actor Heatman : ClassBase
{
Player.ScoreIcon "C_02G0X"
player.displayname "Heatman"
player.soundclass "heatmanc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.72, 0.72
player.sidemove 0.70, 0.70

player.startitem "AtomicFireBoss"
player.startitem "AtomicPillarBoss"
player.startitem "ZippoAmmo", 100

player.weaponslot 1, "AtomicFireBoss"
player.weaponslot 2, "AtomicPillarBoss"

player.startitem "BubbleLeadWeakness2", 1

player.startitem "BubbleLeadWeakness", 1
player.startitem "RainFlushWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "WaterBalloonWeakness", 1
player.startitem "WaterShieldWeakness", 1
player.startitem "SaltWaterWeakness", 1

States
{
Spawn:
HEAM A 0
HEAM B 1
HEAM A 1
Goto Spawn+2
See:
HEAM BCDE 5
Goto Spawn
Missile:
HEAM F 0 A_JumpIfInventory("HeatmanFlag",1,"MissileT")
HEAM F 0 A_JumpIfInventory("HeatShieldFrame",1,"Missile2")
HEAM F 12
HEAM G 5
goto Spawn
Missile2:
HEAM G 4
goto Spawn
MissileT:
HEAM L 3
goto Spawn+2
ClassPainTackle:
HEAM "#" 0 A_SpawnItemEx("DelayPainFX")
goto MissileT
ClassPain:
HEAM H 0 A_JumpIfInventory("HeatmanFlag",1,"ClassPainTackle")
goto PainContinue
ClassDeath:
HEAM H 0
goto DeathContinue
}
}