actor Punk : ClassBase
{
Player.ScoreIcon "C_0KB0X"
player.displayname "Punk"
player.soundclass "punkc"

player.maxhealth 1000
health 1000
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.7, 0.7

player.startitem "ScrewCrusherBoss"
player.startitem "BounceCrusherBoss"
player.startitem "ScrewCrushAmmo", 14

player.weaponslot 1, "ScrewCrusherBoss"
player.weaponslot 2, "BounceCrusherBoss"

player.startitem "MirrorBusterWeakness2", 1

player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "GeminiLaserWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "CentaurFlashWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
player.startitem "SaltWaterWeakness", 1
player.startitem "MirrorBusterWeakness", 1

States
{
Spawn:
PUNK A 0
PUNK B 1
PUNK A 1
PUNK A 300
PUNK O 1
wait
See:
PUNK BCDE 5
Goto Spawn
Melee:
PUNK WV 5
Goto Spawn
Missile:
PUNK F 0 A_JumpIfInventory("PunkIsABall_F",1,"MissileP")
PUNK F 0 A_JumpIfInventory("VivifyDelay4",1,"Missile2")
PUNK F 5
PUNK G 4
goto Spawn
Missile2:
PUNK F 7
PUNK G 5
goto Spawn

MissileP:
PUNK A 3
PUNK VW 3
MissileP_Loop:
PUNK XY 3
loop
ClassPainPunk:
PUNK "#" 0 A_SpawnItemEx("DelayPainFX")
goto MissileP_Loop
ClassPain:
PUNK H 0 A_JumpIfInventory("PunkIsABall_F",1,"ClassPainPunk")
goto PainContinue
ClassDeath:
PUNK H 0
goto DeathContinue
}
}