actor Tenguman : ClassBase
{
Player.StartItem "IFMM08", 1
Player.ScoreIcon "C_08A0X"
player.displayname "Tenguman"
player.soundclass "tengumanc"
player.startitem "TornadoHoldBoss"
player.startitem "FeelMyPowerAmmo", 252
player.startitem "DivineWindAmmo", 400
player.startitem "TenguHoverItem"

player.maxhealth 100
health 100
player.jumpz 10
player.forwardmove 0.76, 0.76
player.sidemove 0.74, 0.74

player.startitem "IceWaveWeakness2", 1
player.startitem "SpreadDrillWeakness2", 1

player.startitem "IceSlasherWeakness", 1
player.startitem "BlizzardAttackWeakness", 1
player.startitem "FreezeCrackerWeakness", 1
player.startitem "IceWaveWeakness", 1
//player.startitem "IceWallWeakness", 1
player.startitem "ChillSpikeWeakness", 1
player.startitem "SpreadDrillWeakness", 1
player.startitem "PhotonMissileWeakness", 1
States
{
Spawn:
TENG A 0 
TENG B 1
TENG A 1 A_JumpIfInventory("TenguHoverFlag",1,"SeeHover2")
Goto Spawn+2
See:
TENG BCDE 5 A_JumpIfInventory("TenguHoverFlag",1,"SeeHover2")
Goto Spawn
Missile:
TENG F 0 A_JumpIfInventory("VivifyDelay7",1,"Missile2")
TENG F 1 A_JumpIfInventory("VivifyDelay7",1,"Missile2")
TENG F 3 A_JumpIfInventory("VivifyDelay7",1,"Missile2")
TENG G 4 
goto Spawn
Missile2:
TENG K 2
TENG L 7
goto Spawn
SeeHover2:
TENG YYYYZZZZ 1
TENG Z 0 A_JumpIfInventory("TenguHoverFlag",1,"SeeHover2")
goto Spawn
//SpawnYeet:
//Goto Spawn+2
ClassPain:
TENG H 0
goto PainContinue
ClassDeath:
TENG H 0
goto DeathContinue
}
}