actor Springman : ClassBase
{
Player.StartItem "IFMM07", 1
Player.ScoreIcon "C_07E0X"
player.displayname "Springman"
player.soundclass "springmanc"
player.startitem "WildCoilBoss"
player.startitem "GumAmmo", 28

player.maxhealth 100
health 100
player.forwardmove 0.76, 0.76
player.sidemove 0.74, 0.74
player.jumpz 20

player.startitem "SlashClawWeakness2", 1

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SlashClawWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "BlackHoleBombWeakness", 1
player.startitem "WheelCutterWeakness", 1
States
{
Spawn:
SPNG A 0 //A_JumpIf(z-floorz>0,"SpringyFunny")
SPNG B 1
SPNG A 1 A_JumpIfInventory("SpringPunchFlag",1,"SpringPunch")
SPNG A 0 //A_JumpIf(z-floorz>0,"SpringyFunny")
Goto Spawn+2
See:
SPNG BBBB 1 //A_JumpIf(z-floorz>0,"SpringyFunny")
SPNG CCCC 1 //A_JumpIf(z-floorz>0,"SpringyFunny")
SPNG DDDD 1 //A_JumpIf(z-floorz>0,"SpringyFunny")
SPNG EEEE 1 //A_JumpIf(z-floorz>0,"SpringyFunny")
Goto Spawn
Missile:
SPNG J 0 A_JumpIfInventory("SpringPunchFlag",1,"SpringPunch")
SPNG FFFFF 1 A_JumpIfInventory("SpringPunchFlag",1,"SpringPunch")
SPNG GGGG 1 A_JumpIfInventory("SpringPunchFlag",1,"SpringPunch")
Goto Spawn

SpringyFunny:
SPNG J 1
SPNG K 1
SPNG L 1
SPNG A 0 A_JumpIf(z-floorz>0,1)
goto Spawn
SPNG M 1
goto SpringyFunny

SpringPunch:
SPNG J 1
SPNG K 1
SPNG L 1
SPNG M 1
SPNG N 3
Goto SpringPunch2

SpringPunch2:
SPNG N 1 A_JumpIfInventory("VivifyDelay3",1,"Spawn")
loop

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