actor Timeman : ClassBase
{
Player.ScoreIcon "C_01G0X"
player.displayname "Timeman"
player.soundclass "timemanc"

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

player.startitem "TimeSlowBoss"
player.startitem "TimeSlowerBoss"
player.startitem "TimeToDefeatYouAmmo", 21

player.weaponslot 1, "TimeSlowBoss"
player.weaponslot 2, "TimeSlowerBoss"

player.startitem "ThunderBeamWeakness2", 1

player.startitem "ThunderBeamWeakness", 1
player.startitem "AirShooterWeakness", 1
player.startitem "SparkShockWeakness", 1
player.startitem "DiveMissileWeakness", 1
player.startitem "ChargeKickWeakness", 1
player.startitem "WindStormWeakness", 1
player.startitem "ThunderBoltWeakness", 1
player.startitem "ThunderClawWeakness", 1
player.startitem "LightningBoltWeakness", 1
player.startitem "PlugBallWeakness", 1
player.startitem "ThunderWoolWeakness", 1
player.startitem "ElectricShockWeakness", 1

States
{
Spawn:
NTIM A 0
NTIM B 1
NTIM A 1
NTIM A 174
NTIM Q 76
NTIM Q 55
NTIM S 5
Goto Spawn+5
See:
NTIM BCDE 5
Goto Spawn
Missile:
NTIM F 0 A_JumpIfInventory("PowerTimeC",1,"Missile2")
NTIM FF 1 A_JumpIfInventory("PowerTimeC",1,"Missile2")
NTIM F 3
NTIM G 4
goto Spawn
Missile2:
NTIM IJKLKLK 2
goto Spawn
ClassPain:
NTIM H 0
goto PainContinue
ClassDeath:
NTIM H 0
goto DeathContinue

Pain.TimeM_Slow:
NTIM ] 0 A_GiveInventory("SkipClassPainJump",1)
Goto Pain+2
Pain.TimeBender:
Pain.FlashM_Stopper:
NTIM ] 0 A_GiveInventory("SkipClassPainJump",1)
goto Pain+2

}
}