actor Astroman : ClassBase
{
Player.StartItem "IFMM08", 1
Player.ScoreIcon "C_08B0X"
player.displayname "Astroman"
player.soundclass "astromanc"
player.startitem "AstroCrushBoss"
player.startitem "CopyAmmoC", 84
player.startitem "AstroFlightItem"
player.startitem "AstroFlight"
player.startitem "AstroMan_StaminaFlag",500
//gravity 0.6

player.maxhealth 110
health 110
player.jumpz 10
player.forwardmove 0.65, 0.65
player.sidemove 0.63, 0.63

player.startitem "HomingSniperWeakness2", 1
player.startitem "MagicCardWeakness2", 1

player.startitem "MagnetMissileWeakness", 1
player.startitem "DiveMissileWeakness", 1
player.startitem "SlashClawWeakness", 1
player.startitem "HomingSniperWeakness", 1
player.startitem "MagicCardWeakness", 1
player.startitem "HornetChaserWeakness", 1
player.startitem "SparkChaserWeakness", 1
States
{
Spawn:
ASTM A 0 
ASTM B 1
ASTM A 1
Goto Spawn+2
See:
ASTM B 3
ASTM B 0 A_JumpIfInventory("AstroFlight",1,2)
ASTM B 0 A_Jump(256,2)
ASTM C 0 
ASTM C 3
ASTM D 3
ASTM D 0 A_JumpIfInventory("AstroFlight",1,2)
ASTM D 0 A_Jump(256,2)
ASTM E 0 
ASTM E 3
Goto Spawn
Missile:
ASTM FFFFF 1 A_JumpIfInventory("AstroAltFlag",1,"MissileHold")
ASTM G 4
goto Spawn
MissileHold:
ASTM F 1
goto Missile+2
CustomState1:
ASTM F 1 A_JumpIfInventory("PowerRage_ST",1,"MeteorRager")
ASTM F 50
goto Missile+2
MeteorRager:
ASTM F 30
goto Missile+2
ClassPain:
ASTM H 0
goto PainContinue
ClassDeath:
ASTM H 0
goto DeathContinue
}
}