actor Junkman : ClassBase
{
Player.StartItem "IFMM07", 1
Player.ScoreIcon "C_07B0X"
player.displayname "Junkman"
player.soundclass "junkmanc"

player.maxhealth 125
health 125
player.jumpz 11
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "JunkShieldBoss"
player.startitem "JunkShieldUseItem"
player.startitem "JunkmanSpawnStart_P"
//player.startitem "JunkShielderBoss"
player.startitem "TrunkAmmo",600

player.startitem "ThunderBoltWeakness2", 1

player.startitem "ThunderBeamWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "SparkShockWeakness", 1
player.startitem "ThunderBoltWeakness", 1
player.startitem "ThunderClawWeakness", 1
player.startitem "LightningBoltWeakness", 1
player.startitem "PlugBallWeakness", 1
player.startitem "ThunderWoolWeakness", 1
player.startitem "ElectricShockWeakness", 1

States
{
Spawn:
JUNM A 0
JUNM B 1 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
JUNM A 1 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
Goto Spawn+2
See:
JUNM BCDE 5 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
Goto Spawn
Missile:
JUNM FG 4
goto Spawn+2
Missile2:
JUNM FFG 4
goto Spawn+2
CustomState1:
JUNM FGFGFGFGFGFGFG 2
goto Spawn+2
ClassPain:
JUNM H 0
goto PainContinue
ClassDeath:
JUNM H 0 A_PlaySoundEx("weapon/JunkBreaker","SoundSlot7")
JUNM HHHHHHHH 0 A_SpawnItemEx("JunkLeakBitsX",random(0,8),0,random(12,48),random(4,9),0,random(7,14),random(0,359),1)
goto DeathContinue+2
}
}
