actor Cutman : ClassBase
{
Player.ScoreIcon "C_01A0X"
player.displayname "Cutman"
player.soundclass "cutmanc"

player.maxhealth 850
health 850
player.jumpz 12.5
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98

player.startitem "RollingCutterBoss"
player.startitem "KFCAmmo", 14
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 9
player.startitem "CutterReturned"

player.startitem "SuperArmWeakness2", 1

player.startitem "SuperArmWeakness", 1
player.startitem "LeafShieldWeakness", 1
player.startitem "HardKnuckleWeakness", 1
player.startitem "SkullBarrierWeakness", 1
player.startitem "PowerStoneWeakness", 1
player.startitem "KnightCrushWeakness", 1
player.startitem "WildCoilWeakness", 1
player.startitem "AstroCrushWeakness", 1
player.startitem "SpreadDrillWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
player.startitem "TripleBladeWeakness", 1
player.startitem "DeepDiggerWeakness", 1

States
{
Spawn:
CUTM A 0
CUTM A 0 A_JumpIfInventory("CutterReturned",1,7)
CUTM A 0 A_JumpIfInventory("CutmanNoCutterF",1,3)
CUTM R 1
CUTM Q 10
CUTM QV 4
CUTM Q -1 A_JumpIfInventory("CutmanNoCutterF",1,"Spawn")
CUTM B 1
CUTM A 300
CUTM AJ 4
goto Spawn+10

See:
CUTM B 0 A_JumpIfInventory("CutmanNoCutterF",1,"SeeC")
CUTM BCDE 5
Goto Spawn+8
SeeC:
CUTM RSTS 5
Goto Spawn+3

Melee:
CUTM GF 6
goto Spawn+8

Missile:
CUTM F 4
CUTM FF 1 A_JumpIfInventory("CutmanNoCutterF",1,"Missile2")
CUTM G 6
goto Spawn+8
Missile2:
CUTM G 7
goto Spawn+3
ClassPain:
CUTM H 0 A_JumpIfInventory("CutmanNoCutterF",1,1)
goto PainContinue
CUTM U 0
goto PainContinue
ClassDeath:
CUTM H 0 A_JumpIfInventory("CutmanNoCutterF",1,1)
goto DeathContinue
CUTM U 0
goto DeathContinue
}
}