actor Diveman : ClassBase
{
Player.ScoreIcon "C_04G0X"
player.displayname "Diveman"
player.soundclass "divemanc"

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

player.startitem "DiveMissileBoss"
player.startitem "DiveTackleBoss"
player.startitem "YouSunkMyAmmo",420
player.startitem "DiveTackleAmmo",280
player.startitem "DiveMissileUseItem"

player.weaponslot 1, "DiveMissileBoss"
player.weaponslot 2, "DiveTackleBoss"

player.startitem "SkullBarrierWeakness2", 1

player.startitem "SparkShockWeakness", 1
player.startitem "SkullBarrierWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "ElectricShockWeakness", 1

States
{
Spawn:
DIVM A 0
DIVM B 1
DIVM A 1
DIVM A 280
DIVM J 1
wait

See:
DIVM BCDE 5
Goto Spawn
Missile:
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",8,"DiveM")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",7,"DiveL")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",5,"DiveK")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",3,"DiveJ")
DIVM F 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveI")
DIVM F 0 A_JumpIfInventory("VivifyDelay5",1,"Missile2")
DIVM F 1
DIVM F 4
DIVM G 4
DIVM G 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveLoop")
goto Spawn
Missile2:
DIVM G 6
DIVM F 4
goto Spawn
DiveLoop:
DIVM RSTU 2
DIVM R 0 A_JumpIfInventory("DiveTackleFrame",1,"DiveLoop")
Goto Missile+9
DiveI:
DIVM R 2
Goto Missile+7
DiveJ:
DIVM S 2
Goto Missile+7
DiveK:
DIVM T 2
Goto Missile+7
DiveL:
DIVM U 2
Goto Missile+7
DiveM:
DIVM U 2 A_TakeInventory("DiveTackleFrame",99)
Goto Missile+7

ClassPain:
DIVM H 0
goto PainContinue
ClassDeath:
DIVM H 0
goto DeathContinue
}
}