actor Flashman : ClassBase
{
Player.ScoreIcon "C_02F0X"
player.displayname "Flashman"
player.soundclass "flashmanc"

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

player.startitem "TimeStopperBoss"
player.startitem "ZaWarudoAmmo", 490

player.startitem "CrashBombWeakness2", 1

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

States
{
Spawn:
FLSM A 0
FLSM B 1
FLSM A 1
Goto Spawn+2
See:
FLSM BCDE 5
Goto Spawn
Missile:
FLSM G 5
FLSM G 4
goto Spawn
ClassPain:
FLSM H 0
goto PainContinue
ClassDeath:
FLSM H 0
goto DeathContinue

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