actor Groundman : SturdyClassBase
{
Player.ScoreIcon "C_0BC0X"
player.startitem "SturdyHealthBar"
player.displayname "Groundman"
player.soundclass "groundmanc"

player.startitem "SpreadDrillBoss"
player.startitem "SpreadDrillTankBoss"
player.startitem "SandAngerAmmo", 200
player.startitem "GroundBossSplitItem"
//player.startitem "SemiStunArmor"
player.forwardmove 0.64, 0.64
player.sidemove 0.62, 0.62

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 "BalladeCrackerWeakness", 1
States
{
Spawn:
GROU A 0 
GROU B 1
GROU A 1 A_JumpIfInventory("GroundTankFlag",1,"TankTime")
Goto Spawn+2
See:
GROU B 0 A_JumpIfInventory("GroundTankFlag",1,"TankTime")
GROU BBBBBCCCCCDDDDDEEEEE 1
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 I 2
GROU I 1 A_JumpIfInventory("GroundTankFlag",2,"TankTimeDig")
goto Spawn
ClassPain:
GROU H 0
goto PainContinue
DeathFix:
GROU H 0
goto DeathContinue
ClassDeath:
GROU H 1
goto MegaDeathEnd
}
}