actor Iceman : ClassBase
{
Player.ScoreIcon "C_01C0X"
player.displayname "Iceman"
player.soundclass "Icemanc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "IceSlasherBoss"
player.startitem "IcicleAmmo", 26

player.startitem "HyperBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "MagnetMissileWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "YamatoSpearWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "PhotonMissileWeakness", 1
player.startitem "BalladeCrackerWeakness", 1

//player.startitem "ThunderBeamWeakness2", 1

States
{
Spawn:
ICEM A 0
ICEM B 1
ICEM A 1
Goto Spawn+2
See:
ICEM BCDE 5
Goto Spawn
Missile:
ICEB F 0 A_JumpIfInventory("VivifyDelay6",1,"Missile2")
ICEB F 0 A_JumpIfInventory("IcemanFlag",1,"Missile1")
ICEM FG 5
goto Spawn
Missile1:
ICEM G 5
ICEM F 7
goto Spawn
Missile2:
ICEM KL 5
goto Spawn
ClassPain:
ICEM H 0
goto PainContinue
ClassDeath:
ICEM H 0
goto DeathContinue
}
}