actor Mars : ClassBase
{
Player.StartItem "IFMM0V", 1
Player.ScoreIcon "C_0VD0X"
player.displayname "Mars"
player.soundclass "marsc"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "PhotonVulcanBoss"
player.startitem "PhotonMissileBoss"
player.startitem "RedPlanetAmmo", 252
player.startitem "CandyBarAmmo", 14
player.startitem "MarsTankFuel_F", 500

player.weaponslot 1, "PhotonVulcanBoss"
player.weaponslot 2, "PhotonMissileBoss"

player.startitem "SaltWaterWeakness2", 1

player.startitem "BubbleLeadWeakness", 1
player.startitem "RainFlushWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "WaterBalloonWeakness", 1
player.startitem "WaterShieldWeakness", 1
player.startitem "SaltWaterWeakness", 1

States
{
Spawn:
MARS A 0
MARS A 0 A_JumpIfInventory("MarsIsATank",1,"SeeTank")
MARS B 1
MARS A 1
wait

Melee:
MARS A 0 A_JumpIfInventory("MarsIsATank",1,"SeeTank")
goto Spawn

See:
MARS BCDE 5
Goto Spawn

SeeTank:
MARS L 5 A_JumpIfInventory("PowerRage_ST",1,"SeeTank_L")
MARS M 5 A_JumpIfInventory("PowerRage_ST",1,"SeeTank_M")
loop
SeeTank_L:
MARS L 3
goto SeeTank+1
SeeTank_M:
MARS M 3
goto SeeTank

Missile:
MARS F 0 A_JumpIfInventory("MarsIsATank",1,"MadLadMissile")
MARS F 5
MARS G 4
goto Spawn+3
MadLadMissile:
MARS N 9
MARS N 0 A_JumpIfInventory("MarsIsATank",1,"SeeTank")
goto Spawn+3
ClassPain:
MARS H 0
goto PainContinue
ClassDeath:
MARS H 0
goto DeathContinue
}
}