//====================================
// Formatted and Cleaned by Ru5tK1ng
//------------------------------------
//====================================

  Actor Mercury : ClassBase
  {
    Player.StartItem "IFMM0V", 1
    Player.ScoreIcon "C_0VB0X"
	Player.DisplayName "Mercury"
	Player.SoundClass "mercuryc"
	Player.StartItem "LightHealthBar"
	Player.StartItem "GrabBusterBoss"
	Player.StartItem "MercuryClassAmmo", 24
	Player.StartItem "MercuryBlobFormAmmo", 40
	Player.StartItem "Merc_BlobOff_F"
	//Player.StartItem "IsACommie"
	//Player.StartItem "CanSnatch_F"
	player.maxhealth 80
	health 80
	player.jumpz 10
	Player.ForwardMove 0.9, 0.9
	Player.SideMove 0.88, 0.88
	Player.StartItem "BlackHoleWeakness2", 1
	Player.StartItem "BlackHoleBombWeakness", 1
	Player.StartItem "BlackHoleWeakness", 1
States
{
Spawn:
MERC A 0
MERC J 1 A_JumpIfInventory("Merc_BlobOn_F",1,2)
MERC A -1
MERC S 1
MERC R -1
wait
Melee:
MERC M 0 A_JumpIfInventory("VivifyDelay4",1,"MeleeBlobForm")
MERC QPONM 2
Goto Spawn+2
MeleeBlobForm:
MERC MNOPQ 2//R
Goto Spawn+4
See:
MERC B 0 A_JumpIfInventory("Merc_BlobOn_F",1,"SeeBlob")
MERC JKLK 5
Goto Spawn
SeeBlob:
MERC STUT 5
Goto Spawn
Missile:
MERC F 0 A_JumpIfInventory("Merc_BlobOn_F",1,"MissileBlob")
MERC F 5
MERC G 4
goto Spawn
MissileBlob:
MERC V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileBlob2")
MERC V 8
goto Spawn
MissileBlob2:
MERC QQOO 1 //A_JumpIfInventory("Mercury_Slammed_F",1,"MissileBlob3")
goto MissileBlob2+1
//MERC RRRRSSSSTTTTSSSS 1
MissileBlob3:
MERC PQ 2
goto Spawn

BlobPain:
MERC X 0
goto PainContinue
ClassPain:
MERC H 0 A_JumpIfInventory("Merc_BlobOn_F",1,"BlobPain")
goto PainContinue
ClassDeath:
MERC H 0
goto DeathContinue
}
}