actor Blizzardman : ClassBase
{
Player.ScoreIcon "C_06A0X"
player.displayname "Blizzardman"
player.soundclass "blizzardmanc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.9, 0.9
player.sidemove 0.78, 0.78

player.startitem "BlizzardAttackBoss"
player.startitem "BlizzardAttackerBoss"
player.startitem "BowloramaAmmo", 56

player.weaponslot 1, "BlizzardAttackBoss"
player.weaponslot 2, "BlizzardAttackerBoss"

player.startitem "FlameBlastWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1

States
{
Spawn:
BLZZ A 0 
BLZZ B 1
BLZZ A 1
BLZZ A 0 A_JumpIfInventory("BlizzardmanFlag",1,"Rolling")
Goto Spawn+2
See:
BLZZ B 0 A_SpawnItemEx("BlizzardM_WalkFX",0,0,0,0,0,0,0,1)
BLZZ BCDE 5
BLZZ A 0 A_JumpIfInventory("BlizzardmanFlag",1,"Rolling")
Goto Spawn+2
Missile:
BLZZ FFFFF 1 A_JumpIfInventory("BlizzardmanFlag",1,"Rolling")
BLZZ G 4
goto Spawn+2
Rolling:
BLZZ RST 1
BLZZ R 1 A_JumpIfInventory("BlizzardmanFlag",1,"Rolling")
goto Spawn+2
ClassPain:
BLZZ H 0
goto PainContinue
ClassDeath:
BLZZ H 0
goto DeathContinue
}
}