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/*
--------------------------------------------------------------------------------
Duke: Nuclear Winter
By Joris Weimar
© 1997 Simply Silly Software
--------------------------------------------------------------------------------
Duke: Nuclear Winter Plus
By Hendricks266
--------------------------------------------------------------------------------
*/

state snowmangrowcode
  ifcount 32
  {
    addkills 1
    sound SQUISH2
    sound PIPEBOMB_EXPLODE
    hitradius 2048 60 70 80 90
    debris SCRAP3 40
    debris SCRAP3 40
    debris SCRAP3 40
    debris SCRAP3 40
    killit
  }
  else
  {
    sizeto MAXXSTRETCH MAXYSTRETCH
    break
  }
ends

move SNOWBALLSPEED1 750 100
move SNOWBALLUP 0 -2000

action SNOWBALL1 0 1 1 1 1

ai AISNOWBALL1 SNOWBALL1 SNOWBALLSPEED1 geth getv
ai AISNOWBALLUP SNOWBALL1 SNOWBALLUP geth getv

useractor notenemy SNOWBALL 0 SNOWBALL1
   state checksquished

   ifai 0
     {
       sizeat 1 1
       cstat 32768
       clipdist 0
       ai AISNOWBALLUP
     }
   ifai AISNOWBALLUP
     {
       ifcount 1
         {
           ai AISNOWBALL1
           cstat 257
           clipdist 32
           sizeat 30 30
         }
       else break
    }

   ifai AISNOWBALL1
     {
       ifpdistl 1024
         {
           getplayer[THISACTOR].i nw_temp
           setactor[nw_temp].htextra SNOWBALLAMOUNT
           setactor[nw_temp].htpicnum SNOWBALL
          // getactor[THISACTOR].owner nw_temp2
           setactor[nw_temp].htowner nw_owner
 
          // addphealth SNOWBALLAMOUNT
 
           debris SCRAP3 5
           globalsound DUKE_GRUNT
           state headhitstate
           palfrom 15 15 15
           killit
         }
       iffloordistl 10
         {
           debris SCRAP3 5
           killit
         }
     }
   ifcount 30 killit
enda

action ASNOWMANIDLE 26 3 5 1 20
action ASNOWMANATTACK 11 3 5 1 30
action ASNOWMANDIE 5 5 1 1 10
action ASNOWMANDEAD 10 1 1
action ASNOWMANFROZEN 0 1 5 1 1

move SNOWMANSPEED

ai AISNOWFOLLOW ASNOWMANIDLE SNOWMANSPEED faceplayerslow
ai AISNOWATTACK ASNOWMANATTACK SNOWMANSPEED faceplayer
ai AISNOWMANSHRINK ASNOWMANIDLE SNOWMANSPEED geth getv
ai AISNOWMANGROW ASNOWMANIDLE SNOWMANSPEED geth getv
ai AISNOWMANDYING ASNOWMANDIE SNOWMANSPEED geth getv

state snowmanidlestate
   ifcansee
     ifpdistl 8192
       {
         ai AISNOWATTACK
         break
       }
ends

state snowmandyingstate
   ifactioncount 5 action ASNOWMANDEAD
ends

state snowmanattackstate
   ifcount 15 nullop else ifcount 14 spawn SNOWBALL
   ifactioncount 3
     {
       resetcount
       ifpdistl 8192 resetactioncount else ai AISNOWFOLLOW
     }
ends

state snowmanshrinkstate
  ifcount SHRUNKDONECOUNT
    ai AISNOWFOLLOW
  else
    ifcount SHRUNKCOUNT
      sizeto 42 36
  else
    state genericshrunkcode
ends

state snowmanhitstate

  ifdead
  {
  //  debris SCRAP3 40
  //  debris SCRAP3 40
    debris SCRAP3 20

    ifwasweapon GROWSPARK
    {
      sound ACTOR_GROWING
      ai AISNOWMANGROW
      break
    }

    addkills 1

    ifwasweapon FREEZEBLAST
    {
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      action ASNOWMANFROZEN
      strength 0
      break
    }
    ifwasweapon RADIUSEXPLOSION
    {
      debris SCRAP3 40
      killit
    }
    else
      ifwasweapon RPG
    {
      debris SCRAP3 20
      killit
    }
    else
    {
      cstat 0
      ai AISNOWMANDYING
    }

  }
  else
  {
   debris SCRAP3 20
   ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AISNOWMANSHRINK
    }
    else
      ifwasweapon GROWSPARK
        sound EXPANDERHIT
  }
ends


useractor enemy SNOWMAN SNOWMANSTRENGTH ASNOWMANIDLE
  fall

  ifaction ASNOWMANDEAD
  {
    strength 0
    ifhitweapon
    {
      ifwasweapon RADIUSEXPLOSION
      {
      // debris SCRAP3 40
      // debris SCRAP3 40
        debris SCRAP3 20
        killit
      }
    }
  
    ifrespawn
    {
      ifcount RESPAWNACTORTIME
      {
        spawn TRANSPORTERSTAR
        cstat 257
        strength SNOWMANSTRENGTH
        ai AISNOWFOLLOW
      }
    }
    break
  }
  else ifaction ASNOWMANFROZEN
  {
    ifcount THAWTIME
    {
      ai AISNOWFOLLOW
      getlastpal
    }
    else
      ifcount FROZENDRIPTIME
        ifrnd 8
          spawn WATERDRIP

    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
    addkills 1
    lotsofglass 30
    ifrnd 84 debris SCRAP3 10
    sound GLASS_BREAKING
    killit
    }

    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
    break
  }

  ifai AISNOWMANSHRINK
  {
    state snowmanshrinkstate
    break
  }

  ifhitweapon state snowmanhitstate

  ifp pdead break

  ifai 0
  {
    ai AISNOWFOLLOW
    sizeat 42 36
    clipdist 32
    cstat 257
  }

      ifai AISNOWMANDYING state snowmandyingstate
 else ifai AISNOWMANGROW state genericgrowcode
 else ifai AISNOWFOLLOW state snowmanidlestate
 else ifai AISNOWATTACK state snowmanattackstate
enda

move botshrunkspeed   50
move botsteroidspeed  400
move botstopped
move botfall          0 -38
move bothardfall      0
move botflyupspeed    200 -140
move botflydownspeed  200 -38
move botflyspeed      200 // -38
move botdodgespeedfly 250 -140
move botdodgespeeddownfly 250 140

action ABOTFLY        0  1 5 1 13
action ABOTFLYDYING   65 5 1 1 18
action ABOTFLYDIEBACK 69 5 1 -1 18
action ABOTFLYDEAD    65 1 1 1 1
action ABOTFLYFROZEN  0 1 5 1 1

ai AIBOTFLYUP ABOTFLY botflyupspeed faceplayer
ai AIBOTFLYDOWN ABOTFLY botflydownspeed faceplayer
ai AIBOTFLYSEEKUP ABOTFLY botflyupspeed geth seekplayer randomangle
ai AIBOTFLYSEEKDOWN ABOTFLY botflydownspeed geth seekplayer randomangle
ai AIBOTFLYDODGEUP ABOTFLY botdodgespeedfly fleeenemy randomangle
ai AIBOTFLYDODGEDOWN ABOTFLY botdodgespeeddownfly fleeenemy randomangle
ai AIBOTFLYNOTMOVING
ai AIBOTFLYCAMPING ABOTFLY botstopped faceplayer
ai AIBOTFLYDYING ABOTFLYDYING botstopped faceplayer
ai AIFLYWAIT ABOTFLY botstopped faceplayer
ai AIFLYUPMOMENT ABOTFLY botflyupspeed faceplayer
ai AIFLYUPHOLD ABOTFLY botflyupspeed faceplayer
ai AIBOTFLYSTRAIGHT ABOTFLY botflyspeed geth getv
ai AIBOTFLYGROW ABOTFLY botstopped geth getv
ai AIBOTFLYSHRINK ABOTFLY botshrunkspeed fleeenemy
ai AIBOTFLYSTEROIDS ABOTFLY botsteroidspeed randomangle
ai AIBOTFLYFLEE ABOTFLY botflyspeed randomangle

action ABOTWALK   10 4 5 1 13
action ABOTWALK1  10 1 5 1 13
action ABOTWALKGO 10 4 5 1 13
action ABOTKICK   10 2 5 1 25
action ABOTCRAWL  55 3 5 1 13
action ABOTJUMPUP 40 2 5 1 13
action ABOTFALL   50 1 5 1 1
action ABOTWDYING 70 5 1 1 18
action ABOTWDEAD  75 1 1 1 1
action ABOTWALKDIEBACK 74 5 1 -1 18
action ABOTWALKFROZEN  0 1 5 1 1

move   botwalkspeed  250
move   botjumpspeed  250 -115
move   botjumpdspeed 250 150
move   botcrawlspeed 0
move   botfallspeed  250 100

ai AIBOTWALKKICK ABOTKICK botstopped faceplayer
ai AIBOTWALKHUNT ABOTWALK botwalkspeed faceplayer
ai AIBOTWALKSEEK ABOTWALK botwalkspeed seekplayer
ai AIBOTWALKSEEK2
ai AIBOTWALKCAMPING ABOTWALK botstopped faceplayersmart
ai AIBOTWALKSTRJUMP1 ABOTJUMPUP botjumpspeed geth getv
ai AIBOTWALKSTRJUMP2 ABOTFALL   botjumpdspeed geth getv
ai AIBOTWALKSTRJUMP1S ABOTJUMPUP botjumpspeed faceplayer
ai AIBOTWALKSTRJUMP2S ABOTFALL   botjumpdspeed faceplayer
ai AIBOTWALKJUMP1 ABOTJUMPUP botjumpspeed faceplayer
ai AIBOTWALKJUMP2 ABOTFALL   botjumpdspeed faceplayer
ai AIBOTWALKDYING ABOTWDYING botstopped faceplayer
ai AIWALKFALL     ABOTFALL   botstopped faceplayer
ai AIWALKFALLHARD ABOTFALL   botstopped faceplayer
ai AIBOTWALKSTRAIGHT ABOTWALK botwalkspeed geth getv
ai AIBOTWALKGROW ABOTWALK1 botstopped geth getv
ai AIBOTWALKSHRINK ABOTWALK botshrunkspeed fleeenemy
ai AIBOTWALKSTEROIDS ABOTWALK botsteroidspeed randomangle
ai AIBOTWALKFLEE ABOTWALK botwalkspeed randomangle
ai AIBOTLETFALL ABOTFALL botfallspeed getv geth
ai AIBOTWALKNOTMOVING
ai AIWALKWAIT ABOTWALK botstopped faceplayer

state miniboss
  
  sound SANTA_TRASH1
  
  spawn EXPLOSION2
  spawn EXPLOSION2
  spawn PIGCOP
  spawn PIGCOP
  
ends



state stomphisfreakingass
  
  ifp pdead
    nullop
  else
    ifpdistl SQUISHABLEDISTANCE
    {
      addphealth -1000
      sound SQUISH2
     // state standard_pjibs
      state standard_pjibs
      sound SANTA_TRASH9
    }
  
ends


state botchangeweaponstate
  
  ifspritepal 0 nullop else break
  
  resetcount
  
  ifspritepal 0
  {
    ifpdistl 4096
    {
      ifrnd 128
        spritepal 3
      else
        spritepal 9
    }
    else
      ifrnd 128
        spritepal 3
  }
  else ifspritepal 3
  {
    ifpdistg 4096
    {
      ifrnd 128
        spritepal 0
      else
        spritepal 9
    }
    else
    {
      ifrnd 128
        spritepal 9
    }
  }
  else ifspritepal 9
  {
    ifpdistg 4096
    {
      ifrnd 128
        spritepal 0
      else
        spritepal 3
    }
    else
      ifrnd 128
        spritepal 9
  }
  
  sound SELECT_WEAPON
  
ends

state botshootrpg // so Santa shoots the player's RPG and not the Commander's
  eshoot RPG
  setactor[RETURN].extra RPG_WEAPON_STRENGTH
  setactor[RETURN].xrepeat 14
  setactor[RETURN].yrepeat 14
  sound RPG_SHOOT
ends

state botquickshootstate
  
  ifspritepal 0 nullop else break
  
  ifp pshrunk break
  ifp pdead break

  ifspritepal 0
    state botshootrpg
  else ifspritepal 3
  {
    shoot CHAINGUN
    sound CHAINGUN_FIRE
  }
  else ifspritepal 9
  {
   // shoot SHRINKER
   // sound SHRINKER_FIRE
    shoot SHOTGUN
    sound SHOTGUN_FIRE
  }
  
ends


state botshootstate
  
  ifspritepal 0 nullop else break // ifcanshoottarget nullop // ifcanseetarget nullop
  
  ifp pdead break
  ifp pshrunk break
  
  ifspritepal 0
  {
    ifcount 5
    {
      ifactioncount 5
      {
        resetactioncount
        state botshootrpg
      }
  
    ifpdistl 4096
      ifrnd 5
        state botchangeweaponstate
    }
  }
  else ifspritepal 3
  {
    ifcount 5
    {
      ifactioncount 1
      {
        resetactioncount
        shoot SHOTSPARK1
        shoot CHAINGUN
        shoot CHAINGUN
        shoot CHAINGUN
        sound CHAINGUN_FIRE
      }
  
      ifrnd 1
        state botchangeweaponstate
    }
  }
  else ifspritepal 9
  {
    ifcount 5
    {
      ifactioncount 5
      {
        resetactioncount
       // shoot SHRINKER
       // sound SHRINKER_FIRE
        shoot SHOTGUN
        sound SHOTGUN_FIRE
      }
      ifp ponsteroids
        ifrnd 64
          state botchangeweaponstate
  
      ifrnd 1
        state botchangeweaponstate
    }
  }
  
ends

state dudehurt
/*
        ifstrength YELLHURTSOUNDSTRENGTHMP
        {
          ifrnd 64
            sound SANTA_GOTHIT
          else
            ifrnd 64
              sound SANTA_DEAD
          else
            ifrnd 64
              sound SANTA_TRASH6
          else
            sound SANTA_TRASH8
        }
        else
        {
          ifrnd 64
            sound SANTA_GOTHIT
          else ifrnd 64
            sound SANTA_DEAD
          else ifrnd 64
            sound SANTA_TRASH6
          else
            sound SANTA_TRASH8
        }
*/
  
        ifrnd 80
          sound SANTA_GOTHIT
ends

state dukehurt
  
        ifrnd 80
          sound SANTA_GOTHIT
/*

        ifphealthl YELLHURTSOUNDSTRENGTHMP
        {
          ifrnd 64
            sound DUKE_LONGTERM_PAIN2
          else
            ifrnd 64
              sound DUKE_LONGTERM_PAIN3
          else
            ifrnd 64
              sound DUKE_LONGTERM_PAIN4
          else
            sound DUKE_DEAD
        }
        else
        {
          ifrnd 64
            sound DUKE_LONGTERM_PAIN5
          else ifrnd 64
            sound DUKE_LONGTERM_PAIN6
          else ifrnd 64
            sound DUKE_LONGTERM_PAIN7
          else
            sound DUKE_LONGTERM_PAIN8
        }
*/
ends


// WALK STATES

state botwalkhitstate
  
  state botshootstate
  
  // spawn BLOOD
  
  ifdead
  {
    ifspritepal 21
    {
      state miniboss
      break
    }
    else
      soundonce SANTA_DEAD

    ifwasweapon FREEZEBLAST
    {
      spritepal 1
      strength 0
      move 0
      action ABOTWALKFROZEN
      sound SOMETHINGFROZE
      break
    }
    else ifwasweapon GROWSPARK
    {
      cstat 0
      sound ACTOR_GROWING
      ai AIBOTWALKGROW
      break
    }
    else ifwasweapon RADIUSEXPLOSION
    {
     // state standard_pjibs
     // state standard_pjibs
     // state standard_pjibs
      state standard_pjibs
      sound SQUISH2
      addkills 1
      endofgame 52
      killit
    }
    else ifwasweapon RPG
    {
     // state standard_pjibs
     // state standard_pjibs
     // state standard_pjibs
      state standard_pjibs
      sound SQUISH2
      addkills 1
      endofgame 52
      killit
    }
    else
    {
      ai AIBOTWALKDYING
      break
    }
  }
  else
  {
    state dudehurt
  
    ifwasweapon SHRINKSPARK
    {
      ifai AIBOTWALKSTEROIDS
        nullop
      else
      {
        ai AIBOTWALKSHRINK
        break
      }
    }
  }

ends

state botwalkdyingstate
  fall
  strength 0

  ifactioncount 5
    {
      action ABOTWDEAD
      endofgame 52
      killit
    }
ends

state botwalkseekstate
  
  ifcansee
  {
    ai AIBOTWALKHUNT
    break
  }
  
  ifgapzl 100
    nullop
  else
  {
    ifnotmoving
    {
      ifrnd 4
        operate
      ifpdistl 8000
      {
        ai AIFLYUPMOMENT
        cactor SOBBOTFLY
        break
      }
      else
        ai AIBOTWALKJUMP1
  
      break
    }
  }
  
ends

state botwalkjumpstate
  
  ifrnd 4
    ifpdistl 6000
      state botquickshootstate
  
  ifai AIBOTWALKJUMP1
    ifactioncount 2
    {
      ai AIBOTWALKJUMP2
      break
    }
  
  ifai AIBOTWALKJUMP2
    ifactioncount 1
    {
      state botshootstate
      iffloordistl 16
      {
        sound DUKE_LAND
        operate
        ai AIBOTWALKHUNT
      }
    }
  
ends

state botwalkhuntstate
  
  state botshootstate
  
  ifrnd 3
  {
    ai AIBOTWALKSTRJUMP1S
    count 10
  }
  
  ifcansee
  {
    ifpdistl 1024
      ifrnd 24
      {
        ifp pdead
          nullop
        else
          ai AIBOTWALKKICK
        break
      }
  }
  else
  {
    ifphealthl 50
      ifrnd 64
        ifpdistl 8000
          ifrnd 80
            sound SANTA_TRASH1
  
    ifrnd 128
    {
      ifp phigher
      {
        ai AIFLYUPMOMENT
        cactor SOBBOTFLY
        break
      }
      else
      {
        ai AIBOTWALKSTRAIGHT
        break
      }
    }
    else
    {
      ai AIBOTWALKSTRAIGHT
      break
    }
  ai AIBOTWALKSEEK
  break
  }
  
  ifrnd 128
    ifnotmoving
    {
      ifrnd 8
        operate
      ai AIBOTWALKJUMP1
      break
    }
  
ends

state botwalkkickstate
  
  ifactioncount 2
  {
    resetactioncount
    ifpdistl 1024
    {
      ifp pdead
      {
        ai AIBOTWALKHUNT
        break
      }
      ifp pfacing
        ifrnd 16
          globalsound SANTA_TRASH8

      sound KICK_HIT
  
      ifspritepal 21
        addphealth -1
      else
        addphealth -6
  
      state dukehurt
    }
    else
    {
      ai AIBOTWALKHUNT
      break
    }

  ifrnd 50
    {
      ai AIBOTWALKHUNT
      break
    }
  }

ends

state botwalkstraightjumpstate
  
  ifai AIBOTWALKSTRJUMP1
  {
    ifcount 20
    {
    ai AIBOTWALKSTRJUMP2
    break
    }
  }
  else ifai AIBOTWALKSTRJUMP2
  {
    ifcount 18
    {
      iffloordistl 16
      {
        operate
        ifrnd 128
          sound DUKE_LAND
        ifrnd 200
          ai AIBOTWALKSTRAIGHT
        else
          ai AIBOTWALKSEEK
      }
    }
  }
  
ends

state botjumpshootstate
  
  ifai AIBOTWALKSTRJUMP1S
  {
    state botshootstate
  
    ifcount 20
    {
      ai AIBOTWALKSTRJUMP2S
      resetactioncount
      count 10
      break
    }
  }
  else ifai AIBOTWALKSTRJUMP2S
  {
    ifcount 18
    {
      iffloordistl 16
      {
        operate
        sound DUKE_LAND
        ai AIBOTWALKHUNT
        count 10
      }
    }
  }
  
ends


state botwalkstraightstate
  
  ifpdistg 20000
    ai AIBOTWALKSEEK
  
  ifcansee
  {
    ifnotmoving
    {
      ai AIBOTWALKSTRJUMP1
      break
    }
  
    ifrnd 64
      ai AIBOTWALKHUNT
  }
  else
    ifrnd 128
      ifnotmoving
        ai AIBOTWALKSTRJUMP1
  
ends

state steroidswalk
  
  soundonce DUKE_HARTBEAT
  spawn FRAMEEFFECT1
  
  ifhitweapon
  {
    state botwalkhitstate
    break
  }
  
  ifcount 150
    ai AIBOTWALKHUNT

  ifcount 34
    nullop
  else
    sizeto 42 36
  
ends

state botletfallstate
  
  ifactioncount 5
    nullop
  else ifactioncount 6
    soundonce SANTA_TRASH7
  
  ifcansee
  {
    ai AIFLYWAIT
    cactor SOBBOTFLY
    break
  }
  else
  {
    iffloordistl 50
    {
      ai AIFLYWAIT
      cactor SOBBOTFLY
      break
    }
  }
  
ends

useractor enemy SOBBOTWALK SOBBOTSTRENGTH ABOTWALK
  state checksquished

  ifai 0
    {
      ifspawnedby RECON
        {
          spawn PIGCOP
          killit
        }
  
    ifcansee nullop else break
  
    sizeat 42 36
    cstat 257

    ai AIBOTWALKSEEK

    ifspritepal 21
    {
      strength MINIBOSSSTRENGTH
      ifrnd 64
        soundonce SANTA_TRASH9
    }
    else
      spritepal 0
  
    sound INSERT_CLIP
    break
  }

   fall
   sleeptime 300

  ifaction ABOTWDEAD
    break
  else ifaction ABOTWALKFROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOTWALKHUNT
      getlastpal
    }
    else ifcount FROZENDRIPTIME
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
  
    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1
  
      ifrnd 84
        spawn BLOODPOOL
      lotsofglass 30
      spawn ATOMICHEALTH
      sound GLASS_BREAKING
      ifspritepal 21
      {
        state miniboss
        break
      }
      else
      {
        endofgame 52
        killit
      }
    }
  
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
  
     break
  }
  else ifai AIBOTWALKSTEROIDS
  {
    state steroidswalk
    break
  }
  else ifai AIBOTWALKGROW
  {
    ifcount 32
    {
      guts JIBS4 24
      guts JIBS6 28
      addkills 1
      sound SQUISH2
      sound PIPEBOMB_EXPLODE
      hitradius 2048 60 70 80 90
      spawn BLOODPOOL
      spawn EXPLOSION2
      ifspritepal 21
      {
        state miniboss
        break
      }
      else
      {
        endofgame 52
        killit
      }
    }
    else
    {
      sizeto MAXXSTRETCH MAXYSTRETCH
      break
    }
    break
  }
  else ifai AIBOTWALKSHRINK
  {
    ifcount SHRUNKDONECOUNT
      ai AIBOTWALKHUNT
    else
      {
        ifcount SHRUNKCOUNT
        {
          spawn FRAMEEFFECT1
          sizeto 42 36
        }
        else ifcount 31
          nullop
        else ifcount 30
        {
          ifrnd 255
          {
            sound DUKE_TAKEPILLS
            ai AIBOTWALKSTEROIDS
            break
          }
        }
        ifcount 32
        {
          ifpdistl SQUISHABLEDISTANCE
          {
            state standard_pjibs
            sound SQUISH2
            spawn BLOODPOOL
            pstomp
            ifspritepal 21
            {
              state miniboss
              break
            }
            else
            {
              ifrnd 128
                sound SANTA_DEAD
              else
                sound SANTA_TRASH9
  
              endofgame 52
              killit
            }
          }
        }
        else
        {
          sizeto MINXSTRETCH MINYSTRETCH
          spawn FRAMEEFFECT1
        }
      }
    break
  }
  else ifai AIBOTWALKDYING
  {
    state botwalkdyingstate
    break
  }
  else
    ifrnd 1
      operate

  ifhitweapon
  {
    state botwalkhitstate
    break
  }
  else ifai AIWALKFALLHARD
  {
    iffloordistl 16
      ai AIBOTWALKHUNT
    else
      break
  }
  else
  {
    ifai AIWALKFALL
    {
      state botshootstate
      iffloordistl 16
        ai AIBOTWALKHUNT
      else
        break
    }
  }
  
  ifp pshrunk
    state stomphisfreakingass
  
  iffloordistl 550
    nullop
  else
  {
    ai AIFLYWAIT
    cactor SOBBOTFLY
  }

  ifonwater
    nullop
  else
  {
    ifp pjetpack
      ifp phigher
        ifcansee
        {
          ai AIFLYWAIT
          cactor SOBBOTFLY
        }
  }

  ifp phigher
  {
    ifrnd 1
      ifrnd 196
      {
        ai AIFLYWAIT
        cactor SOBBOTFLY
      }
  }

  ifai AIWALKWAIT
  {
    ai AIBOTWALKSEEK
    break
  }
  else ifai AIBOTWALKSEEK state botwalkseekstate
  else ifai AIBOTWALKHUNT state botwalkhuntstate
  else ifai AIBOTWALKJUMP1 state botwalkjumpstate
  else ifai AIBOTWALKJUMP2 state botwalkjumpstate
  else ifai AIBOTWALKKICK state botwalkkickstate
  else ifai AIBOTWALKSTRAIGHT state botwalkstraightstate
  else ifai AIBOTWALKSTRJUMP1 state botwalkstraightjumpstate
  else ifai AIBOTWALKSTRJUMP2 state botwalkstraightjumpstate
  else ifai AIBOTLETFALL state botletfallstate
  else ifai AIBOTWALKSTRJUMP1S state botjumpshootstate
  else ifai AIBOTWALKSTRJUMP2S state botjumpshootstate
enda

state botflydyingstate
  
  fall
  
  strength 0
  cstat 0
  
  ifactioncount 5
  {
    action ABOTFLYDEAD

    ifspritepal 21
    {
      state miniboss
      break
    }
    else
      endofgame 52
  }
  
ends

state choosedodgefly
  
  ifceilingdistl 100
  {
    ifai AIBOTFLYDODGEDOWN
      nullop
    else
      ai AIBOTFLYDODGEDOWN
  }
  else
  {
    ifai AIBOTFLYDODGEUP
      nullop
    else
      ai AIBOTFLYDODGEUP
  }
  
ends


state botflydodgestate
  
  ifcanshoottarget
    state botshootstate
  
  ifcansee
    {
    ifrnd 2
      {
      ifceilingdistl 100
        ai AIBOTFLYDODGEDOWN
      else
        ai AIBOTFLYDODGEUP
      }
    }
    else
      ai AIBOTFLYSEEKUP
  
  ifcount 10
    ai AIBOTFLYDOWN
  
ends

state botflyhitstate
  
  state botshootstate
  
  // spawn BLOOD
  
  ifdead
    {
      ifspritepal 21
      {
        state miniboss
        break
      }
      else
        sound SANTA_DEAD
  
      ifwasweapon FREEZEBLAST
      {
        spritepal 1
        strength 0
        move 0
        action ABOTFLYFROZEN
        sound SOMETHINGFROZE
        break
      }
      else ifwasweapon GROWSPARK
      {
        cstat 0
        sound ACTOR_GROWING
        ai AIBOTFLYGROW
        break
      }
      else ifwasweapon RADIUSEXPLOSION
      {
       // state standard_pjibs
       // state standard_pjibs
       // state standard_pjibs
        state standard_pjibs
        sound SQUISH2
        addkills 1
        endofgame 52
        killit
      }
      else ifwasweapon RPG
      {
       // state standard_pjibs
       // state standard_pjibs
       // state standard_pjibs
        state standard_pjibs
        sound SQUISH2
        addkills 1
        endofgame 52
        killit
      }
      else
       ai AIBOTFLYDYING
   }
   else
   {
     state dudehurt
   
     ifwasweapon SHRINKSPARK
     {
       ifai AIBOTFLYSTEROIDS
         nullop
       else
       {
         ai AIBOTFLYSHRINK
         break
       }
     }
   }
  
ends

state botflyseekupstate
  
  ifcansee
  {
    ai AIBOTFLYUP
    break
  }
  
  ifp phigher
    nullop
  else
  {
    ai AIBOTFLYSEEKDOWN
    break
  }
  
ends

state botflyseekdownstate
  
  ifcansee
  {
    ai AIBOTFLYDOWN
    break
  }
  else
  {
    ifp phigher
      nullop
    else
    {
      ai AIBOTLETFALL
      cactor SOBBOTWALK
    }
  }
  
  ifp phigher
  {
    ai AIBOTFLYSEEKUP
    break
  }
  
ends

state botflydownstate
  
  state botshootstate
  
  ifrnd 16
    ifp phigher
      {
      ai AIBOTFLYUP
      break
      }
  
  ifcansee
    nullop
  else
  {
    ai AIBOTFLYSTRAIGHT
    break
  }
  
ends

state botflyupstate

  state botshootstate

  ifrnd 16
  {
    ifp phigher
      nullop
    else
    {
      ai AIBOTFLYDOWN
      break
    }
  }

  ifcansee
    nullop
  else
    ai AIBOTFLYSTRAIGHT
  
ends

state botflyupmomentstate
  
  ifcansee
  {
    ifcount 10 ai AIBOTFLYUP
    break
  }
  else
  {
    ifcount 50
    {
      ai AIBOTLETFALL
      cactor SOBBOTWALK
    }
  }
  
ends

state botflyholdstate
  
  state botshootstate
  
  ifcount 50
    ai AIBOTFLYUP
  
ends

state botflystraightstate
  
  ifpdistg 20000
    ai AIBOTFLYSEEKDOWN

  ifcansee
    ai AIBOTFLYDOWN
  else
  {
  ifrnd 128
    ifnotmoving
      ai AIFLYUPMOMENT
  }
  
ends

state steroidsfly
  
  soundonce DUKE_HARTBEAT
  spawn FRAMEEFFECT1
  
  ifcount 100
    ai AIBOTFLYUP
  
  ifcount 34
    nullop
  else
    sizeto 42 36
  
  ifhitweapon
  {
    state botflyhitstate
    break
  }
  
ends

// FLY ACTOR

useractor enemy SOBBOTFLY SOBBOTSTRENGTH ABOTFLY
  state checksquished
  
  ifai 0
  {
    ifcansee
      nullop
    else
      break
    ifspritepal 21
      strength MINIBOSSSTRENGTH
    sizeat 42 36
    cstat 257
    sound INSERT_CLIP
    ai AIBOTFLYSEEKDOWN
    spritepal 0
    break
  }

  fall
  sleeptime 300
  
  ifaction ABOTFLYDEAD
    break
  else ifaction ABOTFLYFROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOTFLYUP
      getlastpal
    }
    else ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1

      ifrnd 84
        spawn BLOODPOOL
  
      lotsofglass 30
      spawn ATOMICHEALTH
      sound GLASS_BREAKING
      ifspritepal 21
      {
        state miniboss
        break
      }
      else
      {
        endofgame 52
        killit
      }
    }
  
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
     break
  }
  else ifai AIBOTFLYSTEROIDS
  {
    soundonce DUKE_JETPACK_IDLE
    state steroidsfly
    break
  }
  else ifai AIBOTFLYGROW
  {
    ifcount 32
    {
      guts JIBS4 24
      guts JIBS6 28
      addkills 1
      sound SQUISH2
      sound PIPEBOMB_EXPLODE
      hitradius 2048 60 70 80 90
      spawn BLOODPOOL
      spawn EXPLOSION2
      ifspritepal 21
      {
        state miniboss
        break
      }
      else
      {
        endofgame 52
        killit
      }
    }
    else
    {
      sizeto MAXXSTRETCH MAXYSTRETCH
      break
    }
    break
  }
  else ifai AIBOTFLYSHRINK
  {
    ifcount SHRUNKDONECOUNT
      ai AIBOTFLYUP
    else ifcount SHRUNKCOUNT
    {
      spawn FRAMEEFFECT1
      sizeto 42 36
    }
    else
    {
      ifcount 31
        nullop
      else ifcount 30
        ifrnd 255
          {
            sound DUKE_TAKEPILLS
            ai AIBOTFLYSTEROIDS
            break
          }
  
      ifcount 32
      {
        ifpdistl SQUISHABLEDISTANCE
        {
         // state standard_pjibs
         // state standard_pjibs
         // state standard_pjibs
          state standard_pjibs
          sound SQUISH2
          spawn BLOODPOOL
          pstomp
          ifspritepal 21
          {
            state miniboss
            break
          }
          else
          {
            ifrnd 128
              sound SANTA_DEAD
            else
              sound SANTA_TRASH9
     
            endofgame 52
            killit
          }
        }
      }
      else
      {
        sizeto MINXSTRETCH MINYSTRETCH
        spawn FRAMEEFFECT1
      }
    }
    break
  }
  
  soundonce DUKE_JETPACK_IDLE
  
  ifai AIBOTFLYDYING
  {
    state botflydyingstate
    break
  }
  
  ifhitweapon
    state botflyhitstate
  
  ifrnd 2 operate
  
  ifp pshrunk
    state stomphisfreakingass
  
  ifrnd 25
  {
    ifp phigher
      nullop
    else ifp ponground
      iffloordistl 200
      {
        sound DUKE_JETPACK_OFF
        iffloordistl 100
          ai AIWALKFALL
        else
          ai AIWALKFALLHARD
        cactor SOBBOTWALK
      }
  }
  
  ifai AIFLYWAIT
  {
    move 0
    sound DUKE_JETPACK_ON
    ai AIBOTFLYSEEKDOWN
  }
  
       ifai AIBOTFLYSEEKUP state botflyseekupstate
  else ifai AIBOTFLYSEEKDOWN state botflyseekdownstate
  else ifai AIBOTFLYDOWN state botflydownstate
  else ifai AIBOTFLYUP state botflyupstate
  else ifai AIBOTFLYDODGEUP state botflydodgestate
  else ifai AIBOTFLYDODGEDOWN state botflydodgestate
  else ifai AIFLYUPMOMENT state botflyupmomentstate
  else ifai AIFLYUPHOLD state botflyholdstate
  else ifai AIBOTFLYSTRAIGHT state botflystraightstate
enda

// Grunt

action  AELFUZIWALK    0 4 5 1 30
action  AELFUZIRUN     0 4 5 1 15
action  AELFUZIFROZEN  0 1 5 1
action  AELFUZIGROW    0 1 5 1
action  AELFUZIJUMP  266 2 5 1 15
action  AELFUZIFALL  276 1 5 1 1
action  AELFUZIDYING 260 5 1 1 25
action  AELFUZIDEAD  265 1 1 1 1
action  AELFUZISHOOT 281 2 5 1

move    elfuziwalkspeed 100
move    elfuzirunspeed  200
move    elfuzijumpspeed 150 -200
move    elfuzifallspeed 150 150
move    elfuzistopped
move    elfuzishrink1    80

ai      AIELFUZISHRINKING AELFUZIWALK   elfuzishrink1  fleeenemy
ai      AIELFUZIDYING     AELFUZIDYING  elfuzistopped faceplayer
ai      AIELFUZISEEKING   AELFUZIWALK   elfuziwalkspeed seekplayer
ai      AIELFUZIHUNTING   AELFUZIRUN    elfuzirunspeed faceplayer
ai      AIELFUZIJUMPING   AELFUZIJUMP   elfuzijumpspeed geth getv
ai      AIELFUZIFALLING   AELFUZIFALL   elfuzifallspeed geth getv
ai      AIELFUZISHOOTING  AELFUZISHOOT  elfuzistopped faceplayer
ai      AIELFUZIIQ        AELFUZIRUN    elfuzirunspeed geth getv
ai      AIELFUZIGROW      AELFUZIGROW   elfuzistopped geth getv

state elfuziseekstate
  
  ifcansee
  {
    ifp pdead break
  
    ifpdistl 15000
      ifrnd 16
        ai AIELFUZIHUNTING
  }
  
ends

state elfuzihuntstate
  
  ifp pdead ai AIELFUZISEEKING
  
  ifcansee
  {
    ifpdistl 2000
    {
      ai AIELFUZISHOOTING
      break
    }
    ifrnd 64
      ifnotmoving
      {
        ai AIELFUZIJUMPING
        break
      }

    ifrnd 7
      ifpdistl 8192
        ai AIELFUZISHOOTING
  }
  else
    ifrnd 64
      ai AIELFUZIIQ
  
ends

state elfuziiqstate
  
  ifcansee
    ai AIELFUZIHUNTING
  else
  {
    ifrnd 16
      ifnotmoving
        ai AIELFUZISEEKING
  }
  
ends

state elfuzishootstate
  
  ifcansee
  {
    ifp pdead ai AIELFUZISEEKING
  
    ifactioncount 3
    {
      ifspritepal 0
      {
        sound CHAINGUN_FIRE
        shoot CHAINGUN
      }
      else ifrnd 80
      {
        sound SHRINKER_FIRE
        shoot SHRINKER
      }
      resetactioncount
    }
  ifrnd 4
    ai AIELFUZIHUNTING
  }
  else 
    ai AIELFUZIIQ
  
ends

state elfuzijumpingstate
  
  ifactioncount 2
    ai AIELFUZIFALLING
  
ends

state elfuzifallingstate
  
  iffloordistl 5
    ai AIELFUZIHUNTING
  
ends

action NONEACTION 0 1 1 1 1

move forwardspeed 1500
// ai AIMOVEFORWARD NONEACTION forwardspeed faceplayer

useractor notenemy SPECBLOOD 0 // Hendricks266 fixed this actor. Before this fix, this line said "useractor SPECBLOOD 0", and the code was shit.
  cstat 32768
  // sizeat 42 36
  // sizeat 32 27
  sizeat 1 1
  // ai AIMOVEFORWARD
  spawn BLOOD
  killit
enda



state elfuzihitstate
  spawn BLOOD // Hendricks266 fixed this bug. Before this fix, this line said "spawn SPECBLOOD".  SPECBLOOD is a piece of shit.
  state random_wall_jibs
  
  ifdead
  {
    ifrnd 128
      spawn XMASPRESENT2
    ifwasweapon GROWSPARK
    {
      sound ACTOR_GROWING
      ai AIELFUZIGROW
      break
    }
  
    addkills 1
  state random_wall_jibs
  
    ifwasweapon FREEZEBLAST
    {
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      action AELFUZIFROZEN
      strength 0
      break
    }
    ifwasweapon RADIUSEXPLOSION
    {
      sound SQUISH2
     // state standard_jibs
     // state standard_jibs
      state standard_jibs
      killit
    }
    else ifwasweapon RPG
    {
      sound SQUISH2
     // state standard_jibs
     // state standard_jibs
      state standard_jibs
      killit
    }
    else
      ai AIELFUZIDYING
  }
  else
  {
   // state random_wall_jibs
    ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIELFUZISHRINKING
    }
    else ifwasweapon GROWSPARK
      sound EXPANDERHIT
    else
      ifrnd 32
        ai AIELFUZISHOOTING
  }
ends

state elfuzishrinkstate
  
  ifcount SHRUNKDONECOUNT
    ai AIELFUZISEEKING
  else
  ifcount SHRUNKCOUNT
    sizeto 32 27 // sizeto 48 40
  else
    state genericshrunkcode
  
ends

state elfuzidyingstate
  
  ifactioncount 5
  {
    ifrnd 64
      spawn BLOODPOOL
    state rf
    iffloordistl 8
      sound THUD
    action AELFUZIDEAD
    move elfuzistopped
    break
  }
  
ends

useractor enemy ELFUZI ELFUZISTRENGTH
  fall
  
  state checksquished
  
  ifaction AELFUZIDEAD
  {
    strength 0
    ifhitweapon
      ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISH2
       // state standard_jibs
       // state standard_jibs
        state standard_jibs
        killit
      }
  
    ifrespawn
      ifcount RESPAWNACTORTIME
      {
        spawn TRANSPORTERSTAR
        cstat 257
        strength ELFUZISTRENGTH
        ai AIELFUZISEEKING
      }
    break
  }
  else ifaction AELFUZIFROZEN
  {
    ifcount THAWTIME
    {
      ai AIELFUZISEEKING
      getlastpal
    }
    else ifcount FROZENDRIPTIME
      ifrnd 8
        spawn WATERDRIP
  
    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1
      lotsofglass 30
      ifrnd 84 spawn BLOODPOOL
      sound GLASS_BREAKING
      killit
    }
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
    break
  }
  else ifai AIELFUZIDYING
    state elfuzidyingstate

  ifai AIELFUZISHRINKING
    nullop
  else ifai AIELFUZIGROW
    nullop
  else ifhitweapon
    state elfuzihitstate

  ifai 0
  {
    ai AIELFUZISEEKING
    cstat 257
  // clipdist 32
    sizeat 32 27 // sizeat 42 36
    ifspritepal 0
      nullop
    else
    {
      ifrnd 72
        strength ELFUZIALTSTR
      else
        strength ELFUZISTRENGTH
    }
  }
 else ifai AIELFUZISEEKING state elfuziseekstate
 else ifai AIELFUZIHUNTING state elfuzihuntstate
 else ifai AIELFUZIIQ state elfuziiqstate
 else ifai AIELFUZISHOOTING state elfuzishootstate
 else ifai AIELFUZIJUMPING state elfuzijumpingstate
 else ifai AIELFUZIFALLING state elfuzifallingstate
 else ifai AIELFUZIGROW state genericgrowcode

      ifai AIELFUZISHRINKING state elfuzishrinkstate
enda

useractor enemystayput ELFUZISTAYPUT ELFUZISTRENGTH
  cstat 257
 // clipdist 32
  ai AIELFUZISEEKING
  cactor ELFUZI
enda

// Groan

action  AELFGUNWALK    0 4 5 1 20
action  AELFGUNRUN     0 4 5 1 10
action  AELFGUNFROZEN  0 1 5 1
action  AELFGUNGROW    0 1 5 1
action  AELFGUNDYING  35 4 1 1 25
action  AELFGUNDEAD   39 1 1 1 1
action  AELFGUNSHOOT  20 3 5 1 40

move    elfgunwalkspeed 70
move    elfgunrunspeed  110
move    elfgunstopped
move    elfgunshrink1    80

ai      AIELFGUNSHRINKING AELFGUNWALK   elfgunshrink1  fleeenemy
ai      AIELFGUNDYING     AELFGUNDYING  elfgunstopped faceplayer
ai      AIELFGUNSEEKING   AELFGUNWALK   elfgunwalkspeed seekplayer
ai      AIELFGUNHUNTING   AELFGUNRUN    elfgunrunspeed faceplayer
ai      AIELFGUNSHOOTING  AELFGUNSHOOT  elfgunstopped faceplayer
ai      AIELFGUNIQ        AELFGUNRUN    elfgunrunspeed geth getv
ai      AIELFGUNGROW      AELFGUNGROW   elfgunstopped geth getv

state elfgunseekstate
  
  ifcansee
  {
    ifp pdead break
  
    ifpdistl 15000
      ifrnd 16
        ai AIELFGUNHUNTING
  }
  
ends

state elfgunhuntstate
   ifp pdead ai AIELFGUNSEEKING

   ifcansee
   {
     ifpdistl 2000
     {
       ai AIELFGUNSHOOTING
       break
     }
   }

  ifrnd 7 
    {
      ifpdistl 8192
        ai AIELFGUNSHOOTING
    }
  else ifrnd 48
    ai AIELFGUNIQ
ends

state elfguniqstate
  ifcansee
    ai AIELFGUNHUNTING
  else
    ifrnd 16
      ifnotmoving
        ai AIELFGUNSEEKING
ends

state elfgunshootstate
  
  ifp pdead
    ai AIELFGUNSEEKING
  
  ifcansee
  {
    ifcanshoottarget
    {
      ifcount 29
        nullop
      else ifcount 28
        sound SHOTGUN_COCK
      else ifcount 20
        nullop
      else ifcount 19
      {
        sound SHOTGUN_FIRE
        shoot SHOTGUN
        shoot SHOTGUN
        shoot SHOTGUN
        shoot SHOTGUN
        shoot SHOTGUN
      }
    }
  }
  else
    ai AIELFGUNIQ
   
  ifactioncount 3
  {
    resetcount
    resetactioncount
    ifrnd 64
      ai AIELFGUNHUNTING
  }
  
ends

state elfgunhitstate
  spawn BLOOD
  
  state random_wall_jibs
  
  ifdead
  {
    ifrnd 128
      spawn XMASPRESENT
    ifwasweapon GROWSPARK
    {
      sound ACTOR_GROWING
      ai AIELFGUNGROW
      break
    }
  
    addkills 1
  
    ifwasweapon FREEZEBLAST
    {
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      action AELFGUNFROZEN
      strength 0
      break
    }
    ifwasweapon RADIUSEXPLOSION
    {
      sound SQUISH2
     // state standard_jibs
     // state standard_jibs
      state standard_jibs
      killit
    }
    else ifwasweapon RPG
    {
      sound SQUISH2
     // state standard_jibs
     // state standard_jibs
      state standard_jibs
      killit
    }
    else
      ai AIELFGUNDYING
  
  }
  else
  {
    state random_wall_jibs
    ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIELFGUNSHRINKING
    }
    else ifwasweapon GROWSPARK
      sound EXPANDERHIT
    else
      ifrnd 32
        ai AIELFGUNSHOOTING
  }
ends

state elfgunshrinkstate
  
  ifcount SHRUNKDONECOUNT
    ai AIELFGUNSEEKING
  else ifcount SHRUNKCOUNT
    sizeto 32 27 // sizeto 48 40
  else
    state genericshrunkcode
  
ends

state elfgundyingstate
  
  ifactioncount 4
  {
    ifrnd 64
      spawn BLOODPOOL
    state rf
    iffloordistl 8
      sound THUD
    action AELFGUNDEAD
    move elfgunstopped
    break
  }
  
ends

useractor enemy ELFGUN ELFGUNSTRENGTH
  fall
  state checksquished
  
  ifaction AELFGUNDEAD
  {
    ifrespawn
      ifcount RESPAWNACTORTIME
      {
        spawn TRANSPORTERSTAR
        cstat 257
        strength ELFGUNSTRENGTH
        ai AIELFGUNSEEKING
      }
      else
      {
        strength 0
        ifhitweapon
          ifwasweapon RADIUSEXPLOSION
          {
            sound SQUISH2
           // state standard_jibs
           // state standard_jibs
            state standard_jibs
            killit
          }
        break
      }
    break
  }
  else ifaction AELFGUNFROZEN
  {
    ifcount THAWTIME
    {
      ai AIELFGUNSEEKING
      getlastpal
    }
    else
      ifcount FROZENDRIPTIME
        ifrnd 8
          spawn WATERDRIP

    ifhitweapon
    { // state elfgunhitstate
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1
      lotsofglass 30
      ifrnd 84
        spawn BLOODPOOL
      sound GLASS_BREAKING
      killit
    }
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
    break
  }
  else
    ifai AIELFGUNDYING
      state elfgundyingstate

  ifai AIELFGUNSHRINKING
    nullop
  else ifai AIELFGUNGROW
    nullop
  else ifhitweapon
    state elfgunhitstate

  ifai 0
  {
    ai AIELFGUNSEEKING
    cstat 257
   // clipdist 32
    sizeat 32 27 // sizeat 42 36
    strength ELFGUNSTRENGTH
  }
  else ifai AIELFGUNSEEKING state elfgunseekstate
  else ifai AIELFGUNHUNTING state elfgunhuntstate
  else ifai AIELFGUNIQ state elfguniqstate
  else ifai AIELFGUNSHOOTING state elfgunshootstate
  else ifai AIELFGUNGROW state genericgrowcode

  ifai AIELFGUNSHRINKING state elfgunshrinkstate
  
enda

useractor enemystayput ELFGUNSTAYPUT ELFGUNSTRENGTH
  ai AIELFGUNSEEKING
  cstat 257
  // clipdist 32
  cactor ELFGUN
  break
enda

state present
  fall
  sizeat 20 20
  cstat 257
  clipdist 16
ends

state present1
  ifp pshrunk nullop else
  ifp palive
    ifcount 6
      ifpdistl RETRIEVEDISTANCE
        ifcanseetarget
          {
            sound RIP_PAPER
            ifvarl nw_temp 1
            {
              ifrnd 128
                spawn SHIELD
              else
                spawn SIXPAK
            }
            else
              espawnvar nw_temp // spawnvar // spawns the lotag, collected during EVENT_LOADACTOR
            killit
          }
ends

state present2
  ifp pshrunk nullop else
  ifp palive
    ifcount 6
      ifpdistl RETRIEVEDISTANCE
        ifcanseetarget
          {
            sound RIP_PAPER
            ifvarl nw_temp 1
            {
              ifrnd 128
                spawn CHAINGUNSPRITE
              else
                spawn SHOTGUNSPRITE
            }
            else
              espawnvar nw_temp // spawnvar // spawns the lotag, collected during EVENT_LOADACTOR
            killit
          }
ends


useractor notenemy XMASPRESENT 0 // ELFGUN
  state present
  state present1
enda

useractor notenemy XMASPRESENT2 0 // ELFUZI
  state present
  state present2
enda


action VOIDACTION
move NULLSPEED

ai MAKENOISE VOIDACTION NULLSPEED geth getv

useractor notenemy NOISEMAKER 999
  sizeat 48 40
  cstat 17

  ifai 0 ai MAKENOISE

  ifspritepal 21
    {
      ifhitweapon
        ifcount 24
        {
          strength 999
          ifrnd 128
            sound MOVIE2
          else
            sound MOVIE3
          resetcount
        }
    }
  else
    hitradius 4096 1 1 1 1
enda

useractor notenemy MALEGEEK 20
  ifhitweapon
  {
    guts JIBS6 3
    sound SQUISH2
    ifdead
    {
      stopsound MALECAROL
      guts JIBS6 2
      guts JIBS6 3
      guts JIBS6 4
      sound MALECAROL_DEAD
      globalsound MOUSEANNOY
      killit
    }
  }
  
  ifcount 225
  {
    sound MALECAROL
    resetcount
  }
enda

useractor notenemy FEMALEGEEK 20
  ifhitweapon
  {
    guts JIBS6 3
    sound SQUISH2
    ifdead
    {
      stopsound FEMALECAROL
      guts JIBS6 2
      guts JIBS6 3
      guts JIBS6 4
      sound FEMALECAROL_DEAD
      killit
    }
  }
  
  ifcount 225
  {
    sound FEMALECAROL
    resetcount
  }
enda

state mariocode
  cstat 257
  sizeat 62 62
ends

useractor notenemy NWMARIO 0
  state mariocode
enda

useractor notenemy NWMARIO2 0
  state mariocode
enda