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fall
ifmove RESPAWN_ACTOR_FLAG state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon HANDBOMB_WEAPON HANDBOMBBOX
quote 55
// addammo HANDBOMB_WEAPON HANDBOMBBOX
ifspawnedby HBOMBAMMO
state getweaponcode
else
state quikweaponget
}
enda
actor RPGSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon RPG_WEAPON RPGAMMOBOX
quote 56
ifspawnedby RPGSPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor SHOTGUNSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifspawnedby PIGCOP
{
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 SHOTGUNAMMOAMOUNT
quote 57
}
ifspawnedby SHOTGUNSPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor SIXPAK
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifphealthl MAXPLAYERHEALTH
ifcanseetarget
{
addphealth 30
quote 62
ifspawnedby SIXPAK
state getcode
else
state quikget
}
enda
actor COLA
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifphealthl MAXPLAYERHEALTH
ifcanseetarget
{
addphealth 10
quote 61
ifspawnedby COLA
state getcode
else
state quikget
}
enda
actor ATOMICHEALTH
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifphealthl MAXPLAYERATOMICHEALTH
ifcanseetarget
{
addphealth 50
quote 19
ifspawnedby ATOMICHEALTH
state getcode
else
state quikget
}
enda
actor FIRSTAID
fall
ifmove RESPAWN_ACTOR_FLAG state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifpinventory GET_FIRSTAID FIRSTAID_AMOUNT
ifcanseetarget
{
addinventory GET_FIRSTAID FIRSTAID_AMOUNT
quote 3
ifspawnedby FIRSTAID
state getcode
else
state quikget
}
enda
actor FIRSTGUNSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon PISTOL_WEAPON 48
ifspawnedby FIRSTGUNSPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor TRIPBOMBSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon TRIPBOMB_WEAPON 1
quote 58
ifspawnedby TRIPBOMBSPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor CHAINGUNSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon CHAINGUN_WEAPON 50
quote 54
ifspawnedby CHAINGUNSPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor SHRINKERSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon SHRINKER_WEAPON 10
quote 60
ifspawnedby SHRINKERSPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor FREEZESPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon FREEZE_WEAPON FREEZEAMMOAMOUNT
quote 59
ifspawnedby FREEZESPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor DEVISTATORSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon DEVISTATOR_WEAPON DEVISTATORAMMOAMOUNT
quote 87
ifspawnedby DEVISTATORSPRITE
state getweaponcode
else
state quikweaponget
}
enda
action FIRE_FRAMES -1 14 1 1 1
move FIREVELS
state firestate
ifaction 0
ifrnd 16
{
action FIRE_FRAMES
cstator 128
}
sleeptime 300 // Never let it fall to sleep
ifspawnedby FIRE
{
ifgapzl 16
break
}
else
ifspawnedby FIRE2
{
ifgapzl 16
break
}
ifinwater
killit
ifp palive
ifpdistl 844
ifrnd 32
ifcansee
{
soundonce DUKE_LONGTERM_PAIN
addphealth -1
palfrom 32 32
}
ifactor FIRE
{
ifspawnedby FIRE
break
}
else
ifactor FIRE2
ifspawnedby FIRE2
break
iffloordistl 128
{
ifrnd 128
{
ifcount 84
killit
// This line(and the else below)
// is not necessary, since actors
// with zero x-size are automatically
// deleted anyway!
else
ifcount 42
sizeto 0 0
else
sizeto 32 32
}
}
else
killit
ends
useractor notenemy FIRE WEAK 0 FIREVELS state firestate enda
useractor notenemy FIRE2 WEAK 0 FIREVELS state firestate enda
actor FECES
ifcount 24
{
ifpdistl RETRIEVEDISTANCE
{
ifrnd SWEARFREQUENCY
soundonce DUKE_STEPONFECES
sound STEPNIT
spawn BLOODPOOL // Will be brown
killit
}
}
else
sizeto 32 32
enda
state drop_ammo
ifrnd SPAWNAMMOODDS
spawn AMMO
ends
state drop_battery
ifrnd SPAWNAMMOODDS
spawn BATTERYAMMO
ends
state drop_sgshells
ifrnd SPAWNAMMOODDS
spawn SHOTGUNAMMO
ends
state drop_shotgun
ifrnd SPAWNAMMOODDS
spawn SHOTGUNSPRITE
ends
state drop_chaingun
ifrnd SPAWNAMMOODDS
{
ifrnd 32
spawn CHAINGUNSPRITE
else
spawn BATTERYAMMO
}
ends
state random_wall_jibs
ifrnd 96
shoot BLOODSPLAT1
ifrnd 96
shoot BLOODSPLAT2
ifrnd 96
shoot BLOODSPLAT3
ifrnd 96
shoot BLOODSPLAT4
ifrnd 96
shoot BLOODSPLAT1
ends
action FEMSHRUNK
action FEMFROZEN1 1
action FEMGROW
action FEMFROZEN2
action FEMDANCE1 19 1 1 1 16
action FEMDANCE3 19 1 1 1 26
action FEMDANCE2 20 2 1 1 10
action FEMANIMATESLOW 0 2 1 1 100
action TOUGHGALANIM 0 5 1 1 25
action FEMANIMATE
state femcode
ifactor NAKED1 nullop
else
ifactor FEM6 nullop
else
{
fall
ifactor BLOODYPOLE
ifhitweapon
ifdead
{
state standard_jibs
killit
}
}
ifaction FEMSHRUNK
{
ifcount SHRUNKDONECOUNT
{
action FEMANIMATE
cstat 257
}
else
ifcount SHRUNKCOUNT
sizeto 40 40
else
state genericshrunkcode
}
else ifaction FEMGROW
{
ifcount 32
{
respawnhitag
guts JIBS4 20
guts JIBS6 20
spritepal 6
soundonce LADY_SCREAM
ifactor NAKED1
debris SCRAP3 4
else
ifactor PODFEM1
debris SCRAP3 4
sound SQUISHED
killit
}
else
sizeto MAXXSTRETCH MAXYSTRETCH
}
else
ifaction FEMDANCE1
{
ifactioncount 2
action FEMDANCE2
}
else
ifaction FEMDANCE2
{
ifactioncount 8
action FEMDANCE3
}
else
ifaction FEMDANCE3
{
ifactioncount 2
action FEMANIMATE
}
else
ifaction FEMFROZEN1
{
ifcount THAWTIME
{
action FEMANIMATE
getlastpal
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
{
strength 0
break
}
lotsofglass 30
sound GLASS_BREAKING
respawnhitag
ifrnd 84
spawn BLOODPOOL
killit
}
else
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
else ifaction FEMFROZEN2
{
ifcount THAWTIME
{
ifactor TOUGHGAL
action TOUGHGALANIM
else
ifactor FEM10
action FEMANIMATESLOW
else
action FEMANIMATE
getlastpal
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
{
strength 0
break
}
lotsofglass 30
sound GLASS_BREAKING
ifrnd 84
spawn BLOODPOOL
respawnhitag
ifrnd 128
sound DUKE_HIT_STRIPPER1
else
sound DUKE_HIT_STRIPPER2
killit
}
else
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
ifhitweapon
{
ifdead
{
ifwasweapon GROWSPARK
{
cstat 0
move 0
sound ACTOR_GROWING
action FEMGROW
break
}
else ifwasweapon FREEZEBLAST
{
ifaction FEMSHRUNK
break
ifactor NAKED1
action FEMFROZEN2
else
ifactor FEM5
action FEMFROZEN2
else
ifactor FEM6
action FEMFROZEN2
else
ifactor FEM8
action FEMFROZEN2
else
ifactor FEM9
action FEMFROZEN2
else
ifactor FEM10
action FEMFROZEN2
else
ifactor TOUGHGAL
action FEMFROZEN2
else
ifactor PODFEM1
action FEMFROZEN2
else
action FEMFROZEN1
move 0
spritepal 1
strength 0
sound SOMETHINGFROZE
break
}
ifrnd 128
sound DUKE_HIT_STRIPPER1
else
sound DUKE_HIT_STRIPPER2
respawnhitag
state standard_jibs
state random_wall_jibs
spawn BLOODPOOL
ifactor FEM1
money 5
else
ifactor FEM2
{
money 7
cactor BARBROKE
cstat 0
}
else
ifactor FEM3
money 4
else
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