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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 1 | h266 | 1 | /* |
| 2 | -------------------------------------------------------------------------------- |
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| 3 | Duke Caribbean: Life's A Beach |
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| 4 | By Joris Weimar |
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| 5 | © 1997 Sunstorm Interactive |
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| 6 | -------------------------------------------------------------------------------- |
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| 7 | Duke Caribbean: Life's A Beach Plus |
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| 8 | By Hendricks266 |
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| 9 | -------------------------------------------------------------------------------- |
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| 10 | // CON Files for the 'Duke Carribean Add-on' by SunStorm Interactive |
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| 11 | // |
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| 12 | // Actor - DRAGON - Sprite #3585 |
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| 13 | // |
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| 14 | // --- Resources --- |
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| 15 | // |
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| 16 | // Sounds: |
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| 17 | // Dragon Dying Sound - DRAGDIE.WAV |
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| 18 | // Dragon Hurt Sound - DRAGHURT.WAV |
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| 19 | // Dragon Roam Sound - DRAGROAM.WAV |
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| 20 | // Dragon Wake-up Sound - DRAGRECO.WAV |
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| 21 | // |
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| 22 | // Art: |
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| 23 | // 5 * 5 frame(s) - Dragon Bouncing Animation |
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| 24 | // 6 * 1 frame(s) - Dragon Dying Animation |
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| 25 | // 5 * 2 frame(s) - Dragon Firing Animation |
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| 26 | */ |
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| 27 | |||
| 28 | action DRAGONBOUNCE 0 2 5 1 20 |
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| 29 | action DRAGONBOUNCE2 10 3 5 1 20 |
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| 30 | action DRAGONSHOOT 31 2 5 1 40 |
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| 31 | action DRAGONSHRUNK 0 5 5 1 30 |
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| 32 | action DRAGONGROW 0 1 5 |
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| 33 | action DRAGONFROZEN 31 1 5 1 |
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| 34 | action DRAGONDEAD 30 1 1 |
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| 35 | action DRAGONDYING 25 6 1 1 12 |
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| 36 | |||
| 37 | move DRAGONSPEED 60 0 |
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| 38 | move DRAGONFLEE 300 0 |
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| 39 | move DRAGONSTOPPED |
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| 25 | h266 | 40 | move DRAGONBACK -500 0 |
| 1 | h266 | 41 | move DRAGONSHRUNKSPEED 50 0 |
| 42 | |||
| 43 | ai AIDRAGONFLEE DRAGONBOUNCE DRAGONFLEE fleeenemy randomangle |
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| 44 | ai AIDRAGONBOUNCESEE DRAGONBOUNCE DRAGONSPEED seekplayer |
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| 45 | ai AIDRAGONBOUNCE DRAGONBOUNCE DRAGONSPEED faceplayer |
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| 46 | |||
| 47 | ai AIDRAGONFLEE2 DRAGONBOUNCE2 DRAGONFLEE fleeenemy randomangle |
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| 48 | ai AIDRAGONBOUNCESEE2 DRAGONBOUNCE2 DRAGONSPEED faceplayerslow |
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| 49 | ai AIDRAGONBOUNCE2 DRAGONBOUNCE2 DRAGONSPEED faceplayer |
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| 50 | |||
| 51 | ai AIDRAGONSHOOT DRAGONSHOOT DRAGONSTOPPED faceplayer |
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| 52 | ai AIDRAGONSHRUNK DRAGONBOUNCE DRAGONSHRUNKSPEED fleeenemy randomangle |
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| 53 | ai AIDRAGONGROW DRAGONGROW DRAGONSPEED faceplayer |
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| 54 | ai AIDRAGONDYING DRAGONDYING DRAGONBACK |
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| 55 | // faceplayer |
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| 56 | |||
| 57 | state dragon_jibs |
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| 58 | state scrap3_colorchange |
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| 59 | debris SCRAP1 20 |
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| 60 | debris SCRAP2 22 |
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| 61 | debris SCRAP3 22 |
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| 62 | debris SCRAP4 22 |
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| 63 | debris SCRAP5 22 |
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| 64 | getlastpal |
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| 65 | spritepal 0 |
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| 66 | state standard_jibs |
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| 67 | getlastpal |
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| 68 | ends |
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| 69 | |||
| 70 | state dragongrowstate |
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| 71 | ifcount 32 |
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| 72 | { |
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| 73 | state scrap3_colorchange |
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| 74 | debris SCRAP1 20 |
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| 75 | debris SCRAP2 22 |
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| 76 | debris SCRAP3 22 |
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| 77 | debris SCRAP4 22 |
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| 78 | debris SCRAP5 22 |
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| 79 | getlastpal |
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| 80 | spritepal 0 |
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| 81 | guts JIBS4 24 |
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| 82 | guts JIBS6 28 |
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| 83 | getlastpal |
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| 84 | addkills 1 |
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| 85 | sound SQUISHED |
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| 86 | sound PIPEBOMB_EXPLODE |
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| 87 | sound BALLEXPLODE |
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| 88 | hitradius 2048 60 70 80 90 |
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| 89 | spawn BLOODPOOL |
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| 90 | spawn EXPLOSION2 |
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| 91 | killit |
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| 92 | } |
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| 93 | else |
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| 94 | { |
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| 95 | sizeto 84 100 |
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| 96 | break |
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| 97 | } |
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| 98 | ends |
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| 99 | |||
| 25 | h266 | 100 | |
| 1 | h266 | 101 | state dragondeathanglecode |
| 73 | h266 | 102 | ifvare vaca_temp3 -1 |
| 1 | h266 | 103 | { |
| 73 | h266 | 104 | getactor[THISACTOR].htang vaca_temp // get the angle of the projectile that hit the dragon |
| 105 | ifvarg vaca_temp 1024 subvar vaca_temp 1024 else addvar vaca_temp 1024 // turn the angle around to face the projectile |
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| 25 | h266 | 106 | |
| 73 | h266 | 107 | setvar vaca_temp2 0 |
| 108 | randvar vaca_temp2 128 // randomizes the angle within a certain logical range, since the bullet holes are facing the player |
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| 109 | ifrnd 128 addvarvar vaca_temp vaca_temp2 else subvarvar vaca_temp vaca_temp2 |
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| 25 | h266 | 110 | |
| 73 | h266 | 111 | getactor[THISACTOR].ang vaca_temp3 // pass this along to EVENT_ANIMATESPRITES |
| 25 | h266 | 112 | |
| 73 | h266 | 113 | setactor[THISACTOR].ang vaca_temp // sets the angle, just in time for movement |
| 1 | h266 | 114 | } |
| 115 | ends |
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| 116 | |||
| 117 | state DRAGONBOUNCESTATESEE |
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| 118 | ifbulletnear ai AIDRAGONFLEE |
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| 119 | |||
| 120 | ifai AIDRAGONBOUNCESEE |
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| 121 | { |
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| 122 | ifactioncount 2 |
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| 123 | { |
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| 124 | sound DRAGONROAM |
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| 125 | ai AIDRAGONBOUNCESEE2 |
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| 126 | } |
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| 127 | } |
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| 128 | else ifactioncount 3 ai AIDRAGONBOUNCESEE |
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| 129 | |||
| 130 | ifpdistl 6000 |
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| 131 | { |
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| 132 | ifrnd 5 |
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| 133 | ifp palive |
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| 134 | ai AIDRAGONSHOOT |
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| 135 | } |
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| 136 | |||
| 137 | ifcansee nullop else ai AIDRAGONBOUNCE |
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| 138 | ends |
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| 139 | |||
| 140 | state DRAGONBOUNCESTATE |
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| 141 | ifai AIDRAGONBOUNCE |
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| 142 | { |
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| 143 | ifactioncount 2 |
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| 144 | { |
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| 145 | sound DRAGONROAM |
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| 146 | ai AIDRAGONBOUNCE2 |
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| 147 | } |
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| 148 | } |
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| 149 | else |
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| 150 | { |
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| 151 | ifactioncount 3 ai AIDRAGONBOUNCE |
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| 152 | } |
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| 153 | |||
| 154 | ifcansee |
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| 155 | ifrnd 64 |
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| 156 | ifcanshoottarget |
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| 157 | { |
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| 158 | ifp palive ai AIDRAGONSHOOT |
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| 159 | else ai AIDRAGONBOUNCESEE |
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| 160 | } |
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| 161 | ends |
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| 162 | |||
| 163 | |||
| 164 | state DRAGONSHOOTSTATE |
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| 165 | ifcount 8 nullop |
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| 166 | else ifcount 7 |
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| 167 | { |
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| 168 | shoot RPG |
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| 169 | sound DRAGONSHOOTING |
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| 170 | } |
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| 171 | |||
| 172 | ifactioncount 2 |
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| 173 | { |
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| 174 | ifrnd 100 |
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| 175 | { |
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| 25 | h266 | 176 | ifcansee nullop else ai AIDRAGONBOUNCESEE // This line should make the dragon smarter. |
| 1 | h266 | 177 | resetcount |
| 178 | resetactioncount |
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| 179 | } |
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| 180 | else |
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| 181 | { |
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| 182 | ai AIDRAGONBOUNCESEE |
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| 183 | resetcount |
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| 184 | resetactioncount |
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| 185 | } |
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| 186 | } |
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| 187 | ends |
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| 188 | |||
| 189 | state DRAGONHITSTATE |
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| 190 | ifdead |
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| 191 | { |
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| 192 | state random_wall_jibs |
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| 193 | |||
| 194 | ifwasweapon GROWSPARK |
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| 195 | { |
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| 196 | sound ACTOR_GROWING |
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| 197 | ai AIDRAGONGROW |
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| 198 | break |
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| 199 | } |
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| 200 | |||
| 201 | ifwasweapon FREEZEBLAST |
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| 202 | { |
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| 203 | sound SOMETHINGFROZE |
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| 204 | spritepal 1 |
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| 205 | move 0 |
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| 206 | action DRAGONFROZEN |
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| 207 | strength 0 |
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| 208 | break |
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| 209 | } |
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| 210 | addkills 1 |
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| 211 | |||
| 212 | ifwasweapon RADIUSEXPLOSION |
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| 213 | { |
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| 214 | sound SQUISHED |
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| 215 | state dragon_jibs |
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| 216 | killit |
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| 217 | } |
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| 218 | else ifwasweapon RPG |
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| 219 | { |
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| 220 | sound SQUISHED |
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| 221 | state dragon_jibs |
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| 222 | killit |
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| 223 | } |
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| 224 | else |
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| 225 | { |
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| 25 | h266 | 226 | state dragondeathanglecode |
| 1 | h266 | 227 | ai AIDRAGONDYING |
| 228 | } |
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| 229 | |||
| 230 | sound BALLEXPLODE |
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| 231 | } |
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| 232 | else |
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| 233 | { |
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| 234 | sound DRAGONPAIN |
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| 235 | state random_wall_jibs |
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| 236 | debris SCRAP3 5 |
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| 237 | |||
| 238 | ifwasweapon SHRINKSPARK |
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| 239 | { |
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| 240 | sound ACTOR_SHRINKING |
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| 241 | ai AIDRAGONSHRUNK |
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| 242 | } |
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| 243 | else ifwasweapon GROWSPARK sound EXPANDERHIT |
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| 244 | else ifrnd 64 ifai AIDRAGONSHOOT nullop else ai AIDRAGONSHOOT |
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| 245 | } |
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| 246 | ends |
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| 247 | |||
| 248 | state DRAGONFLEESTATE |
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| 249 | ifai AIDRAGONFLEE |
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| 250 | { |
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| 251 | ifactioncount 2 |
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| 252 | { |
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| 253 | sound DRAGONROAM |
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| 254 | ai AIDRAGONFLEE2 |
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| 255 | } |
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| 256 | } |
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| 257 | else |
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| 258 | { |
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| 259 | ifactioncount 3 ai AIDRAGONFLEE |
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| 260 | } |
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| 261 | |||
| 262 | ifrnd 15 ai AIDRAGONBOUNCE |
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| 263 | ends |
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| 264 | |||
| 265 | state DRAGONSHRINKSTATE |
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| 266 | ifcount SHRUNKDONECOUNT ai AIDRAGONBOUNCE |
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| 267 | else |
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| 268 | ifcount SHRUNKCOUNT |
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| 269 | sizeto 42 50 |
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| 270 | else |
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| 271 | state genericshrunkcode |
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| 272 | ends |
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| 273 | |||
| 274 | |||
| 275 | state DRAGONDYINGSTATE |
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| 276 | ifactioncount 6 |
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| 277 | { |
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| 278 | state rf |
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| 279 | iffloordistl 8 sound THUD |
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| 280 | action DRAGONDEAD |
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| 281 | move DRAGONSTOPPED |
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| 282 | break |
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| 283 | } |
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| 284 | else move DRAGONBACK |
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| 285 | // Note: Because of the way actioncounts work, "ifactioncount" really asks if it is at that value or greater. |
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| 286 | // That's why we have to put bigger ones first, with "else" statements. |
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| 287 | ends |
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| 288 | |||
| 289 | useractor enemy DRAGON DRAGONSTRENGTH DRAGONBOUNCE |
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| 25 | h266 | 290 | fall |
| 291 | cstator 257 |
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| 292 | setactor[THISACTOR].mdflags 16 |
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| 1 | h266 | 293 | |
| 25 | h266 | 294 | ifai 0 |
| 295 | { |
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| 73 | h266 | 296 | setvar vaca_temp3 -1 |
| 25 | h266 | 297 | ai AIDRAGONBOUNCE |
| 298 | } |
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| 299 | |||
| 1 | h266 | 300 | state checksquished |
| 301 | |||
| 302 | ifaction DRAGONDEAD |
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| 303 | { |
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| 304 | cstat 0 |
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| 305 | ifrespawn |
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| 306 | ifcount RESPAWNACTORTIME |
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| 307 | { |
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| 308 | spawn TRANSPORTERSTAR |
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| 309 | cstat 257 |
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| 310 | strength DRAGONSTRENGTH |
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| 73 | h266 | 311 | setvar vaca_temp3 -1 |
| 1 | h266 | 312 | ai AIDRAGONBOUNCE |
| 313 | } |
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| 314 | else |
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| 315 | { |
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| 316 | strength 0 |
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| 317 | ifhitweapon |
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| 318 | ifwasweapon RADIUSEXPLOSION |
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| 319 | { |
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| 320 | sound BALLEXPLODE |
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| 321 | state dragon_jibs |
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| 322 | killit |
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| 323 | } |
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| 324 | break |
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| 325 | } |
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| 326 | } |
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| 327 | else ifaction DRAGONFROZEN |
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| 328 | { |
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| 329 | // setactor[THISACTOR].mdflags 2 |
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| 330 | ifcount THAWTIME |
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| 331 | { |
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| 332 | ai AIDRAGONBOUNCE |
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| 333 | getlastpal |
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| 334 | } |
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| 335 | else ifcount FROZENDRIPTIME ifrnd 8 spawn WATERDRIP |
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| 336 | |||
| 337 | ifhitweapon |
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| 338 | { |
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| 339 | ifwasweapon FREEZEBLAST |
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| 340 | { |
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| 341 | strength 0 |
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| 342 | break |
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| 343 | } |
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| 344 | addkills 1 |
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| 345 | |||
| 346 | lotsofglass 30 |
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| 347 | ifrnd 84 spawn BLOODPOOL |
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| 348 | sound GLASS_BREAKING |
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| 349 | killit |
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| 350 | } |
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| 351 | ifp pfacing |
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| 352 | ifpdistl FROZENQUICKKICKDIST |
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| 353 | pkick |
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| 354 | break |
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| 355 | } |
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| 356 | |||
| 357 | ifai AIDRAGONDYING |
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| 358 | { |
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| 359 | state DRAGONDYINGSTATE |
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| 360 | break |
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| 361 | } |
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| 362 | |||
| 25 | h266 | 363 | ifhitweapon |
| 364 | state DRAGONHITSTATE |
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| 1 | h266 | 365 | |
| 366 | ifai AIDRAGONGROW state dragongrowstate |
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| 367 | else ifai AIDRAGONSHRUNK state DRAGONSHRINKSTATE |
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| 368 | else |
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| 369 | { |
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| 370 | sizeat 42 50 |
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| 371 | ifai AIDRAGONBOUNCESEE state DRAGONBOUNCESTATESEE |
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| 372 | else ifai AIDRAGONBOUNCE state DRAGONBOUNCESTATE |
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| 373 | else ifai AIDRAGONSHOOT state DRAGONSHOOTSTATE |
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| 374 | else ifai AIDRAGONFLEE state DRAGONFLEESTATE |
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| 375 | else ifai AIDRAGONFLEE2 state DRAGONFLEESTATE |
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| 376 | else ifai AIDRAGONBOUNCESEE2 state DRAGONBOUNCESTATESEE |
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| 377 | else ifai AIDRAGONBOUNCE2 state DRAGONBOUNCESTATE |
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| 378 | } |
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| 379 | enda |
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| 380 | |||
| 381 | useractor notenemy DRAGONDEATH 0 |
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| 73 | h266 | 382 | setvar vaca_temp3 -1 |
| 25 | h266 | 383 | setactor[THISACTOR].mdflags 16 |
| 384 | |||
| 73 | h266 | 385 | addvar vaca_temp 1 |
| 386 | ifvare vaca_temp 1 |
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| 25 | h266 | 387 | { |
| 73 | h266 | 388 | getplayer[THISACTOR].i vaca_temp2 // get the player's ID |
| 25 | h266 | 389 | |
| 390 | // get the coordinates of the player and dragon |
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| 73 | h266 | 391 | getactor[vaca_temp2].x vaca_x2 |
| 392 | getactor[vaca_temp2].y vaca_y2 |
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| 393 | getactor[THISACTOR].x vaca_x |
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| 394 | getactor[THISACTOR].y vaca_y |
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| 25 | h266 | 395 | |
| 73 | h266 | 396 | subvarvar vaca_x2 vaca_x |
| 397 | subvarvar vaca_y2 vaca_y |
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| 398 | getangle vaca_y vaca_x2 vaca_y2 // calculates the angle to face the player |
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| 25 | h266 | 399 | |
| 73 | h266 | 400 | setactor[THISACTOR].htang vaca_y |
| 25 | h266 | 401 | } |
| 73 | h266 | 402 | ifvare vaca_temp 26 |
| 25 | h266 | 403 | { |
| 73 | h266 | 404 | setvar vaca_temp 0 |
| 405 | getactor[THISACTOR].x vaca_x |
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| 406 | subvar vaca_x 1536 |
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| 407 | setactor[THISACTOR].x vaca_x |
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| 25 | h266 | 408 | sizeat 42 50 |
| 409 | state random_wall_jibs |
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| 410 | sound BALLEXPLODE |
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| 411 | cactor DRAGON |
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| 412 | state dragondeathanglecode |
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| 413 | ai AIDRAGONDYING |
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| 414 | } |
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| 1 | h266 | 415 | enda |