F 5
BURS G 4
goto Spawn+1
Missile2:
BURS R 0 A_JumpIfInventory("DangerFly",1,"MissileBubb2")
BURS R 8
goto Spawn+1
MissileBubb:
BURS T 0 A_JumpIfInventory("VivifyDelay5",1,"MissileBubb2")
BURS T 8
goto SeeBubb+1
MissileBubb2:
BURS U 8
goto SeeBubb+1
ClassPain:
BURS H 0
goto PainContinue
ClassDeath:
BURS H 0 A_SpawnItemEx("BurstmanBubblePopDeath_H",0,0,0,0,0,0,0,1)
goto DeathContinue
}
}