/*
--------------------------------------------------------------------------------
Duke Nukem 3D GAME.CON file.
By Todd Replogle
(c) 1996 3D Realms Entertainment
--------------------------------------------------------------------------------


IMPORTANT NOTICE IF YOU USE MODIFIED .CON FILES

If you are playing a MULTIPLAY game (Dukematch or Co-op) and you are
using *modified* .CON files (USER.CON, GAME.CON, DEFS.CON), then each
multiplayer must be using the EXACT SAME .CON files, or the game will
get out of sync and/or develop interesting problems.

3D Realms encourages you to experiment freely with the parameters
contained in this file, and to share your discoveries with the rest
of the world.  However, BE ADVISED that 3D Realms does NOT offer
any technical support on how to use this file or other user-modifiable
features of this game.  Do NOT call 3D Realms or Apogee Software
for advice or help with this subject.

You make modifications to this and other files at your own risk.
It is recommended that you first make a backup copy of this, or
any .CON files before making any changes.

--------------------------------------------------------------------------------

*/

include DEFS.CON
include USER.CON

state genericshrunkcode
   ifcount 32 { ifpdistl SQUISHABLEDISTANCE pstomp }
   else { sizeto 9 8 spawn FRAMEEFFECT1 }
ends

move SHUTTLEVELS 16

actor SPACESHUTTLE TOUGH
 //  ifmove 0 { move SHUTTLEVELS getv geth }
enda

actor SATELLITE TOUGH
 //  ifmove 0 { move SHUTTLEVELS getv geth }
 //  ifcount 120 move SHUTTLEVELS getv geth randomangle
enda

action ASHARKCRUZING 0 8 5 1 24
action ASHARKFLEE    0 8 5 1 10
action ASHARKATACK   0 8 5 1 6
action ASHARKSHRUNK  0 8 5 1 24
action ASHARKFROZEN  0 1 5 1 24

move SHARKVELS 24
move SHARKFASTVELS 72
move SHARKFLEEVELS 40

actor SHARK SHARKSTRENGTH ASHARKCRUZING SHARKVELS randomangle geth
   ifaction ASHARKSHRUNK
   {
       ifcount SHRUNKDONECOUNT action ASHARKCRUZING
       else ifcount SHRUNKCOUNT sizeto 24 24
       else state genericshrunkcode
   }
   else ifaction ASHARKFROZEN
   {
       fall

       ifcount THAWTIME { action ASHARKFLEE getlastpal }
       else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }

       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }
           lotsofglass 30
           sound GLASS_BREAKING
           killit
       }
       else ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   else ifaction ASHARKFLEE
   {
       ifcount 16 ifrnd 48 { action ASHARKCRUZING move SHARKVELS randomangle geth }
   }
   else ifaction ASHARKCRUZING
   {
       ifcansee ifcount 48 ifrnd 2 { action ASHARKATACK move SHARKFASTVELS faceplayerslow getv break }
       ifcount 32 ifnotmoving
       {
           ifrnd 128 move SHARKVELS randomangle geth
           else move SHARKFASTVELS randomangle geth
       }
   }
   else ifaction ASHARKATACK
   {
       ifcount 4
       {
           ifpdistl 1280
           {
               ifp palive ifcanshoottarget
               {
                   sound DUKE_GRUNT
                   palfrom 32 32
                   addphealth SHARKBITESTRENGTH
               }
               action ASHARKFLEE
               move SHARKFLEEVELS fleeenemy
           }
       }
       else ifnotmoving
           { ifcount 32 { action ASHARKCRUZING move SHARKVELS randomangle geth } }
       else ifcount 48 ifrnd 2
           { action ASHARKCRUZING move SHARKFASTVELS randomangle geth }
   }

   ifhitweapon
   {
       ifdead
           { sound SQUISHED guts JIBS6 5 killit }
       else
       {
           ifwasweapon SHRINKSPARK
           {
               action ASHARKSHRUNK
               sound ACTOR_SHRINKING
           }
           else ifwasweapon FREEZEBLAST
           {
               action ASHARKFROZEN
               sound SOMETHINGFROZE
               move 0
           }
           else move SHARKVELS randomangle geth
       }
   }
enda


action BLIMPWAITTORESPAWN

state blimphitstate
   cstat 0
   spawn FIRSTGUNSPRITE
   spawn EXPLOSION2

   debris SCRAP1 40            // Weapons and ammo!
   debris SCRAP2 32
   debris SCRAP3 32
   debris SCRAP4 32
   debris SCRAP5 32

   sound PIPEBOMB_EXPLODE
   ifrespawn { action BLIMPRESPAWNTIME move 0 cstat 32768 }
   else killit
ends

actor BLIMP 1

   ifaction BLIMPWAITTORESPAWN
   {
       ifcount RESPAWNACTORTIME
       {
           action 0
           cstat 0
           move 0
       }
       break
   }

   ifhitweapon
   {
       ifwasweapon RADIUSEXPLOSION state blimphitstate
       ifwasweapon RPG state blimphitstate
       strength 1
   }
enda



state rats
   ifrnd 128 spawn RAT
   ifrnd 128 spawn RAT
   ifrnd 128 spawn RAT
   ifrnd 128 spawn RAT
   ifrnd 128 spawn RAT
   ifrnd 128 spawn RAT
   ifrnd 128 spawn RAT
   ifrnd 128 spawn RAT
ends

move RESPAWN_ACTOR_FLAG

action RUBCANDENT 1 1 1 1 1
action RUBCAN

actor RUBBERCAN WEAK
   ifaction RUBCANDENT { ifactioncount 16 { strength 0 action RUBCAN break } }
   else ifhitweapon
   {
       ifwasweapon RADIUSEXPLOSION { state rats ifrnd 48 spawn BURNING debris SCRAP3 12 killit }
       else action RUBCANDENT
   }
enda

state headhitstate
// Unrem the following line to involving 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

   ifgapzl 16 break
   ifpdistg 10240 break

   ifcount 128
   {
       ifspawnedby TIRE
       {
           ifactioncount 512
           {
               sizeto 16 16
               killit
           }
           ifrnd 16 sizeto 64 48
       }
       else
       {
           sizeto 8 8 sizeto 8 8
           ifactioncount 192 killit
       }
   }
   else
   {
       ifmove 0 move BURNING_VELS

       ifspawnedby BOX
           { sizeto 32 32 ifcount 32 { spawn SMALLSMOKE killit } }
       else ifspawnedby TREE1 sizeto 96 96
       else ifspawnedby TREE2 sizeto 96 96
       else ifspawnedby APLAYER { sizeto 40 40 sizeto 40 40 }
       else 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 { } 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 8192 soundonce STEAM_HISSING

   ifcount 20
   {
       resetcount
       ifp palive ifpdistl 1024
       {
           addphealth -1
           palfrom 16 16
       }
   }
   else
   {
       ifspawnedby STEAM break 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
       }

       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

actor NUKEBARRELLEAKED WEAK
   cactor NUKEBARREL
   action BARREL_DENTED2
enda

actor NUKEBARREL MEDIUMSTRENGTH
   ifsquished
   {
       debris SCRAP1 32
       spawn BLOODPOOL
       spawn 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 }
       ifcount 32 resetcount
       else ifcount 16 { ifcount 17 { } else { sound PRED_ATTACK shoot FIRELASER } }
       else ifcount 4 { ifcount 5 { } 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 { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE
       ifpinventory GET_STEROIDS STEROID_AMOUNT ifcanseetarget
   {
       addinventory GET_STEROIDS STEROID_AMOUNT quote 37 state getcode
       ifspawnedby STEROIDS state getcode
       else state quikget
   }
enda

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

actor BOOTS
   fall
   ifmove RESPAWN_ACTOR_FLAG state respawnit
   else ifp pshrunk { } 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 SHIELD
   fall
   ifmove RESPAWN_ACTOR_FLAG state respawnit
   else ifp pshrunk { } 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 { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_SCUBA SCUBA_AMOUNT
       ifcanseetarget
   {
       addinventory GET_SCUBA SCUBA_AMOUNT quote 39 state getcode
       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 { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_HOLODUKE HOLODUKE_AMOUNT
       ifcanseetarget
   {
       addinventory GET_HOLODUKE HOLODUKE_AMOUNT quote 51 state getcode
       ifspawnedby HOLODUKE state getcode
       else state quikget
   }
enda

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

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

// test boss_recod


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

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

actor HBOMBAMMO
   fall
   ifmove RESPAWN_ACTOR_FLAG state respawnit
   else ifp pshrunk { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
   {
       ifgotweaponce 0 break // ( Multiplayer (mode 3) only )

       addweapon HANDBOMB_WEAPON 1 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 { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
   {
       ifgotweaponce 0 break // ( Multiplayer (mode 3) only )

       addweapon RPG_WEAPON RPGAMMOBOX quote 56
       ifspawnedby RPGSPRITE state getweaponcode
       else state quikweaponget
   }
enda

// 531.89 GTE.
// IMA.
// PO BOX 4629
// Rocford ill, 61110-4629
// Ms. Lee

actor SHOTGUNSPRITE
   fall
   ifmove RESPAWN_ACTOR_FLAG state respawnit
   else ifp pshrunk { } 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 // Multiplayer only
           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 { } 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 { } 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 { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
       ifphealthl MAXPLAYERATOMICHEALTH
   {
       addphealth 50 quote 19
       ifspawnedby ATOMICHEALTH state getcode
       else state quikget
   }
enda




actor FIRSTAID
   fall
   ifmove RESPAWN_ACTOR_FLAG state respawnit
   else ifp pshrunk { } 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 { } 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 { } 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 { } 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 { } 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 { } 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 { } else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget
   {
       ifgotweaponce 0 break // ( Multiplayer (mode 3) only )

       addweapon DEVISTATOR_WEAPON DEVISTATORAMMOAMOUNT quote 87
       ifspawnedby DEVISTATORSPRITE state getweaponcode
       else state quikweaponget
   }
enda


state firestate

   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
   {
       ifcount 32 sizeto 8 8
       ifcount 64 killit
   }
   else killit

ends

action FIRE_FRAMES     -1 14 1 1 1
move FIREVELS
actor FIRE WEAK FIRE_FRAMES FIREVELS state firestate enda
actor FIRE2 WEAK FIRE_FRAMES FIREVELS state firestate enda

actor FECES
   ifcount 24
   {
       ifpdistl RETRIEVEDISTANCE
       {
           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 jib_sounds
   ifrnd SWEARFREQUENCY
   {
       ifrnd 16 globalsound JIBBED_ACTOR1
       else ifrnd 16 globalsound JIBBED_ACTOR2
       else ifrnd 16 globalsound JIBBED_ACTOR3
       else ifrnd 16 globalsound JIBBED_ACTOR5
       else ifrnd 16 globalsound JIBBED_ACTOR6
       else ifrnd 16 globalsound JIBBED_ACTOR10
       else ifrnd 16 globalsound JIBBED_ACTOR7
       else ifrnd 16 globalsound JIBBED_ACTOR4
       else ifrnd 16 globalsound JIBBED_ACTOR8
       else ifrnd 16 globalsound JIBBED_ACTOR13
       else ifrnd 16 globalsound JIBBED_ACTOR9
       else ifrnd 16 globalsound JIBBED_ACTOR11
       else ifrnd 16 globalsound JIBBED_ACTOR12
   }
ends

state standard_jibs
   guts JIBS2 1
   guts JIBS3 2
   guts JIBS4 3
   guts JIBS5 2
   guts JIBS6 3
   ifrnd 4 { guts JIBS1 1 spawn BLOODPOOL }               // spine
   state jib_sounds
ends

action FEMSHRUNK
action FEMFROZEN1 1
action FEMFROZEN2
action FEMDANCE1 19 1 1 1 16
action FEMDANCE3 19 1 1 1 26

action FEMDANCE2 20 2 1 1 10
action FEMANIMATE

state femcode

   ifactor NAKED1 { } else ifactor FEM6 { } else
   {
       fall
       ifactor BLOODYPOLE ifhitweapon ifdead
           { state standard_jibs killit }
   }

   ifaction FEMSHRUNK
   {
       ifcount SHRUNKDONECOUNT action FEMANIMATE
       else ifcount SHRUNKCOUNT sizeto 40 40
       else state genericshrunkcode
   }
   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 { 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
   {
       ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING count 0 action FEMSHRUNK break }

       ifdead
       {
           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 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

           shoot BLOODSPLAT1
           shoot BLOODSPLAT2
           shoot BLOODSPLAT3
           shoot BLOODSPLAT4
           spawn BLOODPOOL

           ifactor FEM1 money 5
           else ifactor FEM2 { money 7 cactor BARBROKE cstat 0 }
           else ifactor FEM3 money 4
           else 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
       {
           sound SQUISHED
           guts JIBS6 1
           ifactor FEM8 break
           soundonce LADY_SCREAM
       }
   }
ends

state killme
   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

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 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 // state statuehit
   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

state delete_enemy killit 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 EGGSHRUNK 1

actor EGG TOUGH
   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 EGGSHRUNK
   {
       ifcount SHRUNKDONECOUNT action EGGOPEN2
       else ifcount SHRUNKCOUNT sizeto 48 40
       else 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
   {
       ifwasweapon SHRINKSPARK { move 0 sound ACTOR_SHRINKING action EGGSHRUNK break }

       ifdead
       {
           ifwasweapon FREEZEBLAST
               { sound SOMETHINGFROZE spritepal 1 move 0 action EGGFROZEN strength 0 break }

           addkills 1

           sound SQUISHED

           state standard_jibs
           state delete_enemy
       }
   }
   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 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 { } 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
       spawn 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 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_dead_thrown_back
   ifdead
   {
       strength 0
       action PTHROWNBACK
   }
ends

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

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

actor APLAYER 100 PSTAND 0 0

   ifaction 0 action PSTAND
   ifdead
   {
       ifsquished palfrom 32 63 63 63
       else fall

       ifactioncount 7 { move 0 } else ifactioncount 6
       {
           ifmultiplayer { }
           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
       }
       else ifaction PTHROWNBACK
       {
           ifactioncount 5
           {
               spawn BLOODPOOL
               action PLYINGDEAD
           }
           else ifactioncount 1 move 0
           break
       }
       else ifaction PFROZEN
       {
           cstat 257

           palfrom 16 0 0 24

           ifhitweapon
           {
               ifwasweapon FREEZEBLAST break
               lotsofglass 60
               ifrnd 84 spawn BLOODPOOL

               getlastpal
               sound GLASS_BREAKING
               spawn ATOMICHEALTH
               cstat 32768
               action PLYINGDEAD
               break
           }

           ifactioncount THAWTIME { getlastpal strength 1 move 0 action PSTAND }
           else ifactioncount FROZENDRIPTIME { ifrnd 32 spawn WATERDRIP }

           ifp pfacing   // assumes some other player
               ifpdistl FROZENQUICKKICKDIST pkick

           break
       }
       else ifaction PEXPLODEAD
       {
           quote 13
           ifhitspace
           {
               action PSTAND
               resetplayer
           }
           break
       }
       else ifaction PEXPLODE
       {
           ifactioncount 5
           {
               action PEXPLODEAD
               spawn BLOODPOOL
           }
           break
       }

       else 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_DEAD
           }
       }
       break
   }

   ifsquished
   {
       strength -1
       sound SQUISHED
       spawn OOZ
       break
   }

   ifp ponsteroids
   {
       ifp pstanding { }
       else spawn FRAMEEFFECT1
   }

   ifmove PSHRINKING
   {
       ifcount 32
       {
           ifcount SHRUNKDONECOUNT move 0
           else ifcount SHRUNKCOUNT
           {
               sizeto 42 36
               ifgapzl 24
               {
                   strength 0
                   sound SQUISHED
                   palfrom 48 64
                   break
               }
           }
           else ifp ponsteroids count SHRUNKCOUNT
       }
       else
       {
           ifp ponsteroids count SHRUNKCOUNT
           else { sizeto 8 9 spawn FRAMEEFFECT1 }
       }
   }

   else ifhitweapon
   {
       ifdead { ifmultiplayer sound DUKE_KILLED4 }
       else
       {
           ifmultiplayer
           {
               ifphealthl YELLHURTSOUNDSTRENGTHMP
               {
                   ifrnd 64 sound DUKE_LONGTERM_PAIN2
                   else ifrnd 64 sound DUKE_LONGTERM_PAIN3
                   else ifrnd 64 sound DUKE_LONGTERM_PAIN4
                   else sound DUKE_DEAD
               }
               else
               {
                   ifrnd 64 sound DUKE_LONGTERM_PAIN5
                   else ifrnd 64 sound DUKE_LONGTERM_PAIN6
                   else ifrnd 64 sound DUKE_LONGTERM_PAIN7
                   else sound DUKE_LONGTERM_PAIN8
               }
           }
           else
           {
               ifphealthl YELLHURTSOUNDSTRENGTH
               {
                   ifrnd 74 sound DUKE_LONGTERM_PAIN2
                   else ifrnd 8 sound DUKE_LONGTERM_PAIN3
                   else sound DUKE_LONGTERM_PAIN4
               }
               ifrnd 128 sound DUKE_LONGTERM_PAIN
           }
       }
       ifstrength TOUGH
       {
           state headhitstate
           sound DUKE_GRUNT
           ifp pstanding action PFLINTCHING
       }

       ifwasweapon RPG
       {
           ifrnd 32 spawn BLOOD
           ifdead state standard_pjibs
           palfrom 48 52
           break
       }
       ifwasweapon RADIUSEXPLOSION
       {
           ifrnd 32 spawn BLOOD
           ifdead state standard_pjibs
           palfrom 48 52
           break
       }
       ifwasweapon FIREEXT
       {
           ifrnd 32 spawn BLOOD
           ifdead state standard_pjibs
           palfrom 48 52
           break
       }

       ifwasweapon SHRINKSPARK
       {
           palfrom 48 0 48
           move PSHRINKING // used as a var only.
           sound ACTOR_SHRINKING
           break
       }

       ifwasweapon SHOTSPARK1 palfrom 24 48
       else ifwasweapon FREEZEBLAST
       {
           palfrom 48 0 0 48
           ifdead { sound SOMETHINGFROZE spritepal 1 action PFROZEN break }
       }
       else ifwasweapon COOLEXPLOSION1 palfrom 48 48 0 48
       else ifwasweapon KNEE palfrom 16 32
       else ifwasweapon FIRELASER palfrom 32 32
       state check_dead_thrown_back
       state random_wall_jibs

       break
   }

   ifaction PFLINTCHING
   {
       ifactioncount 2 action PSTAND
       break
   }

   ifinwater
   {
       ifaction PTREDWATER
       {
           ifp pwalking prunning action PSWIMMINGGO
       }
       else ifp pstanding pwalkingback prunningback action PTREDWATER
       else
       {
           ifaction PSWIMMING
           {
               ifrnd 4 spawn WATERBUBBLE
               ifactioncount 4
                   action PSWIMMINGWAIT
           }
           else ifaction PSWIMMINGWAIT
           {
               ifactioncount 2
                   action PSWIMMINGGO
           }
           else ifaction PSWIMMINGGO
           {
               ifactioncount 2
                   action PSWIMMING
           }
           else action PTREDWATER
       }

       ifrnd 4 spawn WATERBUBBLE // For effect

       break
   }
   else ifp pjetpack
   {
       ifaction PJPHOUVER
       {
           ifactioncount 4
               resetactioncount
       }
       else action PJPHOUVER
       break
   }
   else
   {
       ifaction PTREDWATER action PSTAND
       ifaction PSWIMMING action PSTAND
       ifaction PSWIMMINGWAIT action PSTAND
       ifaction PSWIMMINGGO action PSTAND
       ifaction PJPHOUVER action PFALLING
   }

   ifaction PFALLING
   {
       ifp ponground
           action PSTAND
       else
       {
           ifp pfalling break
           else state check_pstandard
       }
   }

   ifaction PDUCKING
   {
       ifgapzl 48
       {
           ifp pwalking pwalkingback prunning prunningback action PCRAWLING
       }
       else ifp pducking
       {
           ifp pwalking pwalkingback prunning prunningback action PCRAWLING
       }
       else
       {
           ifp pstanding action PSTAND
           else state check_pstandard
       }
   }

   else ifaction PCRAWLING
   {
       ifgapzl 48
       {
           ifp pstanding action PCRAWLING
       }
       else ifp pducking
       {
           ifp pstanding action PDUCKING
       }
       else
       {
           ifp pstanding action PSTAND
           else state check_pstandard
       }
   }
   else ifgapzl 48 action PDUCKING

   else ifaction PJUMPING
   {
       ifp ponground action PSTAND
       else ifactioncount 4 ifp pfalling action PFALLING
   }

   ifp pfalling action PFALLING
   else ifaction PSTAND state check_pstandard
   else ifaction PAKICKING
   {
       ifactioncount 2 action PSTAND
       break
   }
   else ifaction PWALK
   {
       ifp pfalling action PFALLING
       else ifp pstanding action PSTAND
       else ifp prunning action PRUN
       else ifp pwalkingback action PWALKBACK
       else ifp prunningback action PRUNBACK
       else ifp pjumping
           action PJUMPING
       else ifp pducking action PDUCKING
   }

   else ifaction PRUN
   {
       ifp pstanding action PSTAND
       else ifp pwalking action PWALK
       else ifp pwalkingback action PWALKBACK
       else ifp prunningback action PRUNBACK
       else ifp pjumping
           action PJUMPING
       else ifp pducking action PDUCKING
   }

   else ifaction PWALKBACK
   {
       ifp pstanding action PSTAND
       else ifp pwalking action PWALK
       else ifp prunning action PRUN
       else ifp prunningback action PRUNBACK
       else ifp pjumping
           action PJUMPING
       else ifp pducking action PDUCKING
   }

   else ifaction PRUNBACK
   {
       ifp pstanding action PSTAND
       else ifp pwalking action PWALK
       else ifp prunning action PRUN
       else ifp pwalkingback action PWALKBACK
       else ifp pjumping
           action PJUMPING
       else ifp pducking action PDUCKING
   }
enda

actor ORGANTIC TURRETSTRENGTH
   ifcount 48 resetcount
   else { ifcount 32 sizeto 32 32 }
   else ifcount 16 { sizeto 48 18 ifpdistl 2048 { sound TURR_ATTACK addphealth -2 palfrom 32 16 } }
   ifhitweapon { ifdead { addkills 1 sound TURR_DYING guts JIBS5 10 state delete_enemy } sound TURR_PAIN break }
   ifrnd 1 soundonce TURR_ROAM
enda

state rf
   ifrnd 128 cstat 4
   else cstat 0
ends


//
//
//      TROOP/LIZTROOP CODE
//
//

action ATROOPSTAND       0    1    5    1    1
action ATROOPSTAYSTAND  -2    1    5    1    1
action ATROOPWALKING     0    4    5    1   12
action ATROOPWALKINGBACK 15   4    5   -1   12
action ATROOPRUNNING     0    4    5    1    8
action ATROOPSHOOT      35    1    5    1   30
action ATROOPJETPACK    40    1    5    1    1
action ATROOPJETPACKILL 40    2    5    1   50
action ATROOPFLINTCH    50    1    1    1    6
action ATROOPDYING      50    5    1    1   16
action ATROOPDEAD       54
action ATROOPPLAYDEAD   54
action ATROOPSUFFERDEAD 58    2    1   -4   24
action ATROOPSUFFERING  59    2    1    1   21
action ATROOPDUCK       64    1    5    1    3
action ATROOPDUCKSHOOT  64    2    5    1   25
action ATROOPABOUTHIDE  74    1    1    1   25
action ATROOPHIDE       79    1    1    1   25
action ATROOPREAPPEAR   74    1    1    1   25
action ATROOPFROZEN      0    1    5

move TROOPWALKVELS 72
move TROOPWALKVELSBACK -72
move TROOPJETPACKVELS 64 -84
move TROOPJETPACKILLVELS 192 -38
move TROOPRUNVELS 108
move TROOPSTOPPED
move DONTGETUP
move SHRUNKVELS 32

ai AITROOPSEEKENEMY  ATROOPWALKING   TROOPWALKVELS seekplayer
ai AITROOPSEEKPLAYER ATROOPWALKING   TROOPWALKVELS seekplayer
ai AITROOPFLEEING    ATROOPWALKING   TROOPWALKVELS fleeenemy
ai AITROOPFLEEINGBACK ATROOPWALKINGBACK   TROOPWALKVELSBACK faceplayer
ai AITROOPDODGE      ATROOPWALKING   TROOPRUNVELS  dodgebullet
ai AITROOPSHOOTING   ATROOPSHOOT     TROOPSTOPPED  faceplayer
ai AITROOPDUCKING    ATROOPDUCK      TROOPSTOPPED  faceplayer
ai AITROOPJETPACK    ATROOPJETPACK   TROOPJETPACKVELS seekplayer
ai AITROOPSHRUNK     ATROOPWALKING   SHRUNKVELS fleeenemy
ai AITROOPHIDE       ATROOPABOUTHIDE TROOPSTOPPED faceplayer

state troophidestate
   ifaction ATROOPREAPPEAR
   {
       ifactioncount 2 { sound TELEPORTER ai AITROOPSHOOTING cstat 257 }
       else { sizeto 41 40 sizeto 41 40 sizeto 41 40 sizeto 41 40 spawn FRAMEEFFECT1 }
   }
   else ifaction ATROOPWALKING
   {
       ifpdistl 2448 ifpdistg 1024
       {
           ifceilingdistl 48 break
           ifp pfacing break

           ifgapzl 64 { } else ifawayfromwall { spawn TRANSPORTERSTAR action ATROOPREAPPEAR move 0 break }
       }
   }
   else ifaction ATROOPHIDE
   {
       ifactioncount 2
       {
           spawn TRANSPORTERSTAR
           sound TELEPORTER
           action ATROOPWALKING move TROOPWALKVELS faceplayer
           cstat 32768
       }
       else
       {
           sizeto 0 40
           sizeto 0 40
           sizeto 0 40
           sizeto 0 40
           spawn FRAMEEFFECT1
       }
   }
   else ifaction ATROOPABOUTHIDE ifactioncount 2 { action ATROOPHIDE cstat 0 }
ends


state troopgunnashoot
   ifp palive
   {
       ifpdistl 1024 ai AITROOPSHOOTING
       else ifactornotstayput
       {
           ifactioncount 12 ifrnd 16 ifcanshoottarget
           {
               ifspritepal 21 ifrnd 4 ifpdistg 4096 ai AITROOPHIDE
               else
               {
                   ifpdistl 1100 ai AITROOPFLEEING
                   else
                   {
                       ifpdistl 4096 ifcansee ifcanshoottarget ai AITROOPSHOOTING
                       else { move TROOPRUNVELS seekplayer action ATROOPRUNNING }
                   }
               }
           }
       }
       else ifcount 26 ifrnd 32 ai AITROOPSHOOTING
   }
ends

state troopseekstate
   state troopgunnashoot
   ifinwater { ai AITROOPJETPACK break }
   ifcansee
   {
       ifmove TROOPRUNVELS ifpdistl 1596 ai AITROOPDUCKING
       ifp phigher { ifceilingdistl 128 { } else ifactornotstayput ai AITROOPJETPACK break }
       else ifrnd 2
       {
           ifspritepal 21 ifpdistg 1596 { ai AITROOPHIDE break }
           ifbulletnear { ifrnd 128 ai AITROOPDODGE else ai AITROOPDUCKING break }
       }
   }
   ifnotmoving { ifrnd 32 operate else ifcount 32 ifp palive ifcansee ifcanshoottarget ai AITROOPSHOOTING }
   ifrnd 1
   {
       ifrnd 128 soundonce PRED_ROAM
       else soundonce PRED_ROAM2
   }
ends

state troopduckstate
   ifaction ATROOPDUCK
       { ifactioncount 8 { ifp palive { ifrnd 128 action ATROOPDUCKSHOOT } else ifmove DONTGETUP break else ai AITROOPSEEKPLAYER } }
   else ifaction ATROOPDUCKSHOOT
   {
       ifcount 64
       {
           ifmove DONTGETUP resetcount
           else
           {
               ifpdistl 1100
                   ai AITROOPFLEEING
               else ai AITROOPSEEKPLAYER
           }
       }
       else ifactioncount 2 { ifcanshoottarget { sound PRED_ATTACK resetactioncount shoot FIRELASER } else ai AITROOPSEEKPLAYER }
   }
ends

state troopshootstate
   ifactioncount 2
   {
       ifcanshoottarget
       {
           shoot FIRELASER sound PRED_ATTACK resetactioncount
           ifrnd 128 ai AITROOPSEEKPLAYER
           ifcount 24
           {
               ifrnd 96 ifpdistg 2048 ai AITROOPSEEKPLAYER
               else
               {
                   ifpdistg 1596 ai AITROOPFLEEING
                   else ai AITROOPFLEEINGBACK
               }
           }
       }
       else ai AITROOPSEEKPLAYER
   }
ends

state troopfleestate
   ifactioncount 7
   {
       ifpdistg 3084 { ai AITROOPSEEKPLAYER break }
       else ifrnd 32 ifp palive ifcansee ifcanshoottarget { ifrnd 128 ai AITROOPDUCKING else ai AITROOPSHOOTING break }
   }
   ifnotmoving
   {
       ifrnd 32 operate else ifcount 32 ifp palive ifcansee ifcanshoottarget
           { ifrnd 128 ai AITROOPSHOOTING else ai AITROOPDUCKING }
   }
ends

state troopdying
   iffloordistl 32 { ifactioncount 5 { cstat 0 iffloordistl 8 sound THUD ifrnd 64 spawn BLOODPOOL state rf strength 0 move TROOPSTOPPED action ATROOPDEAD } break }
   else { state rf move 0 action ATROOPDYING }
ends

state checktroophit
   ifaction ATROOPSUFFERING { stopsound LIZARD_BEG sound PRED_DYING cstat 0 strength 0 action ATROOPSUFFERDEAD break }
   ifdead
   {
       ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ATROOPFROZEN strength 0 break }

       state drop_ammo
       state random_wall_jibs
       addkills 1

       ifwasweapon RPG { sound SQUISHED state troop_body_jibs state standard_jibs state delete_enemy }
       else ifwasweapon RADIUSEXPLOSION { sound SQUISHED state troop_body_jibs state standard_jibs state delete_enemy }
       else { sound PRED_DYING ifrnd 32 iffloordistl 32 { sound LIZARD_BEG spawn BLOODPOOL strength 0 move 0 action ATROOPSUFFERING break } action ATROOPDYING break }
   }
   else
   {
       state random_wall_jibs
       sound PRED_PAIN
       ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AITROOPSHRUNK }
       else iffloordistl 32 ifrnd 96 action ATROOPFLINTCH
   }
ends

state troopjetpackstate
   ifaction ATROOPJETPACKILL
   {
       ifcansee ifactioncount 2
       {
           resetactioncount
           sound PRED_ATTACK
           shoot FIRELASER
       }

       ifp phigher ai AITROOPJETPACK
       else ifinwater ai AITROOPJETPACK
       else ifcount 26 iffloordistl 32 ai AITROOPSEEKPLAYER
   }
   else ifcount 48 ifcansee
       { action ATROOPJETPACKILL move TROOPJETPACKILLVELS seekplayer }
ends

state checksquished
   ifsquished { addkills 1 sound SQUISHED state standard_jibs spawn OOZ state delete_enemy }
ends

state troopsufferingstate
   ifactioncount 2
   {
       ifrnd 16 spawn WATERDRIP
       ifactioncount 14 { stopsound LIZARD_BEG cstat 0 strength 0 action ATROOPSUFFERDEAD break }
   }
ends

state troopshrunkstate
   ifcount SHRUNKDONECOUNT ai AITROOPSEEKENEMY
   else ifcount SHRUNKCOUNT sizeto 48 40
   else state genericshrunkcode
ends

state troopcode fall
   ifinwater ifrnd 1 spawn WATERBUBBLE
   ifaction ATROOPSTAND { ifrnd 192 ai AITROOPSHOOTING else ai AITROOPSEEKPLAYER }
   else ifaction ATROOPFROZEN
   {
       ifcount THAWTIME { ai AITROOPSEEKENEMY getlastpal }
       else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }
           addkills 1

           ifrnd 84 spawn BLOODPOOL
           lotsofglass 30
           sound GLASS_BREAKING
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   else ifaction ATROOPPLAYDEAD
   {
       ifhitweapon
       {
           ifwasweapon RADIUSEXPLOSION { sound SQUISHED state troop_body_jibs state standard_jibs state delete_enemy }
           break
       }
       else state checksquished

       ifcount PLAYDEADTIME { addkills -1 soundonce PRED_ROAM cstat 257 strength 1 ai AITROOPSHOOTING }
       else ifp pfacing resetcount

       break
   }
   else ifaction ATROOPDEAD
   {
       strength 0
       ifrespawn ifcount RESPAWNACTORTIME { spawn TRANSPORTERSTAR cstat 257 strength TROOPSTRENGTH ai AITROOPSEEKENEMY }
       ifhitweapon
       {
           ifwasweapon RADIUSEXPLOSION { sound SQUISHED state troop_body_jibs state standard_jibs state delete_enemy }
           break
       }
       else state checksquished
       break
   }
   else ifaction ATROOPSUFFERDEAD
   {
       ifactioncount 2
       {
           ifrnd 64 { resetcount action ATROOPPLAYDEAD }
           else { soundonce PRED_DYING action ATROOPDEAD }
       }
   }
   else ifaction ATROOPDYING { state troopdying break }
   else ifaction ATROOPSUFFERING
       { state troopsufferingstate ifhitweapon state checktroophit break }
   else ifaction ATROOPFLINTCH { ifactioncount 4 ai AITROOPSEEKENEMY }
   else
   {
       ifai AITROOPSEEKPLAYER state troopseekstate
       else ifai AITROOPJETPACK
       {
           state troopjetpackstate
           ifinwater { } else soundonce DUKE_JETPACK_IDLE
       }
       else ifai AITROOPSEEKENEMY state troopseekstate
       else ifai AITROOPSHOOTING state troopshootstate
       else ifai AITROOPFLEEING state troopfleestate
       else ifai AITROOPFLEEINGBACK state troopfleestate
       else ifai AITROOPDODGE state troopseekstate
       else ifai AITROOPDUCKING state troopduckstate
       else ifai AITROOPSHRUNK state troopshrunkstate
       else ifai AITROOPHIDE { state troophidestate break }
   }

   ifhitweapon state checktroophit else state checksquished
ends


actor LIZTROOPJETPACK TROOPSTRENGTH ai AITROOPJETPACK cactor LIZTROOP enda
actor LIZTROOPDUCKING TROOPSTRENGTH
   ai AITROOPDUCKING cactor LIZTROOP
   ifgapzl 48 move DONTGETUP
enda

actor LIZTROOPSHOOT TROOPSTRENGTH ATROOPSTAND ai AITROOPSHOOTING cactor LIZTROOP enda
actor LIZTROOPSTAYPUT TROOPSTRENGTH ATROOPSTAYSTAND ai AITROOPSEEKPLAYER cactor LIZTROOP enda
actor LIZTROOPRUNNING TROOPSTRENGTH ATROOPSTAND ai AITROOPSEEKPLAYER cactor LIZTROOP enda
actor LIZTROOPONTOILET TROOPSTRENGTH ifcount 24 { sound FLUSH_TOILET operate ai AITROOPSEEKPLAYER cactor LIZTROOP } enda
actor LIZTROOP TROOPSTRENGTH ATROOPSTAND state troopcode enda

action ALIZWALKING       0     4    5    1    15
action ALIZRUNNING       0     4    5    1    11
action ALIZTHINK         20    2    5    1    40
action ALIZSCREAM        30    1    5    1    2
action ALIZJUMP          45    3    5    1    20
action ALIZFALL          55
action ALIZSHOOTING      70    2    5    1    7
action ALIZDYING         60    6    1    1    15
action ALIZLYINGDEAD     65    1
action ALIZFROZEN         0    1    5

move LIZWALKVEL 72
move LIZRUNVEL 192
move LIZJUMPVEL 184
move LIZSTOP

ai AILIZGETENEMY ALIZWALKING LIZWALKVEL seekplayer
ai AILIZDODGE ALIZRUNNING LIZRUNVEL dodgebullet
ai AILIZCHARGEENEMY ALIZRUNNING LIZRUNVEL seekplayer
ai AILIZFLEENEMY ALIZWALKING LIZWALKVEL fleeenemy
ai AILIZSHOOTENEMY ALIZSHOOTING LIZSTOP faceplayer
ai AILIZJUMPENEMY ALIZJUMP LIZJUMPVEL jumptoplayer
ai AILIZTHINK ALIZTHINK LIZSTOP faceplayerslow
ai AILIZSHRUNK ALIZWALKING SHRUNKVELS fleeenemy
ai AILIZSPIT ALIZSCREAM LIZSTOP faceplayerslow
ai AILIZDYING ALIZDYING LIZSTOP faceplayer

state lizseekstate

   ifactornotstayput
   {
       ifcansee ifp palive ifpdistl 2048 ifcount 16 ifcanshoottarget { ai AILIZSHOOTENEMY break }
       ifai AILIZCHARGEENEMY
       {
           ifcount 72 ifcanshoottarget { ai AILIZSHOOTENEMY break }
           ifp phigher ifpdistg 2048 ifrnd 6 { ai AILIZJUMPENEMY break }
       }
       else ifpdistg 4096 { ifrnd 92 { ifcount 48 ifcanshoottarget ai AILIZSHOOTENEMY } else ifcount 24 { ai AILIZCHARGEENEMY break } }

       iffloordistl 16 { ifcount 48 ifnotmoving ifcansee { ai AILIZJUMPENEMY break } }
       else { ifpdistg 1280 ai AILIZJUMPENEMY break }

       ifrnd 4 ifnotmoving operate
       else ifrnd 1 ifbulletnear
       {
           ifgapzl 128 ai AILIZDODGE
           else ifactornotstayput { ifrnd 32 ai AILIZJUMPENEMY else ai AILIZDODGE }
       }
   }
   else
   {
       ifactioncount 16 { ifp palive ifrnd 32 ifcansee ifcanshoottarget ai AILIZSHOOTENEMY }
       ifcount 16 ifrnd 32 move LIZWALKVEL randomangle geth
   }

ends

state lizshrunkstate
   ifcount SHRUNKDONECOUNT ai AILIZGETENEMY
   else ifcount SHRUNKCOUNT sizeto 48 40
   else state genericshrunkcode
ends

state lizfleestate
   ifcount 16 { ifrnd 48 ifp palive ifcansee ai AILIZSPIT }
   else { iffloordistl 16 { } else ai AILIZGETENEMY break }
ends

state lizthinkstate
   ifrnd 8 soundonce CAPT_ROAM
   ifactioncount 3
   {
       ifrnd 32 ifp palive ifcansee ai AILIZSPIT
       else ifrnd 96 ai AILIZGETENEMY
   }
   else ifactioncount 2 ifrnd 1 spawn FECES
   ifrnd 1 ifbulletnear
   {
       ifgapzl 96 ai AILIZDODGE
       else { ifrnd 128 ai AILIZJUMPENEMY else ai AILIZDODGE }
   }
ends

state lizshootstate
   ifcount 20 ifrnd 8
   {
       ifcansee ifpdistl 2048 { ifrnd 128 ai AILIZFLEENEMY break }
       ifrnd 80 ai AILIZTHINK else ai AILIZGETENEMY
   }
   ifactioncount 2
   {
       ifcansee
       {
           ifcanshoottarget { sound CAPT_ATTACK shoot SHOTSPARK1 resetactioncount }
           else ai AILIZTHINK
       }
       else ai AILIZGETENEMY
   }
ends

state checklizhit
   spawn BLOOD
   ifai AILIZSHRUNK
       { addkills 1 sound SQUISHED state standard_jibs state delete_enemy }
   ifdead
   {
       ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ALIZFROZEN strength 0 break }

       state drop_chaingun
       addkills 1

       ifwasweapon RPG { sound SQUISHED state liz_body_jibs state standard_jibs state delete_enemy }
       else ifwasweapon RADIUSEXPLOSION { sound SQUISHED state liz_body_jibs state standard_jibs state delete_enemy }
       else { state rf ai AILIZDYING ifrnd 64 spawn BLOODPOOL }
       sound CAPT_DYING
   }
   else
   {
       sound CAPT_PAIN
       ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AILIZSHRUNK break }
       state random_wall_jibs
       ifp palive ifcansee ifcanshoottarget { ai AILIZSHOOTENEMY break }
   }
ends

state lizjumpstate
   ifaction ALIZFALL { iffloordistl 16 ai AILIZGETENEMY }
   else ifactioncount 3 action ALIZFALL
ends

state lizdyingstate
   ifaction ALIZLYINGDEAD
   {
       strength 0
       ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs state delete_enemy }
       ifcount RESPAWNACTORTIME ifrespawn
       {
           spawn TRANSPORTERSTAR cstat 257 strength LIZSTRENGTH ai AILIZGETENEMY
       }
   }
   else ifai AILIZDYING ifactioncount 6 { iffloordistl 8 sound THUD move LIZSTOP action ALIZLYINGDEAD }
ends

state lizdodgestate
   ifcount 13 ai AILIZGETENEMY
ends

actor LIZMANSTAYPUT LIZSTRENGTH ai AILIZGETENEMY cactor LIZMAN enda
actor LIZMANSPITTING LIZSTRENGTH ai AILIZSPIT cactor LIZMAN enda
actor LIZMANJUMP LIZSTRENGTH ai AILIZJUMPENEMY cactor LIZMAN enda

actor LIZMAN LIZSTRENGTH fall
   state checksquished
   ifai 0 ai AILIZGETENEMY
   else ifaction ALIZLYINGDEAD { fall state lizdyingstate break }
   else ifaction ALIZFROZEN
   {
       ifcount THAWTIME { ai AILIZGETENEMY getlastpal }
       else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }

       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }
           addkills 1

           ifrnd 84 spawn BLOODPOOL
           lotsofglass 30
           sound GLASS_BREAKING
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   else ifai AILIZJUMPENEMY state lizjumpstate
   else
   {
       fall
       ifai AILIZGETENEMY state lizseekstate
       else ifai AILIZCHARGEENEMY state lizseekstate
       else ifai AILIZDODGE state lizdodgestate
       else ifai AILIZSHOOTENEMY state lizshootstate
       else ifai AILIZFLEENEMY state lizfleestate
       else ifai AILIZTHINK state lizthinkstate
       else ifai AILIZSHRUNK state lizshrunkstate
       else ifai AILIZDYING state lizdyingstate
       else ifai AILIZSPIT
           { ifcount 26 ai AILIZGETENEMY else ifcount 18 ifrnd 96 { shoot SPIT sound LIZARD_SPIT } }
   }

   ifai AILIZSHRUNK break
   ifhitweapon state checklizhit
enda

action DRONEFRAMES     0   1   7   1   1
action DRONESCREAM     0   1   7   1   1
move DRONERUNVELS 128 64
move DRONERUNUPVELS 128 -64
move DRONEBULLVELS 252 -64
move DRONEBACKWARDS -64 -64
move DRONERISE 32 -32
move DRONESTOPPED -16

ai AIDRONEGETE DRONESCREAM DRONERUNVELS faceplayerslow getv
ai AIDRONEWAIT DRONEFRAMES DRONESTOPPED faceplayerslow
ai AIDRONEGETUP DRONESCREAM DRONERUNUPVELS faceplayer getv
ai AIDRONEPULLBACK DRONEFRAMES DRONEBACKWARDS faceplayerslow
ai AIDRONEHIT DRONESCREAM DRONEBACKWARDS faceplayer
ai AIDRONESHRUNK DRONEFRAMES SHRUNKVELS fleeenemy
ai AIDRONEDODGE DRONEFRAMES DRONEBULLVELS dodgebullet geth
ai AIDRONEDODGEUP DRONEFRAMES DRONERISE getv geth

state checkdronehitstate

   ifdead
   {
       addkills 1
       debris SCRAP1 8
       debris SCRAP2 4
       debris SCRAP3 7
       spawn EXPLOSION2
       sound RPG_EXPLODE
       hitradius 2048 15 20 25 30
       killit
   }
   else
   {
       sound DRON_PAIN
       ifbulletnear
       {
           ifceilingdistl 64 ifrnd 48 ai AIDRONEDODGE
           ai AIDRONEDODGEUP
       }
       else ai AIDRONEGETE
   }
ends

state droneshrunkstate
   ifcount 24 state delete_enemy
   else sizeto 1 1
ends

state checkdronenearplayer

   ifp palive ifpdistl 1596
   {
       ifcount 8
       {
           addkills 1
           sound DRON_ATTACK2
           debris SCRAP1 8
           debris SCRAP2 4
           debris SCRAP3 7
           spawn EXPLOSION2
           sound RPG_EXPLODE
           hitradius 2048 15 20 25 30
           killit
       }
       else ifcount 3 { } else sound LASERTRIP_ARMING
   }

ends

state dronegetstate
   ifrnd 192
   {
       ifcansee
       {
           ifbulletnear { ai AIDRONEDODGE break }
           ifmove DRONEBULLVELS
           {
               ifcount 64 ai AIDRONEPULLBACK
               else ifnotmoving ifcount 16 ai AIDRONEPULLBACK
           }
           else ifcount 32
           {
               ifp phigher move DRONEBULLVELS geth getv
               else move DRONEBULLVELS geth
           }
       }
       else ifrnd 1 operate
   }
ends

state dronedodgestate
   ifai AIDRONEDODGEUP
   {
      ifcount 8 ai AIDRONEGETE
      else ifnotmoving ai AIDRONEGETE
   }
   else
   {
       ifcount 8 ai AIDRONEGETE
       else ifnotmoving ai AIDRONEGETE
   }
ends

actor DRONE DRONESTRENGTH
   state checksquished
   state checkdronenearplayer

   ifrnd 2 fall
   else soundonce DRON_JETSND

   ifaction 0 ai AIDRONEGETE

   else ifai AIDRONEWAIT
   {
       ifactioncount 4 ifrnd 16
           ifcansee { sound DRON_ATTACK1 ifp phigher ai AIDRONEGETUP else ai AIDRONEGETE }
   }
   else ifai AIDRONEGETE state dronegetstate
   else ifai AIDRONEGETUP state dronegetstate
   else ifai AIDRONEPULLBACK { ifcount 32 ai AIDRONEWAIT }
   else ifai AIDRONEHIT { ifcount 8 ai AIDRONEWAIT }
   else ifai AIDRONESHRUNK state droneshrunkstate
   else ifai AIDRONEDODGE state dronedodgestate
   else ifai AIDRONEDODGEUP state dronedodgestate

   ifhitweapon state checkdronehitstate

   ifrnd 1 soundonce DRON_ROAM

enda



action AOCTAWALK        0   3   5   1   15
action AOCTASTAND       0   1   5   1   15
action AOCTASCRATCH     0   4   5   1   15
action AOCTAHIT        30   1   1   1   10
action AOCTASHOOT      20   1   5   1   10
action AOCTADYING      30   8   1   1   17
action AOCTADEAD       38   1   1   1    1
action AOCTAFROZEN      0   1   5

move OCTAWALKVELS 96 -30
move OCTAUPVELS 96 -70
move OCTASTOPPED 0 -30
move OCTAINWATER 96 24

ai AIOCTAGETENEMY AOCTAWALK OCTAWALKVELS seekplayer
ai AIOCTASHOOTENEMY AOCTASHOOT OCTASTOPPED faceplayer
ai AIOCTASCRATCHENEMY AOCTASCRATCH OCTASTOPPED faceplayer
ai AIOCTAHIT AOCTAHIT OCTASTOPPED faceplayer
ai AIOCTASHRUNK AOCTAWALK SHRUNKVELS faceplayer
ai AIOCTADYING AOCTADYING OCTASTOPPED faceplayer

state octagetenemystate

   ifcansee
   {
       ifactioncount 32 { ifrnd 48 ifcanshoottarget { sound OCTA_ATTACK1 ai AIOCTASHOOTENEMY break } }
       else ifpdistl 1280 ai AIOCTASCRATCHENEMY
   }

ends

state octascratchenemystate
   ifpdistg 1280 ai AIOCTAGETENEMY
   else ifcount 32 { resetcount sound OCTA_ATTACK2 palfrom 8 32 addphealth OCTASCRATCHINGPLAYER }
ends

state octashootenemystate
   ifcount 25 { ifcount 27 ai AIOCTAGETENEMY }
   else ifcount 24 shoot COOLEXPLOSION1
   else ifactioncount 6 resetactioncount
ends

state checkoctahitstate
   ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIOCTASHRUNK }
   else
   {
       ifdead
       {
           ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action AOCTAFROZEN strength 0 break }

           addkills 1
           ifwasweapon RPG { sound SQUISHED state standard_jibs state delete_enemy }
           else ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs state delete_enemy }
           else { state rf ai AIOCTADYING }
           sound OCTA_DYING
       }
       else
       {
           ifwasweapon RPG
           {
               sound OCTA_DYING
               addkills 1
               state standard_jibs
               killit
           }
           sound OCTA_PAIN spawn BLOOD
           ifrnd 64 ai AIOCTAHIT

       }
   }
   state random_wall_jibs
ends

state octashrunkstate
   ifcount SHRUNKDONECOUNT ai AILIZGETENEMY
   else ifcount SHRUNKCOUNT sizeto 48 40
   else state genericshrunkcode
ends

state octadyingstate
   ifactioncount 8 { ifrnd 64 spawn BLOODPOOL move OCTASTOPPED action AOCTADEAD break }
   else ifactioncount 5 { } else ifactioncount 4 iffloordistl 8 sound THUD
ends

actor OCTABRAINSTAYPUT OCTASTRENGTH ai AIOCTAGETENEMY cactor OCTABRAIN enda

actor OCTABRAIN OCTASTRENGTH fall

   state checksquished

   ifai 0 ai AIOCTAGETENEMY
   else ifaction AOCTADEAD
   {
       strength 0
       ifcount RESPAWNACTORTIME ifrespawn
           { addkills -1 spawn TRANSPORTERSTAR cstat 257 strength OCTASTRENGTH ai AIOCTAGETENEMY }
       ifhitweapon ifwasweapon RADIUSEXPLOSION { state standard_jibs killit }
       break
   }
   else ifaction AOCTAFROZEN
   {
       ifcount THAWTIME { ai AIOCTAGETENEMY getlastpal }
       else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }

       ifhitweapon
       {
           addkills 1
           ifwasweapon FREEZEBLAST { strength 0 break }

           lotsofglass 30
           ifrnd 84 spawn BLOODPOOL
           sound GLASS_BREAKING
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   else
   {
       ifrnd 1 soundonce OCTA_ROAM

       ifai AIOCTAGETENEMY state octagetenemystate
       else ifai AIOCTAHIT { ifcount 8 ai AIOCTASHOOTENEMY }
       else ifai AIOCTADYING { state octadyingstate break }
       else ifai AIOCTASCRATCHENEMY state octascratchenemystate
       else ifai AIOCTASHOOTENEMY state octashootenemystate
       else ifai AIOCTASHRUNK state octashrunkstate

       ifmove OCTAUPVELS { } else ifp phigher move OCTAUPVELS seekplayer
       else ifmove OCTAINWATER { } else ifinwater move OCTAINWATER seekplayer

       ifhitweapon state checkoctahitstate
   }
enda

action APIGWALK         0  4 5 1 20
action APIGRUN          0  4 5 1 11
action APIGSHOOT        30 2 5 1 58
action APIGCOCK         25 1 5 1 16
action APIGSTAND        30 1 5 1 1
action APIGDIVE         40 2 5 1 40
action APIGDIVESHOOT    45 2 5 1 58
action APIGDYING        55 5 1 1 15
action APIGHIT          55 1 1 1 10
action APIGDEAD         60 1 1 1 1
action APIGFROZEN        0 1 5

move PIGWALKVELS 72
move PIGRUNVELS 108
move PIGSTOPPED

ai AIPIGSEEKENEMY APIGWALK PIGWALKVELS seekplayer
ai AIPIGSHOOTENEMY APIGSHOOT PIGSTOPPED faceplayer
ai AIPIGFLEEENEMY APIGWALK PIGWALKVELS fleeenemy
ai AIPIGSHOOT APIGSHOOT PIGSTOPPED faceplayer
ai AIPIGDODGE APIGRUN PIGRUNVELS dodgebullet
ai AIPIGCHARGE APIGRUN PIGRUNVELS seekplayer
ai AIPIGDIVING APIGDIVE PIGSTOPPED faceplayer
ai AIPIGDYING APIGDYING PIGSTOPPED faceplayer
ai AIPIGSHRINK APIGWALK SHRUNKVELS fleeenemy
ai AIPIGHIT APIGHIT PIGSTOPPED faceplayer

state pigseekenemystate

   ifai AIPIGCHARGE
   {
       ifcansee ifpdistl 3084
       {
           ifnotmoving ai AIPIGSEEKENEMY
           else ai AIPIGDIVING
       }
       break
   }
   else iffloordistl 32
   {
       ifpdistg 4096 { ifactornotstayput ai AIPIGCHARGE }
       ifrnd 8 { ifbulletnear ai AIPIGDODGE }
   }

   ifrnd 128 ifcansee
   {
       ifai AIPIGDODGE { ifcount 32 ai AIPIGCHARGE break }
       iffloordistl 32
       {
           ifpdistl 1024 ifp palive ifcanshoottarget
               { ai AIPIGSHOOTENEMY break }
           ifcount 48 { ifrnd 8 ifp palive ifcanshoottarget { ifrnd 192 ai AIPIGSHOOTENEMY else ai AIPIGDIVING break } }
       }
   }
ends


state pigshootenemystate
//    ifcansee
   {
       ifcount 12 { } else ifcount 11
       {
           ifcanshoottarget { sound PIG_ATTACK shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN }
           else ai AIPIGSEEKENEMY
       }
       ifcount 25 { } else ifcount 24 { action APIGCOCK sound SHOTGUN_COCK }
       ifcount 48 { } else ifcount 47
       {
           ifcanshoottarget { sound PIG_ATTACK shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN }
           else ai AIPIGSEEKENEMY
       }
       ifcount 60 { } else ifcount 59 { action APIGCOCK sound SHOTGUN_COCK }
       ifcount 72
       {
           ifrnd 64 resetcount
           else
           {
               ifpdistl 768 ai AIPIGFLEEENEMY
               else ai AIPIGSEEKENEMY
           }
       }
       ifaction APIGCOCK ifactioncount 2 action APIGSHOOT
   }
   else ai AIPIGSEEKENEMY
ends

state pigfleeenemystate
   ifactioncount 8 ai AIPIGSEEKENEMY
   else ifnotmoving ai AIPIGSEEKENEMY
ends

state pigdivestate
   ifaction APIGDIVESHOOT
   {
       ifcansee
       {
           ifcount 12 { } else ifcount 11
           {
               ifcanshoottarget { sound PIG_ATTACK shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN }
               else ai AIPIGSEEKENEMY
           }
           ifcount 25 { } else ifcount 24 { sound SHOTGUN_COCK }
           ifcount 48 { } else ifcount 47
           {
               ifcanshoottarget { sound PIG_ATTACK shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN }
               else ai AIPIGSEEKENEMY
           }
           ifcount 60 { } else ifcount 59
           {
               sound SHOTGUN_COCK
               ifgapzl 32 ai AIPIGDIVING
               else
               {
                   ifpdistl 4096 ai AIPIGFLEEENEMY
                   else ai AIPIGSEEKENEMY
               }
           }
       }
       else ifgapzl 32 ai AIPIGDIVING else ai AIPIGSEEKENEMY
   }
   else ifactioncount 2 ifp palive { resetcount action APIGDIVESHOOT }
ends

state checkpighitstate
   spawn BLOOD
   ifdead
   {
       state random_wall_jibs
       ifrnd 16 spawn SHIELD else state drop_shotgun
       ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action APIGFROZEN strength 0 break }

       addkills 1
       ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs state delete_enemy }
       else ifwasweapon RPG { sound SQUISHED state standard_jibs state delete_enemy }
       ai AIPIGDYING sound PIG_DYING
   }
   else
   {
       sound PIG_PAIN
       state random_wall_jibs

       ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIPIGSHRINK }
       else ifrnd 64 ai AIPIGHIT
       else ifrnd 64 ai AIPIGSHOOTENEMY
       else ifrnd 64 { ai AIPIGDIVING action APIGDIVESHOOT }
   }
ends

state pigshrinkstate
   ifcount SHRUNKDONECOUNT ai AIPIGSEEKENEMY
   else ifcount SHRUNKCOUNT sizeto 48 40
   else state genericshrunkcode
ends

state pigdyingstate
   ifactioncount 5 { ifrnd 64 spawn BLOODPOOL state rf iffloordistl 8 sound THUD action APIGDEAD move PIGSTOPPED break }
ends



actor PIGCOPDIVE PIGCOPSTRENGTH ai AIPIGDIVING action APIGDIVESHOOT cactor PIGCOP enda
actor PIGCOPSTAYPUT PIGCOPSTRENGTH ai AIPIGSEEKENEMY cactor PIGCOP enda
actor PIGCOP PIGCOPSTRENGTH APIGSTAND fall
   state checksquished
   ifaction APIGSTAND ai AIPIGSEEKENEMY
   else ifaction APIGDEAD
   {
       ifrespawn ifcount RESPAWNACTORTIME
           { spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH ai AIPIGSEEKENEMY }
       else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs state delete_enemy } break }
   }
   else ifaction APIGFROZEN
   {
       ifcount THAWTIME { ai AIPIGSEEKENEMY getlastpal }
       else ifcount FROZENDRIPTIME ifrnd 8 spawn WATERDRIP

       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }
           addkills 1

           lotsofglass 30
           ifrnd 84 spawn BLOODPOOL
           sound GLASS_BREAKING
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   else ifai AIPIGDYING state pigdyingstate
   else ifai AIPIGHIT { ifactioncount 3 ai AIPIGSEEKENEMY }
   else ifai AIPIGSHRINK state pigshrinkstate
   else
   {
       ifai AIPIGSEEKENEMY state pigseekenemystate
       else ifai AIPIGDODGE state pigseekenemystate
       else ifai AIPIGSHOOTENEMY state pigshootenemystate
       else ifai AIPIGFLEEENEMY state pigfleeenemystate
       else ifai AIPIGDIVING state pigdivestate
       else ifai AIPIGCHARGE state pigseekenemystate
       ifhitweapon state checkpighitstate
       ifrnd 1
       {
           ifrnd 32 soundonce PIG_ROAM
           else ifrnd 64 soundonce PIG_ROAM2
           else soundonce PIG_ROAM3
       }
   }
enda




action ABOSS1WALK                0  4  5  1  12
action ABOSS1FROZEN              30 1  5
action ABOSS1RUN                 0  6  5  1  5
action ABOSS1SHOOT               30 2  5  1  4
action ABOSS1LOB                 40 2  5  1  35
action ABOSS1DYING              50 5  1  1  50
action BOSS1FLINTCH             50 1  1  1  1
action ABOSS1DEAD               55

move PALBOSS1SHRUNKRUNVELS 32
move PALBOSS1RUNVELS 128
move BOSS1WALKVELS 208
move BOSS1RUNVELS 296
move BOSS1STOPPED

ai AIBOSS1SEEKENEMY ABOSS1WALK BOSS1WALKVELS seekplayer
ai AIBOSS1RUNENEMY ABOSS1RUN BOSS1RUNVELS faceplayer
ai AIBOSS1SHOOTENEMY ABOSS1SHOOT BOSS1STOPPED faceplayer
ai AIBOSS1LOBBED ABOSS1LOB BOSS1STOPPED faceplayer // faceplayersmart
ai AIBOSS1DYING ABOSS1DYING BOSS1STOPPED faceplayer
ai AIBOSS1PALSHRINK ABOSS1WALK PALBOSS1SHRUNKRUNVELS furthestdir

state boss1palshrunkstate
   ifcount SHRUNKDONECOUNT ai AITROOPSEEKENEMY
   else ifcount SHRUNKCOUNT sizeto 40 40
   else state genericshrunkcode
ends

state checkboss1seekstate
   ai AIBOSS1SEEKENEMY
   ifspritepal 0 { } else     // a fake way of doing a ifspritepal NOT.
       move PALBOSS1RUNVELS seekplayer
ends

state boss1runenemystate
   ifpdistl 2048 { ifp palive ai AIBOSS1SHOOTENEMY break }
   else ifcansee { ifactioncount 6 { ifcanshoottarget { resetactioncount sound BOS1_WALK } else ai AIBOSS1SEEKENEMY } }
   else ai AIBOSS1SEEKENEMY
ends

state boss1seekenemystate
   ifrnd 2 soundonce BOS1_ROAM
   else ifactioncount 6 { resetactioncount sound BOS1_WALK }

   ifpdistl 2548 ifp palive { ai AIBOSS1SHOOTENEMY break }

   ifcansee ifcount 32
   {
       ifrnd 32 { ifp palive ifcanshoottarget ai AIBOSS1SHOOTENEMY }
       else ifpdistg 2548 ifrnd 192
           ifcanshoottarget
           {
               ifrnd 64
               {
                   ai AIBOSS1RUNENEMY
                   ifspritepal 0 { } else move PALBOSS1RUNVELS seekplayer
               }
               else ai AIBOSS1LOBBED
           }
   }

ends

state boss1dyingstate
 ifaction ABOSS1DEAD
 {
     ifspritepal 0 break
     ifrespawn ifcount RESPAWNACTORTIME
         { spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH state checkboss1seekstate }
     else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs state delete_enemy } break }
 }
 ifactioncount 5 { iffloordistl 8 sound THUD action ABOSS1DEAD cstat 0 ifspritepal 0 endofgame 52 }
ends

state boss1lobbedstate
   ifcansee
   {
       ifactioncount 2
       {
           resetactioncount
           sound BOS1_ATTACK2
           shoot MORTER
       }
       else ifcount 64 ifrnd 16 state checkboss1seekstate
   }
   else state checkboss1seekstate
ends

state boss1shootenemy
   ifcount 72 state checkboss1seekstate
   else ifaction ABOSS1SHOOT ifactioncount 2
   {
       sound BOS1_ATTACK1
       shoot SHOTSPARK1
       shoot SHOTSPARK1
       shoot SHOTSPARK1
       shoot SHOTSPARK1
       shoot SHOTSPARK1
       shoot SHOTSPARK1
       resetactioncount
   }
ends

state checkboss1hitstate
   ifrnd 2 spawn BLOODPOOL
   ifdead
   {
       ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL
       else
       {
           ifrnd 64 globalsound DUKE_TALKTOBOSSFALL
           ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS1FROZEN strength 0 break }
       }

       sound BOS1_DYING

       addkills 1
       ai AIBOSS1DYING
   }
   else
   {
       ifrnd 32 { action BOSS1FLINTCH move 0 }

       ifspritepal 0 { }
       else ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIBOSS1PALSHRINK break }

       soundonce BOS1_PAIN

       debris SCRAP1 1
       guts JIBS6 1
   }
ends

state boss1code

   ifaction ABOSS1FROZEN
   {
       ifcount THAWTIME { ai AIBOSS1SEEKENEMY spritepal 21 }
       else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }

       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }
           addkills 1
           lotsofglass 30

           ifrnd 84 spawn BLOODPOOL
           sound GLASS_BREAKING
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   ifai 0 { ifspritepal 0 ai AIBOSS1RUNENEMY else { strength BOSS1PALSTRENGTH ai AIBOSS1SHOOTENEMY } }
   else ifaction BOSS1FLINTCH { ifactioncount 3 ai AIBOSS1SHOOTENEMY }
   else ifai AIBOSS1SEEKENEMY state boss1seekenemystate
   else ifai AIBOSS1RUNENEMY state boss1runenemystate
   else ifai AIBOSS1SHOOTENEMY state boss1shootenemy
   else ifai AIBOSS1LOBBED state boss1lobbedstate
   else ifai AIBOSS1PALSHRINK state boss1palshrunkstate

   ifai AIBOSS1DYING state boss1dyingstate
   else
   {
       ifhitweapon state checkboss1hitstate
       else ifp palive ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 }
   }
ends

actor BOSS1STAYPUT BOSS1STRENGTH cactor BOSS1 enda
actor BOSS1 BOSS1STRENGTH fall state boss1code enda


action ABOSS2WALK                0  4  5  1  30
action ABOSS2FROZEN              0  1  5
action ABOSS2RUN                 0  4  5  1  15
action ABOSS2SHOOT               20 2  5  1  15
action ABOSS2LOB                 30 2  5  1  105
action ABOSS2DYING              40 8  1  1  35
action BOSS2FLINTCH             40 1  1  1  1
action ABOSS2DEAD               48

move PALBOSS2SHRUNKRUNVELS 32
move PALBOSS2RUNVELS 84
move BOSS2WALKVELS 192
move BOSS2RUNVELS 256
move BOSS2STOPPED

ai AIBOSS2SEEKENEMY ABOSS2WALK BOSS2WALKVELS seekplayer
ai AIBOSS2RUNENEMY ABOSS2RUN BOSS2RUNVELS faceplayer
ai AIBOSS2SHOOTENEMY ABOSS2SHOOT BOSS2STOPPED faceplayer
ai AIBOSS2LOBBED ABOSS2LOB BOSS2STOPPED faceplayer
ai AIBOSS2DYING ABOSS2DYING BOSS2STOPPED faceplayer
ai AIBOSS2PALSHRINK ABOSS2WALK PALBOSS2SHRUNKRUNVELS furthestdir

state boss2palshrunkstate
   ifcount SHRUNKDONECOUNT ai AITROOPSEEKENEMY
   else ifcount SHRUNKCOUNT sizeto 40 40
   else state genericshrunkcode
ends

state checkboss2seekstate
   ai AIBOSS2SEEKENEMY
   ifspritepal 0 { } else     // a fake way of doing a ifspritepal NOT.
       move PALBOSS2RUNVELS seekplayer
ends

state boss2runenemystate
   ifcansee
   {
       ifactioncount 3 { ifcanshoottarget { resetactioncount sound BOS1_WALK } else ai AIBOSS2SEEKENEMY }
       ifcount 48 ifrnd 2 { ifp palive { sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } break }
   }
   else ai AIBOSS2SEEKENEMY
ends

state boss2seekenemystate
   ifrnd 2 soundonce BOS2_ROAM
   else ifactioncount 3 { resetactioncount sound BOS1_WALK }

   ifcansee ifcount 32 ifp palive ifrnd 48 ifcanshoottarget
   {
       ifrnd 64 ifpdistg 4096
       {
           ai AIBOSS2RUNENEMY
           ifspritepal 0 { }
           else move PALBOSS2RUNVELS seekplayer
           break
       }

       ifpdistl 10240 { ifrnd 128 { sound BOS2_ATTACK ai AIBOSS2LOBBED } }
       else { sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY }
   }
ends

state boss2dyingstate
 ifaction ABOSS2DEAD
 {
     ifspritepal 0 break
     ifrespawn ifcount RESPAWNACTORTIME
         { spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH state checkboss2seekstate }
     else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs state delete_enemy } break }
 }
 ifactioncount 8 { iffloordistl 8 sound THUD action ABOSS2DEAD cstat 0 ifspritepal 0 endofgame 52 }
ends

state boss2lobbedstate
   ifcansee
   {
       ifactioncount 2 resetactioncount
       else ifactioncount 1 { ifrnd 128 shoot COOLEXPLOSION1 }
       else ifcount 64 ifrnd 16 state checkboss2seekstate
   }
   else state checkboss2seekstate
ends

state boss2shootenemy
   ifcount 72 state checkboss2seekstate
   else ifaction ABOSS2SHOOT ifactioncount 2
   {
       shoot RPG
       resetactioncount
   }
ends

state checkboss2hitstate
   ifrnd 2 spawn BLOODPOOL
   ifdead
   {
       ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL
       else
       {
           ifrnd 64 globalsound DUKE_TALKTOBOSSFALL
           ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS2FROZEN strength 0 break }
       }

       sound BOS2_DYING

       addkills 1

       ai AIBOSS2DYING
   }
   else
   {
       ifrnd 144
       {
           ifrnd 32 { action BOSS2FLINTCH move 0 }
           else { sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY }
       }

       ifspritepal 0 { }
       else ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIBOSS2PALSHRINK break }

       soundonce BOS2_PAIN

       debris SCRAP1 1
       guts JIBS6 1
   }
ends

state boss2code

   ifaction ABOSS2FROZEN
   {
       ifcount THAWTIME { ai AIBOSS2SEEKENEMY spritepal 21 }
       else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }

       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }
           addkills 1

           lotsofglass 30
           sound GLASS_BREAKING
           ifrnd 84 spawn BLOODPOOL
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   ifai 0 { ifspritepal 0 ai AIBOSS2RUNENEMY else { strength 1 { sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } } }
   else ifaction BOSS2FLINTCH { ifactioncount 3 ai AIBOSS2SEEKENEMY }
   else ifai AIBOSS2SEEKENEMY state boss2seekenemystate
   else ifai AIBOSS2RUNENEMY state boss2runenemystate
   else ifai AIBOSS2SHOOTENEMY state boss2shootenemy
   else ifai AIBOSS2LOBBED state boss2lobbedstate
   else ifai AIBOSS2PALSHRINK state boss2palshrunkstate

   ifai AIBOSS2DYING state boss2dyingstate
   else
   {
       ifhitweapon state checkboss2hitstate
       else ifp palive ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 }
   }


ends

actor BOSS2 BOSS2STRENGTH fall state boss2code enda


action ABOSS3WALK                0  4  5  1  30
action ABOSS3FROZEN              0  1  5
action ABOSS3RUN                 0  4  5  1  15
action ABOSS3LOB                20 4  5  1  50
action ABOSS3LOBBING            30 2  5  1  15
action ABOSS3DYING              40 8  1  1  20
action BOSS3FLINTCH             40 1  1  1  1
action ABOSS3DEAD               48

move PALBOSS3SHRUNKRUNVELS 32
move PALBOSS3RUNVELS 84
move BOSS3WALKVELS 208
move BOSS3RUNVELS 270
move BOSS3STOPPED

ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer
ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow
ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer
ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer
ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS faceplayer

state boss3palshrunkstate
   ifcount SHRUNKDONECOUNT ai AITROOPSEEKENEMY
   else ifcount SHRUNKCOUNT sizeto 40 40
   else state genericshrunkcode
ends

state checkboss3seekstate
   ai AIBOSS3SEEKENEMY
   ifspritepal 0 { } else     // a fake way of doing a ifspritepal NOT.
       move PALBOSS3RUNVELS seekplayer
ends

state boss3runenemystate
   ifcansee { ifactioncount 3 { ifcanshoottarget { resetactioncount sound BOS1_WALK } else ai AIBOSS3SEEKENEMY } }
   else ai AIBOSS3SEEKENEMY
ends

state boss3seekenemystate
   ifrnd 2 soundonce BOS3_ROAM
   else ifactioncount 3 { resetactioncount sound BOS1_WALK }

   ifcansee ifcount 32 ifrnd 48 ifcanshoottarget
   {
       ifrnd 64
           ifpdistg 4096
           {
               ai AIBOSS3RUNENEMY
               ifspritepal 0 break
               move PALBOSS3RUNVELS seekplayer
               break
           }

       ifp palive
           ai AIBOSS3LOBENEMY
   }
ends

state boss3dyingstate
 ifaction ABOSS3DEAD
 {
     ifspritepal 0 break
     ifrespawn ifcount RESPAWNACTORTIME
         { spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH state checkboss3seekstate }
     else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs state delete_enemy } break }
 }
 ifactioncount 8 { iffloordistl 8 sound THUD action ABOSS3DEAD cstat 0 ifspritepal 0 endofgame 52 }
ends

state boss3lobbedstate
   ifcansee
   {
       ifaction ABOSS3LOBBING
           ifactioncount 2
       {
           shoot RPG
           resetactioncount
           ifrnd 8 ai AIBOSS3SEEKENEMY
       }

       ifactioncount 3 { action ABOSS3LOBBING resetcount }
   }
   else state checkboss3seekstate
ends

state checkboss3hitstate
   ifrnd 2 spawn BLOODPOOL
   ifdead
   {
       ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL
       else
       {
           ifrnd 64 globalsound DUKE_TALKTOBOSSFALL
           ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS3FROZEN strength 0 break }
       }

       addkills 1
       ai AIBOSS3DYING

       sound BOS3_DYING
       sound JIBBED_ACTOR9

   }
   else
   {
       ifrnd 32 { action BOSS3FLINTCH move 0 }

       ifspritepal 0 { }
       else ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIBOSS3PALSHRINK break }

       soundonce BOS3_PAIN

       debris SCRAP1 1
       guts JIBS6 1
   }
ends

state boss3code

   ifaction ABOSS3FROZEN
   {
       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }

           addkills 1
           lotsofglass 30

           ifrnd 84 spawn BLOODPOOL
           sound GLASS_BREAKING
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   ifai 0 { ifspritepal 0 ai AIBOSS3RUNENEMY else { strength 1 ai AIBOSS3LOBENEMY } }
   else ifaction BOSS3FLINTCH { ifactioncount 3 ai AIBOSS3SEEKENEMY }
   else ifai AIBOSS3SEEKENEMY state boss3seekenemystate
   else ifai AIBOSS3RUNENEMY state boss3runenemystate
   else ifai AIBOSS3LOBENEMY state boss3lobbedstate
   else ifai AIBOSS3PALSHRINK state boss3palshrunkstate

   ifai AIBOSS3DYING state boss3dyingstate
   else
   {
       ifhitweapon state checkboss3hitstate
       else ifp palive ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 }
   }
ends

actor BOSS3 BOSS3STRENGTH fall state boss3code enda


action ACOMMBREETH  0  3  5  1  40
action ACOMMFROZEN  0  1  5
action ACOMMSPIN   -5  1  5  1  12
action ACOMMGET     0  3  5  1  30
action ACOMMSHOOT  20  1  5   1 35
action ACOMMABOUTTOSHOOT 20 1 5 1 30
action ACOMMDYING  30  8  1  1  12
action ACOMMDEAD   38  1  1  1  1


move COMMGETUPVELS 128 -64
move COMMGETVELS 128 64
move COMMSLOW 64 24
move COMMSTOPPED

ai AICOMMWAIT ACOMMBREETH COMMSTOPPED faceplayerslow
ai AICOMMGET ACOMMGET COMMGETVELS seekplayer
ai AICOMMSHOOT ACOMMSHOOT COMMSTOPPED faceplayerslow
ai AICOMMABOUTTOSHOOT ACOMMABOUTTOSHOOT COMMSTOPPED faceplayerslow
ai AICOMMSPIN ACOMMSPIN COMMGETVELS spin
ai AICOMMDYING ACOMMDYING COMMSTOPPED faceplayer
ai AICOMMSHRUNK ACOMMGET COMMSLOW furthestdir

state checkcommhitstate

   ifhitweapon
   {

       guts JIBS6 2

       ifdead
       {
           ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ACOMMFROZEN strength 0 break }

           addkills 1

           ifwasweapon RADIUSEXPLOSION { spawn BLOODPOOL sound SQUISHED state standard_jibs state delete_enemy }
           else ifwasweapon RPG { sound SQUISHED spawn BLOODPOOL state standard_jibs state delete_enemy }

           sound COMM_DYING
           ai AICOMMDYING
       }
       else
       {
           soundonce COMM_PAIN
           ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AICOMMSHRUNK }
           else ifrnd 24 ai AICOMMABOUTTOSHOOT
       }
   }
ends

actor COMMANDERSTAYPUT COMMANDERSTRENGTH cactor COMMANDER ai AICOMMABOUTTOSHOOT enda
actor COMMANDER COMMANDERSTRENGTH

   state checksquished

   ifaction ACOMMFROZEN
   {
       fall

       ifcount THAWTIME { getlastpal ai AICOMMWAIT }
       else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }

       ifhitweapon
       {
           ifwasweapon FREEZEBLAST { strength 0 break }
           addkills 1

           ifrnd 84 spawn BLOODPOOL
           lotsofglass 30
           sound GLASS_BREAKING
           killit
       }
       ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick
       break
   }
   ifai 0 ai AICOMMSHOOT
   else ifai AICOMMWAIT { ifcount 20 { ifcansee { ifcanshoottarget { ifrnd 96 ai AICOMMGET else ai AICOMMABOUTTOSHOOT } } else ai AICOMMGET } }
   else ifai AICOMMABOUTTOSHOOT
   {
       ifactioncount 2 { ifcansee ai AICOMMSHOOT else { ai AICOMMGET break } }
       soundonce COMM_ATTACK
   }
   else ifai AICOMMSHOOT
   {
       ifcanshoottarget
       {
           ifcount 24 ifrnd 16 ai AICOMMWAIT
           ifactioncount 2 { shoot RPG resetactioncount }
       }
       else ai AICOMMGET
   }
   else ifai AICOMMSHRUNK
   {
       ifcount SHRUNKDONECOUNT ai AICOMMGET
       else ifcount SHRUNKCOUNT sizeto 48 40
       else state genericshrunkcode
   }
   else ifai AICOMMGET
   {
       ifnotmoving ifrnd 4 operate
       ifpdistl 1024 ifp palive { sound COMM_SPIN ai AICOMMSPIN break }

       ifcansee
       {
           ifp phigher move COMMGETUPVELS getv geth faceplayer
           else move COMMGETVELS getv geth faceplayer
       }
       ifactioncount 8 ifrnd 2 ai AICOMMABOUTTOSHOOT
   }
   else ifai AICOMMSPIN
   {
       soundonce COMM_SPIN
       ifcount 16
       {
           ifpdistl 1280 { addphealth CAPTSPINNINGPLAYER sound DUKE_GRUNT palfrom 32 16 resetcount }
           else ifpdistg 2300 ai AICOMMWAIT
       }
       ifactioncount 52 ai AICOMMWAIT
       ifnotmoving ifrnd 32 operate
   }

   ifai AICOMMDYING
   {
       fall
       strength 0

       ifhitweapon ifwasweapon RADIUSEXPLOSION
           { sound SQUISHED spawn BLOODPOOL state standard_jibs state delete_enemy }

       ifaction ACOMMDYING
           ifactioncount 8 { iffloordistl 8 sound THUD cstat 0 action ACOMMDEAD }
   }
   else
   {
       ifrnd 2 soundonce COMM_ROAM
       state checkcommhitstate
   }
enda