actor Clownman : ClassBase //90
{
Player.StartItem "IFMM08", 1
Player.ScoreIcon "C_08D0X"
player.displayname "Clownman"
player.soundclass "clownmanc"
player.startitem "ThunderClawBoss"
//player.startitem "ThunderClawBosT"
player.startitem "YoGeekyAmmo", 200

player.maxhealth 90
health 90
player.forwardmove 0.93, 0.93
player.sidemove 0.91, 0.91
player.jumpz 12

player.weaponslot 1, "ThunderClawBoss"
player.weaponslot 2, "ThunderClawBosT"

player.startitem "TornadoHoldWeakness2", 1

player.startitem "AirShooterWeakness", 1
player.startitem "WindStormWeakness", 1
player.startitem "TornadoHoldWeakness", 1
player.startitem "TornadoBlowWeakness", 1
player.startitem "BlackHoleWeakness", 1

States
{
Spawn:
CLWN B 0 
CLWN B 1 A_JumpIfInventory("ClownShockUpPeg",1,"Missile")
CLWN A 0 A_JumpIf(z-floorz>0,"ClownJumping")
CLWN A 1 A_JumpIfInventory("ClownShockUpPeg",1,"Missile")
Goto Spawn+2
See:
CLWN B 0 A_JumpIf(z-floorz>0,"ClownJumping")
CLWN B 5 A_JumpIfInventory("ClownShockUpPeg",1,"Missile")
CLWN C 0 A_JumpIf(z-floorz>0,"ClownJumping")
CLWN C 5 A_JumpIfInventory("ClownShockUpPeg",1,"Missile")
CLWN D 0 A_JumpIf(z-floorz>0,"ClownJumping")
CLWN D 5 A_JumpIfInventory("ClownShockUpPeg",1,"Missile")
CLWN E 0 A_JumpIf(z-floorz>0,"ClownJumping")
CLWN E 5 A_JumpIfInventory("ClownShockUpPeg",1,"Missile")
Goto Spawn
Missile:
CLWN A 0 A_JumpIf(z-floorz>0,"ClownJumpingShooting")
CLWN F 5
CLWN G 4 A_JumpIfInventory("ClownShockUpPeg",1,"Missile")
goto Spawn
ClownJumping:
CLWN J 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
ClownJumpingShooting:
CLWN JJJJJJJJJ 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
ClassPain:
CLWN H 0
goto PainContinue
ClassDeath:
CLWN H 0
goto DeathContinue
}
}