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ifactor FEM7
money 8
ifactor FEM5
{
strength TOUGH
cactor BLOODYPOLE
}
else ifactor FEM6
{
cstat 0
cactor FEM6PAD
}
else
ifactor FEM8
{
strength TOUGH
cactor BLOODYPOLE
}
else
{
spritepal 6
soundonce LADY_SCREAM
ifactor NAKED1
debris SCRAP3 18
else
ifactor PODFEM1
debris SCRAP3 18
killit
}
}
else
{
ifwasweapon SHRINKSPARK
{
sound ACTOR_SHRINKING
move 0
action FEMSHRUNK
cstat 0
break
}
else
ifwasweapon GROWSPARK
sound EXPANDERHIT
ifactor FEM8
break
ifactor TOUGHGAL
state toughgalspeech
else sound SQUISHED
guts JIBS6 1
}
}
ends
state killme
ifinwater nullop
else
ifp pfacing
ifpdistl 1280
ifhitspace
soundonce KILLME
ends
state tipme
ifp pfacing
ifpdistl 1280
ifhitspace
{
tip
ifrnd 128
soundonce DUKE_TIP1
else
soundonce DUKE_TIP2
ifactor FEM1
action FEMDANCE1
}
ends
state toughgaltalk
ifp pfacing
ifpdistl 1280
ifhitspace
state toughgalspeech
ends
actor FEM1 TOUGH FEMANIMATE
state tipme
state femcode
enda
actor FEM2 TOUGH FEMANIMATE
state tipme
state femcode
enda
actor FEM3 TOUGH FEMANIMATE
state tipme
state femcode
enda
actor FEM4 TOUGH FEMANIMATE
state femcode
enda
actor FEM5 TOUGH FEMANIMATE
state killme
state femcode
enda
actor FEM6 TOUGH FEMANIMATE
state killme
state femcode
enda
actor FEM7 TOUGH FEMANIMATE
state tipme
state femcode
enda
actor FEM8 TOUGH FEMANIMATE
state femcode
enda
actor FEM9 TOUGH FEMANIMATE
state femcode
enda
actor FEM10 TOUGH FEMANIMATESLOW
state tipme
state femcode
enda
actor TOUGHGAL MANWOMANSTRENGTH TOUGHGALANIM
state toughgaltalk
state femcode
enda
actor NAKED1 TOUGH FEMANIMATE
state killme
state femcode
enda
actor PODFEM1 TOUGH FEMANIMATE
state killme
state femcode
enda
actor BLOODYPOLE TOUGH
state femcode
enda
actor STATUEFLASH
fall
ifcount 32
cactor STATUE
enda
actor STATUE
fall
ifp pfacing
ifpdistl 1280
ifhitspace
{
cactor STATUEFLASH
move 0
}
enda
actor MIKE
ifp pfacing
ifpdistl 1280
ifhitspace
mikesnd
enda
state troop_body_jibs
ifrnd 64
guts HEADJIB1 1
ifrnd 64
guts LEGJIB1 2
ifrnd 64
guts ARMJIB1 1
ifrnd 48
spawn BLOODPOOL
ends
state liz_body_jibs
ifrnd 64
guts LIZMANHEAD1 1
ifrnd 64
guts LIZMANLEG1 2
ifrnd 64
guts LIZMANARM1 1
ifrnd 48
spawn BLOODPOOL
ends
action BLOODFRAMES 0 4 1 1 15
actor BLOOD 0 BLOODFRAMES
sizeto 72 72 sizeto 72 72 sizeto 72 72
ifpdistg 3144 killit
ifactioncount 4 killit
enda
action EGGOPEN1 1 1 1 1 4
action EGGOPEN2 2 1 1 1 4
action EGGOPEN3 2 1 1 1 4
action EGGWAIT 0
action EGGFROZEN 1
action EGGGROW 1
action EGGSHRUNK 1
actor EGG TOUGH
fall
ifaction 0
{
ifcount 64
{
ifrnd 128
{
action EGGWAIT
move 0
}
else
{
sound SLIM_HATCH
action EGGOPEN1
}
}
}
else
ifaction EGGOPEN1
ifactioncount 4
action EGGOPEN2
else
ifaction EGGOPEN2
ifactioncount 4
{
spawn GREENSLIME
action EGGOPEN3
}
else
ifaction EGGGROW
state genericgrowcode
else
ifaction EGGSHRUNK
state genericshrunkcode
else
ifaction EGGFROZEN
{
ifcount THAWTIME
{
action 0
getlastpal
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
{
strength 0
break
}
lotsofglass 30
sound GLASS_BREAKING
ifrnd 84
spawn BLOODPOOL
addkills 1
killit
}
// ifp pducking
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
ifhitweapon
{
ifdead
{
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action EGGFROZEN
strength 0
break
}
else
ifwasweapon GROWSPARK
{
cstat 0
move 0
sound ACTOR_GROWING
action EGGGROW
break
}
addkills 1
sound SQUISHED
state standard_jibs
killit
}
else
ifwasweapon SHRINKSPARK
{
move 0
sound ACTOR_SHRINKING
action EGGSHRUNK
break
}
ifwasweapon GROWSPARK
sound EXPANDERHIT
}
else
ifaction EGGWAIT
{
ifcount 512
ifrnd 2
{
ifaction EGGSHRUNK
break
sound SLIM_HATCH
action EGGOPEN1
}
}
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 GROWSPARK GROWSPARK_WEAPON_STRENGTH
ifcount 18
killit
else
ifcount 9
{
sizeto 0 0
sizeto 0 0
sizeto 0 0
sizeto 0 0
}
else
{
sizeto 28 28
sizeto 28 28
sizeto 28 28
sizeto 28 28
}
enda
actor RPG RPG_WEAPON_STRENGTH enda
actor FREEZEBLAST FREEZETHROWER_WEAPON_STRENGTH enda
actor DEVISTATORBLAST FREEZETHROWER_WEAPON_STRENGTH enda
actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda
actor TRIPBOMB TRIPBOMB_STRENGTH enda
action WEAP2FRAMES 0 4 1 1 6
actor SHOTSPARK1 PISTOL_WEAPON_STRENGTH WEAP2FRAMES
ifdead
killit
ifactioncount 4
killit
else
{
ifactioncount 3
{
ifinwater
spawn WATERBUBBLE
}
else
ifcount 2 nullop
else
ifonwater
spawn WATERSPLASH2
}
enda
state standard_pjibs
guts JIBS1 1
guts JIBS3 2
guts JIBS4 1
guts JIBS5 1
guts JIBS6 2
guts DUKETORSO 1
guts DUKELEG 2
guts DUKEGUN 1
ifrnd 16 money 1
ends
move DUKENOTMOVING
state handle_dead_dukes
fall
ifmove 0 // 1st time initializiation...
{
ifrnd 128
cstat 4
else
cstat 0
move DUKENOTMOVING
}
ifsquished
{
sound SQUISHED
state random_ooz
killit
}
else
ifcount 1024
ifpdistg 4096
killit
else
{
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
state standard_jibs
killit
}
}
ends
action PLYINGFRAMES 0 1 0 1 1
actor DUKELYINGDEAD 0 PLYINGFRAMES
state handle_dead_dukes
enda
action PGROWING 0
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 PFROZEN 20 1 5
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 // used as a var only
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 MAXPLAYERHEALTH PSTAND 0 0
ifaction 0
action PSTAND
ifaction PFROZEN
{
cstat 257
fall
palfrom 16 0 0 24
ifmove 0
{
ifhitweapon
{
ifwasweapon FREEZEBLAST
break
lotsofglass 60
ifrnd 84
spawn BLOODPOOL
sound GLASS_BREAKING
spawn ATOMICHEALTH
getlastpal
move 1
break
}
}
else
{
cstat 32768
quote 13
ifhitspace
{
action PSTAND
resetplayer
}
break
}
ifactioncount THAWTIME
{
getlastpal
strength 1
move 0
action PSTAND
}
else
ifactioncount FROZENDRIPTIME
{
ifrnd 32
spawn WATERDRIP
}
ifp pfacing // assumes another other player (multiplayer)
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
ifdead
{
ifaction PGROWING
{
ifmove 1
{
quote 13
ifhitspace
{
action 0
resetplayer
}
break
}
else
{
ifcount 32
{
sound SQUISHED
palfrom 48 64
state standard_pjibs
guts JIBS4 20
guts JIBS6 20
move 1
cstat 32768
tossweapon
hitradius 2048 60 70 80 90
}
else
sizeto MAXXSTRETCH MAXYSTRETCH
}
break
}
ifsquished
palfrom 32 63 63 63
else
fall
ifactioncount 7
move 0
else
ifactioncount 6
{
ifmultiplayer nullop
else
{
ifrnd 32
sound DUKE_KILLED5
else
ifrnd 32
sound DUKE_KILLED3
else
ifrnd 32
sound DUKE_KILLED1
else
ifrnd 32
sound DUKE_KILLED2
}
}
ifaction PLYINGDEAD
{
ifactioncount 3
move PSTOPED
quote 13
ifhitspace
{
action PSTAND
spawn DUKELYINGDEAD
resetplayer
}
break
}
ifaction PTHROWNBACK
{
ifactioncount 5
{
spawn BLOODPOOL
action PLYINGDEAD
}
else
ifactioncount 1
move 0
break
}
ifaction PEXPLODEAD
{
quote 13
ifhitspace
{
resetplayer
action PSTAND
}
break
}
ifaction PEXPLODE
{
ifactioncount 5
{
action PEXPLODEAD
spawn BLOODPOOL
}
break
}
ifp pshrunk
{
state standard_pjibs
spawn BLOODPOOL
sound SQUISHED
sound DUKE_DEAD
cstat 32768 // Hide the sprite
action PLYINGDEAD
}
else
{
ifinwater
{
action PLYINGDEAD
spawn WATERBUBBLE
spawn WATERBUBBLE
}
else
{
action PEXPLODE
state standard_pjibs
cstat 32768
sound SQUISHED
sound DUKE_D
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