actor Cutman : LightClassBase
{
Player.ScoreIcon "C_01A0X"
player.startitem "LightHealthBar"
player.displayname "Cutman"
player.soundclass "cutmanc"
player.startitem "TrollingCutterBoss"
player.startitem "KFCAmmo", 28
player.startitem "IsCutmanFlag"
player.startitem "CanWallJump"
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98
player.jumpz 12

player.startitem "SuperArmWeakness2", 1

player.startitem "SuperArmWeakness", 1
player.startitem "HardKnuckleWeakness", 1
player.startitem "PowerStoneWeakness", 1
player.startitem "AstroCrushWeakness", 1
player.startitem "SpreadDrillWeakness", 1
States
{
Spawn:
CUTM A 0
CUTM A 0 A_JumpIfInventory("CutterFlagX",1,3)
CUTM B 1
CUTM A -1
CUTN B 1
CUTN A 1 A_JumpIfInventory("CutterReturned",1,"MissileR")
Goto Spawn+5
See:
CUTM B 0 A_JumpIfInventory("CutterFlagX",1,"SeeC")
CUTM BCDE 5
Goto Spawn
SeeC:
CUTN BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("CutterReturned",1,"MissileR")
Goto Spawn+4
Missile:
CUTM F 4
CUTM FF 1 A_JumpIfInventory("CutterFlagX",1,"Missile2")
CUTM G 6
goto Spawn+3
Missile2:
CUTN G 7
goto Spawn+5
MissileR:
CUTN GF 6
goto Spawn
ClassPain:
CUTM H 0 A_JumpIfInventory("CutterFlagX",1,1)
goto PainContinue
CUTN H 0
goto PainContinue
DeathFix:
CUTM H 0 A_JumpIfInventory("CutterFlagX",1,1)
goto DeathContinue
CUTN H 0
goto DeathContinue
ClassDeath:
CUTM H 1
goto MegaDeathEnd
}
}