actor Astroman : ClassBase
{
Player.ScoreIcon "C_08B0X"
player.displayname "Astroman"
player.soundclass "astromanc"

player.maxhealth 850
health 850
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73
//gravity 0.6

player.startitem "AstroCrushBoss"
player.startitem "OvercomingShynessAmmo", 21
player.startitem "TellahRecallsMeteoAmmo", 14
player.startitem "AstroM_StaminaFlag", 500
player.startitem "AstroFlightItem"
player.startitem "AstroFlight"

player.startitem "HomingSniperWeakness2", 1
player.startitem "MagicCardWeakness2", 1

player.startitem "MagnetMissileWeakness", 1
player.startitem "SearchSnakeWeakness", 1
player.startitem "DiveMissileWeakness", 1
player.startitem "SlashClawWeakness", 1
player.startitem "HomingSniperWeakness", 1
player.startitem "MagicCardWeakness", 1
player.startitem "HornetChaserWeakness", 1
player.startitem "SparkChaserWeakness", 1

States
{
Spawn:
ASTM A 0 
ASTM B 1
ASTM A 1
Goto Spawn+2
See:
ASTM B 5
ASTM C 5 A_GiveInventory("AstromanWalkSnd_P")
ASTM D 5
ASTM E 5 A_GiveInventory("AstromanWalkSnd_P")
Goto Spawn
Missile:
ASTM FFFFF 1 A_JumpIfInventory("VivifyFlag1",1,"MissileHold")
ASTM G 4
goto Spawn
MissileHold:
ASTM F 1
goto Missile+2
ClassPain:
ASTM H 0
goto PainContinue
ClassDeath:
ASTM H 0
goto DeathContinue
}
}

actor AstromanWalkSnd_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("AstroFlight",1,1)
stop
TNT1 A 0 A_PlaySoundEx("classes/astrowalk","Body")
stop
}
}