actor Swordman : ClassBase //155, maybe consider 185?
{
Player.StartItem "IFMM08", 1
Player.ScoreIcon "C_08C0X"
player.displayname "Swordman"
player.soundclass "swordmanc"
player.startitem "FlameSwordBoss"
player.startitem "OrdersAmmo",28
player.startitem "SwordHeatFlag",0

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.666, 0.666
player.sidemove 0.646, 0.646
//Height 84
//Radius 30
//Player.ViewHeight 84


player.startitem "WaterBalloonWeakness2", 1

player.startitem "BubbleLeadWeakness", 1
player.startitem "RainFlushWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "WaterBalloonWeakness", 1
player.startitem "SaltWaterWeakness", 1
States
{
Spawn:
SWOM A 0
SWOM A 0 A_JumpIfInventory("FlameFlag",1,3)
SWOM A 0
SWOM A -1 //A_JumpIfInventory("FlameFlag",1,1)
SWOM M 0 
SWOM M 1
SWOM M 0 A_JumpIfInventory("NoFlameFlag",1,"Spawn")
Goto Spawn+5
See:
SWOM BBBBB 1 A_JumpIfInventory("FlameFlag",1,"SeeLegs")
SWOM CCCCC 1 A_JumpIfInventory("FlameFlag",1,"SeeLegs")
SWOM DDDDD 1 A_JumpIfInventory("FlameFlag",1,"SeeLegs")
SWOM EEEEE 1 A_JumpIfInventory("FlameFlag",1,"SeeLegs") 
Loop
SeeLegs:
SWOM N 1
SWOM NNNNOOOOOPPPPPQQQQQ 1 A_JumpIfInventory("NoFlameFlag",1,"See")
TNT1 A 0 A_JumpIf(sqrt(MOMX*MOMX+MOMY*MOMY)<1,"Spawn")
Loop
Missile: 
SWOM FFFFFGGGG 1 A_JumpIfInventory("FlameFlag",1,"MissileLegs")
goto Spawn
MissileLegs:
SWOM R 1 
SWOM RRRR 1 A_JumpIfInventory("NoFlameFlag",1,"Missile")
SWOM SSSS 1 A_JumpIfInventory("NoFlameFlag",1,"Missile")
goto Spawn+5
CustomState1:
8SWR VWXYVWXY 1 A_JumpIfInventory("SwordReconnect",1,"Missile")
goto Spawn
ClassPain:
SWOM HHH 0 A_JumpIfInventory("FlameFlag",1,"ClassPainLegs")
goto PainContinue
ClassPainLegs:
SWOM T 0 //A_GiveInventory("SwordLegCramp_P",1)
goto PainContinue
ClassDeath:
SWOM T 0 A_JumpIfInventory("NoFlameFlag",1,1)
goto DeathContinue
SWOM H 0
goto DeathContinue
/*
ClassDeath:
SWOL I 0
SWOL I 0 A_JumpIfInventory("InstagibFlag",1,"MegaDeathEnd")
SWOL I 0 A_JumpIfInventory("RiseDeathFlag",1,"ClassDeathR")
SWOL I 0 A_JumpIfInventory("IceDeathFlag",1,"ClassDeathI")
SWOL I 19
goto MegaDeathEnd

ClassDeathR:
SWOL I 1 ThrustThingZ(0,20,0,1)
SWOL I 0 A_JumpIf(ceilingz-z<64,"MegaDeathEnd")
SWOL I 0 A_GiveInventory("RiseDeathFlag2",1)
SWOL I 0 A_JumpIfInventory("RiseDeathFlag2",30,"MegaDeathEnd")
Goto ClassDeathR
ClassDeathI:
SWOL I 0 ACS_ExecuteAlways(998,0,DYE_ICEDEATHCBM,10)
SWOL I 1 A_PlaySoundEx("CBM/freeze","Voice")
SWOL IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx("FrozenDeathBitFX",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359))
SWOL I 0 A_PlaySoundEx("CBM/icebreak","Body")
SWOL I 0 A_SpawnItemEx("FrozenDeathFXC",0,0,0)
goto DeathWait
*/

TimeStopped:
SWOM H 0 A_JumpIfInventory("FlameFlag",1,"TimeStoppedLegs")
Goto "Super::TimeStopped"
TimeStoppedLegs:
SWOM T 0
Goto "Super::TimeStoppedX"
}
}

