actor Dynamoman : LightClassBase
{
Player.ScoreIcon "C_0BA0X"
player.startitem "LightHealthBar"
player.displayname "Dynamoman"
player.soundclass "dynamomanC"


player.startitem "LightningBoltBoss"
player.startitem "DynamoElectricity", 80
player.startitem "DynamoHealAmmo", 25

player.startitem "DynamoRecharger"

player.startitem "CopyVisionWeakness2", 1

player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "GeminiLaserWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "CentaurFlashWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
player.startitem "MirrorBusterWeakness", 1

States
{
Spawn:
DYNA A 0
DYNA B 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
DYNA A 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
Goto Spawn+2
See:
DYNA BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
Goto Spawn
Missile:
DYNA F 5
DYNA G 4 
Goto Spawn+2
TimeToHeal:
DYNA I 2
DYNA I 1 A_JumpIfInventory("DynamoIsCharging",1,2)
DYNA I 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
goto Spawn
DYNA J 2
DYNA J 1 A_JumpIfInventory("DynamoIsCharging",1,1)
goto Spawn
DYNA K 2
DYNA K 1 A_JumpIfInventory("DynamoIsCharging",1,"TimeToHeal")
goto Spawn
ClassPain:
DYNA H 0
goto PainContinue
DeathFix:
DYNA H 0
goto DeathContinue
ClassDeath:
DYNA H 1
goto MegaDeathEnd
}
}