actor Swordman : SturdyClassBase
{
Player.ScoreIcon "C_08C0X"
player.startitem "SturdyHealthBar"
player.displayname "Swordman"
player.soundclass "swordmanc"
player.startitem "FlameSwordBoss"
player.startitem "OrdersAmmo", 14
player.forwardmove 0.84, 0.84
player.sidemove 0.82, 0.82


player.startitem "WaterBalloonWeakness2", 1

player.startitem "BubbleLeadWeakness", 1
player.startitem "RainFlushWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "WaterBalloonWeakness", 1
States
{
Spawn:
SWOM A 0
SWOM A 0 A_JumpIfInventory("FlameFlag",1,3)
SWOM B 1
SWOM A -1 //A_JumpIfInventory("FlameFlag",1,1)
SWOL B 1 
SWOL A 1
SWOL A 0 A_JumpIfInventory("NoFlameFlag",1,"Spawn")
Goto Spawn+5
See:
SWOM BBBBB 1 A_JumpIfInventory("FlameFlag",1,"SeeLegs")
SWOM CDE 5
Goto Spawn
SeeLegs:
SWOL B 1
SWOL BBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("NoFlameFlag",1,"See")
goto Spawn+4
Missile:
SWOM FFFFFGGGG 1 A_JumpIfInventory("FlameFlag",1,"MissileLegs")
goto Spawn
MissileLegs:
SWOL F 1
SWOL FFFF 1 A_JumpIfInventory("NoFlameFlag",1,"Missile")
SWOL GGGG 1 A_JumpIfInventory("NoFlameFlag",1,"Missile")
goto Spawn+5
ClassPain:
SWOM HHH 0 A_JumpIfInventory("FlameFlag",1,"ClassPainLegs")
goto PainContinue
ClassPainLegs:
SWOL I 0
goto PainContinue
DeathFix:
SWOL I 0 A_JumpIfInventory("NoFlameFlag",1,2)
SWOL I 0 A_GiveInventory("SpecialDeathFlag",1)
goto DeathContinue
SWOM H 0
goto DeathContinue
ClassDeath:
SWOL I 0
SWOL I 0 A_JumpIfInventory("InstagibFlag",1,"MegaDeathEnd")
SWOL I 0 A_JumpIfInventory("RiseDeathFlag",1,"ClassDeathR")
SWOL I 0 A_JumpIfInventory("IceDeathFlag",1,"ClassDeathI")
SWOL I 19
goto MegaDeathEnd

ClassDeathR:
SWOL I 1 ThrustThingZ(0,20,0,1)
SWOL I 0 A_JumpIf(ceilingz-z<64,"MegaDeathEnd")
SWOL I 0 A_GiveInventory("RiseDeathFlag2",1)
SWOL I 0 A_JumpIfInventory("RiseDeathFlag2",35,"MegaDeathEnd")
Goto ClassDeathR
ClassDeathI:
SWOL I 0 ACS_ExecuteAlways(998,0,666,10)
SWOL I 1 A_PlaySoundEx("CBM/freeze","Voice")
SWOL IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx("FrozenDeathBitFX",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359))
SWOL I 0 A_PlaySoundEx("CBM/icebreak","Body")
SWOL I 0 A_SpawnItemEx("FrozenDeathFXC",0,0,0)
goto DeathWait


TimeStopped:
SWOM H 0 A_JumpIfInventory("FlameFlag",1,"TimeStoppedLegs")
Goto "Super::TimeStopped"
TimeStoppedLegs:
SWOL HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop
Goto Pain+2
}
}