actor Diveman : ClassBase
{
Player.ScoreIcon "C_04G0X"
player.displayname "diveman"
player.soundclass "divemanc"
player.startitem "DiveMissileBoss"
player.startitem "DiveTackleBoss"
player.startitem "YouSunkMyAmmo",100
player.startitem "DiveTackleAmmo",280

player.startitem "SkullBarrierWeakness2", 1

player.startitem "SparkShockWeakness", 1
player.startitem "SkullBarrierWeakness", 1
player.startitem "NoiseCrushWeakness", 1
States
{
Spawn:
DIVM A 0
DIVM B 1
DIVM A 1
Goto Spawn+2
See:
DIVM BCDE 5
Goto Spawn
Missile:
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",8,"DiveM")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",7,"DiveL")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",5,"DiveK")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",3,"DiveJ")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveI")
DIVM F 1
DIVM F 4
DIVM G 4
DIVM G 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveLoop")
goto Spawn+2
DiveLoop:
DIVM IJKL 2
DIVM I 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveLoop")
Goto Missile+8
DiveI:
DIVM I 2
Goto Missile+6
DiveJ:
DIVM J 2
Goto Missile+6
DiveK:
DIVM K 2
Goto Missile+6
DiveL:
DIVM L 2
Goto Missile+6
DiveM:
DIVM L 2 A_TakeInventory("DiveTackleFrame",99)
Goto Missile+6

ClassPain:
DIVM H 0
goto PainContinue
DeathFix:
DIVM H 0
goto DeathContinue
ClassDeath:
DIVM H 1
goto MegaDeathEnd
}
}