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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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