actor Heatman : ClassBase
{
Player.ScoreIcon "C_02G0X"
player.displayname "heatman"
player.soundclass "heatmanc"
player.startitem "AtomicFireBoss"
player.startitem "AtomicPillarBoss"
player.startitem "ZippoAmmo", 100
player.startitem "HeatmanDashFlag", 100
player.forwardmove 0.72, 0.72
player.sidemove 0.70, 0.70

player.startitem "BubbleLeadWeakness2", 1

player.startitem "BubbleLeadWeakness", 1
player.startitem "RainFlushWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "WaterBalloonWeakness", 1
States
{
Spawn:
HEAM A 0
HEAM B 1
HEAM A 1
HEAM A 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
Goto Spawn+2
See:
HEAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
Goto Spawn
Missile:
HEAM FF 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
HEAM F 3
HEAM G 4
goto Spawn
MissileT:
HEAM L 1
HEAM LLL 1 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
goto Spawn+2
Heattackle2:
HEAM IJK 3
HEAM K 1 A_JumpIfInventory("HeatmanFlag",1,"Heattackle2")
goto See+1
ClassPain:
HEAM H 0// A_JumpIfInventory("PainFlagA",1,"LiftOff")
goto PainContinue
DeathFix:
HEAM H 0
goto DeathContinue
ClassDeath:
HEAM H 1
goto MegaDeathEnd
Liftoff:
HEAM H 0 A_GiveInventory("PainFlagB")
goto PainContinue
}
}