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guts JIBS4 3
guts JIBS5 2
state jibfood
}
else
ifactor DOLPHIN2
{
guts JIBS2 1
guts JIBS3 2
guts JIBS4 3
guts JIBS5 2
state jibfood
}
else
ifactor SNAKEP
{
guts JIBS2 1
guts JIBS3 2
guts JIBS4 3
guts JIBS5 2
state jibfood
}
else
ifactor DONUTS
{
spritepal 7
guts JIBS6 2
killit
}
else
ifactor DONUTS2
{
debris SCRAP1 1
spritepal 7
guts JIBS6 2
killit
}
else
ifactor MAILBAG
{
mail 30
debris SCRAP3 5
debris SCRAP4 3
killit
}
else
ifactor TEDDYBEAR
{
debris SCRAP3 5
spritepal 1
debris SCRAP3 6
}
else
{
ifrnd 128
sound GLASS_BREAKING
else
sound GLASS_HEAVYBREAK
}
ifactor CLOCK
{
cactor BROKENCLOCK
break
}
else
ifactor JOLLYMEAL
{
spawn ATOMICHEALTH
debris SCRAP3 1
debris SCRAP4 2
}
else
ifactor GUMBALLMACHINE
{
cactor GUMBALLMACHINEBROKE
strength 1
debris SCRAP4 2
lotsofglass 10
break
}
else
ifactor GUMBALLMACHINEBROKE
{
debris SCRAP3 3
debris SCRAP4 2
lotsofglass 10
}
else
ifactor DUKEBURGER
{
debris SCRAP3 14
debris SCRAP1 13
debris SCRAP4 12
debris SCRAP2 12
debris SCRAP5 11
}
else
ifactor POLICELIGHTPOLE
{
debris SCRAP3 4
debris SCRAP1 3
debris SCRAP4 2
debris SCRAP2 2
debris SCRAP5 1
}
else
ifactor TOPSECRET
paper 10
else
ifactor GUNPOWDERBARREL
{
spawn EXPLOSION2
sound PIPEBOMB_EXPLODE
hitradius 2048 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
ifpdistl 2048
wackplayer
debris SCRAP1 10 // Weapons and ammo!
debris SCRAP2 13
debris SCRAP3 4
debris SCRAP4 17
debris SCRAP5 6
}
else
ifactor FLOORBASKET
{
spawn PUKE
debris SCRAP1 2
debris SCRAP3 3
debris SCRAP4 2
}
else
ifactor ROBOTMOUSE
{
debris SCRAP2 10
spritepal 1
debris SCRAP3 4
resetcount
cstat 32768
break
}
else
ifactor ROBOTPIRATE
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor PIRATE1A
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor MAN
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor MAN2
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor PIRATE2A
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor PIRATE3A
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor PIRATE4A
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor PIRATE4A
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor PIRATE5A
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
ifactor PIRATE6A
{
debris SCRAP2 10
debris SCRAP1 5
debris SCRAP3 3
lotsofglass 10
}
else
{
lotsofglass 10
debris SCRAP4 3
}
killit
}
else
ifactor DOLPHIN1
{
guts JIBS6 1
soundonce DOLPHINSND
ifstrength TOUGH
{
cactor DOLPHIN2
sound SQUISHED
}
}
else
ifactor DOLPHIN2
{
guts JIBS6 1
soundonce DOLPHINSND
}
else
ifactor ROBOTDOG2
{
guts JIBS6 1
soundonce WHINING_DOG
}
}
else
{
ifactor CLOCK
nullop
else
ifactor TOPSECRET
nullop
else
ifactor SKINNEDCHICKEN
nullop
else
ifactor FEATHEREDCHICKEN
nullop
else
ifactor FOODOBJECT2
nullop
else
ifactor FOODOBJECT6
nullop
else
ifactor DOLPHIN1
nullop
else
ifactor DOLPHIN2
nullop
else
fall
}
ends
action ABURGERROTS 0 1 5
useractor notenemy DUKEBURGER PIRATEGALSTRENGTH ABURGERROTS state breakobject enda
useractor notenemy MOP WEAK state breakobject enda
useractor notenemy BROOM WEAK state breakobject enda
useractor notenemy WETFLOOR WEAK state breakobject enda
useractor notenemy DESKLAMP WEAK state breakobject enda
// useractor notenemy DUKECUTOUT WEAK state breakobject enda
useractor notenemy HATRACK WEAK state breakobject enda
useractor notenemy GUNPOWDERBARREL TOUGH state breakobject enda
useractor notenemy COFFEEMACHINE WEAK state breakobject enda
useractor notenemy TEDDYBEAR WEAK state breakobject enda
useractor notenemy TOPSECRET WEAK state breakobject enda
useractor notenemy ROBOTMOUSE ROBOTMOUSESTRENGTH state breakobject enda
useractor notenemy MAN PIRATEGALSTRENGTH state breakobject enda
useractor notenemy MAN2 PIRATEGALSTRENGTH state breakobject enda
useractor notenemy WOMAN PIRATEGALSTRENGTH state breakobject enda
useractor notenemy PIRATE1A PIRATEGALSTRENGTH state breakobject enda
useractor notenemy PIRATE2A PIRATEGALSTRENGTH state breakobject enda
useractor notenemy PIRATE3A PIRATEGALSTRENGTH state breakobject enda
useractor notenemy PIRATE4A PIRATEGALSTRENGTH state breakobject enda
useractor notenemy PIRATE5A PIRATEGALSTRENGTH state breakobject enda
useractor notenemy PIRATE6A PIRATEGALSTRENGTH state breakobject enda
useractor notenemy ROBOTPIRATE PIRATEGALSTRENGTH state breakobject enda
useractor notenemy PIRATEHALF TOUGH state breakobject enda
useractor notenemy CHESTOFGOLD WEAK state breakobject enda
useractor notenemy ROBOTDOG PIRATEGALSTRENGTH state breakobject enda
useractor notenemy ROBOTDOG2 TOUGH state breakobject enda
useractor notenemy PLEASEWAIT state breakobject enda
useractor notenemy FOODOBJECT1 WEAK state breakobject enda
useractor notenemy FOODOBJECT2 WEAK state breakobject enda
useractor notenemy FOODOBJECT3 WEAK state breakobject enda
useractor notenemy FOODOBJECT4 WEAK state breakobject enda
useractor notenemy FOODOBJECT5 WEAK state breakobject enda
useractor notenemy FOODOBJECT6 WEAK state breakobject enda
useractor notenemy FOODOBJECT7 WEAK state breakobject enda
useractor notenemy FOODOBJECT8 WEAK state breakobject enda
useractor notenemy FOODOBJECT9 WEAK state breakobject enda
useractor notenemy FOODOBJECT10 WEAK state breakobject enda
useractor notenemy FOODOBJECT11 WEAK state breakobject enda
useractor notenemy FOODOBJECT12 WEAK state breakobject enda
useractor notenemy FOODOBJECT13 WEAK state breakobject enda
useractor notenemy FOODOBJECT14 WEAK state breakobject enda
useractor notenemy FOODOBJECT15 WEAK state breakobject enda
useractor notenemy FOODOBJECT16 WEAK state breakobject enda
useractor notenemy FOODOBJECT17 WEAK state breakobject enda
useractor notenemy FOODOBJECT18 WEAK state breakobject enda
useractor notenemy FOODOBJECT19 WEAK state breakobject enda
useractor notenemy FOODOBJECT20 WEAK state breakobject enda
useractor notenemy JOLLYMEAL WEAK state breakobject enda
useractor notenemy GUMBALLMACHINE WEAK state breakobject enda
useractor notenemy GUMBALLMACHINEBROKE WEAK state breakobject enda
useractor notenemy POLICELIGHTPOLE TOUGH state breakobject enda
useractor notenemy CLOCK WEAK state breakobject enda
useractor notenemy MAILBAG WEAK state breakobject enda
useractor notenemy FEATHEREDCHICKEN WEAK state breakobject enda
useractor notenemy SKINNEDCHICKEN WEAK state breakobject enda
useractor notenemy HEADLAMP WEAK state breakobject enda
useractor notenemy DOLPHIN1 DOLPHINSTRENGTH state breakobject enda
useractor notenemy DOLPHIN2 DOLPHINSTRENGTH state breakobject enda
useractor notenemy SNAKEP MEDIUMSTRENGTH state breakobject enda
useractor notenemy DONUTS WEAK state breakobject enda
useractor notenemy GAVALS WEAK state breakobject enda
useractor notenemy GAVALS2 WEAK state breakobject enda
useractor notenemy CUPS WEAK state breakobject enda
useractor notenemy DONUTS2 WEAK state breakobject enda
useractor notenemy FLOORBASKET WEAK state breakobject enda
useractor notenemy METER WEAK state breakobject enda
useractor notenemy DESKPHONE WEAK state breakobject enda
useractor notenemy MACE WEAK state breakobject enda
useractor notenemy SHOPPINGCART WEAK state breakobject enda
useractor notenemy COFFEEMUG WEAK state breakobject enda
state headhitstate
// Unrem the following line to invoke screen tilting during
// low player hitpoint damage.
// wackplayer
ends
action EXPBARRELFRAME 0 2 1 1 15
actor EXPLODINGBARREL 26
fall
ifaction EXPBARRELFRAME
{
ifactioncount 2
{
hitradius 1024 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
spawn EXPLOSION2
debris SCRAP2 2
sound PIPEBOMB_EXPLODE
killit
}
break
}
ifsquished
{
debris SCRAP1 5
killit
break
}
ifhitweapon
action EXPBARRELFRAME
enda
action BURNING_FLAME 0 12 1 1 2
move BURNING_VELS
state burningstate
sleeptime 300
ifspawnedby BURNING
{
ifgapzl 16
break
}
else
ifspawnedby BURNING2
{
ifgapzl 16
break
}
ifpdistg 10240
break
ifcount 128
{
ifspawnedby TIRE
{
ifactioncount 512
killit
ifrnd 16
sizeto 64 48
}
else
{
sizeto 8 8
sizeto 8 8
ifcount 192
killit
}
}
else
{
ifmove 0
move BURNING_VELS
sizeto 52 52
ifp palive
ifpdistl 844
ifrnd 32
ifcansee
{
soundonce DUKE_LONGTERM_PAIN
addphealth -1
palfrom 24 16
}
}
ends
actor BURNING WEAK BURNING_FLAME
state burningstate
enda
actor BURNING2 WEAK BURNING_FLAME
state burningstate
enda
action TOILETWATERFRAMES 0 4 1 1 1
actor TOILETWATER 0 TOILETWATERFRAMES
ifpdistl 8192
{
soundonce WATER_GURGLE
ifspawnedby TOILET
sizeto 34 34
else
{
ifspawnedby WATERFOUNTAINBROKE
sizeto 6 15
else
ifspawnedby TOILETWATER
nullop
else
sizeto 24 32
}
ifp palive
ifpdistl RETRIEVEDISTANCE
ifp pfacing
ifactioncount 32
ifphealthl MAXPLAYERHEALTH
ifhitspace
ifcansee
{
addphealth 1
globalsound DUKE_DRINKING
resetactioncount
}
}
enda
action WOODENHORSEFRAME 0 1 4
action WOODENFALLFRAME 122 1 5
actor HORSEONSIDE WEAKEST
cactor WOODENHORSE
action WOODENFALLFRAME
enda
actor WOODENHORSE WEAK WOODENHORSEFRAME
fall
ifhitweapon
{
ifdead
{
debris SCRAP1 4
debris SCRAP2 3
killit
}
else
action WOODENFALLFRAME
}
enda
state steamcode
ifpdistl 6144
soundonce STEAM_HISSING
ifcount 20
{
resetcount
ifp palive
ifpdistl 1024
{
addphealth -1
palfrom 16 16
}
}
else
{
ifspawnedby STEAM
break
else
ifspawnedby CEILINGSTEAM
break
sizeto 24 24
}
ends
action STEAMFRAMES 0 5 1 1 1
actor STEAM 0 STEAMFRAMES
state steamcode
enda
actor CEILINGSTEAM 0 STEAMFRAMES
state steamcode
enda
actor WATERBUBBLEMAKER 0 0 randomangle
ifpdistl 3084
ifrnd 24
spawn WATERBUBBLE
enda
action BUBBLE
action CRACKEDBUBBLE 1
move BUBMOVE -10 -36
move BUBMOVEFAST -10 -52
actor WATERBUBBLE 0 BUBBLE BUBMOVE getv geth randomangle
ifaction CRACKEDBUBBLE
{
ifinwater
ifrnd 192
killit
ifactioncount 7
killit
}
else
{
ifcount 4
{
ifrnd 192
move BUBMOVE getv geth randomangle
else
move BUBMOVEFAST getv geth randomangle
resetcount
ifrnd 84
sizeat 8 10
else
ifrnd 84
sizeat 10 8
else
sizeat 9 9
}
ifonwater
{
iffloordistl 8
action CRACKEDBUBBLE
}
else
ifactioncount 40
action CRACKEDBUBBLE
}
enda
move SMOKEVEL 8 -16
move ENGINE_SMOKE 64 -64
move SMOKESHOOTOUT -192
action SMOKEFRAMES 0 4 1 1 10
actor SMALLSMOKE 0 SMOKEFRAMES
ifmove 0
{
ifspawnedby RECON
move SMOKESHOOTOUT geth
else
ifspawnedby SECTOREFFECTOR
move ENGINE_SMOKE geth getv
else
move SMOKEVEL geth getv faceplayer
ifspawnedby RPG
cstat 2
}
ifpdistl 1596
ifspawnedby RPG
killit
ifactioncount 4
killit
enda
action BARREL_DENTING 2 2 1 1 6
action BARREL_DENTED 1
action BARREL_DENTED2 2
move SPAWNED_BLOOD
actor NUKEBARRELDENTED WEAK
cactor NUKEBARREL
action BARREL_DENTED
enda
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