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📄 game.con

📁 game duke3d source
💻 CON
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actor NUKEBARRELLEAKED WEAK
  cactor NUKEBARREL
  action BARREL_DENTED2
enda

state random_ooz
  ifrnd 128
    spawn OOZ2
  else
    spawn OOZ
ends

actor NUKEBARREL MEDIUMSTRENGTH
  ifsquished
  {
    debris SCRAP1 32
    spawn BLOODPOOL
    state random_ooz
    killit
  }
  fall
  ifaction BARREL_DENTING
  {
    ifactioncount 2
    {
      debris SCRAP1 10
      ifrnd 2 spawn BLOODPOOL
      killit
    }
  }
  else
    ifhitweapon
  {
    ifdead
    {
      sound VENT_BUST

      ifrnd 128
        spawn BLOODPOOL
      action BARREL_DENTING
    }
    else
    {
      ifaction 0
        action BARREL_DENTED
      else
        ifaction BARREL_DENTED
      {
        action BARREL_DENTED2
        spawn BLOODPOOL
      }
      else
        ifaction BARREL_DENTED2
          action BARREL_DENTING
    }
  }
enda

state burningbarrelcode
  fall
  ifcount 32
  {
    resetcount
    ifp palive
      ifpdistl 1480
        ifp phigher
    {
      addphealth -1
      palfrom 16 16
      ifrnd 96
        sound DUKE_LONGTERM_PAIN
    }
  }
  ifhitweapon
  {
    sound VENT_BUST
    debris SCRAP1 10
    ifrnd 128
      spawn BURNING
    else
      spawn BURNING2
    killit
  }
ends

actor FIREBARREL
  state burningbarrelcode
enda
actor FIREVASE
  state burningbarrelcode
enda

action SHRINKERFRAMES 0 4 1 1 10
actor SHRINKEREXPLOSION 0 SHRINKERFRAMES
  ifactioncount 4
    killit
enda

action EXPLOSION_FRAMES 0 20 1 1  4
actor EXPLOSION2 1 EXPLOSION_FRAMES
  ifactioncount 20
    killit
enda

actor EXPLOSION2BOT 1 EXPLOSION_FRAMES
  ifactioncount 20
    killit
enda

action FFLAME_FR 0 16 1 1 1
action FFLAME 0 1 1 1 1

actor FLOORFLAME 0 FFLAME_FR
  ifaction FFLAME_FR
  {
    ifpdistl 1024
      hitradius 1024 WEAKEST WEAKEST WEAKEST WEAKEST
    ifactioncount 16
      action FFLAME
  }
  ifaction FFLAME
    ifrnd 4
  {
    action FFLAME_FR
    sound CAT_FIRE
    resetactioncount
  }
enda



action ASATNSPIN     0 5 1 1 4
action ASATSHOOTING   -10 3 5 1 40
action ASATWAIT      0 1 5 1 1
move TURRVEL

actor ROTATEGUN ROTTURRETSTRENGTH
// ASATSHOOTING TURRVEL faceplayer

  ifaction 0
  {
    action ASATSHOOTING
    move TURRVEL faceplayer
  }
  else
    ifaction ASATNSPIN
  {
    ifactioncount 32
    {
      action ASATWAIT
      move TURRVEL faceplayer
    }
  }
  else
    ifaction ASATSHOOTING
  {
    ifactioncount 12
      ifrnd 32
    {
      action ASATWAIT
      move 0
    }
    ifcount 32
      resetcount
    else
      ifcount 16
    {
      ifcount 17 nullop
      else
      {
        sound PRED_ATTACK
        shoot FIRELASER
      }
    }
    else
      ifcount 4
    {
      ifcount 5 nullop
      else
      {
        ifcansee
          ifcanshoottarget
        {
          sound PRED_ATTACK
          shoot FIRELASER
        }
      }
    }
  }
  else
    ifaction ASATWAIT
  {
    ifactioncount 64
      ifrnd 32
        ifp palive
          ifcansee
    {
      action ASATSHOOTING
      move TURRVEL faceplayer
    }
  }
  ifhitweapon
  {
    ifdead
    {
      addkills 1
      sound LASERTRIP_EXPLODE
      debris SCRAP1 15
      spawn EXPLOSION2
      killit
    }
    else
    {
      action ASATNSPIN
      debris SCRAP1 4
    }
    move 0
  }
enda

action RIP_F 0 8 1 1 1
actor FORCERIPPLE 0 RIP_F
  ifactioncount 8
    killit
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
enda

action BEAMFOWARD  0  4  1  1  9
actor TRANSPORTERBEAM 0 BEAMFOWARD
  sizeto 32 64
  sizeto 32 64
  sizeto 32 64
  ifactioncount 4
    killit
enda

state getcode
  ifactor ATOMICHEALTH
    globalsound GETATOMICHEALTH
  else
    globalsound DUKE_GET
  palfrom 16 0 32
  ifrespawn
  {
    move RESPAWN_ACTOR_FLAG
    spawn RESPAWNMARKERRED
    cstat 32768
  }
  else
    killit
ends

state randgetweapsnds
  ifrnd 64
    globalsound DUKE_GETWEAPON1
  else
    ifrnd 96
      globalsound DUKE_GETWEAPON2
  else
    ifrnd 128
      globalsound DUKE_GETWEAPON3
  else
    ifrnd 140
      globalsound DUKE_GETWEAPON4
  else
    globalsound DUKE_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 respawnit
  ifcount RESPAWNITEMTIME
  {
    spawn TRANSPORTERSTAR
    move 0
    cstat 0
    sound TELEPORTER
  }
ends

state quikget
  ifactor ATOMICHEALTH
    globalsound GETATOMICHEALTH
  else
    globalsound DUKE_GET
  palfrom 16 0 32
  killit
ends

state quikweaponget
  state randgetweapsnds
  palfrom 32 0 32
  ifgotweaponce 1
    break
  killit
ends

actor STEROIDS
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk
      nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifpinventory GET_STEROIDS STEROID_AMOUNT
              ifcanseetarget
      {
        addinventory GET_STEROIDS STEROID_AMOUNT
        quote 37
        ifspawnedby STEROIDS
          state getcode
        else
          state quikget
      }
enda

actor BOOTS
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk
      nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifpinventory GET_BOOTS BOOT_AMOUNT
              ifcanseetarget
      {
        addinventory GET_BOOTS BOOT_AMOUNT
        quote 6
        ifspawnedby BOOTS
          state getcode
        else
          state quikget
      }
enda

actor HEATSENSOR
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk
      nullop
  else
    ifp palive
      ifcount 6
        ifpdistl RETRIEVEDISTANCE
          ifpinventory GET_HEATS HEAT_AMOUNT
            ifcanseetarget
      {
        addinventory GET_HEATS HEAT_AMOUNT
        quote 101
        ifspawnedby HEATSENSOR
          state getcode
        else
          state quikget
      }
enda

actor SHIELD
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifpinventory GET_SHIELD SHIELD_AMOUNT
              ifcanseetarget
      {
        ifspawnedby PIGCOP
        {
          ifrnd 128
            addinventory GET_SHIELD PIG_SHIELD_AMOUNT1
          else
            addinventory GET_SHIELD PIG_SHIELD_AMOUNT2
          quote 104
          sound KICK_HIT
          palfrom 24 0 32
          killit
        }
        else
          addinventory GET_SHIELD SHIELD_AMOUNT
        quote 38
        ifspawnedby SHIELD
          state getcode
        else
          state quikget
      }
enda


actor AIRTANK
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifpinventory GET_SCUBA SCUBA_AMOUNT
              ifcanseetarget
      {
        addinventory GET_SCUBA SCUBA_AMOUNT
        quote 39
        ifspawnedby AIRTANK
          state getcode
        else
          state quikget
      }
enda

action HOLODUKE_FRAMES 0 4 1 1 8
actor HOLODUKE 0 HOLODUKE_FRAMES
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifpinventory GET_HOLODUKE HOLODUKE_AMOUNT
              ifcanseetarget
      {
        addinventory GET_HOLODUKE HOLODUKE_AMOUNT
        quote 51
        ifspawnedby HOLODUKE
          state getcode
        else
          state quikget
      }
enda

actor JETPACK
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
            ifpinventory GET_JETPACK JETPACK_AMOUNT
              ifcanseetarget
      {
        addinventory GET_JETPACK JETPACK_AMOUNT
        quote 41
        ifspawnedby JETPACK
          state getcode
        else
          state quikget
      }
enda

actor ACCESSCARD
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
            ifcanseetarget
      {
        ifpinventory GET_ACCESS 0
          break
        addinventory GET_ACCESS 1
        quote 43
        state getcode
      }
enda

actor AMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifcanseetarget
      {
        addammo PISTOL_WEAPON PISTOLAMMOAMOUNT
        quote 65
        ifspawnedby AMMO
          state getcode
        else
          state quikget
      }
enda

actor FREEZEAMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifcanseetarget
      {
        addammo FREEZE_WEAPON FREEZEAMMOAMOUNT
        quote 66
        ifspawnedby FREEZEAMMO
          state getcode
        else
          state quikget
      }
enda

actor SHOTGUNAMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifcanseetarget
      {
        addammo SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT
        quote 69
        ifspawnedby SHOTGUNAMMO
          state getcode
        else
          state quikget
      }
enda

actor AMMOLOTS
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifcount 6
          ifpdistl RETRIEVEDISTANCE
            ifcanseetarget
      {
        addammo PISTOL_WEAPON 48
        quote 65
        ifspawnedby AMMOLOTS
          state getcode
        else
          state quikget
      }
enda

actor CRYSTALAMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
            ifcanseetarget
      {
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
        quote 78
        ifspawnedby CRYSTALAMMO
          state getcode
        else
          state quikget
      }
enda

actor GROWAMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
            ifcanseetarget
      {
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
        quote 123
        ifspawnedby GROWAMMO
          state getcode
        else
          state quikget
      }
enda

actor BATTERYAMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
            ifcanseetarget
      {
        addammo CHAINGUN_WEAPON CHAINGUNAMMOAMOUNT
          quote 63
        ifspawnedby BATTERYAMMO
          state getcode
        else
          state quikget
      }
enda

actor DEVISTATORAMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
            ifcanseetarget
      {
        addammo DEVISTATOR_WEAPON DEVISTATORAMMOAMOUNT
        quote 14
        ifspawnedby DEVISTATORAMMO
          state getcode
        else
          state quikget
      }
enda

actor RPGAMMO
  fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else ifp palive
      ifpdistl RETRIEVEDISTANCE
        ifcount 6
          ifcanseetarget
      {
        addammo RPG_WEAPON RPGAMMOBOX
        quote 64
        ifspawnedby RPGAMMO
          state getcode
        else
          state quikget
      }
enda

actor HBOMBAMMO

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