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Ignore whitespace Rev 6 → Rev 7

/nw_plus/NWActor.con
24,7 → 24,7
}
else
{
sizeto MAXXSTRETCH MAXYSTRETCH
sizeto MAXXSTRETCH MAXYSTRETCH
break
}
ends
188,85 → 188,82
 
 
useractor enemy SNOWMAN SNOWMANSTRENGTH ASNOWMANIDLE
fall
fall
 
ifaction ASNOWMANDEAD
{
ifrespawn
ifaction ASNOWMANDEAD
{
strength 0
ifhitweapon
{
ifcount RESPAWNACTORTIME
ifwasweapon RADIUSEXPLOSION
{
spawn TRANSPORTERSTAR
cstat 257
strength SNOWMANSTRENGTH
ai AISNOWFOLLOW
// debris SCRAP3 40
// debris SCRAP3 40
debris SCRAP3 20
killit
}
}
else
ifrespawn
{
strength 0
ifhitweapon
ifcount RESPAWNACTORTIME
{
ifwasweapon RADIUSEXPLOSION
{
// debris SCRAP3 40
// debris SCRAP3 40
debris SCRAP3 20
killit
}
spawn TRANSPORTERSTAR
cstat 257
strength SNOWMANSTRENGTH
ai AISNOWFOLLOW
}
}
break
break
}
else
ifaction ASNOWMANFROZEN
else ifaction ASNOWMANFROZEN
{
ifcount THAWTIME
ifcount THAWTIME
{
ai AISNOWFOLLOW
getlastpal
ai AISNOWFOLLOW
getlastpal
}
else
ifcount FROZENDRIPTIME
ifrnd 8
spawn WATERDRIP
ifcount FROZENDRIPTIME
ifrnd 8
spawn WATERDRIP
 
ifhitweapon
ifhitweapon
{
ifwasweapon FREEZEBLAST
ifwasweapon FREEZEBLAST
{
strength 0
break
strength 0
break
}
addkills 1
lotsofglass 30
ifrnd 84 debris SCRAP3 10
sound GLASS_BREAKING
killit
addkills 1
lotsofglass 30
ifrnd 84 debris SCRAP3 10
sound GLASS_BREAKING
killit
}
 
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
 
ifai AISNOWMANSHRINK
ifai AISNOWMANSHRINK
{
state snowmanshrinkstate
break
state snowmanshrinkstate
break
}
 
ifhitweapon state snowmanhitstate
 
ifhitweapon state snowmanhitstate
ifp pdead break
 
ifp pdead break
 
ifai 0
ifai 0
{
ai AISNOWFOLLOW
sizeat 42 36
clipdist 32
cstat 257
ai AISNOWFOLLOW
sizeat 42 36
clipdist 32
cstat 257
}
 
ifai AISNOWMANDYING state snowmandyingstate
352,187 → 349,180
ai AIWALKWAIT ABOTWALK botstopped faceplayer
 
state miniboss
 
sound SANTA_TRASH1
 
spawn EXPLOSION2
spawn EXPLOSION2
spawn PIGCOP
spawn PIGCOP
 
sound SANTA_TRASH1
spawn EXPLOSION2
spawn EXPLOSION2
spawn PIGCOP
spawn PIGCOP
ends
 
 
 
state stomphisfreakingass
 
ifp pdead nullop
ifp pdead
nullop
else
{
ifpdistl SQUISHABLEDISTANCE
ifpdistl SQUISHABLEDISTANCE
{
addphealth -1000
sound SQUISH2
// state standard_pjibs
state standard_pjibs
sound SANTA_TRASH9
addphealth -1000
sound SQUISH2
// state standard_pjibs
state standard_pjibs
sound SANTA_TRASH9
}
}
 
ends
 
 
state botchangeweaponstate
 
ifspritepal 0 nullop else break
 
resetcount
 
ifspritepal 0
ifspritepal 0 nullop else break
resetcount
ifspritepal 0
{
ifpdistl 4096
ifpdistl 4096
{
ifrnd 128
spritepal 3
ifrnd 128
spritepal 3
else
spritepal 9
spritepal 9
}
else
{
ifrnd 128
spritepal 3
}
ifrnd 128
spritepal 3
}
else
ifspritepal 3
else ifspritepal 3
{
ifpdistg 4096
ifpdistg 4096
{
ifrnd 128
spritepal 0
ifrnd 128
spritepal 0
else
spritepal 9
spritepal 9
}
else
{
ifrnd 128
spritepal 9
ifrnd 128
spritepal 9
}
}
else
ifspritepal 9
else ifspritepal 9
{
ifpdistg 4096
ifpdistg 4096
{
ifrnd 128
spritepal 0
ifrnd 128
spritepal 0
else
spritepal 3
spritepal 3
}
else
{
ifrnd 128
spritepal 9
}
ifrnd 128
spritepal 9
}
 
sound SELECT_WEAPON
 
sound SELECT_WEAPON
ends
 
state botquickshootstate
ifspritepal 0 nullop else break
ifp pshrunk break
ifp pdead break
 
ifspritepal 0 nullop else break
 
ifp pshrunk break
ifp pdead break
 
ifspritepal 0
ifspritepal 0
{
shoot RPG sound RPG_SHOOT
shoot RPG
sound RPG_SHOOT
}
else
ifspritepal 3
else ifspritepal 3
{
shoot CHAINGUN sound CHAINGUN_FIRE
shoot CHAINGUN
sound CHAINGUN_FIRE
}
else
ifspritepal 9
else ifspritepal 9
{
// shoot SHRINKER sound SHRINKER_FIRE
shoot SHOTGUN sound SHOTGUN_FIRE
// 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
ifspritepal 0 nullop else break // ifcanshoottarget nullop // ifcanseetarget nullop
ifp pdead break
ifp pshrunk break
ifspritepal 0
{
ifcount 5
ifcount 5
{
ifactioncount 5
ifactioncount 5
{
resetactioncount
shoot RPG
sound RPG_SHOOT
resetactioncount
shoot RPG
sound RPG_SHOOT
}
 
ifpdistl 4096
{
ifrnd 5
state botchangeweaponstate
}
}
}
else
ifspritepal 3
else ifspritepal 3
{
ifcount 5
ifcount 5
{
ifactioncount 1
ifactioncount 1
{
resetactioncount
shoot SHOTSPARK1 shoot CHAINGUN shoot CHAINGUN shoot CHAINGUN
sound CHAINGUN_FIRE
resetactioncount
shoot SHOTSPARK1
shoot CHAINGUN
shoot CHAINGUN
shoot CHAINGUN
sound CHAINGUN_FIRE
}
ifrnd 1 state botchangeweaponstate
ifrnd 1
state botchangeweaponstate
}
}
else
ifspritepal 9
else ifspritepal 9
{
ifcount 5
ifcount 5
{
ifactioncount 5
ifactioncount 5
{
resetactioncount
// shoot SHRINKER
// sound SHRINKER_FIRE
shoot SHOTGUN
sound SHOTGUN_FIRE
resetactioncount
// shoot SHRINKER
// sound SHRINKER_FIRE
shoot SHOTGUN
sound SHOTGUN_FIRE
}
ifp ponsteroids
{
ifrnd 64
ifp ponsteroids
ifrnd 64
state botchangeweaponstate
ifrnd 1
state botchangeweaponstate
}
ifrnd 1 state botchangeweaponstate
}
}
 
 
 
ends
 
state dudehurt
 
/*
ifstrength YELLHURTSOUNDSTRENGTHMP
{
559,13 → 549,13
sound SANTA_TRASH8
}
*/
 
ifrnd 80
sound SANTA_GOTHIT
ends
 
state dukehurt
 
ifrnd 80
sound SANTA_GOTHIT
/*
601,16 → 591,22
// WALK STATES
 
state botwalkhitstate
 
state botshootstate
 
// spawn BLOOD
 
ifdead
state botshootstate
// spawn BLOOD
ifdead
{
ifspritepal 21 { state miniboss break } else soundonce SANTA_DEAD
ifspritepal 21
{
state miniboss
break
}
else
soundonce SANTA_DEAD
 
ifwasweapon FREEZEBLAST
ifwasweapon FREEZEBLAST
{
spritepal 1
strength 0
619,8 → 615,7
sound SOMETHINGFROZE
break
}
else
ifwasweapon GROWSPARK
else ifwasweapon GROWSPARK
{
cstat 0
sound ACTOR_GROWING
627,12 → 622,11
ai AIBOTWALKGROW
break
}
else
ifwasweapon RADIUSEXPLOSION
else ifwasweapon RADIUSEXPLOSION
{
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
state standard_pjibs
sound SQUISH2
addkills 1
639,12 → 633,11
endofgame 52
killit
}
else
ifwasweapon RPG
else ifwasweapon RPG
{
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
state standard_pjibs
sound SQUISH2
addkills 1
656,18 → 649,20
ai AIBOTWALKDYING
break
}
}
}
else
{
state dudehurt
 
ifwasweapon SHRINKSPARK
state dudehurt
ifwasweapon SHRINKSPARK
{
ifai AIBOTWALKSTEROIDS nullop else
{
ai AIBOTWALKSHRINK
break
}
ifai AIBOTWALKSTEROIDS
nullop
else
{
ai AIBOTWALKSHRINK
break
}
}
}
 
686,167 → 681,162
ends
 
state botwalkseekstate
 
ifcansee
ifcansee
{
ai AIBOTWALKHUNT
break
}
 
ifgapzl 100
{
}
ifgapzl 100
nullop
else
{
ifnotmoving
ifnotmoving
{
ifrnd 4 operate
ifpdistl 8000
ifrnd 4
operate
ifpdistl 8000
{
ai AIFLYUPMOMENT
cactor SOBBOTFLY
break
ai AIFLYUPMOMENT
cactor SOBBOTFLY
break
}
else
ai AIBOTWALKJUMP1
break
ai AIBOTWALKJUMP1
break
}
}
 
ends
 
state botwalkjumpstate
 
ifrnd 4
ifpdistl 6000
state botquickshootstate
 
ifai AIBOTWALKJUMP1
{
ifactioncount 2
ifrnd 4
ifpdistl 6000
state botquickshootstate
ifai AIBOTWALKJUMP1
ifactioncount 2
{
ai AIBOTWALKJUMP2
break
ai AIBOTWALKJUMP2
break
}
}
 
ifai AIBOTWALKJUMP2
{
ifactioncount 1
ifai AIBOTWALKJUMP2
ifactioncount 1
{
state botshootstate
iffloordistl 16
state botshootstate
iffloordistl 16
{
sound DUKE_LAND
operate
ai AIBOTWALKHUNT
sound DUKE_LAND
operate
ai AIBOTWALKHUNT
}
}
}
 
ends
 
state botwalkhuntstate
 
state botshootstate
 
ifrnd 3
state botshootstate
ifrnd 3
{
ai AIBOTWALKSTRJUMP1S
count 10
ai AIBOTWALKSTRJUMP1S
count 10
}
 
ifcansee
ifcansee
{
ifpdistl 1024
{
ifrnd 24
ifpdistl 1024
ifrnd 24
{
ifp pdead
nullop
ifp pdead
nullop
else
ai AIBOTWALKKICK
break
ai AIBOTWALKKICK
break
}
}
}
else
{
ifphealthl 50
ifrnd 64
ifpdistl 8000
{
ifphealthl 50
ifrnd 64
ifpdistl 8000
ifrnd 80
sound SANTA_TRASH1
}
 
ifrnd 128
ifrnd 128
{
ifp phigher
ifp phigher
{
ai AIFLYUPMOMENT
cactor SOBBOTFLY
break
ai AIFLYUPMOMENT
cactor SOBBOTFLY
break
}
else
{
ai AIBOTWALKSTRAIGHT
break
ai AIBOTWALKSTRAIGHT
break
}
}
else
{
ai AIBOTWALKSTRAIGHT
break
ai AIBOTWALKSTRAIGHT
break
}
ai AIBOTWALKSEEK
break
}
 
ifrnd 128
ifnotmoving
ifrnd 128
ifnotmoving
{
ifrnd 8
operate
ai AIBOTWALKJUMP1
break
ifrnd 8
operate
ai AIBOTWALKJUMP1
break
}
 
ends
 
state botwalkkickstate
 
ifactioncount 2
ifactioncount 2
{
resetactioncount
ifpdistl 1024
resetactioncount
ifpdistl 1024
{
ifp pdead
ifp pdead
{
ai AIBOTWALKHUNT
break
ai AIBOTWALKHUNT
break
}
ifp pfacing
ifrnd 16
{
ifp pfacing
ifrnd 16
globalsound SANTA_TRASH8
}
sound KICK_HIT
 
ifspritepal 21 addphealth -1 else addphealth -6
state dukehurt
sound KICK_HIT
ifspritepal 21
addphealth -1
else
addphealth -6
state dukehurt
}
else
{
ai AIBOTWALKHUNT
break
ai AIBOTWALKHUNT
break
}
 
ifrnd 50
{
ai AIBOTWALKHUNT
break
ai AIBOTWALKHUNT
break
}
}
 
853,723 → 843,652
ends
 
state botwalkstraightjumpstate
 
ifai AIBOTWALKSTRJUMP1
ifai AIBOTWALKSTRJUMP1
{
ifcount 20
ifcount 20
{
ai AIBOTWALKSTRJUMP2
break
}
}
else
ifai AIBOTWALKSTRJUMP2
else ifai AIBOTWALKSTRJUMP2
{
ifcount 18
ifcount 18
{
iffloordistl 16
iffloordistl 16
{
operate
ifrnd 128
sound DUKE_LAND
ifrnd 200
ai AIBOTWALKSTRAIGHT
operate
ifrnd 128
sound DUKE_LAND
ifrnd 200
ai AIBOTWALKSTRAIGHT
else
ai AIBOTWALKSEEK
ai AIBOTWALKSEEK
}
}
}
 
ends
 
state botjumpshootstate
 
ifai AIBOTWALKSTRJUMP1S
ifai AIBOTWALKSTRJUMP1S
{
state botshootstate
 
ifcount 20
state botshootstate
ifcount 20
{
ai AIBOTWALKSTRJUMP2S
resetactioncount
count 10
break
ai AIBOTWALKSTRJUMP2S
resetactioncount
count 10
break
}
 
}
else
ifai AIBOTWALKSTRJUMP2S
else ifai AIBOTWALKSTRJUMP2S
{
ifcount 18
ifcount 18
{
iffloordistl 16
iffloordistl 16
{
operate
sound DUKE_LAND
ai AIBOTWALKHUNT
count 10
operate
sound DUKE_LAND
ai AIBOTWALKHUNT
count 10
}
}
}
 
 
ends
 
 
state botwalkstraightstate
 
ifpdistg 20000
ai AIBOTWALKSEEK
 
ifcansee
ifpdistg 20000
ai AIBOTWALKSEEK
ifcansee
{
ifnotmoving
ifnotmoving
{
ai AIBOTWALKSTRJUMP1
break
ai AIBOTWALKSTRJUMP1
break
}
ifrnd 64
ai AIBOTWALKHUNT
ifrnd 64
ai AIBOTWALKHUNT
}
else
{
ifrnd 128
ifnotmoving
ai AIBOTWALKSTRJUMP1
}
 
ifrnd 128
ifnotmoving
ai AIBOTWALKSTRJUMP1
ends
 
state steroidswalk
 
soundonce DUKE_HARTBEAT
spawn FRAMEEFFECT1
 
ifhitweapon
soundonce DUKE_HARTBEAT
spawn FRAMEEFFECT1
ifhitweapon
{
state botwalkhitstate
break
state botwalkhitstate
break
}
ifcount 150
ai AIBOTWALKHUNT
 
ifcount 150
{
ai AIBOTWALKHUNT
}
 
ifcount 34
{
}
ifcount 34
nullop
else
{
sizeto 42 36
}
 
sizeto 42 36
ends
 
state botletfallstate
 
ifactioncount 5
{
}
else
ifactioncount 6
{
ifactioncount 5
nullop
else ifactioncount 6
soundonce SANTA_TRASH7
}
 
ifcansee
ifcansee
{
ai AIFLYWAIT
cactor SOBBOTFLY
break
ai AIFLYWAIT
cactor SOBBOTFLY
break
}
else
{
iffloordistl 50
iffloordistl 50
{
ai AIFLYWAIT
cactor SOBBOTFLY
break
ai AIFLYWAIT
cactor SOBBOTFLY
break
}
}
 
ends
 
useractor enemy SOBBOTWALK SOBBOTSTRENGTH ABOTWALK
state checksquished
state checksquished
 
ifai 0
{
 
ifspawnedby RECON
{
spawn PIGCOP
killit
}
 
ifcansee nullop else break
sizeat 42 36
cstat 257
ifcansee nullop else break
sizeat 42 36
cstat 257
 
ai AIBOTWALKSEEK
ai AIBOTWALKSEEK
 
ifspritepal 21
ifspritepal 21
{
strength MINIBOSSSTRENGTH
ifrnd 64 soundonce SANTA_TRASH9
ifrnd 64
soundonce SANTA_TRASH9
}
else spritepal 0
 
sound INSERT_CLIP
break
else
spritepal 0
sound INSERT_CLIP
break
}
 
 
fall
sleeptime 300
 
ifaction ABOTWDEAD break
else
ifaction ABOTWALKFROZEN
ifaction ABOTWDEAD
break
else ifaction ABOTWALKFROZEN
{
 
ifcount THAWTIME
ifcount THAWTIME
{
ai AIBOTWALKHUNT
getlastpal
ai AIBOTWALKHUNT
getlastpal
}
else
ifcount FROZENDRIPTIME
else ifcount FROZENDRIPTIME
ifactioncount 26
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
ifhitweapon
{
ifwasweapon FREEZEBLAST
ifwasweapon FREEZEBLAST
{
strength 0
break
strength 0
break
}
addkills 1
 
ifrnd 84
spawn BLOODPOOL
lotsofglass 30
spawn ATOMICHEALTH
sound GLASS_BREAKING
ifspritepal 21
addkills 1
ifrnd 84
spawn BLOODPOOL
lotsofglass 30
spawn ATOMICHEALTH
sound GLASS_BREAKING
ifspritepal 21
{
state miniboss
break
}
endofgame 52
killit
else
{
endofgame 52
killit
}
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
else
ifai AIBOTWALKSTEROIDS
else ifai AIBOTWALKSTEROIDS
{
state steroidswalk
break
}
else
ifai AIBOTWALKGROW
else ifai AIBOTWALKGROW
{
ifcount 32
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
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
}
endofgame 52
killit
else
{
endofgame 52
killit
}
}
else
{
sizeto MAXXSTRETCH MAXYSTRETCH
sizeto MAXXSTRETCH MAXYSTRETCH
break
}
break
}
break
}
else
ifai AIBOTWALKSHRINK
else ifai AIBOTWALKSHRINK
{
 
ifcount SHRUNKDONECOUNT
ai AIBOTWALKHUNT
ifcount SHRUNKDONECOUNT
ai AIBOTWALKHUNT
else
ifcount SHRUNKCOUNT
{
spawn FRAMEEFFECT1
sizeto 42 36
}
else
{
ifcount 31
nullop
else
ifcount SHRUNKCOUNT
{
ifcount 30
spawn FRAMEEFFECT1
sizeto 42 36
}
else ifcount 31
nullop
else ifcount 30
{
ifrnd 255
{
ifrnd 255
{
sound DUKE_TAKEPILLS
ai AIBOTWALKSTEROIDS
break
}
}
}
ifcount 32
ifcount 32
{
ifpdistl SQUISHABLEDISTANCE
ifpdistl SQUISHABLEDISTANCE
{
state standard_pjibs
sound SQUISH2
spawn BLOODPOOL
pkick
// state headhitstate
// state headhitstate
// state headhitstate
state headhitstate
ifspritepal 21
{
state miniboss
break
}
else
{
ifrnd 128
sound SANTA_DEAD
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
sound SANTA_TRASH9
endofgame 52
killit
}
}
}
else
{
sizeto MINXSTRETCH MINYSTRETCH
spawn FRAMEEFFECT1
sizeto MINXSTRETCH MINYSTRETCH
spawn FRAMEEFFECT1
}
}
 
break
break
}
else
ifai AIBOTWALKDYING
else ifai AIBOTWALKDYING
{
state botwalkdyingstate
break
state botwalkdyingstate
break
}
else
ifrnd 1
operate
ifrnd 1
operate
 
ifhitweapon
ifhitweapon
{
state botwalkhitstate
break
state botwalkhitstate
break
}
else
ifai AIWALKFALLHARD
else ifai AIWALKFALLHARD
{
iffloordistl 16
{
ai AIBOTWALKHUNT
}
iffloordistl 16
ai AIBOTWALKHUNT
else
{
break
}
break
}
else
{
ifai AIWALKFALL
ifai AIWALKFALL
{
state botshootstate
iffloordistl 16
{
ai AIBOTWALKHUNT
}
state botshootstate
iffloordistl 16
ai AIBOTWALKHUNT
else
{
break
}
break
}
}
 
ifp pshrunk
state stomphisfreakingass
 
iffloordistl 550
nullop
ifp pshrunk
state stomphisfreakingass
iffloordistl 550
nullop
else
{
ai AIFLYWAIT
cactor SOBBOTFLY
ai AIFLYWAIT
cactor SOBBOTFLY
}
 
ifonwater
{
}
ifonwater
nullop
else
{
ifp pjetpack
ifp phigher
ifcansee
ifp pjetpack
ifp phigher
ifcansee
{
ai AIFLYWAIT
cactor SOBBOTFLY
ai AIFLYWAIT
cactor SOBBOTFLY
}
}
 
ifp phigher
ifp phigher
{
ifrnd 1
{
ifrnd 196
ifrnd 1
ifrnd 196
{
ai AIFLYWAIT
cactor SOBBOTFLY
ai AIFLYWAIT
cactor SOBBOTFLY
}
}
}
 
ifai AIWALKWAIT
ifai AIWALKWAIT
{
ai AIBOTWALKSEEK
break
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
 
 
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
 
fall
 
strength 0
cstat 0
 
ifactioncount 5
{
action ABOTFLYDEAD
ifspritepal 21
{
state miniboss
break
}
endofgame 52
{
state miniboss
break
}
else
endofgame 52
}
 
ends
 
state choosedodgefly
 
ifceilingdistl 100
ifceilingdistl 100
{
ifai AIBOTFLYDODGEDOWN
nullop
ifai AIBOTFLYDODGEDOWN
nullop
else
ai AIBOTFLYDODGEDOWN
ai AIBOTFLYDODGEDOWN
}
else
{
ifai AIBOTFLYDODGEUP
nullop
ifai AIBOTFLYDODGEUP
nullop
else
ai AIBOTFLYDODGEUP
ai AIBOTFLYDODGEUP
}
 
ends
 
 
state botflydodgestate
 
ifcanshoottarget
state botshootstate
 
ifcansee
{
ifrnd 2
ifcanshoottarget
state botshootstate
ifcansee
{
ifceilingdistl 100
ai AIBOTFLYDODGEDOWN
ifrnd 2
{
ifceilingdistl 100
ai AIBOTFLYDODGEDOWN
else
ai AIBOTFLYDODGEUP
ai AIBOTFLYDODGEUP
}
}
}
else
{
ai AIBOTFLYSEEKUP
}
 
ifcount 10
ai AIBOTFLYDOWN
 
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
state botshootstate
// spawn BLOOD
ifdead
{
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
{
}
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
ai AIBOTFLYSHRINK
break
}
}
}
 
}
}
ends
 
state botflyseekupstate
 
ifcansee
ifcansee
{
ai AIBOTFLYUP
break
ai AIBOTFLYUP
break
}
 
ifp phigher
{
}
ifp phigher
nullop
else
{
ai AIBOTFLYSEEKDOWN
break
ai AIBOTFLYSEEKDOWN
break
}
 
ends
 
state botflyseekdownstate
 
ifcansee
ifcansee
{
ai AIBOTFLYDOWN
break
ai AIBOTFLYDOWN
break
}
else
{
ifp phigher
{
}
ifp phigher
nullop
else
{
ai AIBOTLETFALL
cactor SOBBOTWALK
ai AIBOTLETFALL
cactor SOBBOTWALK
}
}
 
ifp phigher
ifp phigher
{
ai AIBOTFLYSEEKUP
break
ai AIBOTFLYSEEKUP
break
}
 
ends
 
state botflydownstate
 
state botshootstate
 
ifrnd 16
state botshootstate
ifrnd 16
ifp phigher
{
ai AIBOTFLYUP
break
}
ifcansee
nullop
else
{
ifp phigher
{
ai AIBOTFLYUP
ai AIBOTFLYSTRAIGHT
break
}
}
 
ifcansee
{
}
else
{
ai AIBOTFLYSTRAIGHT
break
}
 
ends
 
state botflyupstate
 
state botshootstate
state botshootstate
 
ifrnd 16
ifrnd 16
{
ifp phigher
nullop
ifp phigher
nullop
else
{
ai AIBOTFLYDOWN
break
ai AIBOTFLYDOWN
break
}
}
 
ifcansee
{
}
ifcansee
nullop
else
{
ai AIBOTFLYSTRAIGHT
}
 
ai AIBOTFLYSTRAIGHT
ends
 
state botflyupmomentstate
 
ifcansee
ifcansee
{
ifcount 10 ai AIBOTFLYUP
break
ifcount 10 ai AIBOTFLYUP
break
}
else
{
ifcount 50
ifcount 50
{
ai AIBOTLETFALL
cactor SOBBOTWALK
ai AIBOTLETFALL
cactor SOBBOTWALK
}
}
 
ends
 
state botflyholdstate
 
state botshootstate
 
ifcount 50
{
ai AIBOTFLYUP
}
 
state botshootstate
ifcount 50
ai AIBOTFLYUP
ends
 
state botflystraightstate
ifpdistg 20000
ai AIBOTFLYSEEKDOWN
 
ifpdistg 20000
ai AIBOTFLYSEEKDOWN
 
ifcansee
{
ai AIBOTFLYDOWN
}
ifcansee
ai AIBOTFLYDOWN
else
{
ifrnd 128
1576,280 → 1495,245
ifnotmoving
ai AIFLYUPMOMENT
}
 
ends
 
state steroidsfly
 
soundonce DUKE_HARTBEAT
spawn FRAMEEFFECT1
 
ifcount 100
{
ai AIBOTFLYUP
}
 
ifcount 34
{
}
soundonce DUKE_HARTBEAT
spawn FRAMEEFFECT1
ifcount 100
ai AIBOTFLYUP
ifcount 34
nullop
else
sizeto 42 36
ifhitweapon
{
sizeto 42 36
state botflyhitstate
break
}
 
ifhitweapon
{
state botflyhitstate
break
}
 
ends
 
// FLY ACTOR
 
useractor enemy SOBBOTFLY SOBBOTSTRENGTH ABOTFLY
state checksquished
 
ifai 0
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
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
fall
sleeptime 300
ifaction ABOTFLYDEAD
break
else ifaction ABOTFLYFROZEN
{
ifcount THAWTIME
ifcount THAWTIME
{
ai AIBOTFLYUP
getlastpal
ai AIBOTFLYUP
getlastpal
}
else
ifcount FROZENDRIPTIME
else ifcount FROZENDRIPTIME
{
ifactioncount 26
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
ifwasweapon FREEZEBLAST
{
strength 0
break
strength 0
break
}
addkills 1
addkills 1
 
ifrnd 84
spawn BLOODPOOL
 
lotsofglass 30
spawn ATOMICHEALTH
sound GLASS_BREAKING
ifspritepal 21
ifrnd 84
spawn BLOODPOOL
lotsofglass 30
spawn ATOMICHEALTH
sound GLASS_BREAKING
ifspritepal 21
{
state miniboss
break
}
endofgame 52
killit
else
{
endofgame 52
killit
}
}
 
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
else
ifai AIBOTFLYSTEROIDS
else ifai AIBOTFLYSTEROIDS
{
soundonce DUKE_JETPACK_IDLE
state steroidsfly
break
soundonce DUKE_JETPACK_IDLE
state steroidsfly
break
}
else
ifai AIBOTFLYGROW
else ifai AIBOTFLYGROW
{
ifcount 32
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
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
}
endofgame 52
killit
else
{
endofgame 52
killit
}
}
else
{
sizeto MAXXSTRETCH MAXYSTRETCH
sizeto MAXXSTRETCH MAXYSTRETCH
break
}
break
}
break
}
else
ifai AIBOTFLYSHRINK
else ifai AIBOTFLYSHRINK
{
ifcount SHRUNKDONECOUNT
ai AIBOTFLYUP
else
ifcount SHRUNKCOUNT
{
ifcount SHRUNKDONECOUNT
ai AIBOTFLYUP
else ifcount SHRUNKCOUNT
{
spawn FRAMEEFFECT1
sizeto 42 36
}
else
{
}
else
{
ifcount 31
nullop
else
{
ifcount 30
else ifcount 30
ifrnd 255
{
ifrnd 255
{
sound DUKE_TAKEPILLS
ai AIBOTFLYSTEROIDS
break
}
}
}
ifcount 32
{
ifpdistl SQUISHABLEDISTANCE
{
 
ifpdistl SQUISHABLEDISTANCE
{
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
// state standard_pjibs
state standard_pjibs
sound SQUISH2
spawn BLOODPOOL
pkick
// state headhitstate
// state headhitstate
// state headhitstate
state headhitstate
ifspritepal 21
{
state miniboss
break
}
else
{
ifrnd 128
pstomp
ifspritepal 21
{
state miniboss
break
}
else
{
ifrnd 128
sound SANTA_DEAD
else
else
sound SANTA_TRASH9
}
endofgame 52
killit
endofgame 52
killit
}
}
else
{
}
else
{
sizeto MINXSTRETCH MINYSTRETCH
spawn FRAMEEFFECT1
}
}
break
}
break
}
 
soundonce DUKE_JETPACK_IDLE
 
ifai AIBOTFLYDYING
soundonce DUKE_JETPACK_IDLE
ifai AIBOTFLYDYING
{
state botflydyingstate
break
state botflydyingstate
break
}
 
ifhitweapon
state botflyhitstate
 
ifrnd 2 operate
 
ifp pshrunk
ifhitweapon
state botflyhitstate
ifrnd 2 operate
ifp pshrunk
state stomphisfreakingass
ifrnd 25
{
state stomphisfreakingass
}
 
ifrnd 25
{
ifp phigher
{
}
else
{
ifp ponground
ifp phigher
nullop
else ifp ponground
iffloordistl 200
{
iffloordistl 200
{
sound DUKE_JETPACK_OFF
iffloordistl 100 ai AIWALKFALL else ai AIWALKFALLHARD
iffloordistl 100
ai AIWALKFALL
else
ai AIWALKFALLHARD
cactor SOBBOTWALK
}
}
}
}
 
ifai AIFLYWAIT
ifai AIFLYWAIT
{
move 0
sound DUKE_JETPACK_ON
ai AIBOTFLYSEEKDOWN
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
 
break
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
 
 
1882,113 → 1766,99
ai AIELFUZIGROW AELFUZIGROW elfuzistopped geth getv
 
state elfuziseekstate
 
ifcansee
ifcansee
{
ifp pdead break
 
ifpdistl 15000
{
ifrnd 16
{
ai AIELFUZIHUNTING
}
}
ifp pdead break
ifpdistl 15000
ifrnd 16
ai AIELFUZIHUNTING
}
 
ends
 
state elfuzihuntstate
 
ifp pdead ai AIELFUZISEEKING
 
 
ifcansee
ifp pdead ai AIELFUZISEEKING
ifcansee
{
ifpdistl 2000
ifpdistl 2000
{
ai AIELFUZISHOOTING
break
ai AIELFUZISHOOTING
break
}
ifrnd 64 ifnotmoving
{
ai AIELFUZIJUMPING
break
}
 
ifrnd 7
ifpdistl 8192
ifrnd 64
ifnotmoving
{
ai AIELFUZISHOOTING
ai AIELFUZIJUMPING
break
}
 
ifrnd 7
ifpdistl 8192
ai AIELFUZISHOOTING
}
else
{
ifrnd 64 ai AIELFUZIIQ
}
 
ifrnd 64
ai AIELFUZIIQ
ends
 
state elfuziiqstate
 
ifcansee
{
ai AIELFUZIHUNTING
}
ifcansee
ai AIELFUZIHUNTING
else
{
ifrnd 16
ifnotmoving
{
ai AIELFUZISEEKING
}
ifrnd 16
ifnotmoving
ai AIELFUZISEEKING
}
 
ends
 
state elfuzishootstate
 
ifcansee
ifcansee
{
ifp pdead ai AIELFUZISEEKING
 
ifactioncount 3
ifp pdead ai AIELFUZISEEKING
ifactioncount 3
{
ifspritepal 0
{
sound CHAINGUN_FIRE
shoot CHAINGUN
}
else {
ifrnd 80
ifspritepal 0
{
sound SHRINKER_FIRE
shoot SHRINKER
} }
resetactioncount
sound CHAINGUN_FIRE
shoot CHAINGUN
}
else ifrnd 80
{
sound SHRINKER_FIRE
shoot SHRINKER
}
resetactioncount
}
ifrnd 4
ai AIELFUZIHUNTING
}
else
{
ai AIELFUZIIQ
}
 
else
ai AIELFUZIIQ
ends
 
state elfuzijumpingstate
 
ifactioncount 2
ai AIELFUZIFALLING
 
ifactioncount 2
ai AIELFUZIFALLING
ends
 
state elfuzifallingstate
 
iffloordistl 5
ai AIELFUZIHUNTING
 
iffloordistl 5
ai AIELFUZIHUNTING
ends
 
action NONEACTION 0 1 1 1 1
1996,7 → 1866,7
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 all messed up.
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
2009,67 → 1879,62
 
 
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
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
ifrnd 128
spawn XMASPRESENT2
ifwasweapon GROWSPARK
{
spawn XMASPRESENT2
sound ACTOR_GROWING
ai AIELFUZIGROW
break
}
ifwasweapon GROWSPARK
{
sound ACTOR_GROWING
ai AIELFUZIGROW
break
}
 
addkills 1
addkills 1
state random_wall_jibs
 
ifwasweapon FREEZEBLAST
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action AELFUZIFROZEN
strength 0
break
sound SOMETHINGFROZE
spritepal 1
move 0
action AELFUZIFROZEN
strength 0
break
}
ifwasweapon RADIUSEXPLOSION
ifwasweapon RADIUSEXPLOSION
{
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
}
else
ifwasweapon RPG
else ifwasweapon RPG
{
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
}
else
ai AIELFUZIDYING
 
ai AIELFUZIDYING
}
else
{
// state random_wall_jibs
ifwasweapon SHRINKSPARK
// state random_wall_jibs
ifwasweapon SHRINKSPARK
{
sound ACTOR_SHRINKING
ai AIELFUZISHRINKING
sound ACTOR_SHRINKING
ai AIELFUZISHRINKING
}
else ifwasweapon GROWSPARK
sound EXPANDERHIT
else
ifwasweapon GROWSPARK
sound EXPANDERHIT
else
ifrnd 32
ai AIELFUZISHOOTING
}
2076,120 → 1941,117
ends
 
state elfuzishrinkstate
 
ifcount SHRUNKDONECOUNT
ai AIELFUZISEEKING
ifcount SHRUNKDONECOUNT
ai AIELFUZISEEKING
else
ifcount SHRUNKCOUNT
// sizeto 48 40
sizeto 32 27
else
sizeto 32 27 // sizeto 48 40
else
state genericshrunkcode
 
ends
 
state elfuzidyingstate
 
ifactioncount 5
ifactioncount 5
{
ifrnd 64
spawn BLOODPOOL
state rf
iffloordistl 8
sound THUD
action AELFUZIDEAD
move elfuzistopped
break
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
fall
state checksquished
ifaction AELFUZIDEAD
{
ifrespawn
ifcount RESPAWNACTORTIME
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
spawn TRANSPORTERSTAR
cstat 257
strength ELFUZISTRENGTH
ai AIELFUZISEEKING
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
}
else
ifrespawn
ifcount RESPAWNACTORTIME
{
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
}
break
spawn TRANSPORTERSTAR
cstat 257
strength ELFUZISTRENGTH
ai AIELFUZISEEKING
}
break
break
}
else
ifaction AELFUZIFROZEN
else ifaction AELFUZIFROZEN
{
ifcount THAWTIME
ifcount THAWTIME
{
ai AIELFUZISEEKING
getlastpal
ai AIELFUZISEEKING
getlastpal
}
else
ifcount FROZENDRIPTIME
else ifcount FROZENDRIPTIME
ifrnd 8
spawn WATERDRIP
 
ifhitweapon
ifhitweapon
{
ifwasweapon FREEZEBLAST
ifwasweapon FREEZEBLAST
{
strength 0
break
strength 0
break
}
addkills 1
lotsofglass 30
ifrnd 84 spawn BLOODPOOL
sound GLASS_BREAKING
killit
addkills 1
lotsofglass 30
ifrnd 84 spawn BLOODPOOL
sound GLASS_BREAKING
killit
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
else
ifai AIELFUZIDYING
else ifai AIELFUZIDYING
state elfuzidyingstate
 
ifai AIELFUZISHRINKING nullop else { ifai AIELFUZIGROW nullop else { ifhitweapon state elfuzihitstate } }
ifai AIELFUZISHRINKING
nullop
else ifai AIELFUZIGROW
nullop
else ifhitweapon
state elfuzihitstate
 
ifai 0
ifai 0
{
ai AIELFUZISEEKING
cstat 257
ai AIELFUZISEEKING
cstat 257
// clipdist 32
// sizeat 42 36
sizeat 32 27
ifspritepal 0 nullop else
sizeat 32 27 // sizeat 42 36
ifspritepal 0
nullop
else
{
ifrnd 72
strength ELFUZIALTSTR
else
strength ELFUZISTRENGTH
ifrnd 72
strength ELFUZIALTSTR
else
strength ELFUZISTRENGTH
}
}
else
 
ifai AIELFUZISEEKING state elfuziseekstate
else ifai AIELFUZISEEKING state elfuziseekstate
else ifai AIELFUZIHUNTING state elfuzihuntstate
else ifai AIELFUZIIQ state elfuziiqstate
else ifai AIELFUZISHOOTING state elfuzishootstate
2196,14 → 2058,15
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
cstat 257
// clipdist 32
ai AIELFUZISEEKING
cactor ELFUZI
enda
 
action AELFGUNWALK 0 4 5 1 20
2228,20 → 2091,16
ai AIELFGUNGROW AELFGUNGROW elfgunstopped geth getv
 
state elfgunseekstate
 
ifcansee
ifcansee
{
ifp pdead break
 
ifpdistl 15000
{
ifrnd 16
{
ai AIELFGUNHUNTING
}
}
ifp pdead break
ifpdistl 15000
ifrnd 16
ai AIELFGUNHUNTING
}
 
ends
 
state elfgunhuntstate
2248,137 → 2107,129
ifp pdead ai AIELFGUNSEEKING
 
ifcansee
{
ifpdistl 2000
{
ifpdistl 2000
{
ai AIELFGUNSHOOTING
break
}
ai AIELFGUNSHOOTING
break
}
}
 
ifrnd 7
{
ifpdistl 8192 ai AIELFGUNSHOOTING
ifpdistl 8192
ai AIELFGUNSHOOTING
}
else ifrnd 48 ai AIELFGUNIQ
else ifrnd 48
ai AIELFGUNIQ
ends
 
state elfguniqstate
ifcansee ai AIELFGUNHUNTING
ifcansee
ai AIELFGUNHUNTING
else
{
ifrnd 16
ifnotmoving
ai AIELFGUNSEEKING
}
ifrnd 16
ifnotmoving
ai AIELFGUNSEEKING
ends
 
state elfgunshootstate
 
ifcansee
ifp pdead
ai AIELFGUNSEEKING
ifcansee
{
ifp pdead ai AIELFGUNSEEKING
 
ifcount 20
ifcanshoottarget
{
ifcount 29
nullop
else
{
ifcount 28
{
ifcount 29
nullop
else ifcount 28
sound SHOTGUN_COCK
}
}
}
else
{
ifcount 19
else ifcount 20
nullop
else ifcount 19
{
sound SHOTGUN_FIRE
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
sound SHOTGUN_FIRE
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
}
}
 
}
else
ai AIELFGUNIQ
ifactioncount 3
{
{
resetcount
resetactioncount
ifrnd 64
ai AIELFGUNHUNTING
}
}
else ai AIELFGUNIQ
 
ends
 
state elfgunhitstate
spawn BLOOD
 
state random_wall_jibs
 
ifdead
spawn BLOOD
state random_wall_jibs
ifdead
{
state random_wall_jibs
ifrnd 128
ifrnd 128
spawn XMASPRESENT
ifwasweapon GROWSPARK
{
spawn XMASPRESENT
sound ACTOR_GROWING
ai AIELFGUNGROW
break
}
ifwasweapon GROWSPARK
addkills 1
ifwasweapon FREEZEBLAST
{
sound ACTOR_GROWING
ai AIELFGUNGROW
break
sound SOMETHINGFROZE
spritepal 1
move 0
action AELFGUNFROZEN
strength 0
break
}
 
addkills 1
 
ifwasweapon FREEZEBLAST
ifwasweapon RADIUSEXPLOSION
{
sound SOMETHINGFROZE
spritepal 1
move 0
action AELFGUNFROZEN
strength 0
break
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
}
ifwasweapon RADIUSEXPLOSION
else ifwasweapon RPG
{
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
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
 
ai AIELFGUNDYING
}
else
{
state random_wall_jibs
ifwasweapon SHRINKSPARK
state random_wall_jibs
ifwasweapon SHRINKSPARK
{
sound ACTOR_SHRINKING
ai AIELFGUNSHRINKING
sound ACTOR_SHRINKING
ai AIELFGUNSHRINKING
}
else ifwasweapon GROWSPARK
sound EXPANDERHIT
else
ifwasweapon GROWSPARK
sound EXPANDERHIT
else
ifrnd 32
ai AIELFGUNSHOOTING
}
2385,128 → 2236,128
ends
 
state elfgunshrinkstate
 
ifcount SHRUNKDONECOUNT
ai AIELFGUNSEEKING
ifcount SHRUNKDONECOUNT
ai AIELFGUNSEEKING
else ifcount SHRUNKCOUNT
sizeto 32 27 // sizeto 48 40
else
ifcount SHRUNKCOUNT
// sizeto 48 40
sizeto 32 27
else
state genericshrunkcode
 
ends
 
state elfgundyingstate
 
ifactioncount 4
ifactioncount 4
{
ifrnd 64
spawn BLOODPOOL
state rf
iffloordistl 8
sound THUD
action AELFGUNDEAD
move elfgunstopped
break
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
fall
state checksquished
ifaction AELFGUNDEAD
{
ifrespawn
ifcount RESPAWNACTORTIME
ifrespawn
ifcount RESPAWNACTORTIME
{
spawn TRANSPORTERSTAR
cstat 257
strength ELFGUNSTRENGTH
ai AIELFGUNSEEKING
spawn TRANSPORTERSTAR
cstat 257
strength ELFGUNSTRENGTH
ai AIELFGUNSEEKING
}
else
{
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
sound SQUISH2
// state standard_jibs
// state standard_jibs
state standard_jibs
killit
}
break
break
}
break
break
}
else
ifaction AELFGUNFROZEN
else ifaction AELFGUNFROZEN
{
ifcount THAWTIME
ifcount THAWTIME
{
ai AIELFGUNSEEKING
getlastpal
ai AIELFGUNSEEKING
getlastpal
}
else
ifcount FROZENDRIPTIME
ifrnd 8
spawn WATERDRIP
ifcount FROZENDRIPTIME
ifrnd 8
spawn WATERDRIP
 
ifhitweapon
ifhitweapon
{ // state elfgunhitstate
ifwasweapon FREEZEBLAST
ifwasweapon FREEZEBLAST
{
strength 0
break
strength 0
break
}
addkills 1
lotsofglass 30
ifrnd 84 spawn BLOODPOOL
sound GLASS_BREAKING
killit
addkills 1
lotsofglass 30
ifrnd 84
spawn BLOODPOOL
sound GLASS_BREAKING
killit
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
else
ifai AIELFGUNDYING
state elfgundyingstate
ifai AIELFGUNDYING
state elfgundyingstate
 
ifai AIELFGUNSHRINKING nullop else { ifai AIELFGUNGROW nullop else { ifhitweapon { state elfgunhitstate } } }
ifai AIELFGUNSHRINKING
nullop
else ifai AIELFGUNGROW
nullop
else ifhitweapon
state elfgunhitstate
 
ifai 0
ifai 0
{
ai AIELFGUNSEEKING
cstat 257
// clipdist 32
// sizeat 42 36
sizeat 32 27
strength ELFGUNSTRENGTH
ai AIELFGUNSEEKING
cstat 257
// clipdist 32
sizeat 32 27 // sizeat 42 36
strength ELFGUNSTRENGTH
}
else
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 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 }
 
break
ifai AIELFGUNSHRINKING state elfgunshrinkstate
enda
 
useractor enemystayput ELFGUNSTAYPUT ELFGUNSTRENGTH
ai AIELFGUNSEEKING
cstat 257
// clipdist 32
cactor ELFGUN
break
ai AIELFGUNSEEKING
cstat 257
// clipdist 32
cactor ELFGUN
break
enda
 
state present
2524,7 → 2375,15
ifcanseetarget
{
sound RIP_PAPER
ifvarl temp 1 { ifrnd 128 spawn SHIELD else spawn SIXPAK } else espawnvar temp
ifvarl temp 1
{
ifrnd 128
spawn SHIELD
else
spawn SIXPAK
}
else
espawnvar temp // spawnvar // spawns the lotag, collected during EVENT_LOADACTOR
killit
}
ends
2537,7 → 2396,15
ifcanseetarget
{
sound RIP_PAPER
ifvarl temp 1 { ifrnd 128 spawn CHAINGUNSPRITE else spawn SHOTGUNSPRITE } else espawnvar temp
ifvarl temp 1
{
ifrnd 128
spawn CHAINGUNSPRITE
else
spawn SHOTGUNSPRITE
}
else
espawnvar temp // spawnvar // spawns the lotag, collected during EVENT_LOADACTOR
killit
}
ends
2568,75 → 2435,76
ifspritepal 21
{
ifhitweapon
ifcount 24
{
ifcount 24
{
strength 999
ifrnd 128 sound MOVIE2 else sound MOVIE3
resetcount
}
strength 999
ifrnd 128
sound MOVIE2
else
sound MOVIE3
resetcount
}
}
else
{
hitradius 4096 1 1 1 1
}
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
}
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
}
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
cstat 257
sizeat 62 62
ends
 
useractor notenemy NWMARIO 0
state mariocode
state mariocode
enda
 
useractor notenemy NWMARIO2 0
state mariocode
state mariocode
enda