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LIQUID.CON
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include TREE.CON
include SOUND.CON
state headhitstate ends
move WEAMFLY 60
state vz10
ifhitweapon
{
ifactor RPGBULLET { shoot RPG }
else
spawn BURNING
spawn EXPLOSION2
debris SCRAP2 10
sound PIPEBOMB_EXPLODE spawn BIGSMOKE spawn BIGSMOKE
hitradius 1024 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
ifpdistl 4000 { addphealth -20 quote 108 palfrom 48 52 soundonce HERO_LONGTERM_PAIN3 }
ifrnd 256 { killit }
}
ends
state vzsp10
ifhitweapon
{
debris SCRAP2 5
ifrnd 256 { killit }
}
ends
state quikget
soundonce HERO_GET
palfrom 16 0 32
killit
ends
move RESPAWN_ACTOR_FLAG
state getcode
soundonce HERO_GET
ifrespawn
{
move RESPAWN_ACTOR_FLAG
spawn RESPAWNMARKERRED
cstat 32768
}
else killit
ends
state delete_enemy killit ends
action ASHARKCRUZING 0 8 5 1 10
action ASHARKFLEE 0 8 5 1 10
action ASHARKATACK 0 8 5 1 6
action ASHARKSHRUNK 0 8 5 1 10
move SHARKVELS 24
move SHARKFASTVELS 72
move SHARKFLEEVELS 40
move SHARFRO
state shark10
ifaction ASHARKFLEE
{
ifcount 16 ifrnd 48 { action ASHARKCRUZING soundonce SHARKSOUND move SHARKVELS randomangle geth }
}
else ifaction ASHARKCRUZING
{
ifcansee ifcount 48 ifrnd 2 { action ASHARKATACK soundonce SHARKSOUND move SHARKFASTVELS faceplayerslow getv break }
ifcount 32 ifnotmoving
{
ifrnd 128 move SHARKVELS randomangle geth
else move SHARKFASTVELS randomangle geth
}
}
else ifaction ASHARKATACK
{
ifcount 2
{
ifpdistl 1024 { spawn WATERBUBBLE spawn WATERBUBBLE spawn WATERBUBBLE spawn WATERBUBBLE }
ifpdistl 1280
{
ifp palive ifcanshoottarget
{
sound HERO_GRUNT
palfrom 32 32
addphealth SHARKBITESTRENGTH
spawn WATERBUBBLE spawn WATERBUBBLE spawn WATERBUBBLE spawn WATERBUBBLE
}
action ASHARKFLEE
move SHARKFLEEVELS fleeenemy
}
}
else ifnotmoving
{ ifcount 32 { action ASHARKCRUZING move SHARKVELS randomangle geth } }
else ifcount 48 ifrnd 2
{ action ASHARKCRUZING move SHARKFASTVELS randomangle geth }
}
ifhitweapon
{
addkills -1
ifdead
addkills -1
ifstrength 0 { spritepal 2 sound SQUISHED debris SCRAP3 10 ifrnd 256 { killit } }
}
sizeto 15 15
ends
actor SHARK SHARKSTRENGTH ASHARKCRUZING SHARKVELS randomangle geth
state shark10 cstat 257
enda
action BURNING_FLAME 0 12 1 1 2
move BURNING_VELS
state burningstate
ifcount 128 { sizeto 8 8 sizeto 8 8 ifactioncount 36 killit }
else
{
ifmove 0 move BURNING_VELS
else { ifspawnedby 3 { sizeto 40 40 sizeto 40 40 } }
else sizeto 52 52
ifp palive ifpdistl 844 ifrnd 32 ifcansee { soundonce HERO_LONGTERM_PAIN addphealth -1 palfrom 48 52 }
else
ifcansee ifpdistl 5000 sizeto 40 40
ifactioncount 4 { sizeto 30 30 }
else ifspawnedby MORTER { fall ifactioncount 12 { killit } }
else ifspawnedby DEMON
{
fall
ifactioncount 24 sizeto 16 16
ifactioncount 48 { killit }
}
}
ends
actor BURNING WEAK BURNING_FLAME soundonce FIRE_CRACKLE ifactioncount 48 { killit }
state burningstate
enda
actor BURNING2 WEAK BURNING_FLAME
state burningstate
enda
action ACRYSTAL10 0 4 1 1 40
action ACRYSTAL20 0 4 1 1 40
action ACRYSTAL30 0 4 1 1 40
action ACRYSTAL40 0 4 1 1 40
move CRYFACE 30 -52
state crystal20
ifspawnedby WATERFOUNTAINBROKE sizeto 5 5
else ifspawnedby CRYSTALALL { } else sizeto 5 5 cstat 258
ifpdistl RETRIEVEDISTANCE ifcansee
{
ifhitspace { addphealth 100 soundonce HEALTH }
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE
ifhitspace ifpinventory GET_SHIELD SHIELD_AMOUNT
ifcanseetarget
{
addinventory GET_SHIELD SHIELD_AMOUNT
ifspawnedby SHIELD state getcode
}
ifaction 0 { ifhitspace { action ACRYSTAL20 } }
ifaction ACRYSTAL20 { spritepal 3 }
ifspritepal 3 { ifhitspace ifactioncount 4 { action ACRYSTAL30 } }
ifaction ACRYSTAL30 { spritepal 5 }
ifspritepal 5 { ifhitspace ifactioncount 4 { action ACRYSTAL40 } }
ifaction ACRYSTAL40 { spritepal 9 cstat 257 }
ifspritepal 9 { ifhitspace ifactioncount 4 { action ACRYSTAL10 } }
}
ifaction ACRYSTAL10 { spritepal 10 }
ifspritepal 10
{
ifactioncount 0 { soundonce MAGICRYSTALL move CRYFACE faceplayer }
ifactioncount 16 { soundonce GLASS_HEAVYBREAK spritepal 2 lotsofglass 30 hitradius 4096 1000 1000 1000 1000 }
ifactioncount 18 { killit }
}
ends
actor CRYSTALALL 0
state crystal20 fall
enda
actor WATERBUBBLEMAKER 0 0 randomangle
spritepal 1 ifcansee { ifpdistl 4000 { ifinwater { ifrnd 2 spawn WATERBUBBLE } } }
enda
action BUBBLE
action CRACKEDBUBBLE 1
move BUBMOVE -10 -36
move BUBMOVEFAST -10 -52
actor WATERBUBBLE 0 BUBBLE BUBMOVE getv geth randomangle spritepal 1
ifaction CRACKEDBUBBLE
{
ifceilingdistl 20 { killit }
ifinwater ifrnd 192 killit
ifactioncount 210 killit
ifonwater killit
}
else
{
ifcount 4
{
ifrnd 192 move BUBMOVE getv geth randomangle
else move BUBMOVEFAST getv geth randomangle
resetcount
}
ifonwater
{
iffloordistl 8 action CRACKEDBUBBLE killit
}
else ifactioncount 400 action CRACKEDBUBBLE
}
ifspawnedby SHARK { spritepal 2 }
enda
move SMOKEVEL 8 -16
move ENGINE_SMOKE 64 -64
move SMOKESHOOTOUT -192
move SMOKESPI 150
action SMOKEFRAMES 0 4 1 1 10
action SMOKFLOOR 981 9 1 1 5
actor SMALLSMOKE 0 SMOKEFRAMES
ifceilingdistl 32 { killit }
ifmove 0
{
ifspawnedby PUFFSMOKE { spritepal 2 fall action SMOKFLOOR }
iffloordistl 12 ifspawnedby SHOTSPARK1 { fall action SMOKFLOOR soundonce PISTOL_RICOCHET }
ifspawnedby SECTOREFFECTOR move ENGINE_SMOKE geth getv
else move SMOKEVEL geth getv faceplayer
ifspawnedby RPG { cstat 2 spritepal 1 }
}
ifspawnedby KNEE { killit }
ifonwater ifspawnedby SHOTSPARK1 { killit }
ifinwater ifspawnedby SHOTSPARK1 { killit }
ifpdistl 1596 ifspawnedby RPG killit
ifspritepal 0 { ifactioncount 4 { killit } }
ifspritepal 1 { ifactioncount 4 { killit } }
ifspritepal 2 { ifactioncount 9 { killit } }
else
ifonwater { stopsound PISTOL_RICOCHET }
ifinwater { stopsound PISTOL_RICOCHET }
enda
action BARREL_DENTING 2 3 1 1 8
action BARREL_DENTED 1
action BARREL_DENTED2 2
action AISP10 168
actor NUKEBARRELDENTED cactor NUKEBARREL action BARREL_DENTED enda
actor NUKEBARRELLEAKED cactor NUKEBARREL action BARREL_DENTED2 enda
actor NUKEBARREL 50
ifsquished
{
addphealth 5 cstat 416 spritepal 1 strength 0
sizeto 30 30 sizeto 30 30 sizeto 30 30 sizeto 30 30 cactor PUDDLE
}
fall
ifaction BARREL_DENTING
{
ifactioncount 1 { debris SCRAP2 1 }
ifactioncount 2 { strength 0 sizeto 30 30 sizeto 30 30 sizeto 30 30 sizeto 30 30 }
ifactioncount 3 { cstat 416 addphealth 5 spritepal 1 cactor PUDDLE }
}
else ifhitweapon
{
ifdead { sound VENT_BUST action BARREL_DENTING }
else
{
ifaction 0 action BARREL_DENTED
else ifaction BARREL_DENTED { action BARREL_DENTED2 }
else ifaction BARREL_DENTED2 action BARREL_DENTING resetactioncount
}
}
enda
state burningbarrelcode
fall
ifcount 32
{
resetcount
ifp palive ifpdistl 1480 ifp phigher
{
addphealth -1
palfrom 16 16
ifrnd 96 sound HERO_LONGTERM_PAIN
}
}
ifhitweapon
{
sound VENT_BUST
debris SCRAP1 10
ifrnd 128 spawn BURNING
else spawn BURNING2
killit
}
ends
actor FIREVASE state burningbarrelcode enda
actor AALIQ cstat 32768 ifpdistl 1024 ifhitspace endofgame 2 enda
action SHRINKERFRAMES 0 9 1 1 5
actor SHRINKEREXPLOSION 0 SHRINKERFRAMES fall
ifactioncount 0 { hitradius 512 WEAKEST WEAKEST WEAKEST WEAKEST }
ifactioncount 2
{
hitradius 1024 HBOMBTOUGH HBOMBTOUGH HBOMBTOUGH HBOMBTOUGH
}
ifactioncount 9
{
spawn EXPLOSION2BOT
hitradius 1024 HBOMBTOUGH HBOMBTOUGH HBOMBTOUGH HBOMBTOUGH
ifrnd 256 { killit }
}
else ifactioncount 0 { soundonce FIRE_CRACKLE }
enda
action EXPLOSION_FRAMES 0 20 1 1 10
action EXPLOSION_MYME 15 5 1 1 10
action ANEWEXPL10 44 22 1 1 7
action ANEWEXPL20 90 17 1 1 10
action ANEWEXPL30 209 21 1 1 10
action ANEWEXPL40 1328 22 1 1 10
move EXPL -350
move EXPL1 -350 500
move EXPL2 0 -100
move EXPL3 0 -250
move EXPL4 0 -750
state expl10
ifaction 0 { action EXPLOSION_FRAMES }
ifaction EXPLOSION_FRAMES
ifactioncount 0 { move EXPL geth }
ifactioncount 1
{
iffloordistl 32 { move EXPL3 geth }
else ifrnd 64 { move 0 }
}
ifactioncount 3 { move 0 }
ifactioncount 20 { killit }
ends
state exdron
ifaction 0 { action ANEWEXPL10 cstat 257 }
ifaction ANEWEXPL10 ifactioncount 22 { killit }
ends
state exdron1
ifaction 0 { action ANEWEXPL20 cstat 257 }
ifaction ANEWEXPL20
ifactioncount 1 { move 0 }
ifactioncount 17 { killit }
ends
state exdron2
ifaction 0 { action ANEWEXPL30 cstat 257 }
ifaction ANEWEXPL30 { ifactioncount 21 { killit } }
ends
state exdron3
ifaction 0 { action ANEWEXPL40 }
ifaction ANEWEXPL40
ifactioncount 0
{
ifceilingdistl 48 { move EXPL1 geth }
iffloordistl 48 { move 0 }
}
ifactioncount 1
{
iffloordistl 16 { move EXPL2 geth }
else { move 0 }
}
ifactioncount 3 { move 0 }
ifactioncount 22 { killit }
ends
state kiallbuch
ifaction EXPLOSION_FRAMES ifactioncount 20 killit
ifaction ANEWEXPL10 ifactioncount 22 killit
ifaction ANEWEXPL20 ifactioncount 17 killit
ifaction ANEWEXPL30 ifactioncount 21 killit
ifaction ANEWEXPL40 ifactioncount 22 killit
ends
actor EXPLOSION2
state kiallbuch
ifspawnedby SPECTRAL2 { killit }
ifspawnedby LBALLE { spritepal 5 }
ifspawnedby BOUNCEMINE { spritepal 5 }
ifspawnedby NEWBOMB { spritepal 11 }
ifspawnedby FIREEXT { spritepal 11 }
ifspawnedby HEAVYHBOMB { spritepal 3 }
ifspawnedby RPGBULLET { spritepal 2 }
ifspawnedby HBOMBBULLET { spritepal 2 }
ifspawnedby RPG
{
iffloordistl 8 { spritepal 3 }
else ifceilingdistl 60 { spritepal 11 }
else { spritepal 9 }
}
else ifspawnedby MORTER { spritepal 11 }
ifspritepal 0 { state exdron3 iffloordistl 48 { move EXPL3 geth } }
ifspritepal 2 { state exdron2 }
ifspritepal 3 { state exdron }
ifspritepal 5 { state exdron1 }
ifspritepal 9
{
sizeto 30 30 sizeto 30 30 sizeto 30 30 sizeto 30 30 state expl10 iffloordistl 48 { move EXPL4 geth }
}
ifspritepal 11 { state exdron3 }
ifpdistl 2500 { move 0 }
ifactioncount 2 { move 0 }
enda
actor EXPLOSION2BOT 1 EXPLOSION_FRAMES fall cstat 257
ifactioncount 20 { killit }
ifspawnedby SHRINKEREXPLOSION { ifaction EXPLOSION_FRAMES { action EXPLOSION_MYME } }
ifaction EXPLOSION_MYME { ifactioncount 5 { killit } }
enda
action FFLAME_FR 0 16 1 1 5
action FFLAME
move FFF 200
move FFF1
state fff1 ifpdistg 5000 { sizeto 30 30 action FFLAME_FR } ends
state fff2 ifaction FFLAME_FR { move FFF1 getv }
ifactioncount 1 { soundonce CAT_FIRE }
ifactioncount 16 { action FFLAME move FFF spin }
ifmove FFF { stopsound CAT_FIRE }
else ifaction FFLAME_FR
ifpdistl 1024 { hitradius 2048 WEAKEST WEAKEST WEAKEST WEAKEST palfrom 48 52 }
ends
state fff3 ifaction FFLAME ifcount 10 action FFLAME_FR ends
actor FLOORFLAME state fff1 state fff2 state fff3 enda
action ASATNSPIN 0 10 1 1 10
action ASATSHOOTING -10 7 1 1 16
action ASATWAIT 0 1 5 1 10
move TURRVEL
state flower10
fall sizeto 15 15
ifaction 0 ifpdistl 5000
{
action ASATSHOOTING
move TURRVEL faceplayer
}
else ifaction ASATNSPIN
{ ifactioncount 10 { action ASATWAIT move TURRVEL faceplayer } }
else ifaction ASATSHOOTING
{
ifactioncount 12 { ifrnd 32 action ASATWAIT }
ifcount 32 resetcount
else ifcount 4 { ifcount 5 { } else { ifcansee { sound PRED_ATTACK shoot COOLEXPLOSION1 } } }
}
else ifaction ASATWAIT
{ ifactioncount 64 ifrnd 32 ifp palive ifcansee { action ASATSHOOTING move TURRVEL faceplayer } }
ifhitweapon { ifdead { spritepal 8 addkills 1 sound SQUISHED debris SCRAP3 15 killit }
else { action ASATNSPIN debris SCRAP3 4 } move 0 }
ends
actor FLOWER ROTTURRETSTRENGTH state flower10 enda
action TRANSFOWARD 0 6 1 1 2
action TRANSBACK 5 6 1 -1 2
actor TRANSPORTERSTAR 0 TRANSFOWARD
ifaction TRANSFOWARD
{
ifactioncount 6
action TRANSBACK
}
else
ifactioncount 6 killit
ifspawnedby RESPAWN { killit }
enda
action BEAMFOWARD 0 6 1 1 25
actor TRANSPORTERBEAM 0 BEAMFOWARD
cstat 128
sizeto 5 5 sizeto 5 5 sizeto 5 5
ifactioncount 6 { killit }
enda
state randgetweapsnds
ifrnd 64 soundonce HERO_GETWEAPON1
else ifrnd 96 soundonce HERO_GETWEAPON2
else ifrnd 128 soundonce HERO_GETWEAPON3
else ifrnd 140 soundonce HERO_GETWEAPON4
else soundonce HERO_GETWEAPON6
ends
state getweaponcode
state randgetweapsnds
palfrom 32 0 32
ifgotweaponce 1 break
ifrespawn
{
move RESPAWN_ACTOR_FLAG
spawn RESPAWNMARKERRED
cstat 32768
}
else killit
ends
state quikweaponget
state randgetweapsnds
palfrom 32 0 32
ifgotweaponce 1 break
killit
ends
actor SHIELD sizeto 25 20
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifhitspace ifpdistl 900
ifpinventory GET_SHIELD SHIELD_AMOUNT
ifcanseetarget
{
addinventory GET_SHIELD SHIELD_AMOUNT quote 67
ifspawnedby SHIELD state getcode
else state quikget
}
enda
actor AIRTANK sizeto 9 7
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifhitspace ifpdistl 900 ifpinventory GET_SCUBA SCUBA_AMOUNT
ifcanseetarget
{
addinventory GET_SCUBA SCUBA_AMOUNT quote 39 state getcode
ifspawnedby AIRTANK state getcode
else state quikget
}
enda
actor BULLET cstat 257 sizeto 10 10
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget
{
addammo PISTOL_WEAPON PISTOLBULLETAMOUNT quote 65
ifspawnedby BULLET state getcode
else state quikget
}
state vz10
enda
actor SHOTGUNBULLET cstat 257
fall sizeto 15 15
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget
{
addammo SHOTGUN_WEAPON SHOTGUNBULLETAMOUNT quote 69
ifspawnedby SHOTGUNBULLET state getcode
else state quikget
}
state vz10
enda
actor BULLETLOTS
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget
{
addammo PISTOL_WEAPON 12 quote 65
ifspawnedby BULLETLOTS state getcode
else state quikget
}
enda
actor BATTERYBULLET cstat 257 sizeto 15 15
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
addammo CHAINGUN_WEAPON CHAINGUNBULLETAMOUNT quote 63
ifspawnedby BATTERYBULLET state getcode
else state quikget
}
state vz10
enda
actor RPGBULLET cstat 257 sizeto 18 18
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
addammo RPG_WEAPON RPGBULLETBOX quote 64
ifspawnedby RPGBULLET state getcode
else state quikget
}
state vz10
enda
actor HBOMBBULLET cstat 257 sizeto 15 15
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
ifgotweaponce 0 break
addweapon HANDBOMB_WEAPON 1 soundonce HERO_GET quote 55
addammo HANDBOMB_WEAPON HANDBOMBBOX
ifspawnedby HBOMBBULLET state getweaponcode
else state quikweaponget
}
state vz10
enda
actor RPGSPRITE cstat 257 sizeto 13 13
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
ifgotweaponce 0 break
addweapon RPG_WEAPON RPGBULLETBOX quote 56
ifspawnedby RPGSPRITE state getweaponcode
else state quikweaponget
}
state vzsp10
enda
actor SHOTGUNSPRITE cstat 257
fall sizeto 12 12
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
ifspawnedby SKELETON
{
addweapon SHOTGUN_WEAPON 0
ifrnd 64 addammo SHOTGUN_WEAPON 4
else ifrnd 64 addammo SHOTGUN_WEAPON 3
else ifrnd 64 addammo SHOTGUN_WEAPON 2
else addammo SHOTGUN_WEAPON 1
}
else
{
ifgotweaponce 0 break
addweapon SHOTGUN_WEAPON SHOTGUNBULLETAMOUNT quote 57
}
ifspawnedby SHOTGUNSPRITE state getweaponcode
else state quikweaponget
}
state vzsp10
enda
action AFLASHAPPLE 3668 5 1 1 15
action AFLASHAPPL10 3668 5 1 1 10
action AFLASHGRAPES 3699 9 1 1 10
action AFLASHGRAP10 3699 9 1 1 10
action AAPGR -13
action AAPSHADOW 48
action ANEWFLASHAP1 1266 3 1 1 15
action ANEWFLASHAP2 1266 3 1 1 15
move FLASHUP 0 -100
move FLASHFLASH
move FLASHDOUN 0 100
state agentget
ifspawnedby AGENT ifspritepal 0 { cstat 32768 fall spritepal 11 }
ifspritepal 11 { sizeto 5 5 sizeto 5 5 sizeto 5 5 sizeto 5 5 }
iffloordistl 40 ifspritepal 11 ifcount 48 { cstat 384 action AAPSHADOW }
ifspritepal 11 ifcansee ifhitspace ifpdistl 1024
{ tip
{ addphealth 100 palfrom 52 0 50 quote 19
ifspawnedby BLUEHEALTH state getcode soundonce HEALTH
killit }
}
ends
actor APPLE
ifspawnedby RESPAWN
{
action AAPGR
sizeto 2 2
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifphealthl MAXPLAYERHEALTH
{
addphealth 30 quote 62
ifspawnedby APPLE state getcode
else state quikget
}
}
ifspritepal 3 ifactioncount 5 { killit }
ifspawnedby PUDDLE
{
sizeto 5 5
ifmove 0 { cstat 32768 action ANEWFLASHAP1 ifactioncount 3 { move FLASHDOUN geth } }
ifmove FLASHDOUN iffloordistl 50 { move FLASHFLASH geth action ANEWFLASHAP2 cstat 128 }
ifactioncount 3 { killit }
}
ifspawnedby MERCURY
{
sizeto 5 5
ifmove 0 { cstat 32768 action ANEWFLASHAP1 move FLASHDOUN randomangle }
ifmove FLASHDOUN iffloordistl 50 { move FLASHFLASH geth action ANEWFLASHAP2 cstat 128 }
ifactioncount 3 { killit }
}
state agentget
enda
actor GRAPES
ifspawnedby RESPAWN
{
action AAPGR
sizeto 3 3
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifphealthl MAXPLAYERHEALTH
{
addphealth 10 quote 61
ifspawnedby GRAPES state getcode
else state quikget
}
}
ifspritepal 3 { ifactioncount 9 { killit } }
enda
actor MEDICINE sizeto 5 4
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifhitspace ifpdistl 900
ifpinventory GET_MEDICINE MEDICINE_AMOUNT ifcanseetarget
{
addinventory GET_MEDICINE MEDICINE_AMOUNT quote 3
ifspawnedby MEDICINE state getcode
else state quikget
}
enda
actor REVOLVER cstat 257 sizeto 3 3
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
quote 68
soundonce INSERT_CLIP
ifgotweaponce 0 break
addweapon PISTOL_WEAPON 12
ifspawnedby REVOLVER state getweaponcode
else state quikweaponget
}
state vzsp10
enda
action ACANDLE 463
state fire9
ifspritepal 0 { cstat 32768 }
ifspritepal 5 { strength 0 sizeto 10 1 }
ifhitspace { ifpdistl 900 { addphealth -1 quote 108 palfrom 48 52 soundonce HERO_LONGTERM_PAIN } }
ends
state fire10
ifspritepal 0 { ifpdistl 900 { addphealth -1 quote 108 palfrom 48 52 soundonce HERO_LONGTERM_PAIN } }
ends
state fire20 ifspawnedby RESPAWN { spritepal 3 sizeto 10 5 action ACANDLE cstat 385 } ends
state fire30
ifspritepal 3
{ ifhitweapon
{ spritepal 5 }
{ ifwasweapon RPG { killit } }
}
ifspritepal 5 { ifhitweapon { killit } }
ends
actor VERYHOT BOMBTOUGH fall state fire9 state fire10 state fire20 state fire30 enda
actor UZISPRITE cstat 257
sizeto 10 10
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
ifgotweaponce 0 break
addweapon CHAINGUN_WEAPON 50 quote 54
ifspawnedby UZISPRITE state getweaponcode
else state quikweaponget
}
state vzsp10
enda
actor FLAMETHROWER cstat 257 sizeto 12 12
fall
ifmove RESPAWN_ACTOR_FLAG
ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
{
ifgotweaponce 0 break
addweapon SHRINKER_WEAPON 10 quote 60
ifspawnedby FLAMETHROWER state getweaponcode
else state quikweaponget
}
state vzsp10
enda
state firestate
ifgapzl 16 break
ifinwater killit
ifp palive ifpdistl 844 ifrnd 32 ifcansee { soundonce HERO_LONGTERM_PAIN addphealth -1 palfrom 32 32 }
ifactor FIRE ifspawnedby FIRE break
else ifactor FIRE2 ifspawnedby FIRE2 break
iffloordistl 128
{
ifcount 32 sizeto 8 8
ifcount 64 killit
}
else killit
ends
action FIRE_FRAMES -1 14 1 1 1
move FIREVELS
actor FIRE WEAK FIRE_FRAMES FIREVELS state firestate enda
actor FIRE2 WEAK FIRE_FRAMES FIREVELS state firestate enda
action AFEC10 2
action AFEC20 -1356
state fec10 ifspawnedby BIRDFECES { action AFEC10 spritepal 8 sizeto 10 10 }
ifspritepal 8
{
iffloordistl 50 { soundonce HERO_STEPONFECES sound STEPNIT }
iffloordistl 8 { killit }
}
ends
state fec11
ifcount 24
{
ifpdistl RETRIEVEDISTANCE ifspritepal 3
{
soundonce HERO_STEPONFECES
sound STEPNIT
killit
}
}
else sizeto 32 32
ends
state fec12 ifspawnedby PUFFSMOKE { action AFEC20 sizeto 50 50 }
ifaction AFEC20 { iffloordistl 4 { ifonwater { spawn REDHIELD ifrnd 256 { killit } }
else ifrnd 256 { killit } } }
ends
move AFFF 50
actor FECES fall state fec10 state fec11 state fec12 enda
state spect_body_jibs
ifrnd 64 guts HEADJIB1 2
ifrnd 64 guts LEGJIB1 2
ifrnd 64 guts ARMJIB1 2
ifrnd 48 spawn RAT
ends
state demon_body_jibs
guts DEMONHEAD1 1
guts DEMONLEG1 1
guts DEMONARM1 2
ends
action BLOODFRAMES 0 4 1 1 5
action AQS
move BL10DOUN 0 450
move BL10STOP
actor BLOOD 0 BLOODFRAMES
sizeto 50 50 sizeto 50 50 sizeto 50 50
move BL10DOUN geth
ifmove BL10DOUN { cstat 32768 }
ifactioncount 1 { move BL10STOP }
ifmove BL10STOP { cstat 128 }
ifactioncount 4 killit
ifawayfromwall killit
ifspawnedby SHOTSPARK1
{
ifceilingdistl 32 { killit }
ifonwater { killit }
ifinwater { killit }
}
ifspawnedby RESPAWN { action AQS }
enda
actor KNEE KNEE_WEAPON_STRENGTH enda
actor SPIT SPIT_WEAPON_STRENGTH enda
actor CHAINGUN CHAINGUN_WEAPON_STRENGTH enda
actor SHOTGUN SHOTGUN_WEAPON_STRENGTH enda
actor FIRELASER FIRELASER_WEAPON_STRENGTH enda
actor HEAVYHBOMB HANDBOMB_WEAPON_STRENGTH enda
actor BOUNCEMINE BOUNCEMINE_WEAPON_STRENGTH enda
actor MORTER MORTER_WEAPON_STRENGTH enda
actor SHRINKSPARK SHRINKER_WEAPON_STRENGTH enda
actor RPG RPG_WEAPON_STRENGTH enda
actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda
actor TRIPBOMB TRIPBOMB_STRENGTH enda
actor FREEZEBLAST FREEZETHROWER_WEAPON_STRENGTH enda
action WEAP2FRAMES 0 4 1 1 6
actor SHOTSPARK1 PISTOL_WEAPON_STRENGTH WEAP2FRAMES
ifdead { killit }
ifactioncount 4 { killit }
else
{
ifspritepal 9 { ifactioncount 3 spawn WATERBUBBLE }
else ifcount 2 { }
else ifspritepal 5 { spawn WATERSPLASH2 }
else ifspritepal 0 ifrnd 32 { spawn BLOOD }
}
ifinwater { spritepal 9 }
ifonwater { spritepal 5 ifactioncount 3 ifrnd 32 { spawn REDHIELD } }
enda
move HERONOTMOVING
state handle_dead_dukes
fall
ifmove 0
{
ifrnd 128 cstat 4
else cstat 0
move HERONOTMOVING
}
ifsquished { sound SQUISHED killit }
else ifcount 1024 ifpdistg 4096 killit
else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { killit } }
ends
action PLYINGFRAMES 0 1 0 1 1
actor HEROLYINGDEAD 0 PLYINGFRAMES
state handle_dead_dukes
spritepal 0 cstat 258
enda
action PSTAND 0 1 5 1 1
action PEXPLODE 106 5 1 1 10
action PEXPLODEAD 113 1 1
action PJPHOUVER 15 1 5 1
action PWALK 20 4 5 1 16
action PRUN 20 4 5 1 10
action PWALKBACK 45 4 5 -1 16
action PRUNBACK 45 4 5 -1 10
action PJUMPING 50 4 5 1 30
action PFALLING 65 1 5
action PDUCKING 86 1 5
action PCRAWLING 86 3 5 1 20
action PAKICKING 40 2 5 1 25
action PFLINTCHING 106 1 1 1 10
action PTHROWNBACK 106 5 1 1 18
action PLYINGDEAD 113 1 1
action PSWIMMINGGO 375 1 5 1 10
action PSWIMMING 375 4 5 1 13
action PSWIMMINGWAIT 395 1 5 1 13
action PTREDWATER 395 2 5 1 17
move PSTOPED
move PSHRINKING
state check_dead_thrown_back
ifdead
{
strength 0
action PTHROWNBACK
}
ends
state check_pstandard
ifp pwalking action PWALK
else ifp pkicking action PAKICKING
else ifp pwalkingback action PWALKBACK
else ifp prunning action PRUN
else ifp prunningback action PRUNBACK
else ifp pjumping action PJUMPING
else ifp pducking action PDUCKING
ends
actor APLAYER 100 PSTAND 0 0 cstat 258
ifaction 0 action PSTAND
ifdead
{
ifsquished palfrom 48 52
else fall
ifactioncount 7 { move 0 } else ifactioncount 6
{
ifmultiplayer { }
else
{
ifrnd 32 sound HERO_KILLED5
else ifrnd 32 sound HERO_KILLED3
else ifrnd 32 sound HERO_KILLED1
else ifrnd 32 sound HERO_KILLED2
}
}
ifaction PLYINGDEAD