actor Hornetman : ClassBase
{
Player.ScoreIcon "C_09F0X"
player.displayname "Hornetman"
player.soundclass "hornetmanc"
player.startitem "HornetChaserBoss"
player.startitem "HornetAmmoB", 30
player.startitem "HornetHoverItem", 1
player.jumpz 13

player.startitem "MagmaBazookaWeakness2", 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:
HORM A 0
HORM B 1
HORM A 1 A_JumpIf(z-floorz>0,"SeeHover")
Goto Spawn+2
See:
HORM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"SeeHover")
Goto Spawn
SeeHover:
HORM K 0 A_JumpIfInventory("HornetFlagH",1,"SeeHover2")
HORM K 1 A_JumpIf(z-floorz<=0,"Spawn")
loop
SeeHover2:
HORM KKKKLLLL 1 A_JumpIf(z-floorz<=0,"Spawn")
HORM K 0 A_JumpIfInventory("HornetFlagH",1,"SeeHover2")
goto SeeHover
Missile:
HORM F 0 A_JumpIf(z-floorz>0,"Missile2")
HORM F 1 A_JumpIf(z-floorz>0,"Missile2")
HORM F 4
HORM G 4 
goto Spawn
Missile2:
HORM M 8 A_JumpIfInventory("HornetFlagH",1,2)
HORM M 0 A_JumpIf(z-floorz>0,"SeeHover")
goto Spawn+2
HORM NM 4
HORM M 0 A_JumpIf(z-floorz>0,"SeeHover")
goto Spawn+2
ClassPain:
HORM H 0
goto PainContinue
DeathFix:
HORM H 0
goto DeathContinue
ClassDeath:
HORM H 1
goto MegaDeathEnd
}
}