actor Commandoman : ClassBase
{
Player.ScoreIcon "C_10C0X"
player.displayname "Commandoman"
player.soundclass "commandomanc"

player.maxhealth 1550
health 1550
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "CommandoBombBoss"
player.startitem "CommandoMineBoss"
player.startitem "CommandoItem"
player.startitem "FullMetalJacketAmmo", 22

player.weaponslot 1, "CommandoBombBoss"
player.weaponslot 2, "CommandoMineBoss"

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "WheelCutterWeakness", 1

States
{
Spawn:
CMDM A 0
CMDM A 0 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM B 1
CMDM A 1
wait
See:
CMDM BCDE 5
Goto Spawn
Missile:
CMDM F 2 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM FFF 1 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
CMDM G 4 A_JumpIfInventory("CommandoLeapFlag",1,"Leap")
goto Spawn
Leap:
CMDM R 1 A_CheckFloor("Leap2")
loop
Leap2:
CMDM S 8
goto Spawn
ClassPain:
CMDM H 0
goto PainContinue
ClassDeath:
CMDM H 0
goto DeathContinue
}
}