actor Hardman : HardClassBase
{
Player.ScoreIcon "C_03D0X"
player.startitem "HardHealthBar"
player.displayname "hardman"
player.soundclass "hardmanc"
player.startitem "HardKnuckleBoss"
player.startitem "QuakeAmmo", 28
player.startitem "SemiStunArmor"
player.forwardmove 0.5, 0.5
player.sidemove 0.48, 0.48

player.startitem "MagnetMissileWeakness2", 1

//player.startitem "LeafShieldWeakness", 1
player.startitem "MagnetMissileWeakness", 1
player.startitem "JunkShieldWeakness", 1
States
{
Spawn:
HARM A 0
HARM A 0 A_JumpIfInventory("Quaking",2,"Down")
HARM B 1 A_JumpIfInventory("Quaking",2,"Down")
HARM A 1 A_JumpIfInventory("Quaking",2,"Down")
Goto Spawn+3
See:
HARM BCDE 5 A_JumpIfInventory("Quaking",2,"Down")
Goto Spawn
Missile:
HARM F 5
HARM F 0 A_JumpIfInventory("Quaking",2,"DownBegin")
HARM G 4
HARM G 0 A_JumpIfInventory("Quaking",2,"Down")
goto Spawn
DownBegin:
HARM FFFIIIJJJ 1 A_JumpIfInventory("Stuck",1,"Down2")
goto Down
Down:
HARM K 1 A_JumpIfInventory("Stuck",1,"Down2")
loop
Down2:
HARM L 1 A_JumpIfInventory("HardEnd",1,"Up")
loop
Up:
HARM MJI 3
goto Spawn+3
ClassPain:
HARM H 0
goto PainContinue
DeathFix:
HARM H 0
goto DeathContinue
ClassDeath:
HARM H 1
goto MegaDeathEnd
}
}