actor Pirateman : SturdyClassBase
{
Player.ScoreIcon "C_0BD0X"
player.startitem "SturdyHealthBar"
player.displayname "Pirateman"
player.soundclass "piratemanC"

player.forwardmove 0.65, 0.65
player.sidemove 0.63, 0.63

player.startitem "IsAPirate", 1

player.startitem "RemoteMineBoss"
player.startitem "JollyRogerAmmo", 30
player.startitem "WetRogerAmmo", 28
player.startitem "PirateBubbleItem"

player.startitem "WaveBurnerWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1
States
{
Spawn:
PIRA A 0
PIRA B 1
PIRA A 1 A_JumpIfInventory("PirateBDashFlag",1,"SpinSpinA")
Goto Spawn+2
See:
PIRA BCDE 5
Goto Spawn
Missile:
PIRA FFFFF 1 A_JumpIfInventory("PirateBDashFlag",1,"SpinSpinA")
PIRA G 4 
Goto Spawn+2
SpinSpinA:
PRBU R 2
PRBU R 1 A_JumpIfInventory("PirateBDashFlag",1,"SpinSpinB")
goto Spawn
SpinSpinB:
PRBU S 2
PRBU S 1 A_JumpIfInventory("PirateBDashFlag",1,"SpinSpinC")
goto Spawn
SpinSpinC:
PRBU T 2
PRBU T 1 A_JumpIfInventory("PirateBDashFlag",1,"SpinSpinA")
goto Spawn
ClassPain:
PIRA H 0
goto PainContinue
DeathFix:
PIRA H 0
goto DeathContinue
ClassDeath:
PIRA H 1
goto MegaDeathEnd
}
}