actor Groundman : ClassBase
{
Player.StartItem "IFMMAB", 1
Player.ScoreIcon "C_0BC0X"
player.displayname "Groundman"
player.soundclass "groundmanc"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.60, 0.60
player.sidemove 0.58, 0.58

player.startitem "SpreadDrillBoss"
player.startitem "SpreadDrillTankBoss"
player.startitem "GroundFuryAmmo", 42
player.startitem "SandAngerAmmo", 250
player.startitem "GroundBossSplitItem"
//player.startitem "SemiStunArmor"

player.startitem "RemoteMineWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "BubbleBombWeakness", 1
player.startitem "BalladeCrackerWeakness", 1

States
{
Spawn:
GROU A 0 
GROU R 1
GROU A 1 A_JumpIfInventory("GroundTankFlag",1,"TankTime")
Goto Spawn+2
See:
GROU R 0 A_JumpIfInventory("GroundTankFlag",1,"TankTime")
GROU RSTS 5
Goto Spawn
Missile:
GROU F 5
GROU G 4
goto Spawn+2
TankTime:
GROU BBBCCCDDDEEE 1 A_JumpIfInventory("GroundTankFlag",2,"TankTimeDig")
GROU B 1 A_JumpIfInventory("GroundTankFlag",1,"TankTime")
goto Spawn
TankTimeDig:
GROU Q 2
GROU Q 1 A_JumpIfInventory("GroundTankFlag",2,"TankTimeDig")
goto Spawn
ClassPain:
GROU H 0
goto PainContinue
ClassDeath:
GROU H 0
goto DeathContinue
}
}