
action Q1 action Q2 action Q3 definequote 2 d
definequote 3 k
definequote 7 u
definequote 6
definequote 12 z
definequote 130 PRIMARY OBJECTIVE
definequote 131 PRIMARY OBJECTIVE COMPLETE
definequote 132 SECONDARY OBJECTIVE
definequote 133 SECONDARY OBJECTIVE COMPLETE
definequote 134 MINIGUN
definequote 135 MINIGUN ACQUIRED
definequote 136 PRIMARY OBJECTIVE INCOMPLETE
definequote 137 SECONDARY OBJECTIVE INCOMPLETE
definequote 138 MISSION COMPLETE
definequote 139 9 JUMPING TURBO
definequote 140 10 CREEPING FORWARDS
definequote 141 11 CREEPING NO TURBO
definequote 142 12 STAND LOW
definequote 143 13 CREEP
definequote 144 14 STAND HIGH
definequote 145 15 MOVING
definequote 146 16 TURBO
definequote 147 17 JUMPING
definequote 148 18 JUMPING TURBO
definequote 149 19 FALLING
definequote 150 20 FALLING TURBO
definequote 151 21 SLOW
definequote 152 22 MED
definequote 153 23 FAST
definequote 154 24 RIDE
definequote 155 25 TURBO
definequote 156 26
definequote 157 27
definequote 158 28
definequote 159 29
definequote 160 30
gamestartup 384 10 100 0 768 768 51000 512 1780 0 1680 3880 2500 2500 2048 300 50 200 50 50 10 1 10 800 50 0 0 1 64 2 

definequote 0 AUTO AIMING
definequote 1 SHOW MAP: OFF
definequote 4 LOCKED
definequote 5 GIVING EVERYTHING!
definequote 8 UNLOCKED
definequote 9 A SECRET PLACE!
definequote 10 SQUISH!
definequote 11 ALL DOORS UNLOCKED
definequote 13 PRESS SPACE TO RESTART LEVEL
definequote 14 AMMO FOR DEVASTATOR
definequote 15 DEACTIVATED
definequote 16 SWITCH OPERATED ONLY!
definequote 17 GOD MODE: ON
definequote 18 GOD MODE: OFF
definequote 19 ATOMIC HEALTH!
definequote 20 CROSSHAIR: ON
definequote 21 CROSSHAIR: OFF
definequote 22 YOU'RE TOO GOOD TO BE CHEATING!
definequote 23 MESSAGES: ON
definequote 24 MESSAGES: OFF
definequote 25 TYPE THE CHEAT CODE:
definequote 26 DETAIL: LOW
definequote 27 DETAIL: HIGH
definequote 28 WILL ALWAYS HAVE NO FUTURE
definequote 29 BRIGHTNESS LEVEL: ONE
definequote 30 BRIGHTNESS LEVEL: TWO
definequote 31 BRIGHTNESS LEVEL: THREE
definequote 32 BRIGHTNESS LEVEL: FOUR
definequote 33 BRIGHTNESS LEVEL: FIVE
definequote 34 SOUND: ON
definequote 35 SOUND: OFF
definequote 36 SCREEN CAPTURED
definequote 37 STEROIDS
definequote 38 ARMOR
definequote 39 SCUBA GEAR
definequote 40 Press F1 for Help
definequote 41 JETPACK
definequote 42 BODY SUIT
definequote 43 ACCESS CARD
definequote 44 MOUSE AIMING OFF
definequote 45 MOUSE AIMING ON
definequote 46 CHEAT CODE:  UNRECOGNIZED
definequote 47 HOLODUKE ON
definequote 48 HOLODUKE OFF
definequote 49 HOLODUKE NOT FOUND YET!
definequote 50 JETPACK NOT FOUND YET!
definequote 51 HOLODUKE
definequote 52 JETPACK ON
definequote 53 JETPACK OFF
definequote 54 CHAINGUN CANNON!
definequote 55 PIPEBOMB!
definequote 56 RPG!
definequote 57 SHOTGUN
definequote 58 LASER TRIPBOMB!
definequote 59 FREEZETHROWER!
definequote 60 GOT SHRINKER/EXPANDER!
definequote 61 SMALL MEDKIT: +10
definequote 62 LARGE MEDKIT: +30
definequote 63 AMMO FOR CHAINGUN CANNON!
definequote 64 AMMO FOR RPG!
definequote 65 AMMO FOR PISTOL!
definequote 66 AMMO FOR FREEZETHROWER!
definequote 67 BOOTS OFF
definequote 68 BOOTS ON
definequote 69 AMMO FOR SHOTGUN
definequote 70 BLUE ACCESS CARD REQUIRED
definequote 71 RED ACCESS CARD REQUIRED
definequote 72 YELLOW ACCESS CARD REQUIRED
definequote 73 WEAPON LOWERED
definequote 74 WEAPON RAISED
definequote 75 PROTECTIVE BOOTS ON
definequote 76 SCUBA GEAR ON
definequote 77 SPACE SUIT ON
definequote 78 AMMO FOR SHRINKER
definequote 79 BUY MAJOR STRYKER
definequote 80 MIGHTY FOOT ENGAGED
definequote 81 WEAPON MODE ON
definequote 82 WEAPON MODE OFF
definequote 83 FOLLOW MODE OFF
definequote 84 FOLLOW MODE ON
definequote 85 RUN MODE OFF
definequote 86 RUN MODE ON
definequote 87 DEVASTATOR WEAPON
definequote 88 JET PACK
definequote 89 AIRTANK
definequote 90 STEROIDS
definequote 91 HOLODUKE
definequote 92 MUSIC: ON
definequote 93 MUSIC: OFF
definequote 94 SCROLL MODE: ON
definequote 95 SCROLL MODE: OFF
definequote 96 BRIGHTNESS LEVEL: SIX
definequote 97 BRIGHTNESS LEVEL: SEVEN
definequote 98 BRIGHTNESS LEVEL: EIGHT
definequote 99 REGISTER COSMO TODAY!
definequote 100 ALL LOCKS TOGGLED
definequote 101 NIGHT VISION GOGGLES
definequote 102 WE'RE GONNA FRY YOUR ASS, NUKEM!
definequote 103 SCREEN SAVED
definequote 104 GOT USED ARMOR
definequote 105 PIRATES SUCK!
definequote 106 NIGHT VISION ON
definequote 107 NIGHT VISION OFF
definequote 108 YOU'RE BURNING!  
definequote 109 VIEW MODE OFF
definequote 110 VIEW MODE ON
definequote 111 SHOW MAP: ON
definequote 112 CLIPPING: ON
definequote 113 CLIPPING: OFF
definequote 114 !!! INCORRECT VERSION !!!
definequote 115 <Please Leave Blank>
definequote 116 <Please Leave Blank>
definequote 117 <Please Leave Blank>
definequote 118 YOU CANNOT "QUICK SAVE" WHEN DEAD
definequote 119 GOT ALL WEAPONS/AMMO
definequote 120 GOT ALL INVENTORY
definequote 121 GOT ALL KEYS
definequote 122 <Please Leave Blank>
definequote 123 AMMO FOR EXPANDER
definequote 124 MAP HAS A DIFFERENT NUMBER OF PLAYERS
definevolumename 0 nwiv alpha test
definevolumename 1 LUNAR APOCALYPSE
definevolumename 2 SHRAPNEL CITY
definevolumename 3 THE BIRTH
defineskillname 0 PICK
defineskillname 1 ONE
defineskillname 2 ANY
defineskillname 3 ONE
definelevelname 0 0 e1l1test.map 00:00 00:00 nwiv alpha test
definelevelname 0 1 E1L2.map 05:10 03:21 RED LIGHT DISTRICT
definelevelname 0 2 E1L3.map 05:35 03:41 DEATH ROW
definelevelname 0 3 E1L4.map 07:20 04:40 TOXIC DUMP
definelevelname 0 4 E1L5.map 09:10 05:00 THE ABYSS
definelevelname 0 5 E1L6.map 05:15 02:58 LAUNCH FACILITY
definelevelname 0 6 E1L7.map 00:00 00:00 FACES OF DEATH
definelevelname 0 7 E1L8.map 99:99 99:99 USER MAP
definelevelname 0 8 E1L9.map 12:48 16:32 VOID ZONE
definelevelname 0 9 E1L10.map 0T:HX 11:38 ROACH CONDO
definelevelname 0 10 E1L11.map 08:67 53:09 ANTIPROFIT
definelevelname 1 0 E2L1.map 02:30 01:19 SPACEPORT
definelevelname 1 1 E2L2.map 02:30 01:26 INCUBATOR
definelevelname 1 2 E2L3.map 05:00 02:26 WARP FACTOR
definelevelname 1 3 E2L4.map 04:30 02:14 FUSION STATION
definelevelname 1 4 E2L5.map 03:00 01:26 OCCUPIED TERRITORY
definelevelname 1 5 E2L6.map 02:30 01:04 TIBERIUS STATION
definelevelname 1 6 E2L7.map 04:45 02:15 LUNAR REACTOR
definelevelname 1 7 E2L8.map 11:30 04:59 DARK SIDE
definelevelname 1 8 E2L9.map 05:00 02:26 OVERLORD
definelevelname 1 9 E2L10.map 03:00 01:19 SPIN CYCLE
definelevelname 1 10 E2L11.map 03:00 00:52 LUNATIC FRINGE
definelevelname 2 0 E3L1.map 02:30 01:11 RAW MEAT
definelevelname 2 1 E3L2.map 04:45 02:18 BANK ROLL
definelevelname 2 2 E3L3.map 03:00 01:57 FLOOD ZONE
definelevelname 2 3 E3L4.map 03:15 01:46 L.A. RUMBLE
definelevelname 2 4 E3L5.map 02:30 01:04 MOVIE SET
definelevelname 2 5 E3L6.map 03:30 01:30 RABID TRANSIT
definelevelname 2 6 E3L7.map 02:00 00:55 FAHRENHEIT
definelevelname 2 7 E3L8.map 02:15 01:09 HOTEL HELL
definelevelname 2 8 E3L9.map 02:45 01:17 STADIUM
definelevelname 2 9 E3L10.map 00:45 00:10 TIER DROPS
definelevelname 2 10 E3L11.map 02:00 01:07 FREEWAY
definelevelname 3 0 E4L1.map 03:04 01:32 IT'S IMPOSSIBLE
definelevelname 3 1 E4L2.map 04:00 02:00 DUKE-BURGER
definelevelname 3 2 E4L3.map 03:30 01:45 SHOP-N-BAG
definelevelname 3 3 E4L4.map 06:32 03:16 BABE LAND
definelevelname 3 4 E4L5.map 02:02 01:01 PIGSTY
definelevelname 3 5 E4L6.map 03:04 01:52 GOING POSTAL
definelevelname 3 6 E4L7.map 01:24 00:42 XXX-STACY
definelevelname 3 7 E4L8.map 03:18 01:59 CRITICAL MASS
definelevelname 3 8 E4L9.map 05:02 02:51 DERELICT
definelevelname 3 9 E4L10.map 10:50 05:25 THE QUEEN
definelevelname 3 10 E4L11.map 04:20 02:10 AREA 51
music 0 GRABBAG.MID BRIEFING.MID music 1 stalker.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid thecall.mid ahgeez.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid music 2 futurmil.mid storm.mid gutwrnch.mid robocrep.mid stalag.mid pizzed.mid alienz.mid xplasma.mid alfredh.mid gloomy.mid intents.mid music 3 inhiding.mid FATCMDR.mid NAMES.MID subway.mid invader.mid gotham.mid 233 lordofla.mid urban.mid spook.mid whomp.mid music 4 missimp.mid prepd.mid bakedgds.mid cf.mid lemchill.mid pob.mid warehaus.mid layers.mid floghorn.mid depart.mid restrict.mid 
definesound 110 roam06.voc 0 0 3 0 0
definesound 204 roam58.voc 0 0 3 0 0
definesound 111 predrg.voc 0 0 3 0 0
definesound 112 gblasr01.voc 256 256 3 0 7680
definesound 113 predpn.voc 200 500 3 0 0
definesound 114 preddy.voc 0 400 3 0 0
definesound 115 predrm.voc 0 200 3 0 0
definesound 117 predrg.voc -400 0 3 0 0
definesound 116 chaingun.voc 0 0 3 0 -200
definesound 118 predpn.voc -200 100 3 0 0
definesound 119 preddy.voc -200 100 3 0 0
definesound 64 lizspit.voc 0 0 0 0 0
definesound 61 chokn12.voc 0 0 3 0 0
definesound 316 blroam2a.voc -128 128 3 0 0
definesound 317 blrec4b.voc 1400 0 3 0 0
definesound 318 blrip1a.voc -150 150 3 0 0
definesound 346 blrip1b.voc -256 256 3 0 0
definesound 319 blpain1b.voc -256 256 3 0 0
definesound 320 bldie3a.voc 1200 100 3 0 0
definesound 321 blspit1a.voc -128 128 0 0 0
definesound 120 roam29.voc -200 400 3 0 0
definesound 205 roam67.voc -200 400 3 0 0
definesound 253 pigrm.voc -200 400 3 0 0
definesound 121 pigrg.voc -200 400 3 0 0
definesound 122 shotgun7.voc -256 256 4 0 0
definesound 123 pigpn.voc 100 800 3 0 0
definesound 124 pigdy.voc -800 100 3 0 0
definesound 198 !pig.voc 0 0 255 8 0
definesound 125 jetpaki.voc 0 0 3 0 0
definesound 126 pigrg.voc 0 0 3 0 0
definesound 127 gblasr01.voc 256 256 3 0 7680
definesound 128 pigpn.voc 0 0 3 0 0
definesound 129 pigdy.voc 0 0 3 0 0
definesound 130 snakrm.voc 0 0 3 0 0
definesound 131 snakrg.voc 0 0 3 0 0
definesound 132 snakatA.voc 0 0 3 0 0
definesound 157 snakatB.voc 0 0 3 0 0
definesound 133 snakpn.voc 0 0 3 0 0
definesound 134 snakdy.voc 0 0 3 0 0
definesound 255 ENGHUM.VOC 1300 1300 0 0 0
definesound 135 commrm.voc 0 0 3 0 0
definesound 136 commrg.voc 0 0 3 0 0
definesound 137 commat.voc 0 0 3 0 0
definesound 138 commpn.voc 0 0 3 0 0
definesound 139 commdy.voc 0 0 3 0 0
definesound 155 commsp.voc 0 0 3 0 0
definesound 140 octarm.voc -200 0 3 0 0
definesound 141 octarg.voc 0 0 3 0 0
definesound 142 octaat1.voc 0 0 3 0 0
definesound 159 octaat2.voc 0 600 3 0 0
definesound 143 octapn.voc -400 0 3 0 0
definesound 144 octady.voc -400 -100 3 0 0
definesound 160 octaat1.voc 0 0 3 0 0
definesound 145 turrrm.voc 0 0 3 0 0
definesound 146 turrrg.voc 0 0 3 0 0
definesound 147 turrat.voc 0 0 3 0 0
definesound 161 turrpn.voc 0 0 3 0 0
definesound 162 turrdy.voc 0 0 3 0 0
definesound 283 slhtch01.voc -256 256 3 0 0
definesound 163 sliroa02.voc -256 256 3 0 0
definesound 26 slirec06.voc -256 256 3 0 0
definesound 34 slimat.voc -256 256 3 0 0
definesound 149 slidie03.voc -256 256 3 0 0
definesound 101 b2atk01.voc 0 0 3 0 0
definesound 102 b2rec03.voc 0 0 3 0 0
definesound 103 b2atk02.voc 0 0 3 0 0
definesound 104 b2pain03.voc 0 0 3 0 0
definesound 105 b2die03.voc 0 0 3 0 0
definesound 150 b3roam01.voc 0 0 3 0 0
definesound 151 b3pain04.voc 0 0 3 0 0
definesound 152 b3atk01.voc 0 0 3 0 0
definesound 176 b3atk01.voc 0 0 3 0 0
definesound 153 b3rec03g.voc 0 0 3 0 0
definesound 108 b3die03g.voc 0 0 3 0 0
definesound 341 bqroam2a.voc 1024 1024 255 0 0
definesound 342 bqrec2a.voc 1024 1024 255 0 3084
definesound 343 bqshock3.voc 1024 1024 255 0 0
definesound 344 bqpain2a.voc 1024 1024 255 0 0
definesound 345 bqdie1a.voc 1024 1024 255 0 0
definesound 381 bqegg1a.voc 1024 1024 255 0 0
definesound 96 bos1rm.voc 0 0 3 0 0
definesound 97 bos1rg.voc 0 0 5 0 0
definesound 98 chaingun.voc 0 0 3 0 0
definesound 154 rpgfire.voc 0 0 3 0 0
definesound 99 bos1pn.voc 0 0 3 0 0
definesound 100 bos1dy.voc 0 0 3 0 0
definesound 156 thud.voc 0 0 3 0 0
definesound 0 kickhit.voc 0 0 4 0 0
definesound 1 ricochet.voc 0 0 0 0 4096
definesound 2 bulithit.voc 0 0 0 0 0
definesound 3 blank.voc 512 768 4 0 0
definesound 402 exshot3b.voc -32 80 128 0 0
definesound 403 exshot3b.voc -32 80 128 0 -256
definesound 4 clipout.voc 0 0 3 0 0
definesound 5 clipin.voc 512 512 3 0 0
definesound 6 lgakr.wav -204 -204 254 0 512
definesound 388 flamer.voc -32 80 128 0 256
definesound 401 FASTGUN.wav -204 -204 254 0 512
definesound 398 LG762R.wav -204 -204 254 0 512
definesound 399 LG762R.wav -204 -204 254 0 512
definesound 400 WHIRL.wav -204 -204 254 0 4092
definesound 109 shorted.voc 0 0 0 0 2048
definesound 7 rpgfire.voc -32 0 4 0 0
definesound 244 flyby.voc -256 256 3 0 0
definesound 9 bombexpl.voc -1024 1024 128 0 0
definesound 10 blank.voc 512 768 4 0 0
definesound 11 shrinker.voc -512 0 5 0 0
definesound 12 shrink.voc 0 0 2 0 0
definesound 315 enlarge.voc 1024 0 2 0 0
definesound 13 pbombbnc.voc 0 0 2 0 6144
definesound 14 bombexpl.voc -512 0 128 0 0
definesound 15 lsrbmbpt.voc 0 0 3 0 0
definesound 16 lsrbmbwn.voc 0 0 3 0 0
definesound 17 bombexpl.voc -512 0 4 0 0
definesound 213 goggle12.voc 0 0 0 0 0
definesound 219 WPNSEL21.VOC 128 128 3 0 0
definesound 18 ventbust.voc -32 32 2 0 0
definesound 19 glass.voc -412 0 3 0 8192
definesound 20 glashevy.voc -412 0 3 0 8192
definesound 21 shorted.voc 0 0 0 0 6500
definesound 22 splash.voc 0 0 2 0 0
definesound 249 bonus.voc 0 0 255 1 0
definesound 23 hlminhal.voc 0 0 255 4 0
definesound 24 hlmexhal.voc 0 0 255 4 0
definesound 25 gasp.voc 0 0 255 4 0
definesound 28 pissing.voc 0 0 4 0 0
definesound 208 COMEON02.voc 0 0 255 4 0
definesound 33 WAITIN03.voc 0 0 255 4 0
definesound 251 DIESOB03.voc 0 0 255 12 0
definesound 215 knuckle.voc 0 0 3 0 0
definesound 210 getitm19.voc -64 64 255 0 0
definesound 206 cool01.voc 0 0 255 4 0
definesound 107 getsom1a.voc 0 0 255 4 0
definesound 78 groovy02.voc 0 0 255 4 0
definesound 221 wansom4a.voc 0 0 255 4 0
definesound 264 HAIL01.VOC 0 0 255 4 0
definesound 229 needed03.voc 0 0 255 4 0
definesound 209 pain87.VOC 0 0 2 4 0
definesound 207 whrsit05.voc 0 0 255 4 0
definesound 211 gasps07.voc -192 0 255 4 0
definesound 274 dscrem15.voc 0 0 255 4 0
definesound 275 dscrem16.voc 0 0 255 4 0
definesound 276 dscrem17.voc 0 0 255 4 0
definesound 304 pain54.voc 0 0 255 4 0
definesound 305 pain75.voc 0 0 255 4 0
definesound 306 pain93.voc 0 0 255 4 0
definesound 307 pain68.voc 0 0 255 4 0
definesound 218 ahmuch03.voc 0 0 255 4 0
definesound 35 teleport.voc 0 0 2 0 8192
definesound 36 drink18.voc -128 128 2 4 0
definesound 37 damn03.voc 0 0 255 12 0
definesound 203 damnit04.voc 0 0 255 12 0
definesound 72 thsuk13a.voc 0 0 255 12 0
definesound 270 dscrem18.voc 0 0 255 4 0
definesound 271 pisses01.voc 0 0 255 12 0
definesound 38 exert.voc 0 0 2 4 0
definesound 41 DMDEATH.VOC -64 64 255 4 0
definesound 39 hartbeat.voc 0 0 0 0 0
definesound 273 happen01.voc 0 0 0 12 0
definesound 40 wetfeet.voc 0 0 4 0 0
definesound 42 land02.voc 0 0 2 0 0
definesound 200 pain39.voc 0 0 255 4 0
definesound 43 ductwlk.voc -64 128 2 0 0
definesound 252 lookin01.voc 0 0 255 4 0
definesound 202 dance01.voc 0 0 255 4 0
definesound 67 shake2a.voc 0 0 255 4 0
definesound 250 BOOBY04.voc 0 0 255 4 0
definesound 201 damnit04.voc 0 0 255 12 0
definesound 214 damn03.voc 0 0 255 12 0
definesound 241 MUSTDIE.voc 0 0 255 12 0
definesound 242 DEFEATED.VOC 0 0 255 12 0
definesound 195 letsrk03.voc 0 0 255 4 0
definesound 196 ready2a.voc 0 0 255 4 0
definesound 197 ripem08.voc 0 0 255 4 0
definesound 199 rockin02.voc 0 0 255 4 0
definesound 45 yes.voc 0 0 255 4 0
definesound 216 ahh04.voc 0 0 255 4 0
definesound 217 gulp01.voc 0 0 255 4 0
definesound 56 duknuk14.voc 0 0 255 12 0
definesound 230 !boss.voc 0 0 255 0 0
definesound 246 thud.voc 0 0 3 0 0
definesound 303 freeze.voc 0 0 3 0 0
definesound 48 scuba.voc 0 0 2 0 0
definesound 49 jetpakon.voc 0 0 4 0 0
definesound 50 jetpaki.voc 0 0 1 0 0
definesound 51 jetpakof.voc 0 0 2 0 0
definesound 68 fire09.voc -256 0 0 0 6100
definesound 158 thud.voc 0 0 0 0 0
definesound 69 squish.voc -128 0 3 0 0
definesound 70 teleport.voc 0 0 0 0 0
definesound 71 gbelev01.voc 0 0 0 0 0
definesound 73 gbelev02.voc 0 0 0 0 0
definesound 261 hydro43.voc 0 0 0 0 0
definesound 75 subway.voc 0 0 0 0 0
definesound 76 switch.voc 0 0 0 0 0
definesound 77 fan.voc 0 0 0 0 0
definesound 79 flush.voc 0 0 3 2 0
definesound 80 hover.voc 0 0 0 0 0
definesound 81 quake.voc 0 0 0 0 0
definesound 82 alert.voc 0 0 0 0 0
definesound 83 monitor.voc 0 0 0 0 0
definesound 8 poolbal1.voc 0 0 0 0 0
definesound 84 onboard.voc 0 0 0 2 0
definesound 85 reactor.voc 0 0 0 2 0
definesound 86 compamb.voc 0 0 0 2 0
definesound 87 geargrnd.voc 0 0 0 2 0
definesound 88 bubblamb.voc -256 0 0 2 0
definesound 89 machamb.voc 0 0 0 2 0
definesound 90 drip3.voc 0 0 0 0 0
definesound 91 wind54.voc 0 0 0 2 0
definesound 308 wind54.voc 0 0 0 2 0
definesound 92 drip3.voc 0 0 0 0 9000
definesound 93 steamhis.voc 0 0 0 0 10240
definesound 449 blank.voc 0 0 254 16 512
definesound 313 muzak028.voc 0 0 254 0 6144
definesound 314 muzakdie.voc 0 0 0 0 6144
definesound 245 DSCREM04.voc 0 0 0 0 0
definesound 254 killme.voc -128 0 0 0 0
definesound 106 teleport.voc 2048 2048 255 0 0
definesound 74 slidoor.voc -256 0 0 0 0
definesound 165 opendoor.voc -256 0 0 0 0
definesound 166 edoor10.voc -256 0 0 0 0
definesound 167 edoor11.voc -256 0 0 0 0
definesound 168 2bwild.voc 0 0 254 2 0
definesound 278 ktitx.voc 0 0 254 2 0
definesound 164 FSCRM10.voc -256 0 254 8 0
definesound 212 monitor.voc 0 0 0 0 0
definesound 220 h2ogrgl2.voc 0 0 1 2 9000
definesound 243 item15.voc 0 0 0 0 0
definesound 247 mice3.voc 0 0 0 0 0
definesound 248 bulithit.voc 1024 1024 0 0 0
definesound 170 grind.voc 0 0 0 1 0
definesound 171 enghum.voc 0 0 0 2 0
definesound 172 lava06.voc 0 0 0 2 0
definesound 173 bubblamb.voc -256 0 0 2 0
definesound 174 phonbusy.voc 0 0 0 0 0
definesound 175 roam22.voc 0 0 0 2 0
definesound 183 secret.voc 0 0 255 0 0
definesound 184 amb81b.voc 0 0 0 2 0
definesound 185 roam98b.voc 0 0 0 2 0
definesound 186 h2orush2.voc 0 0 0 3 0
definesound 187 projrun.voc 0 0 0 3 0
definesound 188 drip3.voc 0 0 0 0 0
definesound 189 pay02.voc 0 0 255 12 0
definesound 190 onlyon03.voc 0 0 255 4 0
definesound 192 rides09.voc 0 0 255 4 0
definesound 193 doomed16.voc 0 0 255 4 0
definesound 177 myself3a.voc 0 0 255 4 0
definesound 178 monolith.voc 0 0 0 2 0
definesound 179 hydro50.voc 0 0 0 2 0
definesound 180 con03.voc 0 0 0 4 0
definesound 181 !prison.voc 0 0 255 4 0
definesound 182 vpiss2.voc 0 0 255 4 0
definesound 302 2ride06.voc 0 0 255 4 0
definesound 323 aisle402.voc 0 0 0 4 0
definesound 194 fire09.voc 0 0 254 2 0
definesound 148 grind.voc 0 0 0 0 0
definesound 222 AMESS06.voc 0 0 255 4 0
definesound 223 BITCHN04.voc 0 0 255 12 0
definesound 224 HOLYCW01.voc 0 0 255 4 0
definesound 225 HOLYSH02.voc 0 0 255 12 0
definesound 226 IMGOOD12.voc 0 0 255 12 0
definesound 227 PIECE02.voc 0 0 255 4 0
definesound 228 GOTHRT01.voc 0 0 255 4 0
definesound 265 BLOWIT01.VOC 0 0 255 12 0
definesound 266 EATSHT01.VOC 0 0 255 12 0
definesound 267 FACE01.VOC 0 0 255 12 0
definesound 268 INHELL01.VOC 0 0 255 12 0
definesound 294 WHIPYU01.VOC 0 0 255 4 0
definesound 269 SUKIT01.VOC 0 0 255 4 0
definesound 263 LETGOD01.VOC 0 0 255 12 0
definesound 390 getcrap1.voc 0 0 0 12 0
definesound 391 guysuk01.voc 0 0 0 12 0
definesound 231 WARAMB13.VOC -512 0 255 16 0
definesound 232 WARAMB21.VOC -512 0 254 16 0
definesound 233 WARAMB23.VOC -512 0 254 16 0
definesound 234 WARAMB29.VOC -512 0 254 16 0
definesound 235 FORCE01.VOC 0 0 0 4 0
definesound 236 QUAKE06.VOC 0 0 0 4 0
definesound 237 TERMIN01.VOC 0 0 0 4 0
definesound 238 BORN01.VOC 0 0 254 20 0
definesound 239 NOBODY01.VOC 0 0 0 4 0
definesound 240 CHEW05.VOC 0 0 0 12 0
definesound 256 hydro22.voc 0 0 0 0 8192
definesound 257 hydro24.voc 0 0 0 0 0
definesound 258 hydro27.voc 0 0 0 0 8192
definesound 259 hydro34.voc 0 0 0 0 0
definesound 260 hydro40.voc 0 0 0 0 0
definesound 281 monolith.voc 0 0 0 16 0
definesound 282 hydro50.voc 0 0 0 16 0
definesound 262 vault04.voc 0 0 0 0 0
definesound 261 hydro43.voc 0 0 0 0 0
definesound 286 adoor1.voc 0 0 0 0 0
definesound 287 adoor2.voc 0 0 0 0 0
definesound 272 aswtch23.voc 0 0 0 0 0
definesound 277 CTRLRM25.VOC 0 0 0 2 0
definesound 279 hlidle03.voc 0 0 255 3 0
definesound 285 jones04.voc 0 0 0 4 0
definesound 280 LIZSHIT3.VOC 0 0 254 12 0
definesound 284 rip01.voc 0 0 254 12 0
definesound 295 gunhit2.voc 0 0 249 0 0
definesound 296 headrip3.VOC 0 0 250 0 0
definesound 297 buckle.VOC 0 0 251 0 0
definesound 298 jetp2.VOC 0 0 252 0 0
definesound 299 zipper2.voc 0 0 253 0 0
definesound 300 news.voc 0 0 254 0 0
definesound 301 whistle.voc 0 0 255 0 0
definesound 29 GMEOVR05.VOC 0 0 254 0 0
definesound 30 CHEER.VOC 0 0 254 0 0
definesound 288 GRABBAG.VOC 0 0 254 1 0
definesound 289 name01.voc 0 0 250 0 0
definesound 290 r&r01.voc 0 0 251 0 0
definesound 291 lani05.voc 0 0 252 0 0
definesound 292 lani08.voc 0 0 253 0 0
definesound 293 laniduk2.voc 0 0 254 0 0
definesound 323 aisle402.voc 0 0 0 4 0
definesound 324 annoy03.voc 0 0 0 4 0
definesound 325 bookem03.voc 0 0 0 4 0
definesound 326 cry01.voc 0 0 0 4 0
definesound 327 detruct2.voc 0 0 255 0 0
definesound 328 eat08.voc 0 0 0 12 0
definesound 329 makeday1.voc 0 0 0 4 0
definesound 330 sohelp02.voc 0 0 0 4 0
definesound 331 vacatn01.voc 0 0 0 12 0
definesound 332 yippie01.voc 0 0 255 12 0
definesound 333 yohoho01.voc 0 0 128 4 0
definesound 334 yohoho09.voc 0 0 128 4 0
definesound 335 dolphin.voc -512 512 0 0 0
definesound 336 dom03.voc 0 0 0 0 0
definesound 337 dom09.voc 0 0 0 0 0
definesound 338 dom11.voc 0 0 0 0 0
definesound 339 dom12.voc 0 0 0 0 0
definesound 340 tank3a.voc 0 0 255 0 6000
definesound 322 jacuzzi2.voc 0 0 0 1 0
definesound 347 typing.voc 0 0 0 1 0
definesound 348 deepfry1.voc 0 0 0 0 0
definesound 349 dogwhine.voc 0 0 0 0 0
definesound 350 dogyelp.voc 0 0 0 0 0
definesound 351 tclap2a.voc -256 256 0 0 0
definesound 352 trumble.voc -512 256 0 0 0
definesound 353 sweet03.voc 0 0 0 0 0
definesound 354 sweet04.voc 0 0 0 0 0
definesound 355 sweet05.voc 0 0 0 0 0
definesound 356 sweet16.voc 0 0 0 0 0
definesound 357 alarm1a.voc -128 128 255 2 0
definesound 358 rain3a.voc -128 128 0 2 0
definesound 359 GRUN.VOC -128 128 255 128 0
definesound 360 BRUN.VOC -128 128 255 128 0
definesound 361 GSCORE.VOC -128 128 255 128 0
definesound 362 BSCORE.VOC -128 128 255 128 0
definesound 369 skidcr1.voc -128 128 4 0 0
definesound 363 intro4h1.voc 0 0 255 0 0
definesound 392 intro4h2.voc 0 0 255 0 0
definesound 364 typing.voc 0 0 255 0 0
definesound 365 introa.voc 0 0 255 0 0
definesound 366 introb.voc 0 0 255 0 0
definesound 367 clang1.voc 0 0 255 0 0
definesound 368 introc.voc 0 0 255 0 0
definesound 370 abort01.voc 0 0 255 4 0
definesound 371 kick01-i.voc 0 0 255 12 0
definesound 372 party03.voc 0 0 255 12 0
definesound 373 postal01.voc 0 0 255 4 0
definesound 374 vocal02.voc 0 0 254 8 0
definesound 375 meat04-n.voc 0 0 255 4 0
definesound 376 smack02.voc 0 0 255 12 0
definesound 377 mdevl01.voc 0 0 255 12 0
definesound 378 indpnc01.voc 0 0 255 4 0
definesound 379 jeep2a.voc 0 0 0 2 0
definesound 380 cdoor1b.voc 0 0 129 0 0
definesound 382 wave1a.voc 0 0 129 3 0
definesound 383 beback01.voc 0 0 255 4 0
definesound 384 sbr1c.voc 0 0 255 0 0
definesound 385 squish1a.voc 0 0 254 0 0
definesound 386 deepfry1.voc 0 0 128 0 0
definesound 387 escape01.voc 0 0 255 4 0
definesound 389 slacker1.voc 0 0 255 0 0
definesound 393 bang1.voc 0 0 255 0 0
definesound 394 shorn1.voc 0 0 255 2 0
definesound 395 sbell1a.voc 0 0 255 2 0
definesound 396 goaway.voc 0 0 4 0 0
definesound 397 joke.voc 0 0 128 0 0

state slow addinventory 0 0 ends state med ifpinventory 0 1 ifrnd 192 addinventory 0 1 ends state fast ifpinventory 0 1 ifrnd 256 addinventory 0 1 ends state ride ifpinventory 0 1 ifrnd 192 addinventory 0 1 ends state turbo addinventory 0 1 ends state speed ifpinventory 4 20 ifpinventory 4 21 ifpinventory 4 22 ifpinventory 4 23 ifpinventory 4 24 { nullop else ifpinventory 10 0 { ifpinventory 10 10 { ifpinventory 10 11 { ifpinventory 10 12 { ifpinventory 10 20 { ifpinventory 10 21 { ifpinventory 10 22 { ifpinventory 10 23 { ifpinventory 10 24 { ifpinventory 10 1 { ifpinventory 10 2 { ifpinventory 10 13 { ifpinventory 10 14 { ifpinventory 10 25 { ifpinventory 10 26 { ifpinventory 10 3 { ifpinventory 10 4 { ifpinventory 10 15 { ifpinventory 10 16 { ifpinventory 10 27 { ifpinventory 10 5 { ifpinventory 10 6 { ifpinventory 10 17 { ifpinventory 10 7 { } else state slow } else state slow } else state slow } else state slow } else state med } else state med } else state med } else state med } else state med } else state med } else state med } else state med } else state med } else state med } else state med } else state fast } else state fast } else state fast } else state fast } else state fast } else state fast } else state fast } else state fast } else state fast } else state slow ends state shoot_minigun ifrnd 64 spawn 1890 ifrnd 128 { ifrnd 128 palfrom 8 64 32 32 else palfrom 6 64 32 32 } else ifrnd 128 palfrom 4 64 32 32 else palfrom 1 64 32 32 ifhitspace sizeat 84 72 else sizeat 42 36 shoot 2536 ends state GUN_FLARE ifrnd 128 { ifrnd 128 palfrom 6 64 32 32 else palfrom 4 64 32 32 } else { ifrnd 128 palfrom 3 64 32 32 else palfrom 1 64 32 32 } ends state WEAPONCHECK ifpinventory 4 0 nullop else break ifpinventory 4 20 { ifpinventory 4 21 { ifpinventory 4 22 { ifpinventory 4 23 { ifpinventory 4 24 nullop else { palfrom 4 64 32 32 spawn 3490 addinventory 4 23 break } } else { palfrom 4 64 32 32 addinventory 4 22 break } } else { palfrom 4 64 32 32 spawn 3490 addinventory 4 21 break } } else { palfrom 4 64 32 32 addinventory 4 20 break } } else { palfrom 4 64 32 32 spawn 3490 addinventory 4 0 break } ifpinventory 4 1 { ifpinventory 4 2 { ifpinventory 4 3 { ifpinventory 4 4 { ifpinventory 4 5 nullop else { sound 403 state GUN_FLARE shoot 1625 addinventory 4 4 break } } else { addammo 1 -1 addinventory 4 3 break } } else { addinventory 4 2 sound 403 state GUN_FLARE shoot 1625 break } } else { addammo 1 -1 addinventory 4 1 break } } else { addweapon 1 0 addinventory 4 0 sound 403 state GUN_FLARE shoot 1625 break } ifpinventory 4 25 { ifpinventory 4 7 { ifpinventory 4 8 { ifpinventory 4 9 { ifpinventory 4 6 nullop else { sound 402 state GUN_FLARE shoot 1625 shoot 1625 shoot 1625 shoot 1625 shoot 1625 addinventory 4 9 break } } else { addammo 1 -1 addinventory 4 8 break } } else { addinventory 4 7 state GUN_FLARE break } } else { addammo 1 -1 addinventory 4 25 break } } else { addinventory 4 0 state GUN_FLARE break } ifpinventory 4 34 { ifpinventory 4 30 { ifpinventory 4 31 { ifpinventory 4 32 { ifpinventory 4 33 { sizeat 42 36 } else { state shoot_minigun sound 401 addinventory 4 32 break } } else { addammo 9 -1 state shoot_minigun addinventory 4 31 break } } else { addammo 9 -2 state shoot_minigun addinventory 4 30 break } } else { state shoot_minigun addinventory 4 34 break } } else { sizeat 42 36 addinventory 4 0 break } ends action FLARE_ACT action FLARE_ACT2 1 move FLARE_GETVELS0 512 -120 move FLARE_GETVELS1 512 0 ai AIFLARE FLARE_ACT FLARE_GETVELS0 2 4 useractor 0 1634 ifmove FLARE_GETVELS0 { sizeat 42 42 ifcount 2 killit ifcount 1 cstat 514 else cstat 32767 } ifai AIFLARE nullop else ai AIFLARE ifrnd 128 action FLARE_ACT2 enda action COLA_ACT 1271 6 5 1 2 move COLA_GETVELS0 480 -400 move COLA_GETVELS1 384 -30 move COLA_GETVELS2 384 -30 move COLA_GETVELS3 384 -30 move COLA_GETVELS4 384 -30 move COLA_GETVELS5 384 -25 move COLA_GETVELS6 384 -20 move COLA_GETVELS7 384 -15 move COLA_GETVELS8 384 -10 ai AICOLA COLA_ACT COLA_GETVELS0 2 4 state flamestate ifmove COLA_GETVELS0 { ifcount 2 move COLA_GETVELS1 2 4 cstat 6 } else { ifmove COLA_GETVELS1 { ifrnd 32 spawn 2219 ifcount 2 hitradius 640 40 50 60 60 ifrnd 128 ifcount 3 move COLA_GETVELS2 2 4 fall sizeat 16 16 iffloordistl 8 killit } else ifmove COLA_GETVELS2 { ifrnd 32 spawn 2219 hitradius 640 40 50 60 60 ifrnd 128 ifcount 3 move COLA_GETVELS3 2 4 fall sizeat 18 18 iffloordistl 8 killit } else ifmove COLA_GETVELS3 { ifrnd 32 spawn 2219 hitradius 640 40 50 60 60 ifrnd 128 ifcount 3 move COLA_GETVELS4 2 4 fall sizeat 20 20 iffloordistl 8 killit } else ifmove COLA_GETVELS4 { ifrnd 32 spawn 2219 hitradius 640 40 50 60 60 ifrnd 128 ifcount 3 move COLA_GETVELS5 2 4 fall sizeat 22 22 iffloordistl 8 killit } else ifmove COLA_GETVELS5 { ifrnd 32 spawn 2219 hitradius 640 40 50 60 60 ifrnd 128 ifcount 3 move COLA_GETVELS6 2 4 fall sizeat 24 24 iffloordistl 8 killit } else ifmove COLA_GETVELS6 { ifrnd 32 spawn 2219 hitradius 640 40 50 60 60 ifrnd 128 ifcount 3 move COLA_GETVELS7 2 4 fall sizeat 26 26 iffloordistl 8 killit } else ifmove COLA_GETVELS7 { ifrnd 32 spawn 2219 hitradius 640 40 50 40 60 ifrnd 128 ifcount 3 move COLA_GETVELS8 2 4 fall sizeat 28 28 iffloordistl 8 killit } ifmove COLA_GETVELS8 { ifrnd 32 spawn 2219 hitradius 640 40 50 60 60 fall iffloordistl 8 killit } else ifai AICOLA nullop else { ai AICOLA fall cstat 32767 } } ifnotmoving killit ends useractor 0 3490 cstator 2219 enda useractor 0 14 sizeat 32 44 spritepal 0 ifpinventory 6 1 { spritepal 21 ifpinventory 6 1 { cstat 32767 ifpdistl 10240 quote 138 } else { cstat 17 ifpdistl 10240 quote 137 } } else { cstat 17 ifpdistl 10240 quote 136 } enda useractor 0 50 sizeat 32 32 fall ifspawnedby 1920 spritepal 21 ifp 16384 ifcanseetarget ifpdistl 3072 { ifaction Q2 action Q1 ifpdistl 844 ifp 65536 { ifhitspace { ifaction Q3 { ifcount 16 { ifspritepal 21 quote 133 else quote 131 addinventory 6 1 globalsound 210 palfrom 16 0 32 killit } else tip } else { action Q3 count 0 tip } } else ifaction Q3 action Q2 ifspritepal 21 quote 132 else quote 130 } } else ifaction Q1 { action Q2 quote 6 } enda actor 24 sizeat 16 16 fall ifp 16384 ifcanseetarget ifpdistl 2048 { ifaction Q3 nullop else action Q2 ifpdistl 844 ifp 65536 quote 7 else quote 3 ifpdistl 844 ifp 65536 ifhitspace { ifaction Q3 { ifcount 16 { quote 6 addweapon 9 200 ifpinventory 10 0 { ifpinventory 10 1 { ifpinventory 10 2 { ifpinventory 10 4 { ifpinventory 10 10 { ifpinventory 10 11 { ifpinventory 10 12 { ifpinventory 10 14 { ifpinventory 10 20 { ifpinventory 10 21 { ifpinventory 10 22 { ifpinventory 10 24 nullop else addinventory 10 27 } else addinventory 10 26 } else addinventory 10 25 } else addinventory 10 23 } else addinventory 10 17 } else addinventory 10 16 } else addinventory 10 15 } else addinventory 10 13 } else addinventory 10 7 } else addinventory 10 6 } else addinventory 10 5 } else addinventory 10 3 palfrom 32 0 32 killit } tip } else { action Q3 count 0 tip } } else ifaction Q3 action Q2 } else ifaction Q2 { action Q1 quote 6 } enda action READY5 3403 action READY10 3408 action READY15 3413 action READY20 3418 action R1 3399 action R2 3400 action R3 3401 action R4 3402 action R5 3403 action R6 3404 action R7 3405 action R8 3406 action R9 3407 action R10 3408 action R11 3409 action R12 3410 action R13 3411 action R14 3412 action R15 3413 action R16 3414 action R17 3415 action R18 3416 action R19 3417 action R20 3418 action WAYPNT useractor 0 71 0 WAYPNT ifcount 30 { ifaction R1 { spawn 1890 hitradius 6000 150 100 75 25 killit } else ifaction R2 { action R1 count 0 } else ifaction R3 { action R2 count 0 } else ifaction R4 { action R3 count 0 } else ifaction R5 { action R4 count 0 } else ifaction R6 { action R5 count 0 } else ifaction R7 { action R6 count 0 } else ifaction R8 { action R7 count 0 } else ifaction R9 { action R8 count 0 } else ifaction R10 { action R9 count 0 } else ifaction R11 { action R10 count 0 } else ifaction R12 { action R11 count 0 } else ifaction R13 { action R12 count 0 } else ifaction R14 { action R13 count 0 } else ifaction R15 { action R14 count 0 } else ifaction R16 { action R15 count 0 } else ifaction R17 { action R16 count 0 } else ifaction R18 { action R17 count 0 } else ifaction R19 { action R18 count 0 } else ifaction R20 { action R19 count 0 } } ifaction READY5 { ifcount 10 ifp 65536 ifcanseetarget ifcansee ifpdistl 2048 { ifpinventory 3 2 { action R5 count 0 } else ifhitspace { action READY10 count 0 } } } else ifaction READY10 { ifcount 10 ifp 65536 ifcanseetarget ifcansee ifpdistl 2048 { ifpinventory 3 2 { action R10 count 0 } else ifhitspace { count 0 action READY15 } } } else ifaction READY15 { ifcount 10 ifp 65536 ifcanseetarget ifcansee ifpdistl 2048 { ifpinventory 3 2 { action R15 count 0 } else ifhitspace { count 0 action READY20 } } } else ifaction READY20 { ifcount 10 ifp 65536 ifcanseetarget ifcansee ifpdistl 2048 { ifpinventory 3 2 { action R20 count 0 } else ifhitspace { count 0 action READY5 } } } else ifaction WAYPNT { sizeat 100 100 ifpdistl 10240 ifcanseetarget ifcansee { cstat 32 ifpdistl 5120 quote 12 } else cstat 32799 addammo 7 0 ifp 65536 ifcanseetarget ifcansee ifpdistl 2048 ifpinventory 3 2 { cstat 0 tip action READY5 count 0 sizeat 50 50 } } enda useractor 0 172 sizeat 100 100 ifpdistl 10240 ifcanseetarget ifcansee { cstat 0 } else cstat 32799 addammo 7 0 ifp 65536 ifcanseetarget ifcansee ifpdistl 2048 ifpinventory 3 2 killit enda action ABIKE 0 1 7 1 1 useractor 0 3460 clipdist 5120 ifaction ABIKE nullop else action ABIKE sizeat 30 20 ifpdistl 1024 ifpinventory 3 1 { addinventory 2 1 addinventory 3 1 killit } enda move TUR_GETVELS move TUR_STOPPED action ATUR_SHOOT 30 2 5 1 58 action ATUR_STAND 30 1 5 1 1 move TUR_GETVELS2 ai AITUR_WAIT ATUR_SHOOT TUR_STOPPED ai AITUR_SPIN ATUR_STAND TUR_GETVELS 8 ai AITUR_SLOW ATUR_STAND TUR_GETVELS 16 actor 2000 5000 ATUR_STAND shoot 2556 ifai AITUR_SLOW { ifhitweapon { ifwasweapon 1646 nullop { shoot 1625 resetcount ai AITUR_WAIT } } ifcount 20 { ai AITUR_SPIN } ifrnd 10 ai AITUR_SPIN } else ifai AITUR_SPIN { ifrnd 128 { ai AITUR_SLOW resetcount } ifhitweapon { ifwasweapon 1646 nullop { shoot 1625 resetcount ai AITUR_WAIT } } } else ifai AITUR_WAIT { shoot 1625 ifhitweapon { ifwasweapon 1646 nullop resetcount } ifcount 32 ai AITUR_SPIN } else ai AITUR_SPIN enda action ANULLACTION 0 actor 487 enda actor 489 20 enda state jib_sounds ifrnd 100 { ifrnd 128 { ifrnd 128 { ifrnd 128 { ifrnd 128 { ifrnd 128 globalsound 269 else globalsound 222 } else { ifrnd 128 globalsound 266 else globalsound 390 } } else { ifrnd 128 globalsound 376 else globalsound 223 } } else { ifrnd 128 globalsound 377 else globalsound 226 } } else { ifrnd 128 { ifrnd 128 { ifrnd 128 globalsound 268 else globalsound 263 } else { ifrnd 128 globalsound 224 else globalsound 265 } } else { ifrnd 128 { ifrnd 128 globalsound 227 else globalsound 225 } else { ifrnd 128 { ifrnd 128 globalsound 267 else globalsound 391 } else globalsound 228 } } } } ends state standard_jibs guts 2250 1 guts 2255 2 guts 2260 3 guts 2265 2 guts 2286 3 ifrnd 6 { guts 2245 1 spawn 1226 } state jib_sounds ends state genericshrunkcode ifcount 32 { ifpdistl 1024 pstomp } else { sizeto 9 8 spawn 4095 } ends state genericgrowcode ifcount 32 { guts 2260 24 guts 2286 28 addkills 1 sound 69 sound 14 hitradius 2048 60 70 80 90 spawn 1226 spawn 1890 killit } else { ifactor 1920 sizeto 100 100 else ifactor 1550 sizeto 84 84 else sizeto 70 70 break } ends action ASHARKCRUZING 0 8 5 1 24 action ASHARKFLEE 0 8 5 1 10 action ASHARKATACK 0 8 5 1 6 action ASHARKSHRUNK 0 8 5 1 24 action ASHARKGROW 0 8 5 1 24 action ASHARKFROZEN 0 1 5 1 24 move SHARKVELS 24 move SHARKFASTVELS 72 move SHARKFLEEVELS 40 actor 1550 35 ASHARKCRUZING SHARKVELS 8 2 ifaction ASHARKSHRUNK { ifcount 304 action ASHARKCRUZING else ifcount 270 sizeto 60 60 else state genericshrunkcode break } else ifaction ASHARKGROW { ifcount 304 action ASHARKCRUZING else ifcount 270 sizeto 24 24 else state genericgrowcode } else ifaction ASHARKFROZEN { fall ifp 65536 ifpdistl 980 pkick ifcount 138 { action ASHARKFLEE getlastpal break } else ifcount 90 ifactioncount 26 resetactioncount ifhitweapon { ifwasweapon 1641 break lotsofglass 30 sound 19 addkills 1 killit } break } else ifaction ASHARKFLEE { ifcount 16 ifrnd 48 { action ASHARKCRUZING move SHARKVELS 8 2 } } else ifaction ASHARKCRUZING { ifcansee ifcount 48 ifrnd 2 ifcanshoottarget { action ASHARKATACK move SHARKFASTVELS 16 4 break } ifcount 32 ifnotmoving { ifrnd 128 move SHARKVELS 8 2 else move SHARKFASTVELS 8 2 } } else ifaction ASHARKATACK { ifcount 4 { ifpdistl 1280 { ifp 16384 ifcanshoottarget { sound 38 palfrom 32 32 addphealth -9 } action ASHARKFLEE move SHARKFLEEVELS 128 } } else ifnotmoving { ifcount 32 { action ASHARKCRUZING move SHARKVELS 8 2 } } else ifcount 48 ifrnd 2 { action ASHARKCRUZING move SHARKFASTVELS 8 2 } } ifhitweapon { ifdead { ifwasweapon 2448 { move 0 cstat 0 action ASHARKGROW sound 315 break } else ifwasweapon 1641 { spritepal 1 strength 0 action ASHARKFROZEN sound 303 } else { sound 69 guts 2286 5 addkills 1 killit } } else { ifwasweapon 1646 { action ASHARKSHRUNK sound 12 move 0 break } else ifwasweapon 2448 sound 386 move SHARKVELS 8 2 } } enda action BLIMPWAITTORESPAWN state blimphitstate cstat 0 spawn 21 spawn 1890 debris 2400 40 debris 2404 32 debris 2408 32 debris 2412 32 debris 2416 32 sound 14 ifrespawn { action BLIMPWAITTORESPAWN count 0 cstat 32768 } else killit ends actor 3400 1 ifaction BLIMPWAITTORESPAWN { ifcount 2048 { action 0 cstat 0 } break } ifhitweapon { ifwasweapon 1670 state blimphitstate ifwasweapon 2605 state blimphitstate strength 1 } enda state rats ifrnd 128 spawn 1267 ifrnd 128 spawn 1267 ifrnd 128 spawn 1267 ifrnd 128 spawn 1267 ifrnd 128 spawn 1267 ifrnd 128 spawn 1267 ifrnd 128 spawn 1267 ifrnd 128 spawn 1267 ends move RESPAWN_ACTOR_FLAG move MOUSEVELS 32 action RUBCANDENT 1 1 1 1 1 actor 1062 5 ifaction RUBCANDENT { ifactioncount 16 { strength 0 action ANULLACTION break } } else ifhitweapon { ifwasweapon 1670 { state rats ifrnd 48 spawn 2270 debris 2408 12 killit } else action RUBCANDENT } enda state toughgalspeech ifrnd 64 { ifnosounds soundonce 336 } else ifrnd 64 { ifnosounds soundonce 337 } else ifrnd 64 { ifnosounds soundonce 338 } else ifnosounds soundonce 339 ends state jibfood sound 69 guts 2286 3 killit ends state breakobject ifaction 0 { action ANULLACTION cstator 257 ifactor 4407 clipdist 64 } else ifactor 4407 { ifdead { ifcount 32 { globalsound 324 killit } break } ifcount 64 ifrnd 6 { ifrnd 128 move MOUSEVELS 8 2 else { ifrnd 64 soundonce 353 else ifrnd 64 soundonce 354 else ifrnd 64 soundonce 355 else soundonce 356 } resetcount } } ifhitweapon { ifdead { ifactor 4535 state jibfood else ifactor 4540 state jibfood else ifactor 4541 state jibfood else ifactor 4542 state jibfood else ifactor 4543 state jibfood else ifactor 4544 state jibfood else ifactor 4545 state jibfood else ifactor 4546 state jibfood else ifactor 4554 state jibfood else ifactor 4576 { debris 2400 5 debris 2404 5 debris 2408 5 sound 20 killit } else ifactor 4560 { soundonce 350 guts 2250 1 guts 2255 2 guts 2286 3 killit } else ifactor 4555 state jibfood else ifactor 4591 { guts 2250 1 guts 2255 2 guts 2260 3 guts 2265 2 state jibfood } else ifactor 4592 { guts 2250 1 guts 2255 2 guts 2260 3 guts 2265 2 state jibfood } else ifactor 4590 { guts 2250 1 guts 2255 2 guts 2260 3 guts 2265 2 state jibfood } else ifactor 1045 { spritepal 7 guts 2286 2 killit } else ifactor 4440 { debris 2400 1 spritepal 7 guts 2286 2 killit } else ifactor 4413 { mail 30 debris 2408 5 debris 2412 3 killit } else ifactor 4400 { debris 2408 5 spritepal 1 debris 2408 6 } else { ifrnd 128 sound 19 else sound 20 } ifactor 1060 { cstator 1067 break } else ifactor 4569 { spawn 100 debris 2408 1 debris 2412 2 } else ifactor 4458 { cstator 4459 strength 1 debris 2412 2 lotsofglass 10 break } else ifactor 4459 { debris 2408 3 debris 2412 2 lotsofglass 10 } else ifactor 4570 { debris 2408 14 debris 2400 13 debris 2412 12 debris 2404 12 debris 2416 11 } else ifactor 4377 { debris 2408 4 debris 2400 3 debris 2412 2 debris 2404 2 debris 2416 1 } else ifactor 4396 paper 10 else ifactor 4360 { spawn 1890 sound 14 hitradius 2048 1 5 10 20 ifpdistl 2048 wackplayer debris 2400 10 debris 2404 13 debris 2408 4 debris 2412 17 debris 2416 6 } else ifactor 4388 { spawn 4389 debris 2400 2 debris 2408 3 debris 2412 2 } else ifactor 4407 { debris 2404 10 spritepal 1 debris 2408 4 resetcount cstat 32768 break } else ifactor 4404 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4510 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4871 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4872 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4512 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4514 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4511 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4511 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4513 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else ifactor 4515 { debris 2404 10 debris 2400 5 debris 2408 3 lotsofglass 10 } else { lotsofglass 10 debris 2412 3 } killit } else ifactor 4591 { guts 2286 1 soundonce 335 ifstrength 20 { cstator 4592 sound 69 } } else ifactor 4592 { guts 2286 1 soundonce 335 } else ifactor 4560 { guts 2286 1 soundonce 349 } } else { ifactor 1060 nullop else ifactor 4396 nullop else ifactor 4554 nullop else ifactor 4555 nullop else ifactor 4531 nullop else ifactor 4535 nullop else ifactor 4591 nullop else ifactor 4592 nullop else fall } ends action ABURGERROTS 0 1 5 useractor 0 4570 200 ABURGERROTS state breakobject enda useractor 0 4497 5 state breakobject enda useractor 0 4496 5 state breakobject enda useractor 0 4495 5 state breakobject enda useractor 0 4370 5 state breakobject enda useractor 0 4367 5 state breakobject enda useractor 0 4360 20 state breakobject enda useractor 0 4372 5 state breakobject enda useractor 0 4396 5 state breakobject enda useractor 0 4407 45 state breakobject enda useractor 0 4871 200 state breakobject enda useractor 0 4872 200 state breakobject enda useractor 0 4874 200 state breakobject enda useractor 0 4510 200 state breakobject enda useractor 0 4512 200 state breakobject enda useractor 0 4514 200 state breakobject enda useractor 0 4511 200 state breakobject enda useractor 0 4513 200 state breakobject enda useractor 0 4515 200 state breakobject enda useractor 0 4404 200 state breakobject enda useractor 0 4516 20 state breakobject enda useractor 0 4520 5 state breakobject enda useractor 0 4402 200 state breakobject enda useractor 0 4560 20 state breakobject enda useractor 0 4887 state breakobject enda useractor 0 4530 5 state breakobject enda useractor 0 4531 5 state breakobject enda useractor 0 4532 5 state breakobject enda useractor 0 4533 5 state breakobject enda useractor 0 4534 5 state breakobject enda useractor 0 4535 5 state breakobject enda useractor 0 4536 5 state breakobject enda useractor 0 4537 5 state breakobject enda useractor 0 4538 5 state breakobject enda useractor 0 4539 5 state breakobject enda useractor 0 4540 5 state breakobject enda useractor 0 4541 5 state breakobject enda useractor 0 4542 5 state breakobject enda useractor 0 4543 5 state breakobject enda useractor 0 4544 5 state breakobject enda useractor 0 4545 5 state breakobject enda useractor 0 4546 5 state breakobject enda useractor 0 4547 5 state breakobject enda useractor 0 4548 5 state breakobject enda useractor 0 4549 5 state breakobject enda useractor 0 4569 5 state breakobject enda useractor 0 4458 5 state breakobject enda useractor 0 4459 5 state breakobject enda useractor 0 4377 20 state breakobject enda useractor 0 1060 5 state breakobject enda useractor 0 4413 5 state breakobject enda useractor 0 4555 5 state breakobject enda useractor 0 4554 5 state breakobject enda useractor 0 4550 5 state breakobject enda useractor 0 4591 50 state breakobject enda useractor 0 4592 50 state breakobject enda useractor 0 4590 10 state breakobject enda useractor 0 1045 5 state breakobject enda useractor 0 4374 5 state breakobject enda useractor 0 4375 5 state breakobject enda useractor 0 4373 5 state breakobject enda useractor 0 4440 5 state breakobject enda useractor 0 4388 5 state breakobject enda useractor 0 4453 5 state breakobject enda useractor 0 4454 5 state breakobject enda useractor 0 4464 5 state breakobject enda useractor 0 4576 5 state breakobject enda useractor 0 4438 5 state breakobject enda state headhitstate ends action EXPBARRELFRAME 0 2 1 1 15 actor 1238 26 fall ifaction EXPBARRELFRAME { ifactioncount 2 { hitradius 1024 1 5 10 20 spawn 1890 debris 2404 2 sound 14 killit } break } ifsquished { debris 2400 5 killit break } ifhitweapon action EXPBARRELFRAME enda action BURNING_FLAME 0 12 1 1 2 move BURNING_VELS state burningstate sleeptime 300 ifspawnedby 2270 { ifgapzl 16 break } else ifspawnedby 2310 { ifgapzl 16 break } ifpdistg 10240 break ifcount 128 { ifspawnedby 990 { ifactioncount 512 killit ifrnd 16 sizeto 64 48 } else { sizeto 8 8 sizeto 8 8 ifcount 192 killit } } else { ifmove 0 move BURNING_VELS sizeto 52 52 ifp 16384 ifpdistl 844 ifrnd 32 ifcansee { soundonce 211 addphealth -1 palfrom 24 16 } } ends actor 2270 5 BURNING_FLAME ifspawnedby 2219 sizeat 16 16 else ifspawnedby 1405 state flamestate else state burningstate enda actor 2310 5 BURNING_FLAME state burningstate enda action TOILETWATERFRAMES 0 4 1 1 1 actor 921 0 TOILETWATERFRAMES ifpdistl 8192 { soundonce 220 ifspawnedby 569 sizeto 34 34 else { ifspawnedby 567 sizeto 6 15 else ifspawnedby 921 nullop else sizeto 24 32 } ifp 16384 ifpdistl 844 ifp 65536 ifactioncount 32 ifphealthl 100 ifhitspace ifcansee { addphealth 1 globalsound 36 resetactioncount } } enda action WOODENHORSEFRAME 0 1 4 action WOODENFALLFRAME 122 1 5 actor 1026 1 cstator 904 action WOODENFALLFRAME enda actor 904 5 WOODENHORSEFRAME fall ifhitweapon { ifdead { debris 2400 4 debris 2404 3 killit } else action WOODENFALLFRAME } enda state steamcode ifpdistl 6144 soundonce 93 ifcount 20 { resetcount ifp 16384 ifpdistl 1024 { addphealth -1 palfrom 16 16 } } else { ifspawnedby 1250 break else ifspawnedby 1255 break sizeto 24 24 } ends action STEAMFRAMES 0 5 1 1 1 actor 1250 0 STEAMFRAMES state steamcode enda actor 1255 0 STEAMFRAMES state steamcode enda actor 662 0 0 8 ifpdistl 3084 ifrnd 24 spawn 661 enda action BUBBLE action CRACKEDBUBBLE 1 move BUBMOVE -10 -36 move BUBMOVEFAST 10 -52 actor 661 0 BUBBLE BUBMOVE 4 2 8 ifaction CRACKEDBUBBLE { ifinwater ifrnd 192 killit ifactioncount 7 killit } else { ifcount 4 { ifrnd 192 move BUBMOVE 4 2 8 else move BUBMOVEFAST 4 2 8 resetcount ifrnd 84 sizeat 8 10 else ifrnd 84 sizeat 10 8 else sizeat 9 9 } ifonwater { iffloordistl 8 action CRACKEDBUBBLE } else ifactioncount 40 action CRACKEDBUBBLE } enda move SMOKEVEL 8 -16 move ENGINE_SMOKE 64 -64 move SMOKESHOOTOUT 192 action SMOKEFRAMES 0 4 1 1 10 useractor 0 38 spawn 2329 killit enda actor 2329 0 SMOKEFRAMES cstat 514 ifspawnedby 2595 killit ifmove 0 { ifspawnedby 1960 move SMOKESHOOTOUT 2 else ifspawnedby 1 move ENGINE_SMOKE 2 4 else move SMOKEVEL 2 4 1 ifspawnedby 2605 { sizeat 16 16 } } ifspawnedby 2605 { ifcount 10 killit else ifcount 8 sizeat 32 32 else ifcount 6 sizeat 28 28 else ifcount 4 sizeat 24 24 else ifcount 2 sizeat 20 20 } else ifactioncount 4 killit enda action BARREL_DENTING 2 2 1 1 6 action BARREL_DENTED 1 action BARREL_DENTED2 2 move SPAWNED_BLOOD actor 1228 5 cstator 1227 action BARREL_DENTED enda actor 1229 5 cstator 1227 action BARREL_DENTED2 enda state random_ooz ifrnd 128 spawn 2309 else spawn 2300 ends actor 1227 10 ifsquished { debris 2400 32 spawn 1226 state random_ooz killit } fall ifaction BARREL_DENTING { ifactioncount 2 { debris 2400 10 ifrnd 2 spawn 1226 killit } } else ifhitweapon { ifdead { sound 18 ifrnd 128 spawn 1226 action BARREL_DENTING } else { ifaction 0 action BARREL_DENTED else ifaction BARREL_DENTED { action BARREL_DENTED2 spawn 1226 } else ifaction BARREL_DENTED2 action BARREL_DENTING } } enda state burningbarrelcode fall ifcount 32 { resetcount ifp 16384 ifpdistl 1480 ifp 64 { addphealth -1 palfrom 16 16 ifrnd 96 sound 211 } } ifhitweapon { sound 18 debris 2400 10 ifrnd 128 spawn 2270 else spawn 2310 killit } ends actor 1240 state burningbarrelcode enda actor 1390 state burningbarrelcode enda action SHRINKERFRAMES 0 4 1 1 10 actor 1656 0 SHRINKERFRAMES killit ifactioncount 4 killit enda action EXPLOSION_FRAMES 0 20 1 1 4 actor 1890 1 EXPLOSION_FRAMES ifcount 1 nullop else ifspawnedby 2605 spawn 51 ifspawnedby 26 { spawn 916 hitradius 50 0 0 0 0 killit } ifspawnedby 3490 { cstat 32767 ifcount 1 killit } ifcount 1 { } else ifspawnedby 1405 cstat 32767 else cstat 514 ifactioncount 20 killit enda action SITTING_FRAMES 2751 14 1 1 3 actor 2219 1 EXPLOSION_FRAMES ifspawnedby 2219 { fall cstat 514 ifcount 300 killit ifaction SITTING_FRAMES { ifcount 250 sizeat 16 16 else ifcount 210 sizeat 24 24 else ifcount 150 sizeat 32 32 else ifcount 90 sizeat 40 40 else sizeat 48 48 } else action SITTING_FRAMES } else ifspawnedby 1405 state flamestate else ifactioncount 20 killit enda action FFLAME_FR 0 16 1 1 1 action FFLAME 0 1 1 1 1 actor 2333 0 FFLAME_FR ifaction FFLAME_FR { ifpdistl 1024 hitradius 1024 1 1 1 1 ifactioncount 16 action FFLAME } ifaction FFLAME ifrnd 4 { action FFLAME_FR sound 10 resetactioncount } enda action ASATNSPIN 0 5 1 1 4 action ASATSHOOTING -10 3 5 1 40 action ASATWAIT 0 1 5 1 1 move TURRVEL actor 2360 40 ifaction 0 { action ASATSHOOTING move TURRVEL 1 } else ifaction ASATNSPIN { ifactioncount 32 { action ASATWAIT move TURRVEL 1 } } else ifaction ASATSHOOTING { ifactioncount 12 ifrnd 32 { action ASATWAIT move 0 } ifcount 32 resetcount else ifcount 16 { ifcount 17 nullop else { sound 112 shoot 1625 } } else ifcount 4 { ifcount 5 nullop else { ifcansee ifcanshoottarget { sound 112 shoot 1625 } } } } else ifaction ASATWAIT { ifactioncount 64 ifrnd 32 ifp 16384 ifcansee { action ASATSHOOTING move TURRVEL 1 } } ifhitweapon { ifdead { addkills 1 sound 17 debris 2400 15 spawn 1890 killit } else { action ASATNSPIN debris 2400 4 } move 0 } enda action RIP_F 0 8 1 1 1 actor 1671 0 RIP_F ifactioncount 8 killit enda action TRANSFOWARD 0 6 1 1 2 action TRANSBACK 5 6 1 -1 2 actor 1630 0 TRANSFOWARD ifspawnedby 1641 { addinventory 4 33 killit } ifaction TRANSFOWARD { ifactioncount 6 action TRANSBACK } else ifactioncount 6 killit enda action BEAMFOWARD 0 4 1 1 9 actor 1261 0 BEAMFOWARD sizeto 32 64 sizeto 32 64 sizeto 32 64 ifactioncount 4 killit enda state getcode ifactor 100 globalsound 106 else globalsound 210 palfrom 16 0 32 ifrespawn { move RESPAWN_ACTOR_FLAG spawn 3190 cstat 32768 } else killit ends state randgetweapsnds ifrnd 64 globalsound 206 else ifrnd 96 globalsound 107 else ifrnd 128 globalsound 78 else ifrnd 140 globalsound 221 else globalsound 264 ends state getweaponcode state randgetweapsnds palfrom 32 0 32 ifgotweaponce 1 break ifrespawn { move RESPAWN_ACTOR_FLAG spawn 3190 cstat 32768 } else killit ends state respawnit ifcount 768 { spawn 1630 move 0 cstat 0 sound 70 } ends state quikget ifactor 100 globalsound 106 else globalsound 210 palfrom 16 0 32 killit ends state quikweaponget state randgetweapsnds palfrom 32 0 32 killit ends actor 55 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifpinventory 0 400 ifcanseetarget { addinventory 0 400 quote 37 ifspawnedby 55 state getcode else state quikget } enda actor 61 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifpinventory 10 200 ifcanseetarget { addinventory 10 200 quote 6 ifspawnedby 61 state getcode else state quikget } enda actor 59 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifpinventory 7 1200 ifcanseetarget { addinventory 7 1200 quote 101 ifspawnedby 59 state getcode else state quikget } enda actor 54 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifpinventory 1 100 ifcanseetarget { ifspawnedby 2000 { ifrnd 128 addinventory 1 75 else addinventory 1 50 quote 104 sound 0 palfrom 24 0 32 killit } else addinventory 1 100 quote 38 ifspawnedby 54 state getcode else state quikget } enda actor 56 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifpinventory 2 6400 ifcanseetarget { addinventory 2 6400 quote 39 ifspawnedby 56 state getcode else state quikget } enda action HOLODUKE_FRAMES 0 4 1 1 8 actor 1348 0 HOLODUKE_FRAMES fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifpinventory 3 2400 ifcanseetarget { addinventory 3 2400 quote 51 ifspawnedby 1348 state getcode else state quikget } enda actor 57 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifpinventory 4 1600 ifcanseetarget { addinventory 4 1600 quote 41 ifspawnedby 57 state getcode else state quikget } enda actor 60 fall ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifpinventory 6 0 break addinventory 6 1 quote 43 state getcode } enda actor 40 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifcanseetarget { ifrnd 128 addammo 1 60 else ifrnd 128 addammo 1 48 else addammo 1 72 quote 65 ifspawnedby 40 state getcode else state quikget } enda actor 37 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifcanseetarget { addammo 9 200 quote 66 ifspawnedby 37 state getcode else state quikget } enda actor 49 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifcanseetarget { addammo 2 10 quote 69 ifspawnedby 49 state getcode else state quikget } enda actor 48 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifcount 6 ifpdistl 844 ifcanseetarget { addammo 1 48 quote 65 ifspawnedby 48 state getcode else state quikget } enda actor 46 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { addammo 6 5 quote 78 ifspawnedby 46 state getcode else state quikget } enda actor 45 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { addammo 11 20 quote 123 ifspawnedby 45 state getcode else state quikget } enda actor 41 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { addammo 3 50 quote 63 ifspawnedby 41 state getcode else state quikget } enda actor 42 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { addammo 7 15 quote 14 ifspawnedby 42 state getcode else state quikget } enda actor 44 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { addammo 4 5 quote 64 ifspawnedby 44 state getcode else state quikget } enda actor 47 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 5 5 quote 55 ifspawnedby 47 state getweaponcode else state quikweaponget } enda actor 23 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 4 5 ifpinventory 10 0 { ifpinventory 10 2 { ifpinventory 10 3 { ifpinventory 10 6 { ifpinventory 10 10 { ifpinventory 10 12 { ifpinventory 10 13 { ifpinventory 10 16 { ifpinventory 10 20 { ifpinventory 10 22 { ifpinventory 10 23 { ifpinventory 10 26 { } else addinventory 10 27 } else addinventory 10 25 } else addinventory 10 24 } else addinventory 10 21 } else addinventory 10 17 } else addinventory 10 15 } else addinventory 10 14 } else addinventory 10 11 } else addinventory 10 7 } else addinventory 10 5 } else addinventory 10 4 } else addinventory 10 1 quote 56 ifspawnedby 23 state getweaponcode else state quikweaponget } enda actor 28 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifspawnedby 2000 { addweapon 2 0 ifrnd 64 addammo 2 4 else ifrnd 64 addammo 2 3 else ifrnd 64 addammo 2 2 else addammo 2 1 } else { ifgotweaponce 0 break addweapon 2 10 quote 57 } ifspawnedby 28 state getweaponcode else state quikweaponget } enda actor 52 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifphealthl 100 ifcanseetarget { addphealth 30 quote 62 ifspawnedby 52 state getcode else state quikget } enda move MCOLA action ACTCOLA2 0 1 1 0 0 actor 51 cstat 32767 ifaction ACTCOLA2 nullop else action ACTCOLA2 ifrnd 128 move MCOLA 8 ifactioncount 20 { hitradius 5000 0 0 0 0 killit } else ifrnd 128 shoot 1650 else ifrnd 128 hitradius 5000 0 0 0 0 enda actor 100 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifphealthl 200 ifcanseetarget { addphealth 50 quote 19 ifspawnedby 100 state getcode else state quikget } enda actor 53 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifpinventory 9 100 ifcanseetarget { addinventory 9 100 quote 3 ifspawnedby 53 state getcode else state quikget } enda actor 21 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 1 48 ifspawnedby 21 state getweaponcode else state quikweaponget } enda actor 27 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 8 1 quote 58 ifspawnedby 27 state getweaponcode else state quikweaponget } enda actor 22 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 3 50 quote 54 ifspawnedby 22 state getweaponcode else state quikweaponget } enda actor 25 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 6 10 quote 60 ifspawnedby 25 state getweaponcode else state quikweaponget } enda actor 32 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 11 10 ifpinventory 10 0 { ifpinventory 10 1 { ifpinventory 10 3 { ifpinventory 10 5 { ifpinventory 10 10 { ifpinventory 10 11 { ifpinventory 10 13 { ifpinventory 10 15 { ifpinventory 10 20 { ifpinventory 10 21 { ifpinventory 10 23 { ifpinventory 10 25 { } else addinventory 10 27 } else addinventory 10 26 } else addinventory 10 24 } else addinventory 10 22 } else addinventory 10 17 } else addinventory 10 16 } else addinventory 10 14 } else addinventory 10 12 } else addinventory 10 7 } else addinventory 10 6 } else addinventory 10 4 } else addinventory 10 2 quote 60 ifspawnedby 32 state getweaponcode else state quikweaponget } enda actor 29 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp 1024 nullop else ifp 16384 ifpdistl 844 ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon 7 15 quote 87 ifspawnedby 29 state getweaponcode else state quikweaponget } enda action FIRE_FRAMES -1 14 1 1 1 move FIREVELS state firestate ifaction 0 ifrnd 16 { action FIRE_FRAMES cstator 128 } sleeptime 300 ifspawnedby 2271 { ifgapzl 16 break } else ifspawnedby 2311 { ifgapzl 16 break } ifinwater killit ifp 16384 ifpdistl 844 ifrnd 32 ifcansee { soundonce 211 addphealth -1 palfrom 32 32 } ifactor 2271 { ifspawnedby 2271 break } else ifactor 2311 ifspawnedby 2311 break iffloordistl 128 { ifrnd 128 { ifcount 84 killit else ifcount 42 sizeto 0 0 else sizeto 32 32 } } else killit ends useractor 0 2271 5 0 FIREVELS state firestate enda useractor 0 2311 5 0 FIREVELS state firestate enda actor 2200 ifcount 24 { ifpdistl 844 { ifrnd 100 soundonce 273 sound 280 spawn 1226 killit } } else sizeto 32 32 enda state drop_ammo ifrnd 96 spawn 40 ends state drop_battery ifrnd 96 spawn 41 ends state drop_sgshells ifrnd 96 spawn 49 ends state drop_shotgun ifrnd 96 spawn 28 ends state drop_chaingun ifrnd 96 { ifrnd 32 spawn 22 else spawn 41 } ends state random_wall_jibs ifrnd 96 shoot 2296 ifrnd 96 shoot 2298 ifrnd 96 shoot 2297 ifrnd 96 shoot 2299 ifrnd 96 shoot 2296 ends action FEMSHRUNK action FEMFROZEN1 1 action FEMGROW action FEMFROZEN2 action FEMDANCE1 19 1 1 1 16 action FEMDANCE3 19 1 1 1 26 action FEMDANCE2 20 2 1 1 10 action FEMANIMATESLOW 0 2 1 1 100 action TOUGHGALANIM 0 5 1 1 25 action FEMANIMATE state femcode ifactor 603 nullop else ifactor 1334 nullop else { fall ifactor 1324 ifhitweapon ifdead { state standard_jibs killit } } ifaction FEMSHRUNK { ifcount 304 { action FEMANIMATE cstat 257 } else ifcount 270 sizeto 40 40 else state genericshrunkcode } else ifaction FEMGROW { ifcount 32 { respawnhitag guts 2260 20 guts 2286 20 spritepal 6 soundonce 164 ifactor 603 debris 2408 4 else ifactor 1294 debris 2408 4 sound 69 killit } else sizeto 70 70 } else ifaction FEMDANCE1 { ifactioncount 2 action FEMDANCE2 } else ifaction FEMDANCE2 { ifactioncount 8 action FEMDANCE3 } else ifaction FEMDANCE3 { ifactioncount 2 action FEMANIMATE } else ifaction FEMFROZEN1 { ifcount 138 { action FEMANIMATE getlastpal } else ifcount 90 { ifactioncount 26 { spawn 660 resetactioncount } } ifhitweapon { ifwasweapon 1641 { strength 0 break } lotsofglass 30 sound 19 respawnhitag ifrnd 84 spawn 1226 killit } else ifp 65536 ifpdistl 980 pkick break } else ifaction FEMFROZEN2 { ifcount 138 { ifactor 4866 action TOUGHGALANIM else ifactor 4864 action FEMANIMATESLOW else action FEMANIMATE getlastpal } else ifcount 90 { ifactioncount 26 { spawn 660 resetactioncount } } ifhitweapon { ifwasweapon 1641 { strength 0 break } lotsofglass 30 sound 19 ifrnd 84 spawn 1226 respawnhitag ifrnd 128 sound 201 else sound 214 killit } else ifp 65536 ifpdistl 980 pkick break } ifhitweapon { ifdead { ifwasweapon 2448 { cstat 0 move 0 sound 315 action FEMGROW break } else ifwasweapon 1641 { ifaction FEMSHRUNK break ifactor 603 action FEMFROZEN2 else ifactor 1323 action FEMFROZEN2 else ifactor 1334 action FEMFROZEN2 else ifactor 1336 action FEMFROZEN2 else ifactor 3450 action FEMFROZEN2 else ifactor 4864 action FEMFROZEN2 else ifactor 4866 action FEMFROZEN2 else ifactor 1294 action FEMFROZEN2 else action FEMFROZEN1 move 0 spritepal 1 strength 0 sound 303 break } ifrnd 128 sound 201 else sound 214 respawnhitag state standard_jibs state random_wall_jibs spawn 1226 ifactor 1312 money 5 else ifactor 1317 { money 7 cstator 1225 cstat 0 } else ifactor 1321 money 4 else ifactor 1395 money 8 ifactor 1323 { strength 20 cstator 1324 } else ifactor 1334 { cstat 0 cstator 1335 } else ifactor 1336 { strength 20 cstator 1324 } else { spritepal 6 soundonce 164 ifactor 603 debris 2408 18 else ifactor 1294 debris 2408 18 killit } } else { ifwasweapon 1646 { sound 12 move 0 action FEMSHRUNK cstat 0 break } else ifwasweapon 2448 sound 386 ifactor 1336 break ifactor 4866 state toughgalspeech else sound 69 guts 2286 1 } } ends state killme ifinwater nullop else ifp 65536 ifpdistl 1280 ifhitspace soundonce 254 ends state tipme ifp 65536 ifpdistl 1280 ifhitspace { tip ifrnd 128 soundonce 202 else soundonce 67 ifactor 1312 action FEMDANCE1 } ends state toughgaltalk ifp 65536 ifpdistl 1280 ifhitspace state toughgalspeech ends actor 1312 20 FEMANIMATE state tipme state femcode enda actor 1317 20 FEMANIMATE state tipme state femcode enda actor 1321 20 FEMANIMATE state tipme state femcode enda actor 1325 20 FEMANIMATE state femcode enda actor 1323 20 FEMANIMATE state killme state femcode enda actor 1334 20 FEMANIMATE state killme state femcode enda actor 1395 20 FEMANIMATE state tipme state femcode enda actor 1336 20 FEMANIMATE state femcode enda actor 3450 20 FEMANIMATE state femcode enda actor 4864 20 FEMANIMATESLOW state tipme state femcode enda actor 4866 100 TOUGHGALANIM state toughgaltalk state femcode enda actor 603 20 FEMANIMATE state killme state femcode enda actor 1294 20 FEMANIMATE state killme state femcode enda actor 1324 20 state femcode enda actor 869 fall ifcount 32 cstator 753 enda actor 753 fall ifp 65536 ifpdistl 1280 ifhitspace { cstator 869 move 0 } enda actor 762 ifp 65536 ifpdistl 1280 ifhitspace mikesnd enda state troop_body_jibs ifrnd 64 guts 1768 1 ifrnd 64 guts 1776 2 ifrnd 64 guts 1772 1 ifrnd 48 spawn 1226 ends state liz_body_jibs ifrnd 64 guts 2201 1 ifrnd 64 guts 2209 2 ifrnd 64 guts 2205 1 ifrnd 48 spawn 1226 ends action BLOODFRAMES 0 4 1 1 15 actor 1620 0 BLOODFRAMES sizeto 72 72 sizeto 72 72 sizeto 72 72 ifpdistg 3144 killit ifactioncount 4 killit enda action EGGOPEN1 1 1 1 1 4 action EGGOPEN2 2 1 1 1 4 action EGGOPEN3 2 1 1 1 4 action EGGWAIT 0 action EGGFROZEN 1 action EGGGROW 1 action EGGSHRUNK 1 actor 675 20 fall ifaction 0 { ifcount 64 { ifrnd 128 { action EGGWAIT move 0 } else { sound 283 action EGGOPEN1 } } } else ifaction EGGOPEN1 ifactioncount 4 action EGGOPEN2 else ifaction EGGOPEN2 ifactioncount 4 { spawn 2370 action EGGOPEN3 } else ifaction EGGGROW state genericgrowcode else ifaction EGGSHRUNK state genericshrunkcode else ifaction EGGFROZEN { ifcount 138 { action 0 getlastpal } else ifcount 90 { ifactioncount 26 { spawn 660 resetactioncount } } ifhitweapon { ifwasweapon 1641 { strength 0 break } lotsofglass 30 sound 19 ifrnd 84 spawn 1226 addkills 1 killit } ifp 65536 ifpdistl 980 pkick break } ifhitweapon { ifdead { ifwasweapon 1641 { sound 303 spritepal 1 move 0 action EGGFROZEN strength 0 break } else ifwasweapon 2448 { cstat 0 move 0 sound 315 action EGGGROW break } addkills 1 sound 69 state standard_jibs killit } else ifwasweapon 1646 { move 0 sound 12 action EGGSHRUNK break } ifwasweapon 2448 sound 386 } else ifaction EGGWAIT { ifcount 512 ifrnd 2 { ifaction EGGSHRUNK break sound 283 action EGGOPEN1 } } enda actor 2521 1 enda actor 1636 8 enda actor 2536 9 enda actor 2613 16 enda actor 1625 7 enda actor 26 0 enda actor 940 150 enda actor 1650 50 enda actor 1646 0 enda actor 2448 -15 addinventory 4 24 killit ifcount 18 killit else ifcount 9 { sizeto 0 0 sizeto 0 0 sizeto 0 0 sizeto 0 0 } else { sizeto 28 28 sizeto 28 28 sizeto 28 28 sizeto 28 28 } enda actor 2605 240 enda actor 1641 -2 enda actor 1642 -2 enda actor 1360 38 enda actor 2566 100 enda action WEAP2FRAMES 0 4 1 1 6 actor 2595 -15 WEAP2FRAMES ifstrength -1 { ifhitspace addinventory 4 6 else addinventory 4 5 killit } else ifstrength 15 { } else { hitradius 200 2 2 2 2 quote 2 spawn 38 killit } ifcount 1 { } else spawn 38 ifdead killit ifactioncount 4 killit else { ifactioncount 3 { ifinwater spawn 661 } else ifcount 2 nullop else ifonwater spawn 1380 } enda state standard_pjibs guts 2245 1 guts 2255 2 guts 2260 1 guts 2265 1 guts 2286 2 guts 1520 1 guts 1536 2 guts 1528 1 ifrnd 16 money 1 ends move DUKENOTMOVING state handle_dead_dukes fall ifmove 0 { ifrnd 128 cstat 4 else cstat 0 move DUKENOTMOVING } ifsquished { sound 69 state random_ooz killit } else ifcount 1024 ifpdistg 4096 killit else { strength 0 ifhitweapon ifwasweapon 1670 { state standard_jibs killit } } ends action PLYINGFRAMES 0 1 0 1 1 actor 1518 0 PLYINGFRAMES state handle_dead_dukes enda action PGROWING 0 action PSTAND 0 1 5 1 1 action PEXPLODE 106 5 1 1 10 action PEXPLODEAD 113 1 1 action PJPHOUVER 15 1 5 1 action PWALK 20 4 5 1 16 action PRUN 20 4 5 1 10 action PWALKBACK 45 4 5 -1 16 action PRUNBACK 45 4 5 -1 10 action PJUMPING 50 4 5 1 30 action PFALLING 65 1 5 action PDUCKING 86 1 5 action PCRAWLING 86 3 5 1 20 action PAKICKING 40 2 5 1 25 action PFLINTCHING 106 1 1 1 10 action PTHROWNBACK 106 5 1 1 18 action PFROZEN 20 1 5 action PLYINGDEAD 113 1 1 action PSWIMMINGGO 375 1 5 1 10 action PSWIMMING 375 4 5 1 13 action PSWIMMINGWAIT 395 1 5 1 13 action PTREDWATER 395 2 5 1 17 move PSTOPED move PSHRINKING state check_pstandard ifp 2 action PWALK else ifp 512 action PAKICKING else ifp 128 action PWALKBACK else ifp 4 action PRUN else ifp 256 action PRUNBACK else ifp 32 action PJUMPING else ifp 8 action PDUCKING ends move PGROWINGPOP useractor 0 504 ifpinventory 7 1199 { ifpinventory 7 1198 { cstat 273 } else cstat 787 } else cstat 787 ifhitweapon ifwasweapon 1670 { lotsofglass 20 sound 19 killit } enda actor 1405 100 PSTAND 0 0 state speed ifp 512 ifrnd 96 shoot 2521 state WEAPONCHECK ifpinventory 3 1 { ifpinventory 3 0 nullop else { count 0 addinventory 3 2 } } else { ifcount 2 { addinventory 3 2 count 0 } } ifpinventory 7 1199 { } else { ifcount 2 { addinventory 7 1200 count 0 } sizeat 42 36 tip ifhitspace sizeat 200 200 } ifpinventory 7 1198 { } else { count 0 addinventory 7 1199 sizeat 42 36 tip ifhitspace sizeat 200 200 } ifnosounds soundonce 449 ifaction 0 action PSTAND ifaction PFROZEN { cstat 257 fall palfrom 16 0 0 24 ifmove 0 { ifhitweapon { ifwasweapon 1641 break lotsofglass 60 ifrnd 84 spawn 1226 sound 19 spawn 100 getlastpal move 1 break } } else { cstat 32768 quote 13 ifhitspace { action PSTAND resetplayer } break } ifactioncount 138 { getlastpal strength 1 move 0 action PSTAND } else ifactioncount 90 { ifrnd 32 spawn 660 } ifp 65536 ifpdistl 980 pkick break } ifdead { ifaction PGROWING { ifmove PGROWINGPOP { quote 13 ifhitspace { action 0 resetplayer } break } else { ifcount 32 { sound 69 palfrom 48 64 state standard_pjibs guts 2260 20 guts 2286 20 move PGROWINGPOP cstat 32768 tossweapon hitradius 2048 60 70 80 90 } else sizeto 70 70 } break } ifsquished palfrom 32 63 63 63 else fall ifactioncount 7 move 0 else ifactioncount 6 { ifmultiplayer nullop else { ifrnd 32 sound 271 else ifrnd 32 sound 72 else ifrnd 32 sound 37 else ifrnd 32 sound 203 } } ifaction PLYINGDEAD { ifactioncount 3 move PSTOPED quote 13 ifhitspace { action PSTAND spawn 1518 resetplayer } break } ifaction PTHROWNBACK { ifactioncount 5 { spawn 1226 action PLYINGDEAD } else ifactioncount 1 move 0 break } ifaction PEXPLODEAD { quote 13 ifhitspace { resetplayer action PSTAND } break } ifaction PEXPLODE { ifactioncount 5 { action PEXPLODEAD spawn 1226 } break } ifp 1024 { state standard_pjibs spawn 1226 sound 69 sound 41 cstat 32768 action PLYINGDEAD } else { ifinwater { action PLYINGDEAD spawn 661 spawn 661 } else { action PEXPLODE state standard_pjibs cstat 32768 sound 69 sound 41 } } tossweapon break } ifsquished { strength -1 sound 69 state random_ooz break } ifmove PSHRINKING { ifcount 32 { ifcount 304 { move 0 cstat 257 } else ifcount 270 { sizeto 42 36 ifgapzl 24 { strength 0 sound 69 palfrom 48 64 break } } else ifp 4096 count 270 } else { ifp 4096 count 270 else { sizeto 8 9 spawn 4095 } } } else ifhitweapon { ifdead { ifmultiplayer sound 270 ifwasweapon 2448 { palfrom 48 48 action PGROWING count 0 move 0 sound 315 cstat 0 break } } else { ifmultiplayer { ifphealthl 50 { ifrnd 64 sound 274 else ifrnd 64 sound 275 else ifrnd 64 sound 276 else sound 41 } else { ifrnd 64 sound 304 else ifrnd 64 sound 305 else ifrnd 64 sound 306 else sound 307 } } else { ifphealthl 40 { ifrnd 74 sound 274 else ifrnd 8 sound 275 else sound 276 } ifrnd 128 sound 211 } } ifstrength 20 { state headhitstate sound 38 ifp 1 action PFLINTCHING } ifwasweapon 2605 { ifrnd 32 spawn 1620 ifdead state standard_pjibs palfrom 48 52 break } ifwasweapon 1670 { ifrnd 32 spawn 1620 ifdead state standard_pjibs palfrom 48 52 break } ifwasweapon 916 { ifrnd 32 spawn 1620 ifdead state standard_pjibs palfrom 48 52 break } ifwasweapon 2448 { } ifwasweapon 1646 { } ifwasweapon 2595 palfrom 24 48 ifwasweapon 1641 { palfrom 48 0 0 48 ifdead { sound 303 spritepal 1 move 0 action PFROZEN break } } ifwasweapon 1360 palfrom 48 48 0 48 ifwasweapon 2521 palfrom 16 32 ifwasweapon 1625 palfrom 32 32 ifdead { action PTHROWNBACK tossweapon } state random_wall_jibs break } ifaction PFLINTCHING { ifactioncount 2 action PSTAND break } ifinwater { ifaction PTREDWATER { ifp 2 4 action PSWIMMINGGO } else ifp 1 128 256 action PTREDWATER else { ifaction PSWIMMING { ifrnd 4 spawn 661 ifactioncount 4 action PSWIMMINGWAIT } else ifaction PSWIMMINGWAIT { ifactioncount 2 action PSWIMMINGGO } else ifaction PSWIMMINGGO { ifactioncount 2 action PSWIMMING } else action PTREDWATER } ifrnd 4 spawn 661 break } else ifp 2048 { ifaction PJPHOUVER { ifactioncount 4 resetactioncount } else action PJPHOUVER break } else { ifaction PTREDWATER action PSTAND ifaction PSWIMMING action PSTAND ifaction PSWIMMINGWAIT action PSTAND ifaction PSWIMMINGGO action PSTAND ifaction PJPHOUVER action PFALLING } ifaction PFALLING { ifp 8192 action PSTAND else { ifp 16 break else state check_pstandard } } ifaction PDUCKING { ifgapzl 48 { ifp 2 128 4 256 action PCRAWLING } else ifp 8 { ifp 2 128 4 256 action PCRAWLING } else { ifp 1 action PSTAND else state check_pstandard } } else ifaction PCRAWLING { ifgapzl 48 { ifp 1 action PCRAWLING } else ifp 8 { ifp 1 action PDUCKING } else { ifp 1 action PSTAND else state check_pstandard } } else ifgapzl 48 action PDUCKING else ifaction PJUMPING { ifp 8192 action PSTAND else ifactioncount 4 ifp 16 action PFALLING } ifp 16 action PFALLING else ifaction PSTAND state check_pstandard else ifaction PAKICKING { ifactioncount 2 action PSTAND break } else ifaction PWALK { ifp 16 action PFALLING else ifp 1 action PSTAND else ifp 4 action PRUN else ifp 128 { action PWALKBACK spritepal 4 } else ifp 256 action PRUNBACK else ifp 32 action PJUMPING else ifp 8 action PDUCKING } else ifaction PRUN { ifp 1 action PSTAND else ifp 2 action PWALK else ifp 128 { action PWALKBACK spritepal 4 } else ifp 256 action PRUNBACK else ifp 32 action PJUMPING else ifp 8 action PDUCKING } else ifaction PWALKBACK { ifp 1 action PSTAND else ifp 2 action PWALK else ifp 4 action PRUN else ifp 256 action PRUNBACK else ifp 32 action PJUMPING else ifp 8 action PDUCKING } else ifaction PRUNBACK { ifp 1 action PSTAND else ifp 2 action PWALK else ifp 4 action PRUN else ifp 128 { action PWALKBACK spritepal 4 } else ifp 32 action PJUMPING else ifp 8 action PDUCKING } enda actor 2420 30 ifcount 48 resetcount else { ifcount 32 sizeto 32 32 } else ifcount 16 { sizeto 48 18 ifpdistl 2048 { sound 147 addphealth -2 palfrom 32 16 } } ifhitweapon { ifdead { addkills 1 sound 162 guts 2265 10 killit } sound 161 break } ifrnd 1 soundonce 145 enda state rf ifrnd 128 cstat 4 else cstat 0 ends action ATROOPSTAND 0 1 5 1 1 action ATROOPGROW 0 1 5 1 1 action ATROOPSTAYSTAND -2 1 5 1 1 action ATROOPWALKING 0 4 5 1 12 action ATROOPWALKINGBACK 15 4 5 -1 12 action ATROOPRUNNING 0 4 5 1 8 action ATROOPSHOOT 35 1 5 1 30 action ATROOPJETPACK 40 1 5 1 1 action ATROOPJETPACKILL 40 2 5 1 50 action ATROOPFLINTCH 50 1 1 1 6 action ATROOPDYING 50 5 1 1 16 action ATROOPDEAD 54 action ATROOPPLAYDEAD 54 action ATROOPSUFFERDEAD 58 2 1 -4 24 action ATROOPSUFFERING 59 2 1 1 21 action ATROOPDUCK 64 1 5 1 3 action ATROOPDUCKSHOOT 64 2 5 1 25 action ATROOPABOUTHIDE 74 1 1 1 25 action ATROOPHIDE 79 1 1 1 25 action ATROOPREAPPEAR 74 1 1 1 25 action ATROOPFROZEN 0 1 5 move TROOPWALKVELS 72 move TROOPWALKVELSBACK -72 move TROOPJETPACKVELS 64 -84 move TROOPJETPACKILLVELS 192 -38 move TROOPRUNVELS 108 move TROOPSTOPPED move DONTGETUP move SHRUNKVELS 32 ai AITROOPSEEKENEMY ATROOPWALKING TROOPWALKVELS 512 ai AITROOPSEEKPLAYER ATROOPWALKING TROOPWALKVELS 512 ai AITROOPFLEEING ATROOPWALKING TROOPWALKVELS 128 ai AITROOPFLEEINGBACK ATROOPWALKINGBACK TROOPWALKVELSBACK 1 ai AITROOPDODGE ATROOPWALKING TROOPRUNVELS 4096 ai AITROOPSHOOTING ATROOPSHOOT TROOPSTOPPED 1 ai AITROOPDUCKING ATROOPDUCK TROOPSTOPPED 1 ai AITROOPJETPACK ATROOPJETPACK TROOPJETPACKVELS 512 ai AITROOPSHRUNK ATROOPWALKING SHRUNKVELS 128 ai AITROOPHIDE ATROOPABOUTHIDE TROOPSTOPPED 1 ai AITROOPGROW ATROOPGROW DONTGETUP 16 state troophidestate ifaction ATROOPREAPPEAR { ifactioncount 2 { sound 70 ai AITROOPSHOOTING cstat 257 } else { sizeto 41 40 sizeto 41 40 sizeto 41 40 sizeto 41 40 spawn 4095 } } else ifaction ATROOPWALKING { ifpdistl 2448 ifpdistg 1024 { ifceilingdistl 48 break ifp 65536 break ifgapzl 64 nullop else ifawayfromwall { spawn 1630 action ATROOPREAPPEAR move 0 break } } } else ifaction ATROOPHIDE { ifactioncount 2 { spawn 1630 sound 70 action ATROOPWALKING move TROOPWALKVELS 1 cstat 32768 } else { sizeto 4 40 sizeto 4 40 sizeto 4 40 sizeto 4 40 spawn 4095 } } else ifaction ATROOPABOUTHIDE ifactioncount 2 { action ATROOPHIDE cstat 0 } ends state troopgunnashoot ifp 16384 { ifpdistl 1024 ai AITROOPSHOOTING else ifactornotstayput { ifactioncount 12 ifrnd 16 ifcanshoottarget { ifspritepal 21 ifrnd 4 ifpdistg 4096 ai AITROOPHIDE else { ifpdistl 1100 ai AITROOPFLEEING else { ifpdistl 4096 ifcansee ifcanshoottarget ai AITROOPSHOOTING else { move TROOPRUNVELS 512 action ATROOPRUNNING } } } } } else ifcount 26 ifrnd 32 ai AITROOPSHOOTING } ends state troopseekstate state troopgunnashoot ifinwater { ai AITROOPJETPACK break } ifcansee { ifmove TROOPRUNVELS ifpdistl 1596 ai AITROOPDUCKING ifp 64 { ifceilingdistl 128 nullop else ifactornotstayput ai AITROOPJETPACK break } else ifrnd 2 { ifspritepal 21 ifpdistg 1596 { ai AITROOPHIDE break } ifbulletnear { ifrnd 128 ai AITROOPDODGE else ai AITROOPDUCKING break } } } ifnotmoving { ifrnd 32 operate else ifcount 32 ifp 16384 ifcansee ifcanshoottarget ai AITROOPSHOOTING } ifrnd 1 { ifrnd 128 soundonce 110 else soundonce 204 } ends state troopduckstate ifaction ATROOPDUCK { ifactioncount 8 { ifp 16384 { ifrnd 128 action ATROOPDUCKSHOOT } else ifmove DONTGETUP break else ai AITROOPSEEKPLAYER } } else ifaction ATROOPDUCKSHOOT { ifcount 64 { ifmove DONTGETUP resetcount else { ifpdistl 1100 ai AITROOPFLEEING else ai AITROOPSEEKPLAYER } } else ifactioncount 2 { ifcanshoottarget { sound 112 resetactioncount shoot 1625 } else ai AITROOPSEEKPLAYER } } ends state troopshootstate ifactioncount 2 { ifcanshoottarget { shoot 1625 sound 112 resetactioncount ifrnd 128 ai AITROOPSEEKPLAYER ifcount 24 { ifrnd 96 ifpdistg 2048 ai AITROOPSEEKPLAYER else { ifpdistg 1596 ai AITROOPFLEEING else ai AITROOPFLEEINGBACK } } } else ai AITROOPSEEKPLAYER } ends state troopfleestate ifactioncount 7 { ifpdistg 3084 { ai AITROOPSEEKPLAYER break } else ifrnd 32 ifp 16384 ifcansee ifcanshoottarget { ifrnd 128 ai AITROOPDUCKING else ai AITROOPSHOOTING break } } ifnotmoving { ifrnd 32 operate else ifcount 32 ifp 16384 ifcansee ifcanshoottarget { ifrnd 128 ai AITROOPSHOOTING else ai AITROOPDUCKING } } ends state troopdying iffloordistl 32 { ifactioncount 5 { cstat 0 iffloordistl 8 sound 158 ifrnd 64 spawn 1226 state rf strength 0 move TROOPSTOPPED action ATROOPDEAD } break } else { state rf move 0 action ATROOPDYING } ends state checktroophit ifaction ATROOPSUFFERING { stopsound 61 sound 114 cstat 0 strength 0 action ATROOPSUFFERDEAD break } ifwasweapon 1641 { spritepal 1 } ifdead { ifwasweapon 1641 { sound 303 spritepal 1 move 0 action ATROOPFROZEN strength 0 break } state drop_ammo state random_wall_jibs ifwasweapon 2448 { cstat 0 sound 315 ai AITROOPGROW break } addkills 1 ifwasweapon 2605 { sound 69 state troop_body_jibs state standard_jibs killit } else ifwasweapon 1670 { sound 69 state troop_body_jibs state standard_jibs killit } else { sound 114 ifrnd 32 iffloordistl 32 { sound 61 spawn 1226 strength 0 move 0 action ATROOPSUFFERING break } action ATROOPDYING break } } else { state random_wall_jibs sound 113 ifwasweapon 1646 { shoot 2556 } else ifwasweapon 2448 sound 386 else iffloordistl 32 ifrnd 96 action ATROOPFLINTCH } ends state troopjetpackstate ifaction ATROOPJETPACKILL { ifcansee ifactioncount 2 { resetactioncount sound 112 shoot 1625 } ifp 64 ai AITROOPJETPACK else ifinwater ai AITROOPJETPACK else ifcount 26 iffloordistl 32 ai AITROOPSEEKPLAYER } else ifcount 48 ifcansee { action ATROOPJETPACKILL move TROOPJETPACKILLVELS 512 } ends state checksquished ifsquished { addkills 1 sound 69 state standard_jibs state random_ooz killit } ends state troopsufferingstate ifactioncount 2 { ifrnd 16 spawn 660 ifactioncount 14 { stopsound 61 cstat 0 strength 0 action ATROOPSUFFERDEAD break } } ends state troopshrunkstate ifcount 304 ai AITROOPSEEKENEMY else ifcount 270 sizeto 48 40 else state genericshrunkcode ends state troopcode fall ifinwater ifrnd 1 spawn 661 ifaction ATROOPSTAND { ifrnd 192 ai AITROOPSHOOTING else ai AITROOPSEEKPLAYER } else ifaction ATROOPFROZEN { ifcount 138 { ai AITROOPSEEKENEMY getlastpal } else ifcount 90 { ifactioncount 26 { spawn 660 resetactioncount } } ifhitweapon { ifwasweapon 1641 { strength 0 break } addkills 1 ifrnd 84 spawn 1226 lotsofglass 30 sound 19 killit } ifp 65536 ifpdistl 980 pkick break } else ifaction ATROOPPLAYDEAD { ifhitweapon { ifwasweapon 1670 { sound 69 state troop_body_jibs state standard_jibs killit } break } else state checksquished ifcount 120 { addkills -1 soundonce 110 cstat 257 strength 1 ai AITROOPSHOOTING } else ifp 65536 resetcount break } else ifaction ATROOPDEAD { strength 0 ifrespawn ifcount 768 { spawn 1630 cstat 257 strength 30 ai AITROOPSEEKENEMY } ifhitweapon { ifwasweapon 1670 { sound 69 state troop_body_jibs state standard_jibs killit } break } else state checksquished break } else ifaction ATROOPSUFFERDEAD { ifactioncount 2 { ifrnd 64 { resetcount action ATROOPPLAYDEAD } else { soundonce 114 action ATROOPDEAD } } } else ifaction ATROOPDYING { state troopdying break } else ifaction ATROOPSUFFERING { state troopsufferingstate ifhitweapon state checktroophit break } else ifaction ATROOPFLINTCH { ifactioncount 4 ai AITROOPSEEKENEMY } else { ifai AITROOPSEEKPLAYER state troopseekstate else ifai AITROOPJETPACK { state troopjetpackstate ifinwater nullop else soundonce 50 } else ifai AITROOPSEEKENEMY state troopseekstate else ifai AITROOPSHOOTING state troopshootstate else ifai AITROOPFLEEING state troopfleestate else ifai AITROOPFLEEINGBACK state troopfleestate else ifai AITROOPDODGE state troopseekstate else ifai AITROOPDUCKING state troopduckstate else ifai AITROOPSHRUNK state troopshrunkstate else ifai AITROOPGROW state genericgrowcode else ifai AITROOPHIDE { state troophidestate break } } ifhitweapon state checktroophit else state checksquished ends state checktrooppalette ifai 0 { ifspritepal 0 nullop else ifspritepal 21 addstrength 30 } ends actor 1725 30 state checktrooppalette ai AITROOPJETPACK cstator 1680 enda actor 1744 30 state checktrooppalette ai AITROOPDUCKING cstator 1680 ifgapzl 48 move DONTGETUP enda actor 1715 30 ATROOPSTAND state checktrooppalette ai AITROOPSHOOTING cstator 1680 enda actor 1682 30 ATROOPSTAYSTAND state checktrooppalette ai AITROOPSEEKPLAYER cstator 1680 enda actor 1681 30 ATROOPSTAND state checktrooppalette ai AITROOPSEEKPLAYER cstator 1680 enda actor 1741 30 ifcount 24 { sound 79 operate ai AITROOPSEEKPLAYER cstator 1680 } else ifcount 2 nullop else state checktrooppalette enda actor 1742 30 ifcount 30 { operate ai AITROOPSEEKPLAYER cstator 1680 } else ifcount 2 nullop else state checktrooppalette enda actor 1680 30 ATROOPSTAND state checktrooppalette state troopcode enda action ALIZSTAND -715 1 5 1 1 action ALIZWALKING -695 4 5 1 16 action ALIZRUNNING -695 4 5 1 10 action ALIZJUMP -665 4 5 1 30 action ALIZFALL -705 1 5 action ALIZSHOOTING -715 1 5 1 1 action ALIZDUCKING -629 1 5 1 1 action ALIZDYING -609 7 1 1 18 action ALIZLYINGDEAD -602 1 1 move LIZWALKVEL 84 move LIZRUNVEL 224 move LIZJUMPVEL 192 move LIZSTOP ai AILIZGETENEMY ALIZRUNNING LIZRUNVEL 512 ai AILIZDODGE ALIZRUNNING LIZRUNVEL 4096 ai AILIZCHARGEENEMY ALIZRUNNING LIZRUNVEL 512 ai AILIZSHOOTENEMY ALIZSHOOTING LIZSTOP 64 ai AILIZDUCK ALIZDUCKING LIZSTOP 64 ai AILIZJUMPENEMY ALIZJUMP LIZJUMPVEL 257 ai AILIZDYING ALIZDYING LIZSTOP 8 state lizseekstate ifactornotstayput { ifcansee ifp 16384 ifpdistl 10240 ifcount 16 ifcanshoottarget { ai AILIZSHOOTENEMY break } ifai AILIZCHARGEENEMY { ifcount 72 ifpdistl 10240 ifcanshoottarget { ai AILIZSHOOTENEMY break } ifp 64 ifpdistg 2048 ifrnd 6 { ai AILIZJUMPENEMY break } } else ifpdistg 4096 { ifrnd 92 { ifcount 48 ifpdistl 10240 ifcanshoottarget ai AILIZSHOOTENEMY } else ifcount 24 { ai AILIZCHARGEENEMY break } } iffloordistl 16 { ifcount 48 ifnotmoving ifcansee { ai AILIZJUMPENEMY break } } else { ifpdistg 1280 ai AILIZJUMPENEMY break } ifrnd 4 ifnotmoving operate else ifrnd 1 ifbulletnear { ifgapzl 128 ai AILIZDODGE else ifactornotstayput { ifrnd 32 ai AILIZJUMPENEMY else ai AILIZDODGE } } } else { ifactioncount 16 { ifp 16384 ifrnd 32 ifcansee ifpdistl 10240 ifcanshoottarget ai AILIZSHOOTENEMY } ifcount 16 ifrnd 32 move LIZRUNVEL 8 2 } ends state lizduckstate ifpdistg 10240 ai AILIZGETENEMY ifactioncount 3 { ifcansee ifcanshoottarget { sound 403 shoot 1625 resetactioncount } else ai AILIZGETENEMY } ends state lizshootstate ifpdistg 10240 ai AILIZGETENEMY { ifcansee ifpdistl 8192 ifp 65536 { ifrnd 32 ai AILIZDUCK break } } ifactioncount 2 { ifcansee ifcanshoottarget { sound 403 shoot 1625 resetactioncount } else ai AILIZGETENEMY } ends state checklizhit spawn 1620 ifwasweapon 2605 killit ifdead { state drop_chaingun addkills 1 ifwasweapon 2605 { sound 69 state liz_body_jibs state standard_jibs killit } else ifwasweapon 1670 { sound 69 state liz_body_jibs state standard_jibs killit } else { state rf ai AILIZDYING cstator 128 ifrnd 64 spawn 1226 } sound 119 } else { sound 118 state random_wall_jibs ifp 16384 ifcansee ifpdistl 10240 ifcanshoottarget { ai AILIZSHOOTENEMY break } } ends state lizjumpstate ifaction ALIZFALL { iffloordistl 16 ai AILIZGETENEMY } else ifactioncount 3 action ALIZFALL ends state lizdyingstate ifaction ALIZLYINGDEAD { strength 0 ifhitweapon ifwasweapon 1670 { sound 69 state standard_jibs killit } } else ifai AILIZDYING ifactioncount 7 { iffloordistl 8 sound 158 move LIZSTOP action ALIZLYINGDEAD } ends state lizdodgestate ifcount 13 ai AILIZGETENEMY ends actor 2121 100 ai AILIZGETENEMY cstator 2120 enda state lizcode state checksquished ifai 0 ai AILIZGETENEMY else ifaction ALIZLYINGDEAD { fall state lizdyingstate break } else ifai AILIZJUMPENEMY state lizjumpstate else { fall ifai AILIZGETENEMY state lizseekstate else ifai AILIZCHARGEENEMY state lizseekstate else ifai AILIZDODGE state lizdodgestate else ifai AILIZSHOOTENEMY state lizshootstate else ifai AILIZDUCK state lizduckstate else ifai AILIZDYING state lizdyingstate } ifhitweapon state checklizhit ends actor 2120 100 fall cstator 1920 enda action ACULTSTAND 1685 1 5 1 1 action ACULTSHOOTING 1690 1 5 1 1 action ACULTWALKING 1695 4 5 1 16 action ACULTRUNNING 1695 4 5 1 10 action ACULTJUMP 1720 4 5 1 30 action ACULTFALL 1740 1 5 action ACULTDUCKING 1770 1 5 1 1 action ACULTDYING 1750 6 1 1 20 action ACULTLYINGDEAD 1756 1 1 move CULTWALKVEL 84 move CULTRUNVEL 224 move CULTJUMPVEL 192 move CULTSTOP ai AICULTGETENEMY ACULTRUNNING CULTRUNVEL 512 ai AICULTDODGE ACULTRUNNING CULTRUNVEL 4096 ai AICULTCHARGEENEMY ACULTRUNNING CULTRUNVEL 512 ai AICULTSHOOTENEMY ACULTSHOOTING CULTSTOP 1 ai AICULTDUCK ACULTDUCKING CULTSTOP 1 ai AICULTJUMPENEMY ACULTJUMP CULTJUMPVEL 257 ai AICULTDYING ACULTDYING CULTSTOP 8 state cultseekstate ifactornotstayput { ifcansee ifp 16384 ifpdistl 10240 ifcount 16 ifcanshoottarget { ai AICULTSHOOTENEMY break } ifai AICULTCHARGEENEMY { ifcount 72 ifcanshoottarget { ai AICULTSHOOTENEMY break } ifp 64 ifpdistg 2048 ifrnd 6 { ai AICULTJUMPENEMY break } } else ifpdistg 4096 { ifrnd 92 { ifcount 48 ifcanshoottarget ai AICULTSHOOTENEMY } else ifcount 24 { ai AICULTCHARGEENEMY break } } iffloordistl 16 { ifcount 48 ifnotmoving ifcansee { ai AICULTJUMPENEMY break } } else { ifpdistg 1280 ai AICULTJUMPENEMY break } ifrnd 4 ifnotmoving operate else ifrnd 1 ifbulletnear { ifgapzl 128 ai AICULTDODGE else ifactornotstayput { ifrnd 32 ai AICULTJUMPENEMY else ai AICULTDODGE } } } else { ifactioncount 16 { ifp 16384 ifrnd 32 ifcansee ifcanshoottarget ai AICULTSHOOTENEMY } ifcount 16 ifrnd 32 move CULTRUNVEL 8 2 } ends state cultduckstate ifpdistg 10240 ai AICULTGETENEMY ifactioncount 2 { ifcansee ifcanshoottarget { sound 6 shoot 2536 resetactioncount } else ai AICULTGETENEMY } ends state cultshootstate { ifcansee ifpdistl 8192 ifp 65536 { ifrnd 32 ai AICULTDUCK break } } ifactioncount 2 { ifcansee ifcanshoottarget { sound 6 shoot 2536 resetactioncount } else ai AICULTGETENEMY } ends state checkculthit spawn 1620 ifwasweapon 2605 { addkills 1 state drop_chaingun sound 69 state liz_body_jibs state standard_jibs killit } ifdead { state drop_chaingun addkills 1 ifwasweapon 2605 { sound 69 state liz_body_jibs state standard_jibs killit } else ifwasweapon 1670 { sound 69 state liz_body_jibs state standard_jibs killit } else { state rf ai AICULTDYING cstator 128 ifrnd 64 spawn 1226 } sound 119 } else { sound 118 state random_wall_jibs ifp 16384 ifcansee ifcanshoottarget { ai AICULTSHOOTENEMY break } } ends state cultjumpstate ifaction ACULTFALL { iffloordistl 16 ai AICULTGETENEMY } else ifactioncount 3 action ACULTFALL ends state cultdyingstate ifaction ACULTLYINGDEAD { strength 0 ifhitweapon ifwasweapon 1670 { sound 69 state standard_jibs killit } } else ifai AICULTDYING ifactioncount 6 { iffloordistl 8 sound 158 move CULTSTOP action ACULTLYINGDEAD } ends state cultdodgestate ifcount 13 ai AICULTGETENEMY ends state cultcode state checksquished ifai 0 ai AICULTGETENEMY else ifaction ACULTLYINGDEAD { fall state cultdyingstate break } else ifai AICULTJUMPENEMY state cultjumpstate else { fall ifai AICULTGETENEMY state cultseekstate else ifai AICULTCHARGEENEMY state cultseekstate else ifai AICULTDODGE state cultdodgestate else ifai AICULTSHOOTENEMY state cultshootstate else ifai AICULTDUCK state cultduckstate else ifai AICULTDYING state cultdyingstate } ifhitweapon state checkculthit ends actor 2165 100 fall state cultcode enda action ACULTPULSESTAND 1700 1 5 1 1 action ACULTPULSESHOOTING 1705 1 5 1 1 action ACULTPULSEWALKING 1710 4 5 1 16 action ACULTPULSERUNNING 1710 4 5 1 10 action ACULTPULSEJUMP 1735 4 5 1 30 action ACULTPULSEFALL 1755 1 5 action ACULTPULSEDUCKING 1785 1 5 1 1 action ACULTPULSEDYING 1765 6 1 1 20 action ACULTPULSELYINGDEAD 1771 1 1 move CULTPULSEWALKVEL 84 move CULTPULSERUNVEL 224 move CULTPULSEJUMPVEL 192 move CULTPULSESTOP ai AICULTPULSEGETENEMY ACULTPULSERUNNING CULTPULSERUNVEL 512 ai AICULTPULSEDODGE ACULTPULSERUNNING CULTPULSERUNVEL 4096 ai AICULTPULSECHARGEENEMY ACULTPULSERUNNING CULTPULSERUNVEL 512 ai AICULTPULSESHOOTENEMY ACULTPULSESHOOTING CULTPULSESTOP 1 ai AICULTPULSEDUCK ACULTPULSEDUCKING CULTPULSESTOP 1 ai AICULTPULSEJUMPENEMY ACULTPULSEJUMP CULTPULSEJUMPVEL 257 ai AICULTPULSEDYING ACULTPULSEDYING CULTPULSESTOP 8 state cultpulseseekstate ifactornotstayput { ifcansee ifp 16384 ifpdistl 20480 ifcount 16 ifcanshoottarget { ai AICULTPULSESHOOTENEMY break } ifai AICULTPULSECHARGEENEMY { ifcount 72 ifcanshoottarget ifpdistl 20480 { ai AICULTPULSESHOOTENEMY break } ifp 64 ifpdistg 2048 ifrnd 32 { ai AICULTPULSEJUMPENEMY break } } else ifpdistg 4096 { ifrnd 92 ifpdistl 20480 { ifcount 48 ifcanshoottarget ai AICULTPULSESHOOTENEMY } else ifcount 24 { ai AICULTPULSECHARGEENEMY break } } iffloordistl 16 { ifcount 48 ifnotmoving ifcansee { ai AICULTPULSEJUMPENEMY break } } else { ifpdistg 1280 ai AICULTPULSEJUMPENEMY break } ifrnd 4 ifnotmoving operate else ifrnd 1 ifbulletnear { ifgapzl 128 ai AICULTPULSEDODGE else ifactornotstayput { ifrnd 32 ai AICULTPULSEJUMPENEMY else ai AICULTPULSEDODGE } } } else { ifactioncount 16 { ifp 16384 ifrnd 32 ifcansee ifcanshoottarget ifpdistl 20480 ai AICULTPULSESHOOTENEMY } ifcount 16 ifrnd 32 move CULTPULSERUNVEL 8 2 } ends state cultpulseduckstate ifpdistg 10240 ai AICULTPULSEGETENEMY else ifactioncount 4 { ifcansee ifcanshoottarget { sound 403 shoot 1625 resetactioncount } else ai AICULTPULSEGETENEMY } ends state cultpulseshootstate ifpdistg 10240 ai AICULTPULSEGETENEMY else { 

{

ifcansee ifpdistl 8192 ifp 65536 { ifrnd 32 ai AICULTPULSEDUCK break } } ifactioncount 4 { ifcansee ifcanshoottarget { sound 403 shoot 1625 resetactioncount } else ai AICULTPULSEGETENEMY } } ends state checkcultpulsehit spawn 1620 ifwasweapon 2605 { addkills 1 ifrnd 192 spawn 40 sound 69 state liz_body_jibs state standard_jibs killit } ifdead { ifrnd 192 spawn 40 addkills 1 ifwasweapon 2605 { sound 69 state liz_body_jibs state standard_jibs killit } else ifwasweapon 1670 { sound 69 state liz_body_jibs state standard_jibs killit } else { state rf ai AICULTPULSEDYING cstator 128 ifrnd 64 spawn 1226 } sound 119 } else { sound 118 state random_wall_jibs ifp 16384 ifcansee ifcanshoottarget { ai AICULTPULSESHOOTENEMY break } } ends state cultpulsejumpstate ifaction ACULTPULSEFALL { iffloordistl 16 ai AICULTPULSEGETENEMY } else ifactioncount 3 action ACULTPULSEFALL ends state cultpulsedyingstate ifaction ACULTPULSELYINGDEAD { strength 0 ifhitweapon ifwasweapon 1670 { sound 69 state standard_jibs killit } } else ifai AICULTPULSEDYING ifactioncount 6 { iffloordistl 8 sound 158 move CULTPULSESTOP action ACULTPULSELYINGDEAD } ends state cultpulsedodgestate ifcount 13 ai AICULTPULSEGETENEMY ends state cultpulsecode state checksquished ifai 0 ai AICULTPULSEGETENEMY else ifaction ACULTPULSELYINGDEAD { fall state cultpulsedyingstate break } else ifai AICULTPULSEJUMPENEMY state cultpulsejumpstate else { fall ifai AICULTPULSEGETENEMY state cultpulseseekstate else ifai AICULTPULSECHARGEENEMY state cultpulseseekstate else ifai AICULTPULSEDODGE state cultpulsedodgestate else ifai AICULTPULSESHOOTENEMY state cultpulseshootstate else ifai AICULTPULSEDUCK state cultpulseduckstate else ifai AICULTPULSEDYING state cultpulsedyingstate } ifhitweapon state checkcultpulsehit ends actor 2150 100 fall spritepal 10 state cultpulsecode enda action ANPC1STAND -515 1 5 1 1 action ANPC1WALKING -495 4 5 1 16 action ANPC1RUNNING -495 4 5 1 10 action ANPC1JUMP -465 4 5 1 30 action ANPC1FALL -505 1 5 action ANPC1SHOOTING -515 1 5 1 1 action ANPC1DUCKING -429 1 5 1 1 action ANPC1DYING -409 7 1 1 18 action ANPC1LYINGDEAD -402 1 1 move NPC1WALKVEL 84 move NPC1RUNVEL 224 move NPC1JUMPVEL 192 move NPC1STOP ai AINPC1WAIT ANPC1STAND CULTSTOP ai AINPC1GETENEMY ANPC1RUNNING NPC1RUNVEL 8 ai AINPC1DYING ANPC1DYING NPC1STOP 8 state checknpc1hit spawn 1620 ifwasweapon 2605 { addkills 1 ifspritepal 12 spawn 50 sound 69 state liz_body_jibs state standard_jibs killit } ifdead { ifspritepal 12 spawn 50 addkills 1 ifwasweapon 2605 { sound 69 state liz_body_jibs state standard_jibs killit } else ifwasweapon 1670 { sound 69 state liz_body_jibs state standard_jibs killit } else { state rf ai AINPC1DYING cstator 128 ifrnd 64 spawn 1226 } sound 119 } else { sound 118 state random_wall_jibs } ends state npc1dyingstate ifaction ANPC1LYINGDEAD { strength 0 ifhitweapon ifwasweapon 1670 { sound 69 state standard_jibs killit } } else ifai AINPC1DYING ifactioncount 7 { iffloordistl 8 sound 158 move NPC1STOP action ANPC1LYINGDEAD } ends state npc1code state checksquished ifai 0 ai AINPC1WAIT else ifaction ANPC1LYINGDEAD { fall state npc1dyingstate break } else { fall ifai AINPC1WAIT { ifpdistl 15360 ai AINPC1GETENEMY } else ifai AINPC1DYING state npc1dyingstate else ifai AINPC1GETENEMY ifcount 100 { ifrnd 32 ai AINPC1WAIT else ai AINPC1GETENEMY } } ifhitweapon state checknpc1hit ends actor 1920 100 fall state npc1code enda action DRONEFRAMES 0 1 7 1 1 action DRONESCREAM 0 1 7 1 1 move DRONERUNVELS 128 64 move DRONERUNUPVELS 128 -64 move DRONEBULLVELS 252 -64 move DRONEBACKWARDS -64 -64 move DRONERISE 32 -32 move DRONESTOPPED -16 ai AIDRONEGETE DRONESCREAM DRONERUNVELS 16 4 ai AIDRONEWAIT DRONEFRAMES DRONESTOPPED 16 ai AIDRONEGETUP DRONESCREAM DRONERUNUPVELS 1 4 ai AIDRONEPULLBACK DRONEFRAMES DRONEBACKWARDS 16 ai AIDRONEHIT DRONESCREAM DRONEBACKWARDS 1 ai AIDRONESHRUNK DRONEFRAMES SHRUNKVELS 128 ai AIDRONEDODGE DRONEFRAMES DRONEBULLVELS 4096 2 ai AIDRONEDODGEUP DRONEFRAMES DRONERISE 4 2 state dronedead addkills 1 debris 2400 8 debris 2404 4 debris 2408 7 spawn 1890 sound 9 hitradius 2048 15 20 25 30 killit ends state checkdronehitstate ifdead state dronedead else ifsquished state dronedead else { sound 133 ifbulletnear { ifceilingdistl 64 ifrnd 48 ai AIDRONEDODGE ai AIDRONEDODGEUP } else ai AIDRONEGETE } ends state droneshrunkstate ifcount 24 killit else sizeto 1 1 ends state checkdronenearplayer ifp 16384 ifpdistl 1596 { ifcount 8 { addkills 1 sound 157 debris 2400 8 debris 2404 4 debris 2408 7 spawn 1890 sound 9 hitradius 2048 15 20 25 30 killit } else ifcount 3 nullop else sound 16 } ends state dronegetstate ifrnd 192 { ifcansee { ifbulletnear { ai AIDRONEDODGE break } ifmove DRONEBULLVELS { ifcount 64 ai AIDRONEPULLBACK else ifnotmoving ifcount 16 ai AIDRONEPULLBACK } else ifcount 32 { ifp 64 move DRONEBULLVELS 2 4 else move DRONEBULLVELS 2 } } else ifrnd 1 operate } ends state dronedodgestate ifai AIDRONEDODGEUP { ifcount 8 ai AIDRONEGETE else ifnotmoving ai AIDRONEGETE } else { ifcount 8 ai AIDRONEGETE else ifnotmoving ai AIDRONEGETE } ends actor 1880 150 state checkdronenearplayer ifrnd 2 fall else soundonce 255 ifaction 0 ai AIDRONEGETE else ifai AIDRONEWAIT { ifactioncount 4 ifrnd 16 ifcansee { sound 132 ifp 64 ai AIDRONEGETUP else ai AIDRONEGETE } } else ifai AIDRONEGETE state dronegetstate else ifai AIDRONEGETUP state dronegetstate else ifai AIDRONEPULLBACK { ifcount 32 ai AIDRONEWAIT } else ifai AIDRONEHIT { ifcount 8 ai AIDRONEWAIT } else ifai AIDRONESHRUNK state droneshrunkstate else ifai AIDRONEDODGE state dronedodgestate else ifai AIDRONEDODGEUP state dronedodgestate ifhitweapon state checkdronehitstate ifrnd 1 soundonce 130 enda action AOCTAWALK 0 3 5 1 15 action AOCTASTAND 0 1 5 1 15 action AOCTASCRATCH 0 4 5 1 15 action AOCTAHIT 30 1 1 1 10 action AOCTASHOOT 20 1 5 1 10 action AOCTADYING 30 8 1 1 17 action AOCTADEAD 38 1 1 1 1 action AOCTAFROZEN 0 1 5 move OCTAWALKVELS 96 -30 move OCTAUPVELS 96 -70 move OCTASTOPPED 0 -30 move OCTAINWATER 96 24 ai AIOCTAGETENEMY AOCTAWALK OCTAWALKVELS 512 ai AIOCTASHOOTENEMY AOCTASHOOT OCTASTOPPED 1 ai AIOCTASCRATCHENEMY AOCTASCRATCH OCTASTOPPED 16 ai AIOCTAHIT AOCTAHIT OCTASTOPPED 1 ai AIOCTASHRUNK AOCTAWALK SHRUNKVELS 1 ai AIOCTAGROW AOCTASTAND OCTASTOPPED 16 ai AIOCTADYING AOCTADYING OCTASTOPPED 1 state octagetenemystate ifcansee { ifactioncount 32 { ifrnd 48 ifcanshoottarget { sound 142 ai AIOCTASHOOTENEMY break } } else ifpdistl 1280 ai AIOCTASCRATCHENEMY } ends state octascratchenemystate ifpdistg 1280 ai AIOCTAGETENEMY else ifcount 32 { resetcount sound 159 palfrom 8 32 addphealth -11 } ends state octashootenemystate ifcount 25 { ifcount 27 ai AIOCTAGETENEMY } else ifcount 24 shoot 1360 else ifactioncount 6 resetactioncount ends state checkoctahitstate ifwasweapon 1646 { sound 12 ai AIOCTASHRUNK } else { ifdead { ifwasweapon 1641 { sound 303 spritepal 1 move 0 action AOCTAFROZEN strength 0 break } addkills 1 ifwasweapon 2605 { sound 69 state standard_jibs killit } else ifwasweapon 1670 { sound 69 state standard_jibs killit } else ifwasweapon 2448 { cstat 0 sound 315 ai AIOCTAGROW break } else { state rf ai AIOCTADYING } sound 144 } else { ifwasweapon 2605 { sound 144 addkills 1 state standard_jibs killit } else ifwasweapon 2448 sound 386 sound 143 spawn 1620 ifrnd 64 ai AIOCTAHIT } } state random_wall_jibs ends state octashrunkstate ifcount 304 ai AILIZGETENEMY else ifcount 270 sizeto 40 40 else state genericshrunkcode ends state octadyingstate ifactioncount 8 { ifrnd 64 spawn 1226 move OCTASTOPPED action AOCTADEAD break } else ifactioncount 5 nullop else ifactioncount 4 iffloordistl 8 sound 158 ends actor 1821 175 ai AIOCTAGETENEMY cstator 1820 enda actor 1820 175 fall state checksquished ifai 0 ai AIOCTAGETENEMY else ifaction AOCTADEAD { strength 0 ifcount 768 ifrespawn { addkills -1 spawn 1630 cstat 257 strength 175 ai AIOCTAGETENEMY } ifhitweapon ifwasweapon 1670 { state standard_jibs killit } break } else ifaction AOCTAFROZEN { ifcount 138 { ai AIOCTAGETENEMY getlastpal } else ifcount 90 { ifactioncount 26 { spawn 660 resetactioncount } } ifhitweapon { addkills 1 ifwasweapon 1641 { strength 0 break } lotsofglass 30 ifrnd 84 spawn 1226 sound 19 killit } ifp 65536 ifpdistl 980 pkick break } else { ifrnd 1 soundonce 140 ifai AIOCTAGETENEMY state octagetenemystate else ifai AIOCTAHIT { ifcount 8 ai AIOCTASHOOTENEMY } else ifai AIOCTADYING { state octadyingstate break } else ifai AIOCTASCRATCHENEMY state octascratchenemystate else ifai AIOCTASHOOTENEMY state octashootenemystate else ifai AIOCTASHRUNK { state octashrunkstate break } else ifai AIOCTAGROW state genericgrowcode ifmove OCTAUPVELS nullop else ifp 64 move OCTAUPVELS 512 else ifmove OCTAINWATER nullop else ifinwater move OCTAINWATER 512 ifhitweapon state checkoctahitstate } enda action APIGWALK 0 4 5 1 20 action APIGRUN 0 4 5 1 11 action APIGSHOOT 30 2 5 1 58 action APIGCOCK 25 1 5 1 16 action APIGSTAND 30 1 5 1 1 action APIGDIVE 40 2 5 1 40 action APIGDIVESHOOT 45 2 5 1 58 action APIGDYING 55 5 1 1 15 action APIGHIT 55 1 1 1 10 action APIGDEAD 60 1 1 1 1 action APIGFROZEN 0 1 5 action APIGGROW 0 move PIGWALKVELS 72 move PIGRUNVELS 108 move PIGSTOPPED ai AIPIGSEEKENEMY APIGWALK PIGWALKVELS 512 ai AIPIGSHOOTENEMY APIGSHOOT PIGSTOPPED 1 ai AIPIGFLEEENEMY APIGWALK PIGWALKVELS 128 ai AIPIGSHOOT APIGSHOOT PIGSTOPPED 1 ai AIPIGDODGE APIGRUN PIGRUNVELS 4096 ai AIPIGCHARGE APIGRUN PIGRUNVELS 512 ai AIPIGDIVING APIGDIVE PIGSTOPPED 1 ai AIPIGDYING APIGDYING PIGSTOPPED 1 ai AIPIGSHRINK APIGWALK SHRUNKVELS 128 ai AIPIGGROW APIGGROW PIGSTOPPED 16 ai AIPIGHIT APIGHIT PIGSTOPPED 1 state pigseekenemystate ifai AIPIGCHARGE { ifcansee ifpdistl 3084 { ifnotmoving ai AIPIGSEEKENEMY else ai AIPIGDIVING } break } else iffloordistl 32 { ifpdistg 4096 { ifactornotstayput ai AIPIGCHARGE } ifrnd 8 { ifbulletnear ai AIPIGDODGE } } ifrnd 128 ifcansee { ifai AIPIGDODGE { ifcount 32 ai AIPIGCHARGE break } iffloordistl 32 { ifpdistl 1024 ifp 16384 ifcanshoottarget { ai AIPIGSHOOTENEMY break } ifcount 48 { ifrnd 8 ifp 16384 ifcanshoottarget { ifrnd 192 ai AIPIGSHOOTENEMY else ai AIPIGDIVING break } } } } ends state pigshootenemystate { ifcount 12 nullop else ifcount 11 { ifcanshoottarget { sound 122 shoot 2613 shoot 2613 shoot 2613 shoot 2613 shoot 2613 } else ai AIPIGSEEKENEMY } ifcount 25 nullop else ifcount 24 { action APIGCOCK sound 169 } ifcount 48 nullop else ifcount 47 { ifcanshoottarget { sound 122 shoot 2613 shoot 2613 shoot 2613 shoot 2613 shoot 2613 } else ai AIPIGSEEKENEMY } ifcount 60 nullop else ifcount 59 { action APIGCOCK sound 169 } ifcount 72 { ifrnd 64 resetcount else { ifpdistl 768 ai AIPIGFLEEENEMY else ai AIPIGSEEKENEMY } } ifaction APIGCOCK ifactioncount 2 action APIGSHOOT } else ai AIPIGSEEKENEMY ends state pigfleeenemystate ifactioncount 8 ai AIPIGSEEKENEMY else ifnotmoving ai AIPIGSEEKENEMY ends state pigdivestate ifaction APIGDIVESHOOT { ifcansee { ifcount 12 nullop else ifcount 11 { ifcanshoottarget { sound 122 shoot 2613 shoot 2613 shoot 2613 shoot 2613 } else ai AIPIGSEEKENEMY } ifcount 25 nullop else ifcount 24 sound 169 ifcount 48 nullop else ifcount 47 { ifcanshoottarget { sound 122 shoot 2613 shoot 2613 shoot 2613 shoot 2613 } else ai AIPIGSEEKENEMY } ifcount 60 nullop else ifcount 59 { sound 169 ifgapzl 32 ai AIPIGDIVING else { ifpdistl 4096 ai AIPIGFLEEENEMY else ai AIPIGSEEKENEMY } } } else ifgapzl 32 ai AIPIGDIVING else ai AIPIGSEEKENEMY } else ifactioncount 2 ifp 16384 { resetcount action APIGDIVESHOOT } ends state checkpighitstate spawn 1620 ifdead { state random_wall_jibs ifrnd 16 spawn 54 else state drop_shotgun ifwasweapon 2448 { sound 315 ai AIPIGGROW break } addkills 1 ifwasweapon 1641 { sound 303 spritepal 1 move 0 action APIGFROZEN strength 0 break } ifwasweapon 1670 { sound 69 state standard_jibs killit } else ifwasweapon 2605 { sound 69 state standard_jibs killit } else ai AIPIGDYING sound 124 } else { sound 123 state random_wall_jibs ifwasweapon 1646 { sound 12 ai AIPIGSHRINK } else ifwasweapon 2448 sound 386 else ifrnd 32 ai AIPIGHIT else ifrnd 64 ai AIPIGSHOOTENEMY else ifrnd 64 { ai AIPIGDIVING action APIGDIVESHOOT } } ends state pigshrinkstate ifcount 304 ai AIPIGSEEKENEMY else ifcount 270 sizeto 48 40 else state genericshrunkcode ends state pigdyingstate ifactioncount 5 { ifrnd 64 spawn 1226 state rf iffloordistl 8 sound 158 action APIGDEAD move PIGSTOPPED break } ends actor 2045 100 ai AIPIGDIVING action APIGDIVESHOOT cstator 2000 enda actor 2001 100 ai AIPIGSEEKENEMY cstator 2000 enda action ABOSS1WALK 0 4 5 1 12 action ABOSS1FROZEN 30 1 5 action ABOSS1RUN 0 6 5 1 5 action ABOSS1SHOOT 30 2 5 1 4 action ABOSS1LOB 40 2 5 1 35 action ABOSS1DYING 50 5 1 1 35 action BOSS1FLINTCH 50 1 1 1 1 action ABOSS1DEAD 55 move PALBOSS1SHRUNKRUNVELS 32 move PALBOSS1RUNVELS 128 move BOSS1WALKVELS 208 move BOSS1RUNVELS 296 move BOSS1STOPPED ai AIBOSS1SEEKENEMY ABOSS1WALK BOSS1WALKVELS 512 ai AIBOSS1RUNENEMY ABOSS1RUN BOSS1RUNVELS 1 ai AIBOSS1SHOOTENEMY ABOSS1SHOOT BOSS1STOPPED 1 ai AIBOSS1LOBBED ABOSS1LOB BOSS1STOPPED 1 ai AIBOSS1DYING ABOSS1DYING BOSS1STOPPED 1 ai AIBOSS1PALSHRINK ABOSS1WALK PALBOSS1SHRUNKRUNVELS 1024 state boss1palshrunkstate ifcount 304 ai AITROOPSEEKENEMY else ifcount 270 sizeto 40 40 else state genericshrunkcode ends state checkboss1seekstate ai AIBOSS1SEEKENEMY ifspritepal 0 nullop else move PALBOSS1RUNVELS 512 ends state boss1runenemystate ifpdistl 2048 { ifp 16384 ai AIBOSS1SHOOTENEMY break } else ifcansee { ifactioncount 6 { ifcanshoottarget { resetactioncount sound 156 } else ai AIBOSS1SEEKENEMY } } else ai AIBOSS1SEEKENEMY ends state boss1seekenemystate ifrnd 2 soundonce 96 else ifactioncount 6 { resetactioncount sound 156 } ifpdistl 2548 ifp 16384 { ai AIBOSS1SHOOTENEMY break } ifcansee ifcount 32 { ifrnd 32 { ifp 16384 ifcanshoottarget ai AIBOSS1SHOOTENEMY } else ifpdistg 2548 ifrnd 192 ifcanshoottarget { ifrnd 64 { ai AIBOSS1RUNENEMY ifspritepal 0 nullop else move PALBOSS1RUNVELS 512 } else ai AIBOSS1LOBBED } } ends state boss1dyingstate ifaction ABOSS1DEAD { ifspritepal 0 break ifrespawn ifcount 768 { spawn 1630 cstat 257 strength 100 state checkboss1seekstate } else { strength 0 ifhitweapon ifwasweapon 1670 { sound 69 state standard_jibs killit } break } } ifactioncount 5 { iffloordistl 8 sound 158 action ABOSS1DEAD cstat 0 ifspritepal 0 endofgame 52 } ends state boss1lobbedstate ifcansee { ifactioncount 2 { resetactioncount sound 154 shoot 1650 } else ifcount 64 ifrnd 16 state checkboss1seekstate } else state checkboss1seekstate ends state boss1shootenemy ifcount 72 state checkboss1seekstate else ifaction ABOSS1SHOOT ifactioncount 2 { sound 98 shoot 2595 shoot 2595 shoot 2595 shoot 2595 shoot 2595 shoot 2595 resetactioncount } ends state checkboss1hitstate ifrnd 2 spawn 1226 ifdead { ifspritepal 0 globalsound 251 else { ifrnd 64 globalsound 251 ifwasweapon 1641 { sound 303 spritepal 1 move 0 action ABOSS1FROZEN strength 0 break } } sound 100 addkills 1 ai AIBOSS1DYING } else { ifrnd 32 { action BOSS1FLINTCH move 0 } ifspritepal 0 nullop else ifwasweapon 1646 { sound 12 ai AIBOSS1PALSHRINK cstat 0 break } soundonce 99 debris 2400 1 guts 2286 1 } ends state boss1code ifaction ABOSS1FROZEN { ifcount 138 { ai AIBOSS1SEEKENEMY spritepal 21 } else ifcount 90 { ifactioncount 26 { spawn 660 resetactioncount } } ifhitweapon { ifwasweapon 1641 { strength 0 break } addkills 1 lotsofglass 30 ifrnd 84 spawn 1226 sound 19 killit } ifp 65536 ifpdistl 980 pkick break } ifai 0 { ifspritepal 0 ai AIBOSS1RUNENEMY else { strength 1000 ai AIBOSS1SHOOTENEMY } } else ifaction BOSS1FLINTCH { ifactioncount 3 ai AIBOSS1SHOOTENEMY } else ifai AIBOSS1SEEKENEMY state boss1seekenemystate else ifai AIBOSS1RUNENEMY state boss1runenemystate else ifai AIBOSS1SHOOTENEMY state boss1shootenemy else ifai AIBOSS1LOBBED state boss1lobbedstate else ifai AIBOSS1PALSHRINK state boss1palshrunkstate ifai AIBOSS1DYING state boss1dyingstate else { ifhitweapon state checkboss1hitstate else ifp 16384 ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends actor 2631 4500 cstator 2630 enda actor 2630 4500 fall state boss1code enda action ABOSS2WALK 0 4 5 1 30 action ABOSS2FROZEN 0 1 5 action ABOSS2RUN 0 4 5 1 15 action ABOSS2SHOOT 20 2 5 1 15 action ABOSS2LOB 30 2 5 1 105 action ABOSS2DYING 40 8 1 1 35 action BOSS2FLINTCH 40 1 1 1 1 action ABOSS2DEAD 48 move PALBOSS2SHRUNKRUNVELS 32 move PALBOSS2RUNVELS 84 move BOSS2WALKVELS 192 move BOSS2RUNVELS 256 move BOSS2STOPPED ai AIBOSS2SEEKENEMY ABOSS2WALK BOSS2WALKVELS 512 ai AIBOSS2RUNENEMY ABOSS2RUN BOSS2RUNVELS 1 ai AIBOSS2SHOOTENEMY ABOSS2SHOOT BOSS2STOPPED 1 ai AIBOSS2LOBBED ABOSS2LOB BOSS2STOPPED 1 ai AIBOSS2DYING ABOSS2DYING BOSS2STOPPED 1 ai AIBOSS2PALSHRINK ABOSS2WALK PALBOSS2SHRUNKRUNVELS 1024 state boss2palshrunkstate ifcount 304 { cstat 257 ai AITROOPSEEKENEMY } else ifcount 270 sizeto 40 40 else state genericshrunkcode ends state checkboss2seekstate ai AIBOSS2SEEKENEMY ifspritepal 0 nullop else move PALBOSS2RUNVELS 512 ends state boss2runenemystate ifcansee { ifactioncount 3 { ifcanshoottarget { resetactioncount sound 156 } else ai AIBOSS2SEEKENEMY } ifcount 48 ifrnd 2 { ifp 16384 { sound 103 ai AIBOSS2SHOOTENEMY } break } } else ai AIBOSS2SEEKENEMY ends state boss2seekenemystate ifrnd 2 soundonce 101 else ifactioncount 3 { resetactioncount sound 156 } ifcansee ifcount 32 ifp 16384 ifrnd 48 ifcanshoottarget { ifrnd 64 ifpdistg 4096 { ai AIBOSS2RUNENEMY ifspritepal 0 nullop else move PALBOSS2RUNVELS 512 break } ifpdistl 10240 { ifrnd 128 { sound 103 ai AIBOSS2LOBBED } } else { sound 103 ai AIBOSS2SHOOTENEMY } } ends state boss2dyingstate ifaction ABOSS2DEAD { ifspritepal 0 break ifrespawn ifcount 768 { spawn 1630 cstat 257 strength 100 state checkboss2seekstate } else { strength 0 ifhitweapon ifwasweapon 1670 { sound 69 state standard_jibs killit } break } } ifactioncount 8 { iffloordistl 8 sound 158 action ABOSS2DEAD cstat 0 ifspritepal 0 endofgame 52 } ends state boss2lobbedstate ifcansee { ifactioncount 2 resetactioncount else ifactioncount 1 { ifrnd 128 shoot 1360 } else ifcount 64 ifrnd 16 state checkboss2seekstate } else state checkboss2seekstate ends state boss2shootenemy ifcount 72 state checkboss2seekstate else ifaction ABOSS2SHOOT ifactioncount 2 { shoot 2605 resetactioncount } ends state checkboss2hitstate ifrnd 2 spawn 1226 ifdead { ifspritepal 0 globalsound 251 else { ifrnd 64 globalsound 251 ifwasweapon 1641 { sound 303 spritepal 1 move 0 action ABOSS2FROZEN strength 0 break } } sound 105 addkills 1 ai AIBOSS2DYING } else { ifrnd 144 { ifrnd 32 { action BOSS2FLINTCH move 0 } else { sound 103 ai AIBOSS2SHOOTENEMY } } ifspritepal 0 nullop else ifwasweapon 1646 { sound 12 ai AIBOSS2PALSHRINK break } soundonce 104 debris 2400 1 guts 2286 1 } ends state boss2code ifaction ABOSS2FROZEN { ifcount 138 { ai AIBOSS2SEEKENEMY spritepal 21 } else ifcount 90 { ifactioncount 26 { spawn 660 resetactioncount } } ifhitweapon { ifwasweapon 1641 { strength 0 break } addkills 1 lotsofglass 30 sound 19 ifrnd 84 spawn 1226 killit } ifp 65536 ifpdistl 980 pkick break } ifai 0 { ifspritepal 0 ai AIBOSS2RUNENEMY else { strength 1 sound 103 ai AIBOSS2SHOOTENEMY } } else ifaction BOSS2FLINTCH { ifactioncount 3 ai AIBOSS2SEEKENEMY } else ifai AIBOSS2SEEKENEMY state boss2seekenemystate else ifai AIBOSS2RUNENEMY state boss2runenemystate else ifai AIBOSS2SHOOTENEMY state boss2shootenemy else ifai AIBOSS2LOBBED state boss2lobbedstate else ifai AIBOSS2PALSHRINK state boss2palshrunkstate ifai AIBOSS2DYING state boss2dyingstate else { ifhitweapon state checkboss2hitstate else ifp 16384 ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends actor 2710 4500 fall state boss2code enda action ABOSS3WALK 0 4 5 1 30 action ABOSS3FROZEN 0 1 5 action ABOSS3RUN 0 4 5 1 15 action ABOSS3LOB 20 4 5 1 50 action ABOSS3LOBBING 30 2 5 1 15 action ABOSS3DYING 40 8 1 1 20 action BOSS3FLINTCH 40 1 1 1 1 action ABOSS3DEAD 48 move PALBOSS3SHRUNKRUNVELS 32 move PALBOSS3RUNVELS 84 move BOSS3WALKVELS 208 move BOSS3RUNVELS 270 move BOSS3STOPPED ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS 512 ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS 16 ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED 1 ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED 1 ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS 1 state boss3palshrunkstate ifcount 304 ai AITROOPSEEKENEMY else ifcount 270 sizeto 40 40 else state genericshrunkcode ends state checkboss3seekstate ai AIBOSS3SEEKENEMY ifspritepal 0 nullop else move PALBOSS3RUNVELS 512 ends state boss3runenemystate ifcansee { ifactioncount 3 { ifcanshoottarget { resetactioncount sound 156 } else ai AIBOSS3SEEKENEMY } } else ai AIBOSS3SEEKENEMY ends state boss3seekenemystate ifrnd 2 soundonce 150 else ifactioncount 3 { resetactioncount sound 156 } ifcansee ifcount 32 ifrnd 48 ifcanshoottarget { ifrnd 64 ifpdistg 4096 { ai AIBOSS3RUNENEMY ifspritepal 0 break move PALBOSS3RUNVELS 512 break } ifp 16384 ai AIBOSS3LOBENEMY } ends state boss3dyingstate ifaction ABOSS3DEAD { ifspritepal 0 break ifrespawn ifcount 768 { spawn 1630 cstat 257 strength 100 state checkboss3seekstate } else { strength 0 ifhitweapon ifwasweapon 1670 { sound 69 state standard_jibs killit } break } } ifactioncount 8 { iffloordistl 8 sound 158 action ABOSS3DEAD cstat 0 ifspritepal 0 endofgame 52 } ends state boss3lobbedstate ifcansee { ifaction ABOSS3LOBBING ifactioncount 2 { shoot 2605 resetactioncount ifrnd 8 ai AIBOSS3SEEKENEMY } ifactioncount 3 { action ABOSS3LOBBING resetcount } } else state checkboss3seekstate ends state checkboss3hitstate ifrnd 2 spawn 1226 ifdead { ifspritepal 0 globalsound 251 else { ifrnd 64 globalsound 251 ifwasweapon 1641 { sound 303 spritepal 1 move 0 action ABOSS3FROZEN strength 0 break } } addkills 1 ai AIBOSS3DYING sound 108 sound 266 } else { ifrnd 32 { action BOSS3FLINTCH move 0 } ifspritepal 0 nullop else ifwasweapon 1646 { sound 12 ai AIBOSS3PALSHRINK break } soundonce 153 debris 2400 1 guts 2286 1 } ends state boss3code ifaction ABOSS3FROZEN { ifhitweapon { ifwasweapon 1641 { strength 0 break } addkills 1 lotsofglass 30 ifrnd 84 spawn 1226 sound 19 killit } ifp 65536 ifpdistl 980 pkick break } ifai 0 { ifspritepal 0 ai AIBOSS3RUNENEMY else { strength 1 ai AIBOSS3LOBENEMY } } else ifaction BOSS3FLINTCH { ifactioncount 3 ai AIBOSS3SEEKENEMY } else ifai AIBOSS3SEEKENEMY state boss3seekenemystate else ifai AIBOSS3RUNENEMY state boss3runenemystate else ifai AIBOSS3LOBENEMY state boss3lobbedstate else ifai AIBOSS3PALSHRINK state boss3palshrunkstate ifai AIBOSS3DYING state boss3dyingstate else { ifhitweapon state checkboss3hitstate else ifp 16384 ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends actor 2760 4500 fall state boss3code enda action ACOMMBREETH 0 3 5 1 40 action ACOMMFROZEN 0 1 5 action ACOMMSPIN -5 1 5 1 12 action ACOMMGET 0 3 5 1 30 action ACOMMSHOOT 20 1 5 1 35 action ACOMMABOUTTOSHOOT 20 1 5 1 30 action ACOMMDYING 30 8 1 1 12 action ACOMMDEAD 38 1 1 1 1 move COMMGETUPVELS 128 -64 move COMMGETVELS 128 64 move COMMSLOW 64 24 move COMMSTOPPED ai AICOMMWAIT ACOMMBREETH COMMSTOPPED 16 ai AICOMMGET ACOMMGET COMMGETVELS 512 ai AICOMMSHOOT ACOMMSHOOT COMMSTOPPED 16 ai AICOMMABOUTTOSHOOT ACOMMABOUTTOSHOOT COMMSTOPPED 16 ai AICOMMSPIN ACOMMSPIN COMMGETVELS 32 ai AICOMMDYING ACOMMDYING COMMSTOPPED 1 ai AICOMMSHRUNK ACOMMGET COMMSLOW 1024 ai AICOMMGROW ACOMMGET COMMSTOPPED 1024 state checkcommhitstate ifhitweapon { guts 2286 2 ifdead { ifwasweapon 1641 { sound 303 spritepal 1 move 0 action ACOMMFROZEN strength 0 break } else ifwasweapon 2448 { sound 315 ai AICOMMGROW break } addkills 1 ifwasweapon 1670 { spawn 1226 sound 69 state standard_jibs killit } else ifwasweapon 2605 { sound 69 spawn 1226 state standard_jibs killit } sound 139 ai AICOMMDYING } else { soundonce 138 ifwasweapon 1646 { sound 12 ai AICOMMSHRUNK } else ifwasweapon 2448 sound 386 else ifrnd 24 ai AICOMMABOUTTOSHOOT } } ends actor 1921 350 cstator 1920 ai AICOMMABOUTTOSHOOT enda move CANNONBALL1 512 0 move CANNONBALL2 512 10 move CANNONBALL3 512 20 move CANNONBALL4 512 40 move CANNONBALL5 512 80 useractor 0 1827 400 ifaction 0 { sizeat 32 32 cstat 257 action ANULLACTION } ifactioncount 46 { ifactioncount 47 nullop else move CANNONBALL5 2 4 } else ifactioncount 44 { ifactioncount 45 nullop else move CANNONBALL4 2 4 } else ifactioncount 40 { ifactioncount 41 nullop else move CANNONBALL3 2 4 } else ifactioncount 32 { ifactioncount 33 nullop else move CANNONBALL2 2 4 } else ifactioncount 16 { ifactioncount 17 nullop else move CANNONBALL1 2 4 } ifnotmoving { spawn 1890 sound 14 hitradius 4096 1 5 10 20 killit } ifhitweapon { ifdead { spawn 1890 hitradius 4096 1 5 10 20 killit } else debris 2400 3 } enda move CANNONBALLSVEL useractor 0 1818 10 ifaction 0 { cstator 257 action ANULLACTION } ifhitweapon { ifdead { spawn 1890 hitradius 4096 1 5 10 20 killit } else debris 2400 3 } enda action ACANNONWAIT 0 1 7 1 1 action ACANNONSHOOTING 0 1 7 1 1 move CANNONSTOP useractor 1 1810 400 ifaction 0 { action ACANNONWAIT } else ifaction ACANNONSHOOTING { spawn 1827 action ACANNONWAIT } else ifaction ACANNONWAIT { ifactioncount 64 { ifrnd 128 action ACANNONSHOOTING else resetactioncount } } ifhitweapon { ifdead { addkills 1 hitradius 4096 1 5 10 20 spawn 1890 killit } else debris 2400 3 } ifpdistl 1024 ifhitspace { ifp 65536 ifcanshoottarget spawn 1827 else break } enda useractor 0 4427 20 ifaction 0 { action ANULLACTION cstat 257 } ifhitweapon { ifdead { sound 69 guts 2265 8 guts 2286 9 killit } else guts 2286 1 } ifrnd 1 spawn 660 enda action ASPEAKERBROKE 1 useractor 0 4397 ifaction 0 { ifhitweapon { stopsound 313 soundonce 314 action ASPEAKERBROKE } else { ifpdistl 10240 soundonce 313 cstat 289 } } enda action ALAVABUBBLE action ALAVABUBBLEANIM 0 5 1 1 16 useractor 0 4340 ifaction 0 { cstat 32768 action ALAVABUBBLE } else ifaction ALAVABUBBLE { ifcount 72 ifrnd 2 { cstat 0 action ALAVABUBBLEANIM } } else { ifactioncount 5 { cstat 32768 action ALAVABUBBLE } } enda action ATANKSPIN 0 1 7 1 4 action ATANKSHOOTING 7 2 7 1 10 action ATANKWAIT 0 1 7 1 1 action ATANKDESTRUCT 0 1 7 1 1 action ATANKDEAD 0 1 7 1 1 move TANKFORWARD 100 move TANKSTOP useractor 1 1975 500 fall ifaction 0 { sizeat 60 60 action ATANKWAIT cstat 257 clipdist 100 } else ifaction ATANKSPIN { soundonce 340 ifactioncount 20 { ifrnd 16 ifcansee ifcanshoottarget { move TANKSTOP 2 action ATANKSHOOTING stopsound 340 } } ifrnd 16 move TANKFORWARD 512 } else ifaction ATANKSHOOTING { ifactioncount 22 { ifpdistg 8192 { sound 154 shoot 1650 } resetcount move 0 action ATANKWAIT } else ifactioncount 2 { ifcansee { ifpdistl 16384 { ifrnd 128 { sound 3 shoot 2595 } } else ifrnd 128 { sound 112 shoot 1625 } } else { move TANKFORWARD 512 action ATANKSPIN } } ifrnd 16 { stopsound 340 move TANKSTOP 16 } } else ifaction ATANKWAIT { ifactioncount 32 { move TANKFORWARD 512 action ATANKSPIN } } else ifaction ATANKDESTRUCT { ifactioncount 64 action ATANKDEAD else ifactioncount 56 sound 16 else ifactioncount 48 sound 16 else ifactioncount 32 sound 16 else ifactioncount 16 sound 16 break } else ifaction ATANKDEAD { addkills 1 hitradius 6144 20 20 20 20 sound 17 debris 2400 15 spawn 1890 ifrnd 128 spawn 2000 killit } ifhitweapon { ifdead action ATANKDEAD else { debris 2400 1 ifaction ATANKSHOOTING break ifrnd 192 { move TANKSTOP 2 action ATANKSHOOTING stopsound 340 } } } ifpdistl 1280 ifhitspace ifp 65536 ifangdiffl 512 action ATANKDESTRUCT enda action ABOSS4WALK 0 4 5 1 30 action ABOSS4DYING 40 9 1 1 20 action ABOSS4ABOUTTOSHOOT 20 1 5 1 40 action ABOSS4SHOOT 25 2 5 1 10 action ABOSS4LAYIT 50 3 5 1 120 action BOSS4FLINTCH 40 1 1 1 1 action ABOSS4DEAD 49 move BOSS4WALKVELS 128 move BOSS4STOPPED ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS 8 2 ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED 1 ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED 1 state boss4shootstate ifaction ABOSS4ABOUTTOSHOOT ifactioncount 3 action ABOSS4SHOOT ifaction ABOSS4SHOOT { ifcount 48 { ifrnd 4 ai AIBOSS4LAYEGGS } ifcount 26 ifrnd 32 { ifrnd 128 { sound 21 addphealth -2 } else { sound 38 addphealth -1 } palfrom 32 32 0 0 } } ends state boss4layeggs ifrnd 2 sound 341 ifaction ABOSS4LAYIT { ifactioncount 3 ifcount 32 { ai AIBOSS4LAYEGGS ifrnd 32 move BOSS4WALKVELS 1024 2 spawn 4670 } } else ifcount 64 ifrnd 4 { move 0 ifrnd 88 { action ABOSS4LAYIT sound 381 } else ifp 16384 ifcansee { ai AIBOSS4SHOOT sound 343 } } ends state boss4dyingstate ifaction ABOSS4DEAD break else ifactioncount 9 { iffloordistl 8 sound 158 endofgame 52 action ABOSS4DEAD cstat 0 } ends state checkboss4hitstate ifrnd 2 spawn 1226 ifdead { globalsound 251 addkills 1 ai AIBOSS4DYING sound 345 sound 370 } else { soundonce 344 debris 2400 1 guts 2286 1 ifaction ABOSS4LAYIT break ifrnd 16 { action BOSS4FLINTCH move 0 } } ends state boss4code ifai 0 ai AIBOSS4LAYEGGS else ifaction BOSS4FLINTCH { ifactioncount 3 ai AIBOSS4LAYEGGS } else ifai AIBOSS4LAYEGGS state boss4layeggs else ifai AIBOSS4SHOOT state boss4shootstate ifai AIBOSS4DYING state boss4dyingstate else { ifhitweapon state checkboss4hitstate else ifp 16384 ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends actor 4741 6000 fall cstator 4740 spritepal 6 state boss4code getlastpal enda actor 4740 6000 fall cstator 4740 spritepal 6 state boss4code getlastpal enda action ANEWBEASTSTAND 0 action ANEWBEASTWALKING 10 4 5 1 12 action ANEWBEASTRUNNING 10 4 5 1 8 action ANEWBEASTTHINK 0 2 5 1 40 action ANEWBEASTSCRATCHING 30 3 5 1 20 action ANEWBEASTDYING 72 8 1 1 15 action ANEWBEASTFLINTCH 71 1 1 1 1 action ANEWBEASTLYINGDEAD 79 1 1 action ANEWBEASTSCREAM 50 2 5 1 40 action ANEWBEASTJUMP 80 2 5 1 50 action ANEWBEASTFALL 90 1 5 action ANEWBEASTFROZEN 10 1 5 action ANEWBEASTHANG 0 1 5 useractor 1 4670 300 ifaction 0 { action ANEWBEASTHANG cstator 257 sizeat 40 40 } else ifhitweapon { cstator 4610 action ANEWBEASTSTAND sound 319 } else ifspawnedby 4740 ifcount 200 ifrnd 1 { cstator 4610 action ANEWBEASTSTAND sound 319 } enda action ANEWBEASTHANGDEAD -1 1 5 useractor 1 4671 20 ifaction 0 { action ANEWBEASTHANGDEAD sizeat 40 40 cstator 257 } else ifhitweapon { ifdead { state standard_jibs spawn 1226 sound 69 killit } else { guts 2286 1 sound 69 } } enda 

