actor Searchman : ClassBase //90
{
Player.StartItem "IFMM08", 1
Player.ScoreIcon "C_08E0X"
player.displayname "Searchman"
player.soundclass "searchmanc"
player.startitem "HomingSniperBoss"
player.startitem "SearchBusher"
player.startitem "MetalFloatFlag"
player.startitem "WilyBanzaiAmmo", 560

player.maxhealth 90
health 90
player.jumpz 11
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68

player.startitem "FlameSwordWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1
player.startitem "BreakDashWeakness", 1
+NOSKIN
States
{
Spawn:
SEAR A 0
SEAR B 1
SEAR A 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+2
See:
SEAR BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn
Jumping:
SCMR A 1 A_JumpIf(z-floorz<=0, "Spawn")
loop
Missile:
SEAR F 0 A_JumpIfInventory("VivifyDelay7",1,"Missile2")
SEAR F 5
SEAR G 4
goto Spawn

Missile2:
SEAR J 9
goto Spawn

CustomState1:
SCMR A 23
//SCMR BC 5
goto Jumping

CustomState2:
SCMR C 10
SCMR B 3
goto Jumping

CustomState3:
SCMR CBA 5
goto Jumping

CustomState4:
SCMR BC 3
goto Jumping

CustomState5:
SCMR B 6
goto CustomState2

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