actor BurnerMan : ClassBase //70
{
Player.StartItem "IFMMAB", 1
Player.ScoreIcon "C_0BE0X"
player.displayname "Burnerman"
player.soundclass "burnermanc"
player.startitem "WaveBurnerBoss"
player.startitem "BossBurnerAmmo", 84
player.startitem "BossBurnerAmmo2", 42
//player.startitem "TrapUse"

player.maxhealth 75
health 75
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

//player.startitem "SpikeWallManWeakness", 1
player.startitem "IceWallWeakness2", 1

player.startitem "IceSlasherWeakness", 1
player.startitem "NeedleCannonWeakness", 1
player.startitem "BlizzardAttackWeakness", 1
player.startitem "FreezeCrackerWeakness", 1
player.startitem "IceWaveWeakness", 1
player.startitem "IceWallWeakness", 1

States
{
Spawn:  
BURN A 0 
BURN B 0 A_TakeInventory("BurnerDashFlag",99) 
BURN BB 0 A_GiveInventory("IsburnerMissilejumping",1)
BURN B 1 A_JumpIf(z-floorz>0, "Jump")  
BURN AAWWAAWWAAWWAAWWAAWW 1 A_JumpIf(z-floorz>0, "Jump") 
BURN AAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWW 1 A_JumpIf(z-floorz>0, "Jump") 
BURN AAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWW 1 A_JumpIf(z-floorz>0, "Jump")
BURN AAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWWAAWW 1 A_JumpIf(z-floorz>0, "Jump")
BURN XXXXXXXXXX 1 A_JumpIf(z-floorz>0, "Jump")
BURN YYYZZZ 1 A_JumpIf(z-floorz>0, "Jump")
Goto Spawn+155
See:
BURN B 0 A_GiveInventory("WalkSoundForcer",1)
BURN BBBBCCCC 1 A_JumpIf(z-floorz>0, "Jump")
BURN D 0 A_GiveInventory("WalkSoundForcer",1)
BURN DDDDEEEE 1 A_JumpIf(z-floorz>0, "Jump")
Goto Spawn+1
Jump:   
TNT1 A 0 A_GiveInventory("BurnerJumpingFlag",1)
BURN II 1 A_JumpIf(z-floorz<=0, "Spawn")   
B2RN II 1 A_JumpIf(z-floorz<=0, "Spawn")
Loop

 
Missile:      
BURN G 0 A_JumpIfInventory("BurnermanRaiseFlag",2,"Hover3")
BURN G 0 A_JumpIfInventory("BurnermanRaiseFlag",1,"Hover2") 
BURN G 0 A_JumpIfInventory("BurnermanRaiseFlag2",1,"CustomState1")   
BURN G 0 A_JumpIfInventory("BurnerDiveFlag",1,"Kamila")  
BURN G 0 A_JumpIfInventory("BurnerDashFlag",5,"ARunF")
BURN G 0 A_JumpIfInventory("BurnerDashFlag",4,"ARunE")
BURN G 0 A_JumpIfInventory("BurnerDashFlag",3,"ARunD")
BURN G 0 A_JumpIfInventory("BurnerDashFlag",2,"ARunC")
BURN G 0 A_JumpIfInventory("BurnerDashFlag",1,"ARunB")  
BURN G 0 A_JumpIf(z-floorz>0,"MissileAir")
BURN G 0 A_JumpIfInventory("BurnerJumpingFlag",1,"MissileAir")
BURN G 0 A_JumpIfInventory("WaveBurnerFlag",2,"Missile2")
BURN G 0 A_JumpIfInventory("WaveBurnerFlag",1,"Missile1")
BURN G 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN G 0 A_JumpIf(z-floorz>0,"MissileAir")
BURN G 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN G 0 A_JumpIf(z-floorz>0,"MissileAir")
BURN G 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN G 0 A_JumpIf(z-floorz>0,"MissileAir")
BURN G 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN G 0 A_JumpIf(z-floorz>0,"MissileAir")
BURN G 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
Goto Spawn+1 
MissileAir:       
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",2,"Missile2Jump")
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",1,"Missile1Jump")
BURN J 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",2,"Missile2Jump")
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",1,"Missile1Jump")
BURN J 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",2,"Missile2Jump")
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",1,"Missile1Jump")
BURN J 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",2,"Missile2Jump")
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",1,"Missile1Jump")
BURN J 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",2,"Missile2Jump")
BURN J 0 A_JumpIfInventory("WaveBurnerFlag",1,"Missile1Jump")
BURN J 1 A_JumpIfInventory("BurnerDashFlag",1,"ARunB") 
Goto Spawn+1 
 
Missile1:    
BURN GG 1 A_GiveInventory("IsburnerMissilejumping",1)
Goto Spawn+1  
Missile2:    
BURN FF 1 A_GiveInventory("IsburnerMissilejumping",1)
Goto Spawn+1   

Missile1Jump:   
TNT1 A 0 A_JumpIf(z-floorz<=0, "Missile1JumpToFloor")   
BURN J 2 
Goto Spawn+1  
Missile2Jump:   
TNT1 A 0 A_JumpIf(z-floorz<=0, "Missile2JumpToFloor")   
BURN K 2   
Goto Spawn+1 
Missile1JumpToFloor:
BURN B 0 A_TakeInventory("BurnerJumpingFlag",99) 
BURN J 2 
Goto Spawn+1  
Missile2JumpToFloor:
BURN B 0 A_TakeInventory("BurnerJumpingFlag",99) 
BURN K 2   
Goto Spawn+1 

ARunB:
BURN L 2
BURN L 0 A_GiveInventory("WalkSoundForcer",1)
BURN L 0 A_JumpIfInventory("BurnerDashFlag",5,"ARunF")
BURN L 0 A_JumpIfInventory("BurnerDashFlag",4,"ARunE")
BURN L 0 A_JumpIfInventory("BurnerDashFlag",3,"ARunD")
BURN L 0 A_JumpIfInventory("BurnerDashFlag",2,"ARunC")
BURN L 0 A_JumpIfInventory("BurnerDashFlag",1,"ARunB")
Goto Spawn+1
ARunC:
BURN M 2
BURN M 0 A_GiveInventory("WalkSoundForcer",1)
BURN M 0 A_JumpIfInventory("BurnerDashFlag",5,"ARunF")
BURN M 0 A_JumpIfInventory("BurnerDashFlag",4,"ARunE")
BURN M 0 A_JumpIfInventory("BurnerDashFlag",3,"ARunD")
BURN M 0 A_JumpIfInventory("BurnerDashFlag",2,"ARunC")
BURN M 0 A_JumpIfInventory("BurnerDashFlag",1,"ARunB")
Goto Spawn+1
ARunD:
BURN N 2
BURN N 0 A_GiveInventory("WalkSoundForcer",1)
BURN N 0 A_JumpIfInventory("BurnerDashFlag",5,"ARunF")
BURN N 0 A_JumpIfInventory("BurnerDashFlag",4,"ARunE")
BURN N 0 A_JumpIfInventory("BurnerDashFlag",3,"ARunD")
BURN N 0 A_JumpIfInventory("BurnerDashFlag",2,"ARunC")
BURN N 0 A_JumpIfInventory("BurnerDashFlag",1,"ARunB")
Goto Spawn+1
ARunE:
BURN O 2
BURN O 0 A_GiveInventory("WalkSoundForcer",1)
BURN O 0 A_JumpIfInventory("BurnerDashFlag",5,"ARunF")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",4,"ARunE")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",3,"ARunD")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",2,"ARunC")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",1,"ARunB")
Goto Spawn+1
ARunF:
BURN O 2 A_TakeInventory("BurnerDashFlag",4)
BURN O 0 A_GiveInventory("WalkSoundForcer",1)
BURN O 0 A_JumpIfInventory("BurnerDashFlag",5,"ARunF")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",4,"ARunE")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",3,"ARunD")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",2,"ARunC")
BURN O 0 A_JumpIfInventory("BurnerDashFlag",1,"ARunB")
Goto Spawn+1
   
CustomState1:
BURN P 0 A_GiveInventory("BurnermanRaiseFlag2",1) 
BURN P 0 A_JumpIfInventory("BurnermanRaiseFlag",2,"Hover3")
BURN P 0 A_JumpIfInventory("BurnermanRaiseFlag",1,"Hover2") 
BURN P 0 A_GiveInventory("BurnermanRaiseFlag",1)
BURN PPPPPP 1 A_JumpIfInventory("BurnerDiveFlag",1,"Kamila") 
Goto Missile
Hover2:
BURN Q 0 A_GiveInventory("BurnermanRaiseFlag",1)
BURN QQQQQQ 1 A_JumpIfInventory("BurnerDiveFlag",1,"Kamila") 
Goto Missile
Hover3:
BURN R 0 A_TakeInventory("BurnermanRaiseFlag",99)
BURN RRRRRR 1 A_JumpIfInventory("BurnerDiveFlag",1,"Kamila")  
Goto Missile

Hover0:
BURN V 0 A_GiveInventory("BurnermanRaiseFlag2",1)
BURN V 1 A_JumpIfInventory("BurnerDiveFlag",1,"Kamila") 
BURN V 0 A_JumpIfInventory("BurnermanRaiseFlag2",1,"Hover") 
Goto Missile

CustomState2:
B2RN W 0 A_JumpIf(z-floorz>0, "CustomState2Jump")
B2RN W 4 
B2RN X 6
Goto Spawn+1
CustomState2Jump:
B2RN Y 4  
B2RN Z 6
Goto Spawn+1

Kamila:
BURN S 0 A_TakeInventory("BurnermanRaiseFlag",99)
BURN S 0 A_TakeInventory("BurnermanRaiseFlag2",99)
BURN SSTTUU 1 A_JumpIf(z-floorz<=0, "Spawn")
BURN U 0 A_JumpIfInventory("BurnerDiveFlag",1,"Kamila")
Goto Spawn+1


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

Actor BurnermanM1Flag : Powerup
{
 powerup.duration 1
}
  
Actor BurnermanRaiseFlag : Inventory
{
 inventory.maxamount 3
 -invbar
} 

Actor BurnermanRaiseFlag2 : Inventory
{
 inventory.maxamount 1
 -invbar
}

Actor BurnerJumpingFlag : Inventory
{
 inventory.maxamount 1
 -invbar
}

actor IsburnerMissilejumping : CustomInventory
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_JumpIf(z-floorz>0, "Jump")
TNT1 A 0 A_JumpIf(z-floorz<=0, "JumpE") 
TNT1 A 1 
stop
Jump:
TNT1 A 0  
TNT1 A 1 A_GiveInventory("BurnerJumpingFlag",1)
stop
JumpE:
TNT1 A 0  
TNT1 A 1 A_TakeInventory("BurnerJumpingFlag",99)
stop
}
} 
