actor Bombman : ClassBase
{
Player.ScoreIcon "C_01D0X"
player.displayname "Bombman"
player.soundclass "bombmanc"

player.maxhealth 1350
health 1350
player.jumpz 13
player.forwardmove 0.65, 0.65
player.sidemove 0.63, 0.63

player.startitem "HyperBombBoss"

player.startitem "RollingCutterWeakness2", 1

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "RingBoomerangWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "SlashClawWeakness", 1
player.startitem "HomingSniperWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "HornetChaserWeakness", 1
player.startitem "WheelCutterWeakness", 1
player.startitem "SparkChaserWeakness", 1
player.startitem "ScrewCrusherWeakness", 1

//player.startitem "FireStormWeakness2", 1

States
{
Spawn:
BOMM A 0
BOMM A 0 A_JumpIfInventory("SuperArmTemp",1,3)
BOMM B 1
BOMM A -1
BOMM R 1
BOMM F 1 A_JumpIfInventory("VivifyDelay8",1,"MissileToss2")
wait
See:
BOMM B 0 A_JumpIfInventory("SuperArmTemp",1,"SeeSomeBombs")
BOMM BCDE 5
Goto Spawn
SeeSomeBombs:
BOMM RRRRRSSSSSTTTTTSSSSS 1 A_JumpIfInventory("VivifyDelay8",1,"MissileToss")
Goto Spawn+4
Missile:
BOMM F 0 A_JumpIfInventory("VivifyDelay8",1,"MissileToss")
BOMM F 0 A_JumpIfInventory("VivifyDelay5",1,"MissilePick")
BOMM FG 5
goto Spawn
MissileToss:
BOMM G 6
goto Spawn
MissileToss2:
BOMM G 6
goto Spawn+3
MissilePick:
BOMM GF 4
goto Spawn+4


ClassPain:
BOMM H 0
goto PainContinue
ClassDeath:
BOMM H 0
goto DeathContinue
}
}