actor Drillman : ClassBase
{
Player.ScoreIcon "C_04C0X"
player.displayname "Drillman"
player.soundclass "drillmanc"

player.maxhealth 850
health 850
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "DrillBombBoss"
player.startitem "MyDrillIsTheBombAmmo", 19
player.startitem "DigLimit", 100

player.startitem "DiveMissileWeakness2", 1

player.startitem "MagnetMissileWeakness", 1
player.startitem "DiveMissileWeakness", 1
player.startitem "HomingSniperWeakness", 1
player.startitem "MagicCardWeakness", 1
player.startitem "HornetChaserWeakness", 1
player.startitem "SparkChaserWeakness", 1
States
{
Spawn:
DRIM A 0
DRIM A 0 A_JumpIfInventory("DrillingFlag",1,"Drill2")
DRIM B 1
DRIM A 1 A_JumpIfInventory("DrillingFlag",1,"Drill2")
Goto Spawn+3
See:
DRIM BBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("DrillingFlag",1,"Drill2")
Goto Spawn
Missile:
DRIM FFFFF 1 A_JumpIfInventory("DrillingFlag",1,"Drill")
DRIM G 4
goto Spawn
Drill:
DRIM IIIIJJJJ 1 A_JumpIf(momz<=0,"Drill2")
loop
Drill2:
DRIM K 4
goto Drill3
Drill3:
DRIM LM 4
DRIM L 4 A_JumpIfInventory("DrillingFlag",1,"Drill3")
DRIM K 4
Goto Spawn
ClassPain:
DRIM H 0 A_JumpIfInventory("DrillingFlag",1,"Drill2")
goto PainContinue
ClassDeath:
DRIM H 0
goto DeathContinue
}
}