actor Freezeman : ClassBase
{
Player.StartItem "IFMM07", 1
Player.ScoreIcon "C_07A0X"
player.displayname "Freezeman"
player.soundclass "freezemanc"

player.maxhealth 100
health 100
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "FreezeCrackerBoss"
player.startitem "MrFreezeAmmo", 24

player.startitem "JunkShieldWeakness2", 1

player.startitem "OilSliderWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "DustCrusherWeakness", 1
player.startitem "JunkShieldWeakness", 1
player.startitem "ConcreteShotWeakness", 1

States
{
Spawn:
FREE A 0
FREE B 1
FREE A 1 A_JumpIfInventory("FreezeFireHold",1,"MissileHold")
Goto Spawn+2
See:
FREE B 4
FREE B 1 A_SpawnItemEx("MrFreezemanWalkFX",-2,-6,0,0,-1,frandom(0.8f,2.0f),0,1)
FREE C 5
FREE D 4
FREE D 1 A_SpawnItemEx("MrFreezemanWalkFX",-2,6,0,0,-1,frandom(0.8f,2.0f),0,1)
FREE E 5
Goto Spawn
Missile:
FREE F 0 A_JumpIfInventory("FreezeFireHold",1,"MissileHold")
FREE F 1 A_JumpIfInventory("FreezeFireHold",1,"MissileHold")
FREE FG 4
goto Spawn
MissileHold:
FREE S 3
FREE SS 1 A_JumpIfInventory("FreezeFireHold",1,"MissileHold2")
goto Missile
MissileHold2:
FREE T 3
FREE TT 1 A_JumpIfInventory("FreezeFireHold",1,"MissileHold")
goto Missile
ClassPain:
FREE H 0
goto PainContinue
ClassDeath:
FREE H 0
goto DeathContinue
}
}
