/* *******************************************************************
        ____                      _   __      __
       / __ )____  _________ _   / | / /_  __/ /_____  ____ ___
      / __  / __ \/ ___/ __ `/  /  |/ / / / / //_/ _ \/ __ `__ \
     / /_/ / /_/ / /  / /_/ /  / /|  / /_/ / ,< /  __/ / / / / /
    /_____/\____/_/   \__, /  /_/ |_/\__,_/_/|_|\___/_/ /_/ /_/
                     /____/

                                           Last update: THU 9 May 2002
                                                        13:22 CET

   -= Borg Nukem Project -=

   - Almost everything from the original CON files has been changed,
     improved or completely re-written in some way.
   - Do NOT change anything unless you really know what you're doing.
     If you do change something while having no knowledge of what you're
     doing, the game may chrash or/and may cause some serious problems and
     you may have to re-install the TC.
   - No extra programs were used for creating the CON (only a DOS-Editor).
   - You are NOT allowed nick ANY Borg Nukem code for your own game.
     If you want to learn something about con-editing/hacking I suggest
     you download a con-FAQ which you can find a lot on the internet or
     try to read the standard-Duke3D CON-files.
   - Note: when playing MultiPlayer modes, the CON file(s) must be
     the same or you will get the "out of sync" error.
   - DO NOT CHANGE ANY BORG NUKEM VALUES OR THIS WILL SERIOUSLY DAMAGE
     THE FUNCTIONALITY OF THE TC.

   .CON File for Borg Nukem (C) Copyright 2002 by CoolSoftware.
   Following game-code additions have been programmed:
   塚様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様幼
   Selfdestruct effector
   QBot
   Particle Effector
   Quote Trigger
   Borg Nukem Enemy Code
   Startup Code Trigger
   Space Time Continuum Freezer Code
   Spark Effector
   Ladder Effector
   Various changes

   Greetz,
   4of10/CoolSoftware.
   ******************************************************************* */

                        /*      -= DEFINES -= */

// Define tile positions.
// These values are NOT used by EditArt and Build, to see those names
// see "names.h"
// Please do not change the tiles used by Borg Nukem.

define NAPALM 0
define SECTOREFFECTOR 1
define ACTIVATOR 2
define TOUCHPLATE 3
define ACTIVATORLOCKED 4
define MUSICANDSFX 5
define LOCATORS 6
define CYCLER 7
define MASTERSWITCH 8
define RESPAWN 9
define GPSPEED 10
define ARROW 20
define FIRSTGUNSPRITE 21
define CHAINGUNSPRITE 22
define RPGSPRITE 23
define FREEZESPRITE 24
define SHRINKERSPRITE 25
define HEAVYHBOMB 26
define TRIPBOMBSPRITE 27
define SHOTGUNSPRITE 28
define DEVISTATORSPRITE 29
define HEALTHBOX 30
define AMMOBOX 31
define GROWSPRITEICON 32
define INVENTORYBOX 33
define FREEZEAMMO 37
define AMMO 40
define BATTERYAMMO 41
define DEVISTATORAMMO 42
define RPGAMMO 44
define GROWAMMO 45
define CRYSTALAMMO 46
define HBOMBAMMO 47
define AMMOLOTS 48
define SHOTGUNAMMO 49
define COLA 51
define SIXPAK 52
define FIRSTAID 53
define SHIELD 54
define STEROIDS 55
define AIRTANK 56
define JETPACK 57
define HEATSENSOR 59
define ACCESSCARD 60
define BOOTS 61
define FIREPARTICLE 62
define MIRRORBROKE 70
define CLOUDYOCEAN 78
define CLOUDYSKIES 79
define MOONSKY1 80
define MOONSKY2 81
define MOONSKY3 82
define MOONSKY4 83
define BIGORBIT1 84
define BIGORBIT2 85
define BIGORBIT3 86
define BIGORBIT4 87
define BIGORBIT5 88
define LA 89
define REDSKY1 98
define REDSKY2 99
define ATOMICHEALTH 100
define TECHLIGHT2 120
define TECHLIGHTBUST2 121
define TECHLIGHT4 122
define TECHLIGHTBUST4 123
define WALLLIGHT4 124
define WALLLIGHTBUST4 125
define ACCESSSWITCH 130
define SLOTDOOR 132
define LIGHTSWITCH 134
define SPACEDOORSWITCH 136
define SPACELIGHTSWITCH 138
define FRANKENSTINESWITCH 140
define NUKEBUTTON 142
define MULTISWITCH 146
define DOORTILE5 150
define DOORTILE6 151
define DOORTILE1 152
define DOORTILE2 153
define DOORTILE3 154
define DOORTILE4 155
define DOORTILE7 156
define DOORTILE8 157
define DOORTILE9 158
define DOORTILE10 159
define DOORSHOCK 160
define DIPSWITCH 162
define DIPSWITCH2 164
define TECHSWITCH 166
define DIPSWITCH3 168
define ACCESSSWITCH2 170
define SMALLPARTICLE 172
define REFLECTWATERTILE 180
define FIREMAKER 184
define FLOORSLIME 200
define BIGFORCE 230
define EPISODE 247
define MASKWALL9 255
define W_LIGHT 260
define SCREENBREAK1 263
define SCREENBREAK2 264
define SCREENBREAK3 265
define SCREENBREAK4 266
define SCREENBREAK5 267
define SCREENBREAK6 268
define SCREENBREAK7 269
define SCREENBREAK8 270
define SCREENBREAK9 271
define SCREENBREAK10 272
define SCREENBREAK11 273
define SCREENBREAK12 274
define SCREENBREAK13 275
define MASKWALL1 285
define W_TECHWALL1 293
define W_TECHWALL2 297
define W_TECHWALL15 299
define W_TECHWALL3 301
define W_TECHWALL4 305
define W_TECHWALL10 306
define W_TECHWALL16 307
define WATERTILE2 336
define BPANNEL1 341
define PANNEL1 342
define PANNEL2 343
define WATERTILE 344
define STATIC 351
define W_SCREENBREAK 357
define W_HITTECHWALL3 360
define W_HITTECHWALL4 361
define W_HITTECHWALL2 362
define W_HITTECHWALL1 363
define MASKWALL10 387
define MASKWALL11 391
define DOORTILE22 395
define FANSPRITE 407
define FANSPRITEBROKE 411
define FANSHADOW 412
define FANSHADOWBROKE 416
define DOORTILE18 447
define DOORTILE19 448
define DOORTILE20 449
define SATELLITE 489
define VIEWSCREEN2 499
define VIEWSCREENBROKE 501
define VIEWSCREEN 502
define GLASS 503
define GLASS2 504
define STAINGLASS1 510
define MASKWALL5 514
define SATELITE 516
define FUELPOD 517
define SLIMEPIPE 538
define CRACK1 546
define CRACK2 547
define CRACK3 548
define CRACK4 549
define FOOTPRINTS 550
define DOMELITE 551
define CAMERAPOLE 554
define CHAIR1 556
define CHAIR2 557
define BROKENCHAIR 559
define MIRROR 560
define WATERFOUNTAIN 563
define WATERFOUNTAINBROKE 567
define FEMMAG1 568
define TOILET 569
define STALL 571
define STALLBROKE 573
define FEMMAG2 577
define REACTOR2 578
define REACTOR2BURNT 579
define REACTOR2SPARK 580
define GRATE1 595
define BGRATE1 596
define SOLARPANNEL 602
define NAKED1 603
define ANTENNA 607
define MASKWALL12 609
define TOILETBROKE 615
define PIPE2 616
define PIPE1B 617
define PIPE3 618
define PIPE1 619
define CAMERA1 621
define BRICK 626
define SPLINTERWOOD 630
define PIPE2B 633
define BOLT1 634
define W_NUMBERS 640
define WATERDRIP 660
define WATERBUBBLE 661
define WATERBUBBLEMAKER 662
define W_FORCEFIELD 663
define VACUUM 669
define FOOTPRINTS2 672
define FOOTPRINTS3 673
define FOOTPRINTS4 674
define EGG 675
define SCALE 678
define CHAIR3 680
define CAMERALIGHT 685
define MOVIECAMERA 686
define IVUNIT 689
define POT1 694
define POT2 695
define POT3 697
define PIPE3B 700
define WALLLIGHT3 701
define WALLLIGHTBUST3 702
define WALLLIGHT1 703
define WALLLIGHTBUST1 704
define WALLLIGHT2 705
define WALLLIGHTBUST2 706
define LIGHTSWITCH2 712
define WAITTOBESEATED 716
define DOORTILE14 717
define STATUE 753
define MIKE 762
define VASE 765
define SUSHIPLATE1 768
define SUSHIPLATE2 769
define SUSHIPLATE3 774
define SUSHIPLATE4 779
define DOORTILE16 781
define SUSHIPLATE5 792
define OJ 806
define MASKWALL13 830
define HURTRAIL 859
define POWERSWITCH1 860
define LOCKSWITCH1 862
define POWERSWITCH2 864
define ATM 867
define STATUEFLASH 869
define ATMBROKE 888
define BIGHOLE2 893
define STRIPEBALL 901
define QUEBALL 902
define POCKET 903
define WOODENHORSE 904
define TREE1 908
define TREE2 910
define CACTUS 911
define MASKWALL2 913
define MASKWALL3 914
define MASKWALL4 915
define FIREEXT 916
define TOILETWATER 921
define NEON1 925
define NEON2 926
define CACTUSBROKE 939
define BOUNCEMINE 940
define BROKEFIREHYDRENT 950
define BOX 951
define BULLETHOLE 952
define BOTTLE1 954
define BOTTLE2 955
define BOTTLE3 956
define BOTTLE4 957
define FEMPIC5 963
define FEMPIC6 964
define FEMPIC7 965
define HYDROPLANT 969
define OCEANSPRITE1 971
define OCEANSPRITE2 972
define OCEANSPRITE3 973
define OCEANSPRITE4 974
define OCEANSPRITE5 975
define GENERICPOLE 977
define CONE 978
define HANGLIGHT 979
define HYDRENT 981
define MASKWALL14 988
define TIRE 990
define PIPE5 994
define PIPE6 995
define PIPE4 996
define PIPE4B 997
define BROKEHYDROPLANT 1003
define PIPE5B 1005
define NEON3 1007
define NEON4 1008
define NEON5 1009
define BOTTLE5 1012
define BOTTLE6 1013
define BOTTLE8 1014
define SPOTLITE 1020
define HANGOOZ 1022
define MASKWALL15 1024
define BOTTLE7 1025
define HORSEONSIDE 1026
define GLASSPIECES 1031
define HORSELITE 1034
define DONUTS 1045
define NEON6 1046
define MASKWALL6 1059
define CLOCK 1060
define RUBBERCAN 1062
define BROKENCLOCK 1067
define PLUG 1069
define OOZFILTER 1079
define FLOORPLASMA 1082
define REACTOR 1088
define REACTORSPARK 1092
define REACTORBURNT 1096
define DOORTILE15 1102
define HANDSWITCH 1111
define CIRCLEPANNEL 1113
define CIRCLEPANNELBROKE 1114
define PULLSWITCH 1122
define MASKWALL8 1124
define BIGHOLE 1141
define ALIENSWITCH 1142
define DOORTILE21 1144
define HANDPRINTSWITCH 1155
define BOTTLE10 1157
define BOTTLE11 1158
define BOTTLE12 1159
define BOTTLE13 1160
define BOTTLE14 1161
define BOTTLE15 1162
define BOTTLE16 1163
define BOTTLE17 1164
define BOTTLE18 1165
define BOTTLE19 1166
define DOORTILE17 1169
define MASKWALL7 1174
define JAILBARBREAK 1175
define DOORTILE11 1178
define DOORTILE12 1179
define VENDMACHINE 1212
define VENDMACHINEBROKE 1214
define COLAMACHINE 1215
define COLAMACHINEBROKE 1217
define CRANEPOLE 1221
define CRANE 1222
define BARBROKE 1225
define BLOODPOOL 1226
define NUKEBARREL 1227
define NUKEBARRELDENTED 1228
define NUKEBARRELLEAKED 1229
define CANWITHSOMETHING 1232
define SNOW 1233
define BANNER 1236
define EXPLODINGBARREL 1238
define EXPLODINGBARREL2 1239
define FIREBARREL 1240
define SEENINE 1247
define SEENINEDEAD 1248
define STEAM 1250
define CEILINGSTEAM 1255
define PIPE6B 1260
define TRANSPORTERBEAM 1261
define RAT 1267
define TRASH 1272
define FEMPIC1 1280
define FEMPIC2 1289
define BLANKSCREEN 1293
define PODFEM1 1294
define FEMPIC3 1298
define FEMPIC4 1306
define FEM1 1312
define FEM2 1317
define FEM3 1321
define FEM5 1323
define BLOODYPOLE 1324
define FEM4 1325
define FEM6 1334
define FEM6PAD 1335
define FEM8 1336
define HELECOPT 1346
define FETUSJIB 1347
define HOLODUKE 1348
define SPACEMARINE 1353
define INDY 1355
define FETUS 1358
define FETUSBROKE 1359
define MONK 1352
define LUKE 1354
define COOLEXPLOSION1 1360
define WATERSPLASH2 1380
define FIREVASE 1390
define SCRATCH 1393
define FEM7 1395
define APLAYERTOP 1400
define APLAYER 1405
define PLAYERONWATER 1420
define DUKELYINGDEAD 1518
define DUKETORSO 1520
define DUKEGUN 1528
define DUKELEG 1536
define EMPTY 1550
define BLOOD 1620
define FIRELASER 1625
define TRANSPORTERSTAR 1630
define SPIT 1636
define LOOGIE 1637
define FIST 1640
define FREEZEBLAST 1641
define DEVISTATORBLAST 1642
define SHRINKSPARK 1646
define TONGUE 1647
define MORTER 1650
define SHRINKEREXPLOSION 1656
define RADIUSEXPLOSION 1670
define FORCERIPPLE 1671
define LIZTROOP 1680
define LIZTROOPRUNNING 1681
define LIZTROOPSTAYPUT 1682
define LIZTOP 1705
define LIZTROOPSHOOT 1715
define LIZTROOPJETPACK 1725
define LIZTROOPDSPRITE 1734
define LIZTROOPONTOILET 1741
define LIZTROOPJUSTSIT 1742
define LIZTROOPDUCKING 1744
define HEADJIB1 1768
define ARMJIB1 1772
define LEGJIB1 1776
define CANNONBALL 1817
define QBOT 1820
define QBOTSTAYPUT 1821
define QBOTDEADSPRITE 1831
define INNERJAW 1860
define DRONE 1880
define EXPLOSION2 1890
define COMMANDER 1920
define COMMANDERSTAYPUT 1921
define RECON 1960
define TANK 1975
define PIGCOP 2000
define PIGCOPSTAYPUT 2001
define PIGCOPDIVE 2045
define PIGCOPDEADSPRITE 2060
define PIGTOP 2061
define COUNT1 2080
define COUNT2 2081
define COUNT3 2082
define COUNT4 2083
define COUNT5 2084
define COUNT6 2085
define COUNT7 2086
define COUNT8 2087
define SPAT 2088
define LIZMAN 2120
define LIZMANSTAYPUT 2121
define LIZMANSPITTING 2150
define LIZMANFEEDING 2160
define LIZMANJUMP 2165
define LIZMANDEADSPRITE 2185
define FECES 2200
define LIZMANHEAD1 2201
define LIZMANARM1 2205
define LIZMANLEG1 2209
define EXPLOSION2BOT 2219
define USERWEAPON 2235
define HEADERBAR 2242
define JIBS1 2245
define JIBS2 2250
define JIBS3 2255
define JIBS4 2260
define JIBS5 2265
define BURNING 2270
define FIRE 2271
define JIBS6 2286
define BLOODSPLAT1 2296
define BLOODSPLAT3 2297
define BLOODSPLAT2 2298
define BLOODSPLAT4 2299
define OOZ 2300
define OOZ2 2309
define WALLBLOOD1 2301
define WALLBLOOD2 2302
define WALLBLOOD3 2303
define WALLBLOOD4 2304
define WALLBLOOD5 2305
define WALLBLOOD6 2306
define WALLBLOOD7 2307
define WALLBLOOD8 2308
define BURNING2 2310
define FIRE2 2311
define CRACKKNUCKLES 2324
define SMALLSMOKE 2329
define SMALLSMOKEMAKER 2330
define FLOORFLAME 2333
define ROTATEGUN 2360
define GREENSLIME 2370
define WATERDRIPSPLASH 2380
define SCRAP6 2390
define SCRAP1 2400
define SCRAP2 2404
define SCRAP3 2408
define SCRAP4 2412
define SCRAP5 2416
define ORGANTIC 2420
define BETAVERSION 2440
define PLAYERISHERE 2442
define PLAYERWASHERE 2443
define SELECTDIR 2444
define F1HELP 2445
define NOTCHON 2446
define NOTCHOFF 2447
define GROWSPARK 2448
define DUKEICON 2452
define BADGUYICON 2453
define FOODICON 2454
define GETICON 2455
define MENUSCREEN 2456
define MENUBAR 2457
define KILLSICON 2458
define FIRSTAID_ICON 2460
define HEAT_ICON 2461
define BOTTOMSTATUSBAR 2462
define BOOT_ICON 2463
define FRAGBAR 2465
define JETPACK_ICON 2467
define AIRTANK_ICON 2468
define STEROIDS_ICON 2469
define HOLODUKE_ICON 2470
define ACCESS_ICON 2471
define DIGITALNUM 2472
define DUKECAR 2491
define CAMCORNER 2482
define CAMLIGHT 2484
define LOGO 2485
define TITLE 2486
define NUKEWARNINGICON 2487
define MOUSECURSOR 2488
define SLIDEBAR 2489
define DREALMS 2492
define BETASCREEN 2493
define WINDOWBORDER1 2494
define TEXTBOX 2495
define WINDOWBORDER2 2496
define DUKENUKEM 2497
define THREEDEE 2498
define INGAMEDUKETHREEDEE 2499
define TENSCREEN 2500
define PLUTOPAKSPRITE 2501
define DEVISTATOR 2510
define KNEE 2521
define CROSSHAIR 2523
define FIRSTGUN 2524
define FIRSTGUNRELOAD 2528
define FALLINGCLIP 2530
define CLIPINHAND 2531
define HAND 2532
define SHELL 2533
define SHOTGUNSHELL 2535
define CHAINGUN 2536
define RPGGUN 2544
define RPGMUZZLEFLASH 2545
define FREEZE 2548
define CATLITE 2552
define SHRINKER 2556
define HANDHOLDINGLASER 2563
define TRIPBOMB 2566
define LASERLINE 2567
define HANDHOLDINGACCESS 2568
define HANDREMOTE 2570
define HANDTHROW 2573
define TIP 2576
define GLAIR 2578
define SCUBAMASK 2581
define SPACEMASK 2584
define FORCESPHERE 2590
define SHOTSPARK1 2595
define RPG 2605
define LASERSITE 2612
define SHOTGUN 2613
define BOSS1 2630
define BOSS1STAYPUT 2631
define BOSS1SHOOT 2660
define BOSS1LOB 2670
define BOSSTOP 2696
define BOSS2 2710
define BOSS3 2760
define SPINNINGNUKEICON 2813
define BIGFNTCURSOR 2820
define SMALLFNTCURSOR 2821
define STARTALPHANUM 2822
define ENDALPHANUM 2915
define BIGALPHANUM 2940
define BIGPERIOD 3002
define BIGCOMMA 3003
define BIGX 3004
define BIGQ 3005
define BIGSEMI 3006
define BIGCOLIN 3007
define THREEBYFIVE 3010
define BIGAPPOS 3022
define BLANK 3026
define MINIFONT 3072
define BUTTON1 3164
define GLASS3 3187
define RESPAWNMARKERRED 3190
define RESPAWNMARKERYELLOW 3200
define RESPAWNMARKERGREEN 3210
define BONUSSCREEN 3240
define VIEWBORDER 3250
define VICTORY1 3260
define ORDERING 3270
define TEXTSTORY 3280
define LOADSCREEN 3281
define BORNTOBEWILDSCREEN 3370
define BLIMP 3400
define FEM9 3450
define SELFDESTRUCTEFFECTOR 3658
define FOOTPRINT 3701
define PARTICLEEFFECTOR 3755
define QUOTETRIGGER 3757
define STARTUPCODETRIGGER 3759
define KLINGON 4033
define KLINGONRUN 4039
define KLINGONCHOP 4060
define KLINGONDEAD 4080
define POOP 4094
define FRAMEEFFECT1 4095
define PANNEL3 4099
define SCREENBREAK14 4120
define SCREENBREAK15 4123
define SCREENBREAK19 4125
define SCREENBREAK16 4127
define SCREENBREAK17 4128
define SCREENBREAK18 4129
define W_TECHWALL11 4130
define W_TECHWALL12 4131
define W_TECHWALL13 4132
define W_TECHWALL14 4133
define W_TECHWALL5 4134
define W_TECHWALL6 4136
define W_TECHWALL7 4138
define W_TECHWALL8 4140
define W_TECHWALL9 4142
define BPANNEL3 4100
define W_HITTECHWALL16 4144
define W_HITTECHWALL10 4145
define W_HITTECHWALL15 4147
define W_MILKSHELF 4181
define W_MILKSHELFBROKE 4203
define PURPLELAVA 4240
define LAVABUBBLE 4340
define DUKECUTOUT 4352
define TARGET 4359
define GUNPOWDERBARREL 4360
define DUCK 4361
define HATRACK 4367
define DESKLAMP 4370
define COFFEEMACHINE 4372
define CUPS 4373
define GAVALS 4374
define GAVALS2 4375
define POLICELIGHTPOLE 4377
define FLOORBASKET 4388
define PUKE 4389
define DOORTILE23 4391
define TOPSECRET 4396
define SPEAKER 4397
define TEDDYBEAR 4400
define ROBOTDOG 4402
define ROBOTPIRATE 4404
define ROBOTMOUSE 4407
define MAIL 4410
define MAILBAG 4413
define HOTMEAT 4427
define COFFEEMUG 4438
define DONUTS2 4440
define TRIPODCAMERA 4444
define METER 4453
define DESKPHONE 4454
define GUMBALLMACHINE 4458
define GUMBALLMACHINEBROKE 4459
define PAPER 4460
define MACE 4464
define GENERICPOLE2 4465
define XXXSTACY 4470
define WETFLOOR 4495
define BROOM 4496
define MOP 4497
define LETTER 4502
define PIRATE1A 4510
define PIRATE4A 4511
define PIRATE2A 4512
define PIRATE5A 4513
define PIRATE3A 4514
define PIRATE6A 4515
define PIRATEHALF 4516
define CHESTOFGOLD 4520
define SIDEBOLT1 4525
define FOODOBJECT1 4530
define FOODOBJECT2 4531
define FOODOBJECT3 4532
define FOODOBJECT4 4533
define FOODOBJECT5 4534
define FOODOBJECT6 4535
define FOODOBJECT7 4536
define FOODOBJECT8 4537
define FOODOBJECT9 4538
define FOODOBJECT10 4539
define FOODOBJECT11 4540
define FOODOBJECT12 4541
define FOODOBJECT13 4542
define FOODOBJECT14 4543
define FOODOBJECT15 4544
define FOODOBJECT16 4545
define FOODOBJECT17 4546
define FOODOBJECT18 4547
define FOODOBJECT19 4548
define FOODOBJECT20 4549
define HEADLAMP 4550
define TAMPON 4557
define SKINNEDCHICKEN 4554
define FEATHEREDCHICKEN 4555
define ROBOTDOG2 4560
define JOLLYMEAL 4569
define DUKEBURGER 4570
define SHOPPINGCART 4576
define CANWITHSOMETHING2 4580
define CANWITHSOMETHING3 4581
define CANWITHSOMETHING4 4582
define SNAKEP 4590
define DOLPHIN1 4591
define DOLPHIN2 4592
define NEWBEAST 4610
define NEWBEASTSTAYPUT 4611
define NEWBEASTJUMP 4690
define NEWBEASTHANG 4670
define NEWBEASTHANGDEAD 4671
define BOSS4 4740
define BOSS4STAYPUT 4741
define FEM10 4864
define TOUGHGAL 4866
define MAN 4871
define MAN2 4872
define WOMAN 4874
define PLEASEWAIT 4887
define NATURALLIGHTNING 4890
define WEATHERWARN 4893
define DUKETAG 4900
define SIGN1 4909
define SIGN2 4912
define JURYGUY 4943
define LASERPART 5123
define LADDERSTEP 5121
define LADDERSTEP2 5122
define SPARK1 5125
define SPARKMAKER 5124

// These tile positions are reserved!

define RESERVEDSLOT1 6132
define RESERVEDSLOT2 6133
define RESERVEDSLOT3 6134
define RESERVEDSLOT4 6135
define RESERVEDSLOT5 6136
define RESERVEDSLOT6 6132
define RESERVEDSLOT7 6133
define RESERVEDSLOT8 6134
define RESERVEDSLOT9 6135
define RESERVEDSLOT10 6136
define RESERVEDSLOT11 6137
define RESERVEDSLOT12 6138
define RESERVEDSLOT13 6139
define RESERVEDSLOT14 6140
define RESERVEDSLOT15 6141
define RESERVEDSLOT16 6142
define RESERVEDSLOT17 6143

// Weapons settings

// Defines weapon, not to be used with the 'shoot' keyword.

define KNEE_WEAPON         0
define PISTOL_WEAPON       1
define SHOTGUN_WEAPON      2
define CHAINGUN_WEAPON     3
define RPG_WEAPON          4
define HANDBOMB_WEAPON     5
define SHRINKER_WEAPON     6
define DEVISTATOR_WEAPON   7
define TRIPBOMB_WEAPON     8
define FREEZE_WEAPON       9
define HANDREMOTE_WEAPON   10
define GROW_WEAPON         11

// Weapon Strengths

define KNEE_WEAPON_STRENGTH             20
define PISTOL_WEAPON_STRENGTH            6
define HANDBOMB_WEAPON_STRENGTH        140
define RPG_WEAPON_STRENGTH              300 // For direct hits with the
define SHRINKER_WEAPON_STRENGTH         20
define GROWSPARK_WEAPON_STRENGTH        15
define SHOTGUN_WEAPON_STRENGTH          10
define CHAINGUN_WEAPON_STRENGTH          9
define FREEZETHROWER_WEAPON_STRENGTH    20
define COOL_EXPLOSION_STRENGTH          38
define TRIPBOMB_STRENGTH               100
define FIRELASER_WEAPON_STRENGTH         7
define MORTER_WEAPON_STRENGTH           50
define BOUNCEMINE_WEAPON_STRENGTH      150
define SPIT_WEAPON_STRENGTH              8
define BULLET_WEAPON_STRENGTH           30

// Weapon ammount

define PISTOLAMMOAMOUNT        200
define SHOTGUNAMMOAMOUNT        10
define CHAINGUNAMMOAMOUNT       50
define RPGAMMOBOX               2
define CRYSTALAMMOAMOUNT        5
define GROWCRYSTALAMMOAMOUNT    20
define DEVISTATORAMMOAMOUNT     15
define FREEZEAMMOAMOUNT         25
define HANDBOMBBOX              5

// AI values used by actors
// These ai values cannot be altered and are only made to make
// the ai-routines easier.

define faceplayer 1
define geth 2
define getv 4
define randomangle 8
define faceplayerslow 16
define spin 32
define faceplayersmart 64
define fleeenemy 128
define jumptoplayer 257
define seekplayer 512
define furthestdir 1024
define dodgebullet 4096

// Some misc defines

define NOTINITIALIZED 0
action ANULLACTION 0
define NO       0
define YES      1
define FALSE    NO
define TRUE     YES

// Defines for 'useractor' keyword

define notenemy       0
define enemy          1
define enemystayput   2

// Player actions.
// These actions values cannot be altered and are only made to make
// the "ifp" easier.
// (these actions are IN NO WAY related to the qBOT)

define pstanding 1
define pwalking 2
define prunning 4
define pducking 8
define pfalling 16
define pjumping 32
define phigher 64
define pwalkingback 128
define prunningback 256
define pkicking 512
define pshrunk 1024
define pjetpack 2048
define ponsteroids 4096
define ponground 8192
define palive 16384
define pdead 32768
define pfacing 65536

// Here you can define other sounds if you want.
// The maximum number of sounds is 450 (0-449)
// Borg Nukem sounds begin after sound 397.
// 3D Realms sounds (0-397)

define KICK_HIT                         0
define PISTOL_RICOCHET                  1
define PISTOL_BODYHIT                   2
define PISTOL_FIRE                      3
define EJECT_CLIP                       4
define INSERT_CLIP                      5
define CHAINGUN_FIRE                    6
define RPG_SHOOT                        7
define POOLBALLHIT                      8
define RPG_EXPLODE                      9
define CAT_FIRE                        10
define SHRINKER_FIRE                   11
define ACTOR_SHRINKING                 12
define PIPEBOMB_BOUNCE                 13
define PIPEBOMB_EXPLODE                14
define LASERTRIP_ONWALL                15
define LASERTRIP_ARMING                16
define LASERTRIP_EXPLODE               17
define VENT_BUST                       18
define GLASS_BREAKING                  19
define GLASS_HEAVYBREAK                20
define SHORT_CIRCUIT                   21
define ITEM_SPLASH                     22
define DUKE_BREATHING                  23
define DUKE_EXHALING                   24
define DUKE_GASP                       25
define SLIM_RECOG                      26
define DUKE_URINATE                    28
define ENDSEQVOL3SND2                  29
define ENDSEQVOL3SND3                  30
define DUKE_PASSWIND                   32
define DUKE_CRACK                      33
define SLIM_ATTACK                     34
define SOMETHINGHITFORCE               35
define DUKE_DRINKING                   36
define DUKE_KILLED1                    37
define DUKE_GRUNT                      38
define DUKE_HARTBEAT                   39
define DUKE_ONWATER                    40
define DUKE_DEAD                       41
define DUKE_LAND                       42
define DUKE_WALKINDUCTS                43
define DUKE_GLAD                       44
define DUKE_YES                        45
define DUKE_HEHE                       46
define DUKE_SHUCKS                     47
define DUKE_UNDERWATER                 48
define DUKE_JETPACK_ON                 49
define DUKE_JETPACK_IDLE               50
define DUKE_JETPACK_OFF                51
define LIZTROOP_GROWL                  52
define LIZTROOP_TALK1                  53
define LIZTROOP_TALK2                  54
define LIZTROOP_TALK3                  55
define DUKETALKTOBOSS                  56
define LIZCAPT_GROWL                   57
define LIZCAPT_TALK1                   58
define LIZCAPT_TALK2                   59
define LIZCAPT_TALK3                   60
define LIZARD_BEG                      61
define LIZARD_PAIN                     62
define LIZARD_DEATH                    63
define LIZARD_SPIT                     64
define DRONE1_HISSRATTLE               65
define DRONE1_HISSSCREECH              66
define DUKE_TIP2                       67
define FLESH_BURNING                   68
define SQUISHED                        69
define TELEPORTER                      70
define ELEVATOR_ON                     71
define DUKE_KILLED3                    72
define ELEVATOR_OFF                    73
define DOOR_OPERATE1                   74
define SUBWAY                          75
define SWITCH_ON                       76
define FAN                             77
define DUKE_GETWEAPON3                 78
define FLUSH_TOILET                    79
define HOVER_CRAFT                     80
define EARTHQUAKE                      81
define INTRUDER_ALERT                  82
define END_OF_LEVEL_WARN               83
define ENGINE_OPERATING                84
define REACTOR_ON                      85
define COMPUTER_AMBIENCE               86
define GEARS_GRINDING                  87
define BUBBLE_AMBIENCE                 88
define MACHINE_AMBIENCE                89
define SEWER_AMBIENCE                  90
define WIND_AMBIENCE                   91
define SOMETHING_DRIPPING              92
define STEAM_HISSING                   93
define THEATER_BREATH                  94
define BAR_MUSIC                       95
define BOS1_ROAM                       96
define BOS1_RECOG                      97
define BOS1_ATTACK1                    98
define BOS1_PAIN                       99
define BOS1_DYING                     100
define BOS2_ROAM                      101
define BOS2_RECOG                     102
define BOS2_ATTACK                    103
define BOS2_PAIN                      104
define BOS2_DYING                     105
define GETATOMICHEALTH                106
define DUKE_GETWEAPON2                107
define BOS3_DYING                     108
define SHOTGUN_FIRE                   109
define PRED_ROAM                      110
define PRED_RECOG                     111
define PRED_ATTACK                    112
define PRED_PAIN                      113
define PRED_DYING                     114
define CAPT_ROAM                      115
define CAPT_ATTACK                    116
define CAPT_RECOG                     117
define CAPT_PAIN                      118
define CAPT_DYING                     119
define PIG_ROAM                       120
define PIG_RECOG                      121
define PIG_ATTACK                     122
define PIG_PAIN                       123
define PIG_DYING                      124
define RECO_ROAM                      125
define RECO_RECOG                     126
define RECO_ATTACK                    127
define RECO_PAIN                      128
define RECO_DYING                     129
define DRON_ROAM                      130
define DRON_RECOG                     131
define DRON_ATTACK1                   132
define DRON_PAIN                      133
define DRON_DYING                     134
define COMM_ROAM                      135
define COMM_RECOG                     136
define COMM_ATTACK                    137
define COMM_PAIN                      138
define COMM_DYING                     139
define TURR_ROAM                      145
define TURR_RECOG                     146
define TURR_ATTACK                    147
define DUMPSTER_MOVE                  148
define SLIM_DYING                     149
define BOS3_ROAM                      150
define BOS3_RECOG                     151
define BOS3_ATTACK1                   152
define BOS3_PAIN                      153
define BOS1_ATTACK2                   154
define COMM_SPIN                      155
define BOS1_WALK                      156
define DRON_ATTACK2                   157
define THUD                           158
define WIERDSHOT_FLY                  160
define TURR_PAIN                      161
define TURR_DYING                     162
define SLIM_ROAM                      163
define LADY_SCREAM                    164
define DOOR_OPERATE2                  165
define DOOR_OPERATE3                  166
define DOOR_OPERATE4                  167
define BORNTOBEWILDSND                168
define SHOTGUN_COCK                   169
define GENERIC_AMBIENCE1              170
define GENERIC_AMBIENCE2              171
define GENERIC_AMBIENCE3              172
define GENERIC_AMBIENCE4              173
define GENERIC_AMBIENCE5              174
define GENERIC_AMBIENCE6              175
define BOS3_ATTACK2                   176
define GENERIC_AMBIENCE17             177
define GENERIC_AMBIENCE18             178
define GENERIC_AMBIENCE19             179
define GENERIC_AMBIENCE20             180
define GENERIC_AMBIENCE21             181
define GENERIC_AMBIENCE22             182
define SECRETLEVELSND                 183
define GENERIC_AMBIENCE8              184
define GENERIC_AMBIENCE9              185
define GENERIC_AMBIENCE10             186
define GENERIC_AMBIENCE11             187
define GENERIC_AMBIENCE12             188
define GENERIC_AMBIENCE13             189
define GENERIC_AMBIENCE14             190
define GENERIC_AMBIENCE15             192
define GENERIC_AMBIENCE16             193
define FIRE_CRACKLE                   194
define BONUS_SPEECH1                  195
define BONUS_SPEECH2                  196
define BONUS_SPEECH3                  197
define PIG_CAPTURE_DUKE               198
define BONUS_SPEECH4                  199
define DUKE_LAND_HURT                 200
define DUKE_HIT_STRIPPER1             201
define DUKE_TIP1                      202
define DUKE_KILLED2                   203
define PRED_ROAM2                     204
define PIG_ROAM2                      205
define DUKE_GETWEAPON1                206
define DUKE_SEARCH2                   207
define DUKE_CRACK2                    208
define DUKE_SEARCH                    209
define DUKE_GET                       210
define DUKE_LONGTERM_PAIN             211
define MONITOR_ACTIVE                 212
define NITEVISION_ONOFF               213
define DUKE_HIT_STRIPPER2             214
define DUKE_CRACK_FIRST               215
define DUKE_USEMEDKIT                 216
define DUKE_TAKEPILLS                 217
define DUKE_PISSRELIEF                218
define SELECT_WEAPON                  219
define WATER_GURGLE                   220
define DUKE_GETWEAPON4                221
define JIBBED_ACTOR1                  222
define JIBBED_ACTOR2                  223
define JIBBED_ACTOR3                  224
define JIBBED_ACTOR4                  225
define JIBBED_ACTOR5                  226
define JIBBED_ACTOR6                  227
define JIBBED_ACTOR7                  228
define DUKE_GOTHEALTHATLOW            229
define BOSSTALKTODUKE                 230
define WAR_AMBIENCE1                  231
define WAR_AMBIENCE2                  232
define WAR_AMBIENCE3                  233
define WAR_AMBIENCE4                  234
define WAR_AMBIENCE5                  235
define WAR_AMBIENCE6                  236
define WAR_AMBIENCE7                  237
define WAR_AMBIENCE8                  238
define WAR_AMBIENCE9                  239
define WAR_AMBIENCE10                 240
define ALIEN_TALK1                    241
define ALIEN_TALK2                    242
define EXITMENUSOUND                  243
define FLY_BY                         244
define DUKE_SCREAM                    245
define SHRINKER_HIT                   246
define RATTY                          247
define INTO_MENU                      248
define BONUSMUSIC                     249
define DUKE_BOOBY                     250
define DUKE_TALKTOBOSSFALL            251
define DUKE_LOOKINTOMIRROR            252
define PIG_ROAM3                      253
define KILLME                         254
define DRON_JETSND                    255
define SPACE_DOOR1                    256
define SPACE_DOOR2                    257
define SPACE_DOOR3                    258
define SPACE_DOOR4                    259
define SPACE_DOOR5                    260
define ALIEN_ELEVATOR1                261
define VAULT_DOOR                     262
define JIBBED_ACTOR13                 263
define DUKE_GETWEAPON6                264
define JIBBED_ACTOR8                  265
define JIBBED_ACTOR9                  266
define JIBBED_ACTOR10                 267
define JIBBED_ACTOR11                 268
define JIBBED_ACTOR12                 269
define DUKE_KILLED4                   270
define DUKE_KILLED5                   271
define ALIEN_SWITCH1                  272
define DUKE_STEPONFECES               273
define DUKE_LONGTERM_PAIN2            274
define DUKE_LONGTERM_PAIN3            275
define DUKE_LONGTERM_PAIN4            276
define COMPANB2                       277
define KTIT                           278
define HELICOP_IDLE                   279
define STEPNIT                        280
define SPACE_AMBIENCE1                281
define SPACE_AMBIENCE2                282
define SLIM_HATCH                     283
define RIPHEADNECK                    284
define FOUNDJONES                     285
define ALIEN_DOOR1                    286
define ALIEN_DOOR2                    287
define ENDSEQVOL3SND4                 288
define ENDSEQVOL3SND5                 289
define ENDSEQVOL3SND6                 290
define ENDSEQVOL3SND7                 291
define ENDSEQVOL3SND8                 292
define ENDSEQVOL3SND9                 293
define WHIPYOURASS                    294
define ENDSEQVOL2SND1                 295
define ENDSEQVOL2SND2                 296
define ENDSEQVOL2SND3                 297
define ENDSEQVOL2SND4                 298
define ENDSEQVOL2SND5                 299
define ENDSEQVOL2SND6                 300
define ENDSEQVOL2SND7                 301
define GENERIC_AMBIENCE23             302
define SOMETHINGFROZE                 303
define DUKE_LONGTERM_PAIN5            304
define DUKE_LONGTERM_PAIN6            305
define DUKE_LONGTERM_PAIN7            306
define DUKE_LONGTERM_PAIN8            307
define WIND_REPEAT                    308
define MYENEMY_ROAM                   309
define MYENEMY_HURT                   310
define MYENEMY_DEAD                   311
define MYENEMY_SHOOT                  312
define STORE_MUSIC                    313
define STORE_MUSIC_BROKE              314
define ACTOR_GROWING                  315
define NEWBEAST_ROAM                  316
define NEWBEAST_RECOG                 317
define NEWBEAST_ATTACK                318
define NEWBEAST_PAIN                  319
define NEWBEAST_DYING                 320
define NEWBEAST_SPIT                  321
define VOL4_1                         322
define SUPERMARKET                    323
define MOUSEANNOY                     324
define BOOKEM                         325
define SUPERMARKETCRY                 326
define DESTRUCT                       327
define EATFOOD                        328
define MAKEMYDAY                      329
define WITNESSSTAND                   330
define VACATIONSPEECH                 331
define YIPPEE1                        332
define YOHOO1                         333
define YOHOO2                         334
define DOLPHINSND                     335
define TOUGHGALSND1                   336
define TOUGHGALSND2                   337
define TOUGHGALSND3                   338
define TOUGHGALSND4                   339
define TANK_ROAM                      340
define BOS4_ROAM                      341
define BOS4_RECOG                     342
define BOS4_ATTACK                    343
define BOS4_PAIN                      344
define BOS4_DYING                     345
define NEWBEAST_ATTACKMISS            346
define VOL4_2                         347
define COOKINGDEEPFRIER               348
define WHINING_DOG                    349
define DEAD_DOG                       350
define LIGHTNING_SLAP                 351
define THUNDER                        352
define HAPPYMOUSESND1                 353
define HAPPYMOUSESND2                 354
define HAPPYMOUSESND3                 355
define HAPPYMOUSESND4                 356
define ALARM                          357
define RAIN                           358
define DTAG_GREENRUN                  359
define DTAG_BROWNRUN                  360
define DTAG_GREENSCORE                361
define DTAG_BROWNSCORE                362
define INTRO4_1                       363
define INTRO4_2                       364
define INTRO4_3                       365
define INTRO4_4                       366
define INTRO4_5                       367
define INTRO4_6                       368
define SCREECH                        369
define BOSS4_DEADSPEECH               370
define BOSS4_FIRSTSEE                 371
define PARTY_SPEECH                   372
define POSTAL_SPEECH                  373
define TGSPEECH                       374
define DOGROOMSPEECH                  375
define SMACKED                        376
define MDEVSPEECH                     377
define AREA51SPEECH                   378
define JEEPSOUND                      379
define BIGDOORSLAM                    380
define BOS4_LAY                       381
define WAVESOUND                      382
define ILLBEBACK                      383
define VOL4ENDSND1                    384
define VOL4ENDSND2                    385
define EXPANDERHIT                    386
define SNAKESPEECH                    387
define EXPANDERSHOOT                  388
define GETBACKTOWORK                  389
define JIBBED_ACTOR14                 390
define JIBBED_ACTOR15                 391
define INTRO4_B                       392
define BIGBANG                        393
define HORNSND                        394
define BELLSND                        395
define GOAWAY                         396
define JOKE                           397
define WEAREBORG                      398
define BLIEP1                         399
define BLIEP2                         400
define BN_FASE                        401
define DUKE_GETWEAPON7                402
define BNTRANSPORTER                  403
define BNREDALERT                     404
define BORG1                          405
define STEP1                          406
define KLINGONSEE                    407
define KLINGONROAM                   408
define KLINGONKNIFE                  409
define KLINGONDIE                    410


// General Borg Nukem settings

define RESHIFTINTOSPACETIMECONTINUUM     100
define SPACETIMECONTINUUMRESTORATIONTIME 120
define SHIFTOUTOFSPACETIMECONTINUUMPAL     4

// QBot settings

define MAXBOTDIST              8000     // The maximum distance between
define QBOTSTRENGTH             100

// A lot of very interesting game settings.

define SWEARFREQUENCY           100     // The lower, the less.
define CAMERASDESTRUCTABLE       NO     // YES
define FREEZERHURTOWNER         YES
define MAXPLAYERHEALTH          100
define MAXWATERFOUNTAINHEALTH    50
define YELLHURTSOUNDSTRENGTH     40
define YELLHURTSOUNDSTRENGTHMP   50
define MAXXSTRETCH               70
define MAXYSTRETCH               70
define MINXSTRETCH                9
define MINYSTRETCH                8
define MAXPLAYERATOMICHEALTH    200   // doubles as maxarmor.
define DOUBLEMAXPLAYERHEALTH    MAXPLAYERATOMICHEALTH
define STARTARMORHEALTH           0
define RETRIEVEDISTANCE         844
define SQUISHABLEDISTANCE      1024   // For actors only!
define DEFAULTVISIBILITY        512
define FROZENQUICKKICKDIST      980
define TEMPORALDISTORTIONTOOCLOSE 980
define GENERICIMPACTDAMAGE      10
define MAXPISTOLAMMO           250
define MAXSHOTGUNAMMO           50
define MAXCHAINGUNAMMO         200
define MAXRPGAMMO                6
define MAXHANDBOMBAMMO          25
define MAXSHRINKERAMMO          75
define MAXGROWAMMO              75
define MAXDEVISTATORAMMO        99
define MAXFREEZEAMMO            99
define MAXTRIPBOMBAMMO          5
define TRIPBOMBLASERMODE        0     // 0 = always visable; 1 =

define RESPAWNACTORTIME         768
define RESPAWNITEMTIME          768
define QSIZE                    64    // total number of active bullet
define BLIMPRESPAWNTIME         2048  // The BLIMP has a high respawn time
define NUMFREEZEBOUNCES         1    // 0 - 255
define RUNNINGSPEED 53200
define GRAVITATIONALCONSTANT 700
define PLAYDEADTIME 120
define SHRUNKCOUNT 270
define SHRUNKDONECOUNT 304
define FROZENDRIPTIME 90
define THAWTIME 138

// Various blast radius distances

define RPGBLASTRADIUS           4000
define PIPEBOMBRADIUS           2500
define SHRINKERBLASTRADIUS      680
define TRIPBOMBBLASTRADIUS      3880
define MORTERBLASTRADIUS        2500
define BOUNCEMINEBLASTRADIUS    2500
define SEENINEBLASTRADIUS       2048

gamestartup     DEFAULTVISIBILITY GENERICIMPACTDAMAGE MAXPLAYERHEALTH
                STARTARMORHEALTH  RESPAWNACTORTIME RESPAWNITEMTIME
                RUNNINGSPEED GRAVITATIONALCONSTANT RPGBLASTRADIUS
                PIPEBOMBRADIUS SHRINKERBLASTRADIUS TRIPBOMBBLASTRADIUS
                MORTERBLASTRADIUS BOUNCEMINEBLASTRADIUS SEENINEBLASTRADIUS
                MAXPISTOLAMMO MAXSHOTGUNAMMO MAXCHAINGUNAMMO
                MAXRPGAMMO MAXHANDBOMBAMMO MAXSHRINKERAMMO
                MAXDEVISTATORAMMO MAXTRIPBOMBAMMO MAXFREEZEAMMO
                MAXGROWAMMO CAMERASDESTRUCTABLE NUMFREEZEBOUNCES
                FREEZERHURTOWNER QSIZE TRIPBOMBLASERMODE


// Inventory values
// NEVER use the Borg Nukem item as your own inventory because
// this is used as some kind of variable.

define GET_STEROIDS     0
define GET_SHIELD       1
define GET_SCUBA        2
define GET_HOLODUKE     3
define GET_JETPACK      4
define GET_ACCESS       6
define GET_HEATS        7
define GET_FIRSTAID     9
define GET_BOOTS       10

// Players' inventory amounts.

define STEROID_AMOUNT           400
define SHIELD_AMOUNT            100
define SCUBA_AMOUNT               1
define HOLODUKE_AMOUNT         2400
define JETPACK_AMOUNT          1600
define HEAT_AMOUNT             1200
define FIRSTAID_AMOUNT          MAXPLAYERHEALTH
define BOOT_AMOUNT             100                // DO NOT CHANGE THIS!

// Enemy strengths (hit points).

define TROOPSTRENGTH            30
define KLINGONSTRENGTH         120
define PIGCOPSTRENGTH          200
define PIG_SHIELD_AMOUNT1      100
define PIG_SHIELD_AMOUNT2        5
define LIZSTRENGTH             100
define LIZGETTINGDAZEDAT        15
define LIZEATINGPLAYER          -2
define RECONSTRENGTH            50
define TURRETSTRENGTH           40
define ROTTURRETSTRENGTH        50
define DRONESTRENGTH           150
define CAPTAINSTRENGTH          50
define CAPTSPINNINGPLAYER      -11
define COMMANDERSTRENGTH        350
define NEWBEASTSTRENGTH         300
define NEWBEASTSCRATCHAMOUNT   -22
define DOLPHINSTRENGTH          50
define BOSS1STRENGTH            4500
define BOSS1PALSTRENGTH         4500
define BOSS2STRENGTH            4500
define BOSS3STRENGTH            4500
define BOSS4STRENGTH            6000

// Miscellaneous strengths.

define WEAKEST           1
define WEAK              5
define MEDIUMSTRENGTH    10
define TOUGH             20
define REALLYTOUGH       30
define ROBOTMOUSESTRENGTH 100
define GOTTASMART        90
define PIRATEGALSTRENGTH 200
define MANWOMANSTRENGTH  100

// Odds of spawning ammo
define SPAWNAMMOODDS             96

// Maximum quote size is 64 characters.
// Maximum quotes is 192 slots.
// Borg Nukem quotes start at 125
// Please do not change Borg Nukem quotes

definequote  0        $ AUTO AIMING $
definequote  1        $ SHOW MAP: OFF $
definequote  2        $ ACTIVATED $
definequote  3        $ TISSUE REGENERATOR $
definequote  4        $ LOCKED $
definequote  5        $ U MUST BE HEAVY! $
definequote  6        $ SHIELD OUTPUT $
definequote  7        $ WASTED! $
definequote  8        $ UNLOCKED $
definequote  9        $ A SECRET PLACE! $
definequote 10        $ SPLAT! $
definequote 11        $ ALL DOORS UNLOCKED $
definequote 12        $ USED STEROIDS $
definequote 13        $ TRY AGAIN? PRESS SPACE! $
definequote 14        $ AMMO FOR DOUBLE HANDPHASER $
definequote 15        $ DEACTIVATED $
definequote 16        $ SWITCH OPERATED ONLY! $
definequote 17        $ Q MODE ACTIVATED $
definequote 18        $ DAMN! MORTAL AGAIN $
definequote 19        $ ATOMIC HEALTH! $
definequote 20        $ CROSSHAIR: ON $
definequote 21        $ CROSSHAIR: OFF $
definequote 22        $ NO WAY, DUKE! $
definequote 23        $ INFORMATION: ON $
definequote 24        $ INFORMATION: OFF $
definequote 25        $ TYPE THE CHEAT CODE: $
definequote 26        $ DETAIL: LOW $
definequote 27        $ DETAIL: HIGH $
definequote 28        $ WILL ALWAYS HAVE NO FUTURE $
definequote 29        $ BRIGHTNESS LEVEL: ONE $
definequote 30        $ BRIGHTNESS LEVEL: TWO $
definequote 31        $ BRIGHTNESS LEVEL: THREE $
definequote 32        $ BRIGHTNESS LEVEL: FOUR $
definequote 33        $ BRIGHTNESS LEVEL: FIVE $
definequote 34        $ SOUND: ON $
definequote 35        $ SOUND: OFF $
definequote 36        $ HOLOGRAPHIC IMAGE STORED! $
definequote 37        $ STEROIDS $
definequote 38        $ ARMOR $
definequote 39        $ AMMO FILLER $
definequote 40        $ Press F1 for Help $
definequote 41        $ ANTI-GRAVITON DEVICE $
definequote 42        $ BODY SUIT $
definequote 43        $ MANUAL OVERRIDE CHIP $
definequote 44        $ MOUSE AIMING OFF $
definequote 45        $ MOUSE AIMING ON $
definequote 46        $ CHEAT CODE:  UNRECOGNIZED $
definequote 47        $ MOBILE HOLO-EMITTER: ACTIVATED $
definequote 48        $ MOBILE HOLO-EMITTER: OFFLINE $
definequote 49        $ HOLO-EMITTER NOT FOUND YET! $
definequote 50        $ ANTI-GRAVITOR DEVICE NOT FOUND $
definequote 51        $ MOBILE HOLO-EMITTER $
definequote 52        $ ANTI-GRAVITON DEVICE: ON $
definequote 53        $ ANTI-GRAVITON DEVICE: OFF $
definequote 54        $ TURRET CANNON! $
definequote 55        $ FERENGI PSYCHO BALL! $
definequote 56        $ ISOMAGNETIC DISINTEGRATOR $
definequote 57        $ PHASER RIFLE $
definequote 58        $ LASER TRIPBOMB! $
definequote 59        $ TEMPORAL DISTORTION GUN! $
definequote 60        $ GUN 7 PACK! $
definequote 61        $ HEALTH PACK: +10 $
definequote 62        $ HYPOSPRAY: +30 $
definequote 63        $ AMMO FOR TURRET CANNON! $
definequote 64        $ AMMO FOR ISO. DISINTEGRATOR! $
definequote 65        $ AMMO FOR PHASER! $
definequote 66        $ AMMO FOR TEMP. DISTORTION GUN! $
definequote 67
definequote 68
definequote 69        $ AMMO FOR PHASER RIFLE $
definequote 70        $ BLUE OVERRIDE CHIP REQUIRED $
definequote 71        $ RED OVERRIDE CHIP REQUIRED $
definequote 72        $ YELLOW OVERRIDE CHIP REQUIRED $
definequote 73        $ WEAPON LOWERED $
definequote 74        $ WEAPON RAISED $
definequote 75        $ PROTECTIVE BOOTS ON $
definequote 76        $ AMMO FILLER FILLING $
definequote 77        $ SPACE SUIT ON $
definequote 78        $ AMMO FOR PLASMA RIFLE $
definequote 79        $ GET TRIANGLE OS! $
definequote 80
definequote 81        $ WEAPON MODE ON $
definequote 82        $ WEAPON MODE OFF $
definequote 83        $ FOLLOW MODE OFF $
definequote 84        $ FOLLOW MODE ON $
definequote 85        $ WALKING MODE ON $
definequote 86        $ RUN MODE ON $
definequote 87        $ DOUBLE HANDPHASER WEAPON $
definequote 88        $ ANTI-GRAVITON DEVICE $
definequote 89        $ AMMO FILLER $
definequote 90        $ STEROIDS $
definequote 91        $ MOBILE HOLO-EMITTER $
definequote 92        $ MUSIC: ON $
definequote 93        $ MUSIC: OFF $
definequote 94        $ SCROLL MODE: ON $
definequote 95        $ SCROLL MODE: OFF $
definequote 96        $ BRIGHTNESS LEVEL: SIX $
definequote 97        $ BRIGHTNESS LEVEL: SEVEN $
definequote 98        $ BRIGHTNESS LEVEL: EIGHT $
definequote 99        $ HTTP://BORGN.TOTALCONVERSIONS.COM $
definequote 100       $ ALL LOCKS TOGGLED $
definequote 101       $ NIGHT VISION GOGGLES $
definequote 102       $ WE'RE GONNA FRY YOUR ASS, NUKEM! $
definequote 103       $ HOLOGRAPHIC IMAGE STORED! $
definequote 104       $ GOT USED ARMOR $
definequote 105       $ WINDOWZ SUX! $
definequote 106       $ NIGHT VISION ON $
definequote 107       $ NIGHT VISION OFF $
definequote 108       $ YOU'RE BURNING! $
definequote 109       $ VIEW MODE OFF $
definequote 110       $ VIEW MODE ON $
definequote 111       $ SHOW MAP: ON $
definequote 112       $ FASE CLOAKE: OFF $
definequote 113       $ FASE CLOAKE: ON $
definequote 114       !!! INCORRECT VERSION !!!
definequote 115       <Please Leave Blank>
definequote 116       <Please Leave Blank>
definequote 117       <Please Leave Blank>
definequote 118       $ 2 BAD YOU'RE DEAD $
definequote 119       $ GOT ALL WEAPONS/AMMO $
definequote 120       $ GOT ALL INVENTORY $
definequote 121       $ GOT ALL KEYS $
definequote 122       <Please Leave Blank>
definequote 123       $ AMMO FOR AARSBLAASTER $
definequote 124       $ MAP HAS A DIFFERENT NUMBER OF PLAYERS $
definequote 125       $ YOU SHOULDNT BE WEARING THAT UNIFORM! $
definequote 126       $ DONT COME CLOSE TO THE TEMP. DIST.! $
definequote 127       $ 5 MINUTES REMAINING! $
definequote 128       $ 4 MINUTES REMAINING $
definequote 129       $ 3 MINUTES REMAINING $
definequote 130       $ 2 MINUTES REMAINING $
definequote 131       $ 1 MINUTES REMAINING $
definequote 132       $ 30 SECONDS REMAINING $
definequote 133       $ 10 SECONDS REMAINING $
definequote 134       $ 5 SECONDS REMAINING $
definequote 135       $ 0 SECONDS REMAINING $
definequote 136       $ SELF-DESTRUCT - 10 MINUTES REMAINING $
definequote 137       $ SELF-DESTRUCT - 5 MINUTES REMAINING $
definequote 138       $ SELF-DESTRUCT - 1 MINUTE REMAINING! $
definequote 139       $ 30 SECONDS REMAINING - HURRY UP! $
definequote 140       $ YOU HAVE FAILED.... $
definequote 141
definequote 142       $ SELF-DESTRUCT ALREADY ACTIVATED $
definequote 143       $ 4.5 MINUTES REMAINING $
definequote 144       $ BORG NUKEM MAP INITIALIZED $
definequote 145       $ DEBUG: SNOWPARTICLE ACTIVATED $
definequote 146       { WHAT'S UP SIR?
definequote 147       } SORRY, SIR. MED-KIT IS EMPTY.
definequote 148       # YOU ARE RUNNING OUT OF POWER CELLS
definequote 149       # I WILL GET SOME AMMO. PLEASE WAIT
definequote 150       } YOU'RE HURT. I'LL GET A MED-KIT. WAIT...
definequote 151       } HERE YOU GO, SIR.

// Quotes for practice map

definequote 152       $ SHOOT THE TARGET $
definequote 153       $ PRESS SPACE TO CLIMB UP.. $
definequote 154       $ BOTS, PRESS SPACE ON A BOT.. $
definequote 155       $ PARTICLE EFFECTORS $
definequote 156       $ TRY TO GET USED OF THE JUMPING $
definequote 157       $ PRESS SPACE AT THE BOX.... $
definequote 158       $ SELFDESTRUCT EFFECTORS $
definequote 159       NOW WE CAN GO TO PART 3
definequote 160       HIT THE SWITCH AND GO BACK....

definequote 161       } WHAT'S UP SIR?
definequote 162       # WHAT'S UP SIR?
definequote 163       } HERE YOU GO, SIR.
definequote 164       { YOU'RE HURT! GO FIND A MEDIC!
definequote 165       # FIND A MEDIC SIR! YOU'RE INJURED!
definequote 166       } SORRY, SIR. YOU DIDN'T WAIT...

definequote 167 { I'M UNDER ATTACK!
definequote 168 # I'M UNDER ATTACK!
definequote 169 } I'M UNDER ATTACK!

definequote 170 { IS THERE A PROBLEM SIR?
definequote 171 # IS THERE A PROBLEM SIR?
definequote 172 } IS THERE A PROBLEM SIR?

definequote 173 { HELLO SIR.
definequote 174 # HELLO SIR.
definequote 175 } HELLO SIR.

definequote 176 { WAITING FOR ORDERS SIR.
definequote 177 # WAITING FOR ORDERS SIR.
definequote 178 } WAITING FOR ORDERS SIR.
definequote 179 # WHAT THE HELL HAS HAPPENED HERE?


// Volume titles cannot excede 32 characters.
// Please do not change Borg Nukem values

definevolumename 0 GETTING STARTED
definevolumename 1 ASSIMILATED
definevolumename 2 BORG INVASION
definevolumename 3 BORG MATCH

// Skill titles cannot excede 32 characters.
// Please do not change Borg Nukem values

defineskillname 0 RETREAT
defineskillname 1 MAKE IT SO!
defineskillname 2 ENGAGE
defineskillname 3 RED ALERT

// Level file names cannot excede 128 characters.
// Level par cannot excede 5 characters (min:sec)
// Level titles cannot excede 32 characters.

definelevelname 0 0 TRAIN.BN 00:00 00:00 INTRODUCTION
definelevelname 0 1 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 2 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 3 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 4 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 5 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 6 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 7 USER.BN xx:xx xx:xx BN USER MAP
definelevelname 0 8 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 9 TRAIN.BN xx:xx xx:xx [ NOTHING ]
definelevelname 0 10 TRAIN.BN xx:xx xx:xx [ NOTHING ]

definelevelname 1 0 E1L1.BN 10:00 04:10 VOYAGER
definelevelname 1 1 E1L2.BN 08:16 02:19 ASSIMILATE THIS!
definelevelname 1 2 E1L3.BN 99:99 99:99 STARBASE 612
definelevelname 1 3 E1L4.BN 05:26 15:00 NO 1 BEFORE
definelevelname 1 4 E1l5.BN 00:00 00:00 GET THE NOTE!
definelevelname 1 5 E1l6.BN 05:00 10:00 SELF DESTRUCT
definelevelname 1 6 BOSS.BN 03:00 05:00 THE QUEEN
definelevelname 1 7 USER.BN 00:00 00:00 BN USER MAP
definelevelname 1 8 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 1 9 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 1 10 NOTHING.BN xx:xx xx:xx [ NOTHING ]

definelevelname 2 0 E2L1.BN 02:49 10:00 STAR FLEET LAB
definelevelname 2 1 E2L2.BN 01:06 03:00 USS COOP
definelevelname 2 2 E2L3.BN 02:20 07:09 STARBASE ENIGMAS
definelevelname 2 3 E2l4.BN 03:00 10:00 OLD STARBASE
definelevelname 2 4 E2l5.BN 01:06 04:00 INTRUDING
definelevelname 2 5 E2l6.BN 04:00 10:00 GET OUT!
definelevelname 2 6 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 2 7 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 2 8 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 2 9 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 2 10 NOTHING.BN xx:xx xx:xx [ NOTHING ]

definelevelname 3 0 BNDM1.BN 00:00 00:00 TEST LAB
definelevelname 3 1 BNDM2.BN 00:00 00:00 ALPHA STATION
definelevelname 3 2 BNDM3.BN 00:00 00:00 USS PULSAR DM
definelevelname 3 3 BNDM4.BN 00:00 00:00 USS KLOOT DM
definelevelname 3 4 BNDM5.BN 00:00 00:00 CONVERSION COMPLEX
definelevelname 3 5 BNDM6.BN 00:00 00:00 KEEP ON BORGIN!
definelevelname 3 6 BNDM7.BN 00:00 00:00 DARK SQUARE DM
definelevelname 3 7 BNDM8.BN 00:00 00:00 RAG DM
definelevelname 3 8 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 3 9 NOTHING.BN xx:xx xx:xx [ NOTHING ]
definelevelname 3 10 NOTHING.BN xx:xx xx:xx [ NOTHING ]

// Music will not play if the .MID file excedes 72000 bytes.
// If you are an owner of a Gravis Ultrasound and wish to change the
// MIDI files, you may want to delete the ULTRAMID.INI file that we
// supply since it does not contain a full General MIDI patch set.
// Deleting the ULTRAMID.INI will cause the game to use the file found
// in your Ultrasound directory.  Remember to keep a backup of ours,
// or the music might not sound as good!

// Music for title and end
music 0 BN_00.MID BN_END.MID

// Music for the individual levels
music 1 train1.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
        thecall.mid ahgeez.mid dethtoll.mid streets.mid watrwld1.mid
snake1.mid

music 2 BN_01.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
        thecall.mid ahgeez.mid dethtoll.mid streets.mid watrwld1.mid
snake1.mid

music 3 futurmil.mid storm.mid gutwrnch.mid robocrep.mid stalag.mid
       pizzed.mid alienz.mid xplasma.mid alfredh.mid gloomy.mid intents.mid

music 4 missimp.mid prepd.mid bakedgds.mid cf.mid lemchill.mid
       pob.mid warehaus.mid layers.mid floghorn.mid depart.mid restrict.mid


// ABOUT CHANGING SOUND FX

// The sound fx section follows this explanation.
//
// 1. The program expects to find any sound file that is in a
//    .VOC or .WAV file format.
// 2. You can either change the VOC name listed below to match your new
//    sound, or you can rename your file to match the name here.
// 3. New sound files should be added to the game directory.  Though
//    all sound files shipped with the game are included inside the
//    .GRP file, the program will know if there are sound files outside
//    the .GRP file, and will use them instead.
// 4. The numbers that are to the right of the sound file name are technical
//    parameters which will not be explained here, except as follows...
//    - The first 2 numbers define a random pitch variation range.  They
//      can be positive or negative numbers.
//    - The 3rd number is a priority flag.
//    - The 4th number is a bit parsed set of technical variables that
//      the type of sound it is in the game.
//    - The 5th number is volume adjustment.
// 5. Duke may have up to 400 total sound definitions.

// Actor Sounds

// BIT 0 (1) Repeat
// BIT 1 (2) MUSICANDSFX (used for)
// BIT 2 (4) A Duke Voice
// BIT 3 (8) Par. Lockout
// BIT 4 (16) Glob. Heard (sndist = 0)

// Predator Trooper
definesound PRED_ROAM     roam06.voc          0   0   3  0   0
definesound PRED_ROAM2    roam58.voc          0   0   3  0   0
definesound PRED_RECOG    predrg.voc          0   0   3  0   0
definesound PRED_ATTACK   gblasr01.voc      256  256  3  0   7680
definesound PRED_PAIN     predpn.voc          200 500 3  0   0
definesound PRED_DYING    preddy.voc          0   400 3  0   0

// Lizard Captain
definesound CAPT_ROAM     predrm.voc          0  200  3   0   0
definesound CAPT_RECOG    predrg.voc        -400  0   3   0   0
definesound CAPT_ATTACK   chaingun.voc      0     0    3   0   -200
definesound CAPT_PAIN     predpn.voc        -200  100 3   0   0
definesound CAPT_DYING    preddy.voc        -200  100 3   0   0
definesound LIZARD_SPIT   lizspit.voc         0   0   0   0   0
definesound LIZARD_BEG    chokn12.voc         0   0   3  0   0

// Newbeast
definesound NEWBEAST_ROAM     blroam2a.voc     -128 128    3   0   0
definesound NEWBEAST_RECOG    blrec4b.voc      1400   0    3   0   0
definesound NEWBEAST_ATTACK   blrip1a.voc     -150  150    3   0   0
definesound NEWBEAST_ATTACKMISS blrip1b.voc     -256  256  3   0   0
definesound NEWBEAST_PAIN     blpain1b.voc      -256  256  3   0   0
definesound NEWBEAST_DYING    bldie3a.voc        1200  100 3   0   0
definesound NEWBEAST_SPIT     blspit1a.voc      -128 128   0   0   0

// Pig Cop
definesound PIG_ROAM      borgass.wav           -200 400   3   0   0
definesound PIG_ROAM2     borgass2.wav           -200 400   3   0   0
definesound PIG_ROAM3     borg3.wav            -200 400   3   0   0
definesound PIG_RECOG     bn1.voc           -200 400   3   0   0
definesound PIG_ATTACK    assm.wav        -256  256  4   0   0
definesound PIG_PAIN      borgpain.wav            100 800   3   0   0
definesound PIG_DYING     borgdead.wav           -800 100   3   0   0
definesound PIG_CAPTURE_DUKE !pig.voc           0   0   255 8   0

// Recon car
definesound RECO_ROAM     jetpaki.voc            0   0   3   0   0
definesound RECO_RECOG    pigrg.voc              0   0   3   0   0
definesound RECO_ATTACK   gblasr01.voc         256  256  3  0   7680
definesound RECO_PAIN     pigpn.voc              0   0   3   0   0
definesound RECO_DYING    pigdy.voc              0   0   3   0   0

// Drone drone
definesound DRON_ROAM     snakrm.voc             0   0   3   0   0
definesound DRON_RECOG    snakrg.voc             0   0   3   0   0
definesound DRON_ATTACK1  snakatA.voc            0   0   3   0   0
definesound DRON_ATTACK2  snakatB.voc            0   0   3   0   0
definesound DRON_PAIN     snakpn.voc             0   0   3   0   0
definesound DRON_DYING    snakdy.voc             0   0   3   0   0
definesound DRON_JETSND   ENGHUM.VOC             1300 1300 0   0   0

// Fat Commander
definesound COMM_ROAM     commrm.voc             0   0   3   0   0
definesound COMM_RECOG    commrg.voc             0   0   3   0   0
definesound COMM_ATTACK   commat.voc             0   0   3   0   0
definesound COMM_PAIN     commpn.voc             0   0   3   0   0
definesound COMM_DYING    commdy.voc             0   0   3   0   0
definesound COMM_SPIN     commsp.voc             0   0   3   0   0

// Organic turret
definesound TURR_ROAM     turrrm.voc             0   0   3   0   0
definesound TURR_RECOG    turrrg.voc             0   0   3   0   0
definesound TURR_ATTACK   turrat.voc             0   0   3   0   0
definesound TURR_PAIN     turrpn.voc             0   0   3   0   0
definesound TURR_DYING    turrdy.voc             0   0   3   0   0

// Green slimer
definesound SLIM_HATCH    slhtch01.voc          -256 256   3   0   0
definesound SLIM_ROAM     sliroa02.voc          -256 256   3   0   0
definesound SLIM_RECOG    slirec06.voc          -256 256   3   0   0
definesound SLIM_ATTACK   slimat.voc            -256 256   3   0   0
// definesound SLIM_PAIN     slimpn.voc         -256 256   3   0   0
definesound SLIM_DYING    slidie03.voc          -256 256   3   0   0

// BOSS2
definesound BOS2_ROAM     b2atk01.voc             0   0   3   0   0
definesound BOS2_RECOG    b2rec03.voc             0   0   3   0   0
definesound BOS2_ATTACK   b2atk02.voc             0   0   3   0   0
definesound BOS2_PAIN     b2pain03.voc             0   0   3   0   0
definesound BOS2_DYING    b2die03.voc             0   0   3   0   0

// BOSS3
definesound BOS3_ROAM     b3roam01.voc             0   0   3   0   0
definesound BOS3_RECOG    b3pain04.voc             0   0   3   0   0
definesound BOS3_ATTACK1  b3atk01.voc              0   0   3   0   0
definesound BOS3_ATTACK2  b3atk01.voc              0   0   3   0   0
definesound BOS3_PAIN     b3rec03g.voc             0   0   3   0   0
definesound BOS3_DYING    b3die03g.voc             0   0   3   0   0

// BOSS4
definesound BOS4_ROAM     bqroam2a.voc          1024 1024  255 0  0
definesound BOS4_RECOG    bqrec2a.voc           1024 1024  255 0  3084
definesound BOS4_ATTACK   bqshock3.voc          1024 1024  255 0  0
definesound BOS4_PAIN     bqpain2a.voc          1024 1024  255 0  0
definesound BOS4_DYING    bqdie1a.voc           1024 1024  255 0  0
definesound BOS4_LAY      bqegg1a.voc           1024 1024  255 0  0

// BOSS1
definesound BOS1_ROAM     bos1rm.voc             0   0   3   0   0
definesound BOS1_RECOG    bos1rg.voc             0   0   5   0   0
definesound BOS1_ATTACK1  chaingun.voc           0   0   3   0   0
definesound BOS1_ATTACK2  rpgfire.voc            0   0   3   0   0
definesound BOS1_PAIN     bos1pn.voc             0   0   3   0   0
definesound BOS1_DYING    bos1dy.voc             0   0   3   0   0
definesound BOS1_WALK     thud.voc               0   0   3   0   0

// Weapon sounds

definesound KICK_HIT            kickhit.voc       0     0     4   0   0
definesound PISTOL_RICOCHET     ricochet.wav      0     0     0   0 4096
definesound PISTOL_BODYHIT      bull01.wav        0     0     0   0   0
definesound PISTOL_FIRE         gun1s.wav       -64     0   254   0   0
definesound EJECT_CLIP          clipout.voc       0     0     3   0   0
definesound INSERT_CLIP         clipin.voc        512   512   3   0   0
definesound CHAINGUN_FIRE       chaingun.voc     -204 -204  254   0   512
definesound SHOTGUN_FIRE        shot4.wav      0    512    254 0   0
definesound SHOTGUN_COCK        shotgnck.voc      96    192   3   0   0
definesound RPG_SHOOT           rpgfire.voc       -32   0     4   0   0
definesound FLY_BY              flyby.voc         -256  256   3   0   0
definesound RPG_EXPLODE         bombexpl.voc      -1024 1024  128 0   0
definesound CAT_FIRE            catfire.voc       512   768   4   0   0
definesound SHRINKER_FIRE       shrinker.voc      -512  0     5   0   0
definesound ACTOR_SHRINKING     shrink.voc        0     0     2   0   0
definesound ACTOR_GROWING       enlarge.voc    1024     0     2   0   0

definesound PIPEBOMB_BOUNCE     pbombbnc.voc      0     0     2   0 6144
definesound PIPEBOMB_EXPLODE    bombexpl.voc  -512      0     128 0   0
definesound LASERTRIP_ONWALL    lsrbmbpt.voc      0     0     3   0   0
definesound LASERTRIP_ARMING    lsrbmbwn.voc      0     0     3   0   0
definesound LASERTRIP_EXPLODE   bombexpl.voc  -512      0     4   0   0
definesound NITEVISION_ONOFF    goggle12.voc      0     0     0   0   0
definesound SELECT_WEAPON       WPNSEL21.VOC      128   128   3   0   0

// Affect Environment Sounds
definesound VENT_BUST           ventbust.voc      -32   32 2  0  0
definesound GLASS_BREAKING      glass.voc         -412  0  3  0  8192
definesound GLASS_HEAVYBREAK    glashevy.voc      -412  0  3  0  8192
definesound SHORT_CIRCUIT       shorted.voc       0 0 0 0 6500
definesound ITEM_SPLASH         splash.voc        0 0 2 0 0
definesound BONUSMUSIC          bonus.voc         0 0 255 1 0

// Duke's Body Sounds
definesound DUKE_BREATHING      hlminhal.voc       0   0   255 4   0
definesound DUKE_EXHALING       hlmexhal.voc       0   0   255 4   0
definesound DUKE_GASP           gasp.voc           0   0   255 4   0
definesound DUKE_URINATE        pissing.voc        0   0   4   0   0
definesound DUKE_CRACK2         COMEON02.voc       0   0   255 4   0
definesound DUKE_CRACK          WAITIN03.voc       0   0   255 4   0
definesound DUKE_TALKTOBOSSFALL DIESOB03.voc       0   0   255 12  0
definesound DUKE_CRACK_FIRST    knuckle.voc        0   0   3   0   0
definesound DUKE_GET            getitm19.voc     -64  64   255 0   0
definesound DUKE_GETWEAPON1     empty.voc         0   0   255 4   0
definesound DUKE_GETWEAPON7     getsom1a.voc       0   0   255 4   0
definesound DUKE_GETWEAPON2     empty.voc         0   0   255 4   0
definesound DUKE_GETWEAPON3     groovy02.voc       0   0   255 4   0
definesound DUKE_GETWEAPON4     wansom4a.voc       0   0   255 4   0
definesound DUKE_GETWEAPON6     HAIL01.VOC         0   0   255 4   0
definesound DUKE_GOTHEALTHATLOW needed03.voc       0   0   255 4   0
definesound DUKE_SEARCH         pain87.VOC         0   0   2   4   0
definesound DUKE_SEARCH2        whrsit05.voc       0   0   255 4   0
definesound DUKE_LONGTERM_PAIN  gasps07.voc     -192   0   255 4   0
definesound DUKE_LONGTERM_PAIN2 dscrem15.voc       0   0   255 4   0
definesound DUKE_LONGTERM_PAIN3 dscrem16.voc       0   0   255 4   0
definesound DUKE_LONGTERM_PAIN4 dscrem17.voc       0   0   255 4   0
definesound DUKE_LONGTERM_PAIN5 pain54.voc         0   0   255 4   0
definesound DUKE_LONGTERM_PAIN6 pain75.voc         0   0   255 4   0
definesound DUKE_LONGTERM_PAIN7 pain93.voc         0   0   255 4   0
definesound DUKE_LONGTERM_PAIN8 pain68.voc         0   0   255 4   0
definesound DUKE_PISSRELIEF     ahmuch03.voc       0   0   255 4   0

// Duke Health Sounds
definesound SOMETHINGHITFORCE   teleport.voc       0   0    2   0   8192
definesound DUKE_DRINKING       drink18.voc     -128 128   2   4   0
definesound DUKE_KILLED1        damn03.voc         0   0   255 12  0
definesound DUKE_KILLED2        damnit04.voc       0   0   255 12  0
definesound DUKE_KILLED3        thsuk13a.voc       0   0   255 12  0
definesound DUKE_KILLED4        dscrem18.voc       0   0   255 4   0
definesound DUKE_KILLED5        pisses01.voc       0   0   255 12  0
definesound DUKE_GRUNT          exert.voc          0   0   2   4   0
definesound DUKE_DEAD           DMDEATH.VOC      -64  64   255 4  0
definesound DUKE_HARTBEAT       hartbeat.voc       0   0   0   0   0
definesound DUKE_STEPONFECES    happen01.voc       0   0   0   12  0

// Duke Movement Sounds
definesound DUKE_ONWATER        wetfeet.voc        0   0    4   0   0
definesound DUKE_LAND           land02.voc         0   0    2   0   0
definesound DUKE_LAND_HURT      pain39.voc         0   0    255 4   0
definesound DUKE_WALKINDUCTS    ductwlk.voc      -64   128  2   0   0
definesound DUKE_LOOKINTOMIRROR   lookin01.voc     0   0    255 4   0

definesound DUKE_TIP1           dance01.voc        0   0   255  4   0
definesound DUKE_TIP2           shake2a.voc        0   0   255  4   0
definesound DUKE_BOOBY          BOOBY04.voc        0   0   255  4   0
definesound DUKE_HIT_STRIPPER1  damnit04.voc       0   0   255  12  0
definesound DUKE_HIT_STRIPPER2  damn03.voc         0   0   255  12  0
definesound ALIEN_TALK1         MUSTDIE.voc        0   0   255  12  0
definesound ALIEN_TALK2         DEFEATED.VOC       0   0   255  12  0
definesound BONUS_SPEECH1       empty.voc        0   0   255  4   0
definesound BONUS_SPEECH2       empty.voc        0   0   255  4   0
definesound BONUS_SPEECH3       empty.voc        0   0   255  4   0
definesound BONUS_SPEECH4       empty.voc       0   0   255  4   0
definesound DUKE_YES            yes.voc            0   0   255  4   0
definesound DUKE_USEMEDKIT      ahh04.voc          0   0   255  4   0
definesound DUKE_TAKEPILLS      gulp01.voc         0   0   255  4   0
definesound DUKETALKTOBOSS      duknuk14.voc       0   0   255  12  0
definesound BOSSTALKTODUKE      !boss.voc          0   0   255  0   0
definesound SHRINKER_HIT        thud.voc           0   0   3    0   0
definesound SOMETHINGFROZE      freeze.voc         0   0   3    0   0

// Duke Equipment Sounds
definesound DUKE_UNDERWATER     scuba.voc          0   0   2   0   0
definesound DUKE_JETPACK_ON     jetpakon.voc       0   0   4   0   0
definesound DUKE_JETPACK_IDLE   jetpaki.voc        0   0   1   0   0
definesound DUKE_JETPACK_OFF    jetpakof.voc       0   0   2   0   0

// Common Death Sounds
definesound FLESH_BURNING       fire09.voc      -256   0   0   0   6100
definesound THUD                thud.voc           0   0   0   0   0
definesound SQUISHED            squish.voc      -128   0   3   0   0

// Equipment Sounds
definesound TELEPORTER          teleport.voc       0   0   0   0   0
definesound ELEVATOR_ON         gbelev01.voc       0   0   0   0   0
definesound ELEVATOR_OFF        gbelev02.voc       0   0   0   0   0
definesound ALIEN_ELEVATOR1     hydro43.voc        0   0   0   0   0
definesound SUBWAY              subway.voc         0   0   0   0   0
definesound SWITCH_ON           switch.voc         0   0   0   0   0

definesound FAN                 fan.voc            0   0   0   0   0
definesound FLUSH_TOILET        flush.voc          0   0   3   2   0
definesound HOVER_CRAFT         hover.voc          0   0   0   0   0
definesound EARTHQUAKE          quake.voc          0   0   0   0   0

// Warning Sounds
definesound INTRUDER_ALERT      alert.voc          0   0   0   0   0
definesound END_OF_LEVEL_WARN   monitor.voc        0   0   0   0   0
definesound POOLBALLHIT         poolbal1.voc       0   0   0   0   0

// Ambience Sounds

definesound ENGINE_OPERATING    onboard.voc        0   0   0   2   0
definesound REACTOR_ON          reactor.voc        0   0   0   2   0
definesound COMPUTER_AMBIENCE   compamb.voc        0   0   0   2   0
definesound GEARS_GRINDING      geargrnd.voc       0   0   0   2   0
definesound BUBBLE_AMBIENCE     bubblamb.voc    -256   0   0   2   0
definesound MACHINE_AMBIENCE    machamb.voc        0   0   0   2   0
definesound SEWER_AMBIENCE      drip3.voc          0   0   0   0   0
definesound WIND_AMBIENCE       wind54.voc         0   0   0   2   0
definesound WIND_REPEAT         wind54.voc         0   0   0   2   0

definesound SOMETHING_DRIPPING  drip3.voc       0   0   0   0    9000
definesound STEAM_HISSING       steamhis.voc       0   0   0   0 10240
definesound BAR_MUSIC           barmusic.voc       0   0 254   2   0
definesound STORE_MUSIC         muzak028.voc       0   0 254   0 6144
definesound STORE_MUSIC_BROKE   muzakdie.voc       0   0   0   0 6144
definesound DUKE_SCREAM         DSCREM04.voc       0   0   0   0   0
definesound KILLME              killme.voc      -128   0   0   0   0

// Miscellaneous Sounds

definesound GETATOMICHEALTH     atomhp.wav     2048 2048   255 0   0
definesound DOOR_OPERATE1       slidoor.voc     -256   0   0   0   0
definesound DOOR_OPERATE2       opendoor.voc    -256   0   0   0   0
definesound DOOR_OPERATE3       edoor10.voc     -256   0   0   0   0
definesound DOOR_OPERATE4       edoor11.voc     -256   0   0   0   0
definesound BORNTOBEWILDSND     2bwild.voc         0   0 254   2   0
definesound KTIT                whathell.voc         0   0 254   2   0
definesound LADY_SCREAM         FSCRM10.voc     -256   0 254   8   0
definesound MONITOR_ACTIVE      monitor.voc        0   0   0   0   0
definesound WATER_GURGLE        h2ogrgl2.voc       0   0   1   2   9000
definesound EXITMENUSOUND       item15.voc         0   0   0   0   0
definesound RATTY               mice3.voc          0   0   0   0   0
definesound INTO_MENU           menusn01.wav    1024 1024  0   0   0

// Six misc ambience city sounds

definesound GENERIC_AMBIENCE1      grind.voc       0   0   0   1   0
definesound GENERIC_AMBIENCE2      enghum.voc      0   0   0   2   0
definesound GENERIC_AMBIENCE3      lava06.voc      0   0   0   2   0
definesound GENERIC_AMBIENCE4      bubblamb.voc -256   0   0   2   0
definesound GENERIC_AMBIENCE5      phonbusy.voc    0   0   0   0   0
definesound GENERIC_AMBIENCE6      roam22.voc      0   0   0   2   0
definesound SECRETLEVELSND         secret.voc      0   0   255 0   0
definesound GENERIC_AMBIENCE8      amb81b.voc      0   0   0   2   0
definesound GENERIC_AMBIENCE9      roam98b.voc     0   0   0   2   0
definesound GENERIC_AMBIENCE10     h2orush2.voc    0   0   0   3   0
definesound GENERIC_AMBIENCE11     projrun.voc     0   0   0   3   0
definesound GENERIC_AMBIENCE12     drip3.voc       0   0   0   0   0
definesound GENERIC_AMBIENCE13     pay02.voc       0   0   255 12  0
definesound GENERIC_AMBIENCE14     onlyon03.voc    0   0   255 4   0
definesound GENERIC_AMBIENCE15     rides09.voc     0   0   255 4   0
definesound GENERIC_AMBIENCE16     doomed16.voc    0   0   255 4   0
definesound GENERIC_AMBIENCE17     myself3a.voc    0   0   255 4   0
definesound GENERIC_AMBIENCE18     monolith.voc    0   0   0   2   0
definesound GENERIC_AMBIENCE19     hydro50.voc     0   0   0   2   0
definesound GENERIC_AMBIENCE20     con03.voc       0   0   0   4   0
definesound GENERIC_AMBIENCE21     !prison.voc     0   0   255 4   0
definesound GENERIC_AMBIENCE22     vpiss2.voc      0   0   255 4   0
definesound GENERIC_AMBIENCE23     2ride06.voc     0   0   255 4   0

definesound SUPERMARKET            book1.voc       0   0   0   4   0


definesound FIRE_CRACKLE           fire09.voc       0   0   254 2   0
definesound DUMPSTER_MOVE          grind.voc       0   0   0   0   0

definesound JIBBED_ACTOR1       empty.voc       0   0   255 4   0
definesound JIBBED_ACTOR2       empty.voc       0   0   255 12  0
definesound JIBBED_ACTOR3       empty.voc       0   0   255 4   0
definesound JIBBED_ACTOR4       empty.voc       0   0   255 12  0
definesound JIBBED_ACTOR5       empty.voc       0   0   255 12  0
definesound JIBBED_ACTOR6       empty.voc       0   0   255 4   0
definesound JIBBED_ACTOR7       empty.voc       0   0   255 4   0
definesound JIBBED_ACTOR8       empty.voc       0   0   255 12  0
definesound JIBBED_ACTOR9       empty.voc       0   0   255 12  0
definesound JIBBED_ACTOR10      empty.voc        0   0   255 12  0
definesound JIBBED_ACTOR11      empty.voc       0   0   255 12  0
definesound WHIPYOURASS         WHIPYU01.VOC      0   0   255 4   0
definesound JIBBED_ACTOR12      SUKIT01.VOC       0   0   255 4   0
definesound JIBBED_ACTOR13      LETGOD01.VOC      0   0   255 12  0
definesound JIBBED_ACTOR14      getcrap1.voc      0   0    0  12   0
definesound JIBBED_ACTOR15      guysuk01.voc    0   0    0  12   0

definesound WAR_AMBIENCE1    WARAMB13.VOC -512  0   255  16  0
definesound WAR_AMBIENCE2    WARAMB21.VOC -512  0   254  16  0
definesound WAR_AMBIENCE3    WARAMB23.VOC -512  0   254  16  0
definesound WAR_AMBIENCE4    WARAMB29.VOC -512  0   254  16  0
definesound WAR_AMBIENCE5    FORCE01.VOC    0   0   0    4   0
definesound WAR_AMBIENCE6    QUAKE06.VOC    0   0   0    4   0
definesound WAR_AMBIENCE7    TERMIN01.VOC   0   0   0    4   0
definesound WAR_AMBIENCE8    BORN01.VOC     0   0   254  20  0
definesound WAR_AMBIENCE9    NOBODY01.VOC   0   0   0    4   0
definesound WAR_AMBIENCE10   CHEW05.VOC     0   0   0    12  0

definesound SPACE_DOOR1      hydro22.voc      0   0   0    0   8192
definesound SPACE_DOOR2      hydro24.voc      0   0   0    0   0
definesound SPACE_DOOR3      hydro27.voc      0   0   0    0   8192
definesound SPACE_DOOR4      hydro34.voc      0   0   0    0   0
definesound SPACE_DOOR5      hydro40.voc      0   0   0    0   0

definesound SPACE_AMBIENCE1   monolith.voc      0   0   0  16  0
definesound SPACE_AMBIENCE2   hydro50.voc       0   0   0  16  0
definesound VAULT_DOOR        vault04.voc      0   0   0   0   0

definesound ALIEN_ELEVATOR1   hydro43.voc       0   0   0  0   0
definesound ALIEN_DOOR1       adoor1.voc        0   0   0  0   0
definesound ALIEN_DOOR2       adoor2.voc        0   0   0  0   0

definesound ALIEN_SWITCH1     aswtch23.voc      0   0   0  0   0
definesound COMPANB2          CTRLRM25.VOC  0  0  0  2   0
definesound HELICOP_IDLE      hlidle03.voc  0  0  255  3   0
definesound FOUNDJONES        jones04.voc   0  0  0  4  0
definesound STEPNIT           LIZSHIT3.VOC  0  0  254  12  0
definesound RIPHEADNECK       rip01.voc     0  0  254  12 0

definesound ENDSEQVOL2SND1    empty.voc       0   0   249 0   0
definesound ENDSEQVOL2SND2    empty.voc       0   0   250 0   0
definesound ENDSEQVOL2SND3    empty.voc       0   0   251 0   0
definesound ENDSEQVOL2SND4    empty.voc       0   0   252 0   0
definesound ENDSEQVOL2SND5    empty.voc       0   0   253 0   0
definesound ENDSEQVOL2SND6    empty.voc       0   0   254 0   0
definesound ENDSEQVOL2SND7    empty.voc       0   0   255 0   0

definesound ENDSEQVOL3SND2    GMEOVR05.VOC    0   0   254 0   0
definesound ENDSEQVOL3SND3    CHEER.VOC       0   0   254 0   0
definesound ENDSEQVOL3SND4    GRABBAG.VOC     0   0   254 1   0
definesound ENDSEQVOL3SND5    name01.voc      0   0   250 0   0
definesound ENDSEQVOL3SND6    r&r01.voc       0   0   251 0   0
definesound ENDSEQVOL3SND7    lani05.voc      0   0   252 0   0
definesound ENDSEQVOL3SND8    lani08.voc      0   0   253 0   0
definesound ENDSEQVOL3SND9    laniduk2.voc    0   0   254 0   0

definesound SUPERMARKET            aisle402.voc    0   0   0   4   0
definesound MOUSEANNOY             annoy03.voc     0   0   0   4   0
definesound BOOKEM                 bookem03.voc    0   0   0   4   0
definesound SUPERMARKETCRY         cry01.voc       0   0   0   4   0
definesound DESTRUCT               detruct2.voc    0   0 255   0   0
definesound EATFOOD                eat08.voc       0   0   0  12   0
definesound MAKEMYDAY              makeday1.voc    0   0   0   4   0
definesound WITNESSSTAND           sohelp02.voc    0   0   0   4   0
definesound VACATIONSPEECH         vacatn01.voc    0   0   0  12   0
definesound YIPPEE1                yippie01.voc    0   0 255  12   0
definesound YOHOO1                 yohoho01.voc    0   0 128   4   0
definesound YOHOO2                 yohoho09.voc    0   0 128   4   0
definesound DOLPHINSND             dolphin.voc  -512 512   0   0   0
definesound TOUGHGALSND1           dom03.voc       0   0   0   0   0
definesound TOUGHGALSND2           dom09.voc       0   0   0   0   0
definesound TOUGHGALSND3           dom11.voc       0   0   0   0   0
definesound TOUGHGALSND4           dom12.voc       0   0   0   0   0
definesound TANK_ROAM              tank3a.voc      0   0   255 0 6000

definesound VOL4_1                 jacuzzi2.voc    0   0   0   1   0
definesound VOL4_2                 typing.voc      0   0   0   1   0
definesound COOKINGDEEPFRIER       deepfry1.voc    0   0   0   0   0
definesound WHINING_DOG            dogwhine.voc    0   0   0   0   0
definesound DEAD_DOG               dogyelp.voc     0   0   0   0   0
definesound LIGHTNING_SLAP         tclap2a.voc  -256 256   0   0   0
definesound THUNDER                trumble.voc  -512 256   0   0   0
definesound HAPPYMOUSESND1         sweet03.voc     0   0   0   0   0
definesound HAPPYMOUSESND2         sweet04.voc     0   0   0   0   0
definesound HAPPYMOUSESND3         sweet05.voc     0   0   0   0   0
definesound HAPPYMOUSESND4         sweet16.voc     0   0   0   0   0
definesound ALARM                  alarm1a.voc  -128 128 255   2   0
definesound RAIN                   rain3a.voc     -128 128 0   2   0
definesound DTAG_GREENRUN          GRUN.VOC       -128 128 255 128 0
definesound DTAG_BROWNRUN          BRUN.VOC       -128 128 255 128 0
definesound DTAG_GREENSCORE        GSCORE.VOC     -128 128 255 128 0
definesound DTAG_BROWNSCORE        BSCORE.VOC     -128 128 255 128 0
definesound SCREECH                skidcr1.voc    -128 128   4 0   0


definesound INTRO4_1               intro4h1.voc    0   0   255 0   0
definesound INTRO4_B               intro4h2.voc    0   0   255 0   0
definesound INTRO4_2               typing.voc      0   0   255 0   0
definesound INTRO4_3               introa.voc      0   0   255 0   0
definesound INTRO4_4               introb.voc      0   0   255 0   0
definesound INTRO4_5               clang1.voc      0   0   255 0   0
definesound INTRO4_6               introc.voc      0   0   255 0   0

definesound BOSS4_DEADSPEECH       abort01.voc     0   0   255  4   0
definesound BOSS4_FIRSTSEE         kick01-i.voc    0   0   255 12   0
definesound PARTY_SPEECH           party03.voc     0   0   255 12   0
definesound POSTAL_SPEECH          postal01.voc    0   0   255  4   0
definesound TGSPEECH               vocal02.voc     0   0   254  8   0
definesound DOGROOMSPEECH          meat04-n.voc    0   0   255  4   0
definesound SMACKED                smack02.voc     0   0   255 12   0
definesound MDEVSPEECH             mdevl01.voc     0   0   255 12   0
definesound AREA51SPEECH           indpnc01.voc    0   0   255  4   0
definesound JEEPSOUND              jeep2a.voc      0   0   0    2   0
definesound BIGDOORSLAM            cdoor1b.voc     0   0   129  0   0
definesound WAVESOUND              wave1a.voc      0   0   129  3   0
definesound ILLBEBACK              beback01.voc    0   0   255  4   0

definesound VOL4ENDSND1            sbr1c.voc       0   0   255  0    0
definesound VOL4ENDSND2            squish1a.voc    0   0   254  0    0
definesound EXPANDERSHOOT          exshot3b.voc   -32 80   128  0    0
definesound EXPANDERHIT            deepfry1.voc    0   0   128  0    0
definesound SNAKESPEECH            escape01.voc    0   0   255  4    0
definesound GETBACKTOWORK          slacker1.voc    0   0   255  0    0
definesound BIGBANG                bang1.voc       0   0   255  0    0
definesound HORNSND                shorn1.voc      0   0   255  2    0
definesound BELLSND                sbell1a.voc     0   0   255  2    0
definesound GOAWAY                 goaway.voc      0   0    4   0    0
definesound JOKE                   joke.voc        0   0   128  0    0

// Borg Nukem Sounds

definesound BN_FASE                bnclk.wav       0   0    0   0    0
definesound WEAREBORG              bn1.voc         0   0    0   0    0
definesound BLIEP1                 bn2.wav         0   0    0   0    0
definesound BLIEP2                 bn3.wav         0   0    0   0    0
definesound BNTRANSPORTER          bntrans.voc     0   0    0   0    0
definesound BNREDALERT             bnalert.wav     0   0    0   12    0
definesound BORG1                  borg1.wav       0   0    0   0    0
definesound STEP1                  step1.wav       0   0    0   0    0

// Klingon
definesound KLINGONSEE            KLSEE.VOC       0   0    0   0    0
definesound KLINGONROAM           KLROAM.VOC      0   0    0   0    0
definesound KLINGONKNIFE          KLKNIFE.VOC     0   0    0   0    0
definesound KLINGONDIE            KLDIE.VOC       0   0    0   0    0

                        /* -= GAME CODE -= */

  state spacetimecontinuumflash  palfrom 40 0 0 63  ends    state borg_nukem_enemy_dead_code           ifpinventory GET_BOOTS 200 nullop
                  else           addinventory GET_BOOTS 2             ifspritepal 16 break             ifspritepal 3
          {                   addinventory GET_BOOTS 2                   spritepal 16                   break
          } else           ifspritepal 9           {                   ifactor LIZTROOP                   {
                          addinventory GET_BOOTS 2                           spritepal 16                   } else
			nullop                   break           } else             spritepal 16  ends    state borg_nukem_enemy_code
ifpinventory GET_BOOTS 200 nullop          else  addinventory GET_BOOTS 2      ifspritepal 16 break
ifdead break    ifcanseetarget          nullop  else  {  	ifspritepal 3  	{                  addinventory GET_BOOTS 2
		getlastpal  	} else  	ifspritepal 9  	{  		ifactor LIZTROOP  		{                          addinventory GET_BOOTS 2
			getlastpal  		} else  			nullop  	}          break  }  ifpinventory GET_BOOTS 2  {    ifpinventory GET_BOOTS 0
   {          break    } else          nullop  }    ifcanseetarget  {  	ifspritepal 3 nullop  		else
         ifspritepal 9 nullop                  else          ifspritepal 5  	{  		ifactor LIZTROOP  		{
                         addinventory GET_BOOTS 198                          spritepal 9                  } else
                 {                          addinventory GET_BOOTS 198                          spritepal 3
                 }          }       else          {                  addinventory GET_BOOTS 198                  spritepal 3
         }  } else  {  	ifspritepal 3  	{                  addinventory GET_BOOTS 2  		getlastpal  	} else
	ifspritepal 9  	{  		ifactor LIZTROOP  		{                          addinventory GET_BOOTS 2  			getlastpal
		} else  			nullop  	}  }  ends      action SCNOT_ACTIVATED 1 1 1 1 1  action SCACTIVATED     1 1 1 1 1
   move SC_SPEED 0    ai AI_SCNOTACTIVATED SCNOT_ACTIVATED SC_SPEED 0    useractor notenemy STARTUPCODETRIGGER 0 SCNOT_ACTIVATED AI_SCNOTACTIVATED
ifai 0  {    ai AI_SCNOTACTIVATED  }  ifai AI_SCNOTACTIVATED  {        ifpdistl 90000        {
                addinventory GET_BOOTS 2                  quote 144                    cstat 32768                  killit
                 break        }  }  enda        action SP_FALLING 0 4 1 1 13  action SP_NOTHING 0 1 1 1 1
   move HOLD_SPEED 0  move FALL_SPEED 1 10    ai AISP_FALLING SP_FALLING FALL_SPEED getv geth  ai AISP_NOTHING SP_NOTHING HOLD_SPEED 0
   useractor notenemy SMALLPARTICLE 0          ifai AISP_FALLING          {            iffloordistl 3
           {                  ai AISP_NOTHING                  cstat 32768                  killit                  break
           }          }          ifai 0          {                  ifspawnedby PARTICLEEFFECTOR                  {
                         ai AISP_FALLING                          resetcount                  }          }
enda      action QNOT_ACTIVATED 1 1 1 1 1  action QACTIVATED     1 1 1 1 1    move Q_SPEED 0    ai AI_QACTIVATED QACTIVATED Q_SPEED 0
ai AI_QNOTACTIVATED QNOT_ACTIVATED Q_SPEED 0  ai AI_QDISABLED QNOT_ACTIVATED Q_SPEED 0    useractor notenemy QUOTETRIGGER 0 QNOT_ACTIVATED AI_QNOTACTIVATED
ifai AI_QACTIVATED  {    ifcount 100    {     quote 141     ai AI_QDISABLED     killit     break    }
}  ifai AI_QDISABLED  {    killit    break  }  ifai 0  {    ai AI_QNOTACTIVATED  }  ifai AI_QNOTACTIVATED
{        ifpdistl 700        {                  ifspritepal 0                   quote 152                  ifspritepal 1
                  quote 153                  ifspritepal 2                   quote 154                  ifspritepal 3
                  quote 155                  ifspritepal 4                   quote 156                  ifspritepal 5
                  quote 157                  ifspritepal 6                   quote 158                  ifspritepal 7
                  quote 159                  ifspritepal 8                   quote 160                  ifspritepal 9
                  quote 161                  ifspritepal 10                   quote 162                  ifspritepal 11
                  quote 163                  ifspritepal 12                   quote 164                  ifspritepal 13
                  quote 165                  ifspritepal 14                   quote 166                  ifspritepal 15
                  quote 167                  ifspritepal 16                   quote 168                  ifspritepal 17
                  quote 169                  ifspritepal 18                   quote 170                  ifspritepal 19
                  quote 171                  ifspritepal 20                   quote 172  		    ifspritepal 21
                  quote 179  		     sound KTIT                  resetcount                  ai AI_QACTIVATED
       }  }  enda        action PNOT_ACTIVATED 1 1 1 1 1  action PACTIVATED     1 1 1 1 1    move PE_SPEED 0
ai AI_PACTIVATED PACTIVATED PE_SPEED 0  ai AI_PNOTACTIVATED PNOT_ACTIVATED PE_SPEED 0    useractor notenemy PARTICLEEFFECTOR 0 PACTIVATED AI_PACTIVATED
ifai AI_PACTIVATED  {    ifpdistl 50000    {     ifspritepal 1     {      ifcount 26      {       spawn WATERDRIP
      resetcount      }     }     ifspritepal 0     {      ifcount 20      {       spawn SNOW       resetcount
     }     }     ifspritepal 8     {      ifcount 10       spawn SMALLPARTICLE      ifcount 200      {
      resetcount       spawn SMALLPARTICLE  /*     sleeptime 200       spawn SMALLPARTICLE       sleeptime 200
      spawn SMALLPARTICLE       sleeptime 200       spawn SMALLPARTICLE*/      }     }     ifspritepal 2
    {      ifinwater      {       ifcount 10       {        spawn WATERBUBBLE        resetcount       }
     } else nullop     }    } else    {     ai AI_PNOTACTIVATED     resetcount    }  } else  {    ifpdistl 50000
   {     ifspritepal 0     {        ai AI_PACTIVATED        resetcount     }     ifspritepal 8     {
       ai AI_PACTIVATED        resetcount     }     ifspritepal 1     {        ai AI_PACTIVATED        resetcount
    }     ifspritepal 2     {        ai AI_PACTIVATED        resetcount     }    }  }  enda    action BLEEDING
action BLOODBANISH  define BLOODPART 62  define BLOODPARTGR 64  move BLOODMOVE       0 66  move BLOODMOVEB       -10 66
move BLOODMOVEC       10 66    actor BLOODPART 0 BLEEDING BLOODMOVE getv geth randomangle        cstat 514
	ifspawnedby PIGCOP spritepal 8  	  ifaction BLOODBANISH            {             move 0             cstat 546
            ifactioncount 64             sizeto 0 0             break            }          else         sizeat 18 18
         ifcount 4          {           cstat 514           ifactioncount 5            {            ifspawnedby PIGCOP fall
	   ifrnd 84  	    move BLOODMOVE getv geth randomangle  	   else  	    ifrnd 84  		move BLOODMOVEB getv geth randomangle
	   else  	   	move BLOODMOVEC getv geth randomangle              iffloordistl 4 action BLOODBANISH
	    }          }  enda    action BLOODGBANISH  actor BLOODPARTGR 0 BLEEDING BLOODMOVE getv geth randomangle
       cstat 514  	  ifaction BLOODGBANISH            {             move 0             cstat 546             ifactioncount 64
            sizeto 0 0             break            }          else  	ifrnd 84  	ifrnd 84  	    sizeat 15 15
	   else  	    ifrnd 84  	     sizeat 10 10  	   else  	   	sizeat 16 16          ifcount 4          {
          cstat 514           ifactioncount 5            {    	   ifrnd 84  	    move BLOODMOVE getv geth randomangle
	   else  	    ifrnd 84  		move BLOODMOVEB getv geth randomangle  	   else  	   	move BLOODMOVEC getv geth randomangle
           iffloordistl 4 action BLOODGBANISH  	    }          }  enda    /*  quotebank for self destruct
definequote 127       $ 5 MINUTES REMAINING! $  definequote 128       $ 4 MINUTES REMAINING $  definequote 129       $ 3 MINUTES REMAINING $
definequote 130       $ 2 MINUTES REMAINING $  definequote 131       $ 1 MINUTES REMAINING $  definequote 132       $ 30 SECONDS REMAINING $
definequote 133       $ 10 SECONDS REMAINING $  definequote 134       $ 5 SECONDS REMAINING $  definequote 135       $ 0 SECONDS REMAINING $
definequote 136       $ SELF-DESTRUCT - 10 MINUTES REMAINING $  definequote 137       $ SELF-DESTRUCT - 5 MINUTES REMAINING $
definequote 138       $ SELF-DESTRUCT - 1 MINUTE REMAINING! $  definequote 139       $ 30 SECONDS REMAINING - HURRY UP! $
definequote 140       $ YOU HAVE FAILED.... $  definequote 141  definequote 142       $ SELF-DESTRUCT ALREADY ACTIVATED $
definequote 143       $ 4.5 MINUTES REMAINING $  */  definequote 180 $ SELF-DESTRUCT - 3 MINUTES REMAINING $
   action NOT_ACTIVATED  0 1 1 1 1  action ACTIVATED      1 1 1 1 120  action ACTIVATED1      1 1 1 1 1
action ACTIVATED2      1 1 1 1 120  move   SELFDSPEED     0  move   SELFDSPEED1     0  move   SELFDSPEED2     0
move   SELFDSPEED3     0  move   SELFDSPEED4     0  move   SELFDSPEED5     0  move   SELFDSPEED6     0
move   SELFDSPEED7     0  move   SELFDSPEED8     0  move   SELFDSPEED9     0  move   SELFDSPEED10    0
move   SELFDSPEED11    0  move   SELFDSPEED12    0  move   SELFDSPEED13    0  move   SELFDSPEED14    0
     ai AI_ACTIVATED ACTIVATED SELFDSPEED 0  ai AI_NOTACTIVATED NOT_ACTIVATED SELFDSPEED 0  ai AI_USERISDEAD ACTIVATED SELFDSPEED 0
   useractor notenemy SELFDESTRUCTEFFECTOR  ifaction 0 { action NOT_ACTIVATED }    ifaction NOT_ACTIVATED
{  ifpdistl 1024 ifp pfacing ifhitspace { sound SWITCH_ON action ACTIVATED move SELFDSPEED1 ifspritepal 9 { spawn ACCESSCARD } }
}  ifaction ACTIVATED  {  globalsound BNREDALERT  ifspritepal 0  {  ifactioncount 1 { ifmove SELFDSPEED1 { quote 180 } }
ifactioncount 2 { ifmove SELFDSPEED1 { move SELFDSPEED2 } }  ifactioncount 60 { ifmove SELFDSPEED2 { quote 130 } }
ifactioncount 61 { ifmove SELFDSPEED2 { move SELFDSPEED3 } }  ifactioncount 120 { ifmove SELFDSPEED3 { quote 131 } }
ifactioncount 121 { ifmove SELFDSPEED3 { move SELFDSPEED4 } }  ifactioncount 150 { ifmove SELFDSPEED4 { quote 139 } }
ifactioncount 151 { ifmove SELFDSPEED4 { move SELFDSPEED5 } }  ifactioncount 170 { ifmove SELFDSPEED5 { quote 133 } }
ifactioncount 171 { ifmove SELFDSPEED5 { move SELFDSPEED6 } }  ifactioncount 175 { quote 134 }  ifactioncount 180 { quote 135 }
ifactioncount 181 { quote 135 palfrom 10 63 63 63 }  ifactioncount 182 { quote 135 palfrom 20 63 63 63 }
ifactioncount 183 { quote 135 palfrom 30 63 63 63 }  ifactioncount 184 { quote 135 palfrom 40 63 63 63 }
ifactioncount 185 { quote 135 palfrom 50 63 63 63 }  ifactioncount 186 { quote 135 palfrom 60 63 63 63 }
ifactioncount 187 { quote 135 palfrom 63 63 63 63 }  ifactioncount 188 { quote 135 palfrom 63 63 63 63 resetplayer }
}  ifspritepal 1  {  ifactioncount 1 { ifmove SELFDSPEED1 { quote 137 } }  ifactioncount 2 { ifmove SELFDSPEED1 { move SELFDSPEED2 } }
ifactioncount 60 { ifmove SELFDSPEED2 { quote 128 } }  ifactioncount 61 { ifmove SELFDSPEED2 { move SELFDSPEED3 } }
ifactioncount 120 { ifmove SELFDSPEED3 { quote 129 } }  ifactioncount 121 { ifmove SELFDSPEED3 { move SELFDSPEED4 } }
ifactioncount 180 { ifmove SELFDSPEED4 { quote 130 } }  ifactioncount 181 { ifmove SELFDSPEED4 { move SELFDSPEED5 } }
ifactioncount 240 { ifmove SELFDSPEED5 { quote 131 } }  ifactioncount 241 { ifmove SELFDSPEED5 { move SELFDSPEED6 } }
ifactioncount 270 { ifmove SELFDSPEED6 { quote 139 } }  ifactioncount 271 { ifmove SELFDSPEED6 { move SELFDSPEED7 } }
ifactioncount 290 { ifmove SELFDSPEED7 { quote 133 } }  ifactioncount 291 { ifmove SELFDSPEED7 { move SELFDSPEED8 } }
ifactioncount 195 { quote 134 }  ifactioncount 300 { quote 135 }  ifactioncount 301 { quote 135 palfrom 10 63 63 63 }
ifactioncount 302 { quote 135 palfrom 20 63 63 63 }  ifactioncount 303 { quote 135 palfrom 30 63 63 63 }
ifactioncount 304 { quote 135 palfrom 40 63 63 63 }  ifactioncount 305 { quote 135 palfrom 50 63 63 63 }
ifactioncount 306 { quote 135 palfrom 60 63 63 63 }  ifactioncount 307 { quote 135 palfrom 63 63 63 63 }
ifactioncount 308 { quote 135 palfrom 63 63 63 63 resetplayer }  }  ifspritepal 3  {  ifactioncount 1 { ifmove SELFDSPEED1 { quote 138 } }
ifactioncount 2 { ifmove SELFDSPEED1 { move SELFDSPEED2 } }  ifactioncount 30 { ifmove SELFDSPEED2 { quote 139 } }
ifactioncount 31 { ifmove SELFDSPEED2 { move SELFDSPEED3 } }  ifactioncount 50 { ifmove SELFDSPEED3 { quote 133 } }
ifactioncount 51 { ifmove SELFDSPEED3 { move SELFDSPEED4 } }  ifactioncount 55 { quote 134 }  ifactioncount 60 { quote 135 }
ifactioncount 61 { quote 135 palfrom 10 63 63 63 }  ifactioncount 62 { quote 135 palfrom 20 63 63 63 }
ifactioncount 63 { quote 135 palfrom 30 63 63 63 }  ifactioncount 64 { quote 135 palfrom 40 63 63 63 }
ifactioncount 65 { quote 135 palfrom 50 63 63 63 }  ifactioncount 66 { quote 135 palfrom 60 63 63 63 }
ifactioncount 67 { quote 135 palfrom 63 63 63 63 }  ifactioncount 68 { quote 135 palfrom 63 63 63 63 resetplayer }
}  ifspritepal 9  {  ifactioncount 1 { ifmove SELFDSPEED1 { quote 136 } }  ifactioncount 2 { ifmove SELFDSPEED1 { move SELFDSPEED2 } }
ifactioncount 300 { ifmove SELFDSPEED2 { quote 128 } }  ifactioncount 301 { ifmove SELFDSPEED2 { move SELFDSPEED3 } }
ifactioncount 360 { ifmove SELFDSPEED3 { quote 129 } }  ifactioncount 361 { ifmove SELFDSPEED3 { move SELFDSPEED4 } }
ifactioncount 420 { ifmove SELFDSPEED4 { quote 130 } }  ifactioncount 421 { ifmove SELFDSPEED4 { move SELFDSPEED5 } }
ifactioncount 480 { ifmove SELFDSPEED5 { quote 131 } }  ifactioncount 481 { ifmove SELFDSPEED5 { move SELFDSPEED6 } }
ifactioncount 510 { ifmove SELFDSPEED6 { quote 139 } }  ifactioncount 511 { ifmove SELFDSPEED6 { move SELFDSPEED7 } }
ifactioncount 530 { ifmove SELFDSPEED7 { quote 133 } }  ifactioncount 531 { ifmove SELFDSPEED7 { move SELFDSPEED8 } }
ifactioncount 535 { quote 134 }  ifactioncount 540 { quote 135 }  ifactioncount 541 { quote 135 palfrom 10 63 63 63 }
ifactioncount 542 { quote 135 palfrom 20 63 63 63 }  ifactioncount 543 { quote 135 palfrom 30 63 63 63 }
ifactioncount 544 { quote 135 palfrom 40 63 63 63 }  ifactioncount 545 { quote 135 palfrom 50 63 63 63 }
ifactioncount 546 { quote 135 palfrom 60 63 63 63 }  ifactioncount 547 { quote 135 palfrom 63 63 63 63 }
ifactioncount 548 { quote 135 palfrom 63 63 63 63 resetplayer }  }    }  break  ifai AI_USERISDEAD
{    palfrom 50 32 0 0    ifcount 50    {     resetplayer     break    }  }  ifai 0    ai AI_NOTACTIVATED
ifai AI_ACTIVATED  {    ifactioncount 300    {     globalsound BNREDALERT     resetactioncount    }
   ifspritepal 1    {     ifcount 1000 quote 143     ifcount 1100 quote 141     ifcount 2000 quote 130
    ifcount 2100 quote 141     ifcount 4000 quote 129     ifcount 4100 quote 141     ifcount 6000 quote 128
    ifcount 6100 quote 141     ifcount 8000 quote 127     ifcount 8100 quote 141     ifcount 9000 quote 139
    ifcount 9100 quote 141     ifcount 10000     {      ai AI_NOTACTIVATED      stopsound BNREDALERT
     palfrom 50 32 0 0      quote 140      sleeptime 30      addphealth -300      ai AI_USERISDEAD      resetcount
    }    }    ifspritepal 9    {     ifcount 2000 quote  135     ifcount 2100 quote  141     ifcount 4000 quote  134
    ifcount 4100 quote  141     ifcount 6000 quote  133     ifcount 6100 quote  141     ifcount 8000 quote  132
    ifcount 8100 quote  141     ifcount 10000 quote 131     ifcount 10100 quote  141     ifcount 12000 quote 130
    ifcount 12100 quote  141     ifcount 14000 quote 129     ifcount 14100 quote  141     ifcount 16000 quote 128
    ifcount 16100 quote  141     ifcount 18000 quote 127     ifcount 18100 quote  141     ifcount 19000 quote 139
    ifcount 19100 quote  141     ifcount 20000     {      ai AI_NOTACTIVATED      stopsound BNREDALERT
     palfrom 50 32 0 0      quote 140      sleeptime 30      addphealth -300      ai AI_USERISDEAD      resetcount
    }    }    ifspritepal 3    {     ifcount 1000 quote 139     ifcount 1100 quote 141     ifcount 2000
    {      ai AI_NOTACTIVATED      stopsound BNREDALERT      palfrom 50 32 0 0      quote 140      sleeptime 30
     addphealth -300      ai AI_USERISDEAD      resetcount     }    }  } else  {  ifpdistl 1000  ifhitspace
{    sound SWITCH_ON    ifspritepal 1    {       ai AI_ACTIVATED     resetcount     quote 137     resetactioncount
    globalsound BNREDALERT    } else    ifspritepal 9    {       ai AI_ACTIVATED     resetcount     quote 136
    resetactioncount     globalsound BNREDALERT    } else    ifspritepal 3    {       ai AI_ACTIVATED
    resetcount     quote 138     resetactioncount     globalsound BNREDALERT    }  }  }  enda      define SPACESHUTTLE 487
   move SHUTTLEVELS 16    actor SPACESHUTTLE TOUGH  enda    actor SATELLITE TOUGH  enda    state jib_sounds
   ifrnd SWEARFREQUENCY    {      ifrnd 128      {        ifrnd 128        {          ifrnd 128          {
           ifrnd 128            {              ifrnd 128                globalsound JIBBED_ACTOR12              else
               globalsound JIBBED_ACTOR1            }            else            {              ifrnd 128
               globalsound JIBBED_ACTOR9              else                globalsound JIBBED_ACTOR14
           }          }          else          {            ifrnd 128              globalsound SMACKED
           else              globalsound JIBBED_ACTOR2          }        }        else        {          ifrnd 128
           globalsound MDEVSPEECH          else            globalsound JIBBED_ACTOR5        }      }
     else      {        ifrnd 128        {          ifrnd 128          {            ifrnd 128              globalsound JIBBED_ACTOR11
           else              globalsound JIBBED_ACTOR13          }          else          {            ifrnd 128
             globalsound JIBBED_ACTOR3            else              globalsound JIBBED_ACTOR8          }
       }        else        {          ifrnd 128          {            ifrnd 128              globalsound JIBBED_ACTOR6
           else              globalsound JIBBED_ACTOR4          }          else          {            ifrnd 128
           {              ifrnd 128                globalsound JIBBED_ACTOR10              else                globalsound JIBBED_ACTOR15
             }            else              globalsound JIBBED_ACTOR7          }        }      }    }
ends    state standard_jibs    guts JIBS2 1    guts JIBS3 2    guts JIBS4 3    guts JIBS5 2    guts JIBS6 3
   ifrnd 6    {      guts JIBS1 1      spawn BLOODPOOL    }      state jib_sounds  ends    action BLIMPWAITTORESPAWN
   state blimphitstate    cstat 0    spawn FIRSTGUNSPRITE    spawn EXPLOSION2      debris SCRAP1 40
  debris SCRAP2 32    debris SCRAP3 32    debris SCRAP4 32    debris SCRAP5 32      sound PIPEBOMB_EXPLODE
   ifrespawn    {      action BLIMPWAITTORESPAWN      count 0      cstat 32768    }    else      killit
ends    actor BLIMP 1      ifaction BLIMPWAITTORESPAWN    {      ifcount BLIMPRESPAWNTIME      {        action 0
       cstat 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  move MOUSEVELS 32    action RUBCANDENT 1 1 1 1 1    actor RUBBERCAN WEAK
   ifaction RUBCANDENT    {      ifactioncount 16      {        strength 0        action ANULLACTION
       break      }    }    else      ifhitweapon    {      ifwasweapon RADIUSEXPLOSION      {        state rats
       ifrnd 48          spawn BURNING        debris SCRAP3 12        killit      }      else        action RUBCANDENT
   }  enda    state toughgalspeech    ifrnd 64    {      ifnosounds        soundonce TOUGHGALSND1    }
   else      ifrnd 64    {      ifnosounds        soundonce TOUGHGALSND2    }    else      ifrnd 64
  {      ifnosounds        soundonce TOUGHGALSND3    }    else      ifnosounds        soundonce TOUGHGALSND4
ends    state jibfood    sound SQUISHED    guts JIBS6 3    killit  ends    state breakobject    ifaction 0
   {      action ANULLACTION      cstator 257      ifactor ROBOTMOUSE        clipdist 64    }    else
     ifactor ROBOTMOUSE    {        ifdead        {          ifcount 32          {            globalsound MOUSEANNOY
           killit          }          break        }        ifcount 64 ifrnd 6        {          ifrnd 128
           move MOUSEVELS randomangle geth          else          {            ifrnd 64              soundonce HAPPYMOUSESND1
           else              ifrnd 64                soundonce HAPPYMOUSESND2            else              ifrnd 64
               soundonce HAPPYMOUSESND3            else              soundonce HAPPYMOUSESND4          }
         resetcount        }    }      ifhitweapon    {      ifdead      {        ifactor FOODOBJECT6
         state jibfood        else          ifactor FOODOBJECT11            state jibfood        else
         ifactor FOODOBJECT12            state jibfood        else          ifactor FOODOBJECT13            state jibfood
       else          ifactor FOODOBJECT14            state jibfood        else          ifactor FOODOBJECT15
           state jibfood        else          ifactor FOODOBJECT16            state jibfood        else
         ifactor FOODOBJECT17            state jibfood        else          ifactor SKINNEDCHICKEN            state jibfood
       else          ifactor SHOPPINGCART        {          debris SCRAP1 5          debris SCRAP2 5
         debris SCRAP3 5          sound GLASS_HEAVYBREAK          killit        }        else          ifactor ROBOTDOG2
       {          soundonce DEAD_DOG          guts JIBS2 1          guts JIBS3 2          guts JIBS6 3
         killit        }        else          ifactor FEATHEREDCHICKEN            state jibfood        else
         ifactor DOLPHIN1        {          guts JIBS2 1          guts JIBS3 2          guts JIBS4 3
         guts JIBS5 2          state jibfood        }        else          ifactor DOLPHIN2        {
         guts JIBS2 1          guts JIBS3 2          guts JIBS4 3          guts JIBS5 2          state jibfood
       }        else          ifactor SNAKEP        {          guts JIBS2 1          guts JIBS3 2          guts JIBS4 3
         guts JIBS5 2          state jibfood        }        else          ifactor DONUTS        {          spritepal 7
         guts JIBS6 2          killit        }        else          ifactor DONUTS2        {          debris SCRAP1 1
         spritepal 7          guts JIBS6 2          killit        }        else          ifactor MAILBAG
         {            mail 30            debris SCRAP3 5            debris SCRAP4 3            killit
         }        else          ifactor TEDDYBEAR        {          debris SCRAP3 5          spritepal 1
         debris SCRAP3 6        }        else        {          ifrnd 128            sound GLASS_BREAKING
         else            sound GLASS_HEAVYBREAK        }          ifactor CLOCK        {          cactor BROKENCLOCK
         break        }        else          ifactor JOLLYMEAL        {          spawn ATOMICHEALTH
        debris SCRAP3 1          debris SCRAP4 2        }        else          ifactor GUMBALLMACHINE
       {          cactor GUMBALLMACHINEBROKE          strength 1          debris SCRAP4 2          lotsofglass 10
         break        }        else          ifactor GUMBALLMACHINEBROKE        {          debris SCRAP3 3
         debris SCRAP4 2          lotsofglass 10        }        else          ifactor DUKEBURGER        {
         debris SCRAP3 14          debris SCRAP1 13          debris SCRAP4 12          debris SCRAP2 12
         debris SCRAP5 11        }        else          ifactor POLICELIGHTPOLE        {          debris SCRAP3 4
         debris SCRAP1 3          debris SCRAP4 2          debris SCRAP2 2          debris SCRAP5 1
      }        else          ifactor TOPSECRET            paper 10        else          ifactor GUNPOWDERBARREL
       {          spawn EXPLOSION2          sound PIPEBOMB_EXPLODE          hitradius 2048 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
         ifpdistl 2048            wackplayer          debris SCRAP1 10          debris SCRAP2 13          debris SCRAP3 4
         debris SCRAP4 17          debris SCRAP5 6        }        else          ifactor FLOORBASKET
       {          spawn PUKE          debris SCRAP1 2          debris SCRAP3 3          debris SCRAP4 2
       }        else          ifactor ROBOTMOUSE        {          debris SCRAP2 10          spritepal 1
         debris SCRAP3 4          resetcount          cstat 32768          break        }        else
         ifactor ROBOTPIRATE        {          debris SCRAP2 10          debris SCRAP1 5          debris SCRAP3 3
         lotsofglass 10        }        else          ifactor PIRATE1A        {          debris SCRAP2 10
         debris SCRAP1 5          debris SCRAP3 3          lotsofglass 10        }        else          ifactor MAN
       {          debris SCRAP2 10          debris SCRAP1 5          debris SCRAP3 3          lotsofglass 10
       }        else          ifactor MAN2        {          debris SCRAP2 10          debris SCRAP1 5
         debris SCRAP3 3          lotsofglass 10        }        else          ifactor PIRATE2A        {
         debris SCRAP2 10          debris SCRAP1 5          debris SCRAP3 3          lotsofglass 10
      }        else          ifactor PIRATE3A        {          debris SCRAP2 10          debris SCRAP1 5
         debris SCRAP3 3          lotsofglass 10        }        else          ifactor PIRATE4A        {
         debris SCRAP2 10          debris SCRAP1 5          debris SCRAP3 3          lotsofglass 10
      }        else          ifactor PIRATE4A        {          debris SCRAP2 10          debris SCRAP1 5
         debris SCRAP3 3          lotsofglass 10        }        else          ifactor PIRATE5A        {
         debris SCRAP2 10          debris SCRAP1 5          debris SCRAP3 3          lotsofglass 10
      }        else          ifactor PIRATE6A        {          debris SCRAP2 10          debris SCRAP1 5
         debris SCRAP3 3          lotsofglass 10        }        else        {          lotsofglass 10
         debris SCRAP4 3        }        killit      }      else        ifactor DOLPHIN1      {        guts JIBS6 1
       soundonce DOLPHINSND        ifstrength TOUGH        {          cactor DOLPHIN2          sound SQUISHED
       }      }      else        ifactor DOLPHIN2      {        guts JIBS6 1        soundonce DOLPHINSND
     }      else        ifactor ROBOTDOG2      {        guts JIBS6 1        soundonce WHINING_DOG      }
   }    else    {      ifactor CLOCK        nullop      else        ifactor TOPSECRET          nullop
     else        ifactor SKINNEDCHICKEN          nullop      else        ifactor FEATHEREDCHICKEN          nullop
     else        ifactor FOODOBJECT2          nullop      else        ifactor FOODOBJECT6          nullop
     else        ifactor DOLPHIN1          nullop      else        ifactor DOLPHIN2          nullop
    else        fall    }  ends    action ABURGERROTS 0 1 5  useractor notenemy DUKEBURGER PIRATEGALSTRENGTH ABURGERROTS state
breakobject enda    useractor notenemy MOP WEAK state breakobject enda    useractor notenemy BROOM WEAK state breakobject enda
   useractor notenemy WETFLOOR WEAK state breakobject enda    useractor notenemy DESKLAMP WEAK state breakobject enda
   useractor notenemy HATRACK WEAK state breakobject enda    useractor notenemy GUNPOWDERBARREL TOUGH state breakobject enda
   useractor notenemy COFFEEMACHINE WEAK state breakobject enda    useractor notenemy TEDDYBEAR WEAK state breakobject enda
   useractor notenemy TOPSECRET WEAK state breakobject enda    useractor notenemy ROBOTMOUSE ROBOTMOUSESTRENGTH state breakobject enda
   useractor notenemy MAN PIRATEGALSTRENGTH state breakobject enda    useractor notenemy MAN2 PIRATEGALSTRENGTH state breakobject enda
   useractor notenemy WOMAN PIRATEGALSTRENGTH state breakobject enda    useractor notenemy PIRATE1A PIRATEGALSTRENGTH state breakobject enda
   useractor notenemy PIRATE2A PIRATEGALSTRENGTH state breakobject enda    useractor notenemy PIRATE3A PIRATEGALSTRENGTH state breakobject enda
   useractor notenemy PIRATE4A PIRATEGALSTRENGTH state breakobject enda    useractor notenemy PIRATE5A PIRATEGALSTRENGTH state breakobject enda
   useractor notenemy PIRATE6A PIRATEGALSTRENGTH state breakobject enda    useractor notenemy ROBOTPIRATE PIRATEGALSTRENGTH state breakobject enda
   useractor notenemy PIRATEHALF TOUGH state breakobject enda    useractor notenemy CHESTOFGOLD WEAK state breakobject enda
   useractor notenemy ROBOTDOG PIRATEGALSTRENGTH state breakobject enda    useractor notenemy ROBOTDOG2 TOUGH state breakobject enda
   useractor notenemy PLEASEWAIT state breakobject enda    useractor notenemy FOODOBJECT1 WEAK state breakobject enda
   useractor notenemy FOODOBJECT2 WEAK state breakobject enda    useractor notenemy FOODOBJECT3 WEAK state breakobject enda
   useractor notenemy FOODOBJECT4 WEAK state breakobject enda    useractor notenemy FOODOBJECT5 WEAK state breakobject enda
   useractor notenemy FOODOBJECT6 WEAK state breakobject enda    useractor notenemy FOODOBJECT7 WEAK state breakobject enda
   useractor notenemy FOODOBJECT8 WEAK state breakobject enda    useractor notenemy FOODOBJECT9 WEAK state breakobject enda
   useractor notenemy FOODOBJECT10 WEAK state breakobject enda    useractor notenemy FOODOBJECT11 WEAK state breakobject enda
   useractor notenemy FOODOBJECT12 WEAK state breakobject enda    useractor notenemy FOODOBJECT13 WEAK state breakobject enda
   useractor notenemy FOODOBJECT14 WEAK state breakobject enda    useractor notenemy FOODOBJECT15 WEAK state breakobject enda
   useractor notenemy FOODOBJECT16 WEAK state breakobject enda    useractor notenemy FOODOBJECT17 WEAK state breakobject enda
   useractor notenemy FOODOBJECT18 WEAK state breakobject enda    useractor notenemy FOODOBJECT19 WEAK state breakobject enda
   useractor notenemy FOODOBJECT20 WEAK state breakobject enda    useractor notenemy JOLLYMEAL WEAK state breakobject enda
   useractor notenemy GUMBALLMACHINE WEAK state breakobject enda    useractor notenemy GUMBALLMACHINEBROKE WEAK state breakobject enda
   useractor notenemy POLICELIGHTPOLE TOUGH state breakobject enda    useractor notenemy CLOCK WEAK state breakobject enda
   useractor notenemy MAILBAG WEAK state breakobject enda    useractor notenemy FEATHEREDCHICKEN WEAK state breakobject enda
   useractor notenemy SKINNEDCHICKEN WEAK state breakobject enda    useractor notenemy HEADLAMP WEAK state breakobject enda
   useractor notenemy DOLPHIN1 DOLPHINSTRENGTH state breakobject enda    useractor notenemy DOLPHIN2 DOLPHINSTRENGTH state breakobject enda
   useractor notenemy SNAKEP MEDIUMSTRENGTH state breakobject enda    useractor notenemy DONUTS WEAK state breakobject enda
   useractor notenemy GAVALS WEAK state breakobject enda    useractor notenemy GAVALS2 WEAK state breakobject enda
   useractor notenemy CUPS WEAK state breakobject enda    useractor notenemy DONUTS2 WEAK state breakobject enda
   useractor notenemy FLOORBASKET WEAK state breakobject enda    useractor notenemy METER WEAK state breakobject enda
   useractor notenemy DESKPHONE WEAK state breakobject enda    useractor notenemy MACE WEAK state breakobject enda
   useractor notenemy SHOPPINGCART WEAK state breakobject enda    useractor notenemy COFFEEMUG WEAK state breakobject enda
     state headhitstate      ends      action EXPBARRELFRAME     0   2   1   1   15  actor EXPLODINGBARREL 26
   fall    ifaction EXPBARRELFRAME    {      ifactioncount 2      {        hitradius 1024 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
       spawn EXPLOSION2  	spawn FIREMAKER        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
     sleeptime 300        ifspawnedby BURNING    {      ifgapzl 16        break    }    else      ifspawnedby BURNING2
   {      ifgapzl 16        break    }      ifpdistg 10240      break      ifcount 128    {      ifspawnedby TIRE
     {        ifactioncount 512          killit        ifrnd 16          sizeto 64 48      }      else
     {        sizeto 8 8        sizeto 8 8        ifcount 192          killit      }    }    else    {
     ifmove 0        move BURNING_VELS        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  	cstat 514    palfrom 10 10    state burningstate
enda    actor BURNING2 WEAK BURNING_FLAME  palfrom 32 32  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            nullop        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 6144      soundonce STEAM_HISSING
     ifcount 20      {        resetcount        ifp palive          ifpdistl 1024        {          addphealth -1
         palfrom 16 16        }      }    else    {      ifspawnedby STEAM        break      else        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          ifrnd 84          sizeat 8 10
       else          ifrnd 84            sizeat 10 8        else          sizeat 9 9      }        ifonwater
     {          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        { ifpdistl 2048 { } else { spawn FIRE }  spawn EXPLOSION2 killit cstat 32768 }
ifspawnedby RPG { ifrnd 128 { palfrom 32 63 16 16 } else { palfrom 32 63 0 0 } ifpdistl 2048 { } else {  } }
   }    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    state random_ooz    ifrnd 128      spawn OOZ2    else      spawn OOZ
ends    actor NUKEBARREL MEDIUMSTRENGTH    ifsquished    {      debris SCRAP1 32      spawn BLOODPOOL
     state random_ooz      killit    }    fall    ifaction BARREL_DENTING    {      ifactioncount 2
    {        debris SCRAP1 10        ifrnd 2 spawn BLOODPOOL        killit      }    }    else      ifhitweapon
   {      ifdead      {        sound VENT_BUST          ifrnd 128          spawn BLOODPOOL        action BARREL_DENTING
     }      else      {        ifaction 0          action BARREL_DENTED        else          ifaction BARREL_DENTED
       {          action BARREL_DENTED2          spawn BLOODPOOL        }        else          ifaction BARREL_DENTED2
           action BARREL_DENTING      }    }  enda    state burningbarrelcode    fall    ifcount 32
  {      resetcount      ifp palive        ifpdistl 1480          ifp phigher      {        addphealth -1
       palfrom 16 16        ifrnd 96          sound DUKE_LONGTERM_PAIN      }    }    ifhitweapon    {
     sound VENT_BUST      debris SCRAP1 10      ifrnd 128        spawn BURNING      else        spawn BURNING2
     killit    }  ends    actor FIREBARREL    state burningbarrelcode  enda  actor FIREVASE    state burningbarrelcode
enda    action SHRINKERFRAMES 0 4 1 1 10  actor SHRINKEREXPLOSION 0 SHRINKERFRAMES  spawn TRANSPORTERSTAR
cstat 514    ifactioncount 4      killit  enda    action EXPLOSION_FRAMES 0 20 1 1  4  action NOEXPL 0 1 1 1 1
actor EXPLOSION2 1 EXPLOSION_FRAMES  ifactioncount 1 { cstat 32768 }  cstat 514    ifspawnedby SMALLSMOKE { ifrnd 128 { palfrom 32 63 16 16 } else { palfrom 32 63 0 0 } ifpdistl 2048 { } else { } }
ifspawnedby HEAVYHBOMB { ifrnd 128 { palfrom 32 32 63 32 } else { palfrom 32 0 63 0 } sizeto 300 300 }
   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      ifaction 0    {
     action ASATSHOOTING      move TURRVEL faceplayer    }    else      ifaction ASATNSPIN    {      ifactioncount 32
     {        action ASATWAIT        move TURRVEL faceplayer      }    }    else      ifaction ASATSHOOTING
   {      ifactioncount 12        ifrnd 32      {        action ASATWAIT        move 0      }      ifcount 32
       resetcount      else        ifcount 16      {        ifcount 17 nullop        else        {          sound PRED_ATTACK
         shoot FIRELASER        }      }      else        ifcount 4      {        ifcount 5 nullop        else
       {          ifcansee            ifcanshoottarget          {            sound PRED_ATTACK            shoot FIRELASER
         }        }      }    }    else      ifaction ASATWAIT    {      ifactioncount 64        ifrnd 32
         ifp palive            ifcansee      {        action ASATSHOOTING        move TURRVEL faceplayer
     }    }    ifhitweapon    {      ifdead      {        addkills 1        sound LASERTRIP_EXPLODE
      debris SCRAP1 15        spawn EXPLOSION2        killit      }      else      {        action ASATNSPIN
       debris SCRAP1 4      }      move 0    }  enda    action RIP_F 0 8 1 1 1  actor FORCERIPPLE 0 RIP_F
   ifactioncount 8      killit  enda    action TRANSFOWARD 0  6  1  1  2  action TRANSBACK   5  6  1 -1  2
actor TRANSPORTERSTAR 0 TRANSFOWARD    ifaction TRANSFOWARD    {      ifactioncount 6        action TRANSBACK
   }    else      ifactioncount 6        killit  enda    action BEAMFOWARD  0  4  1  1  9  actor TRANSPORTERBEAM 0 BEAMFOWARD
   sizeto 32 64    sizeto 32 64    sizeto 32 64    ifactioncount 4      killit  enda    state getcode
   ifactor ATOMICHEALTH      globalsound GETATOMICHEALTH    else      globalsound DUKE_GET    palfrom 16 0 32
   ifrespawn    {      move RESPAWN_ACTOR_FLAG      spawn RESPAWNMARKERRED      cstat 32768    }    else
     killit  ends    state randgetweapsnds    ifrnd 64      globalsound DUKE_GETWEAPON1    else      ifrnd 96
       globalsound DUKE_GETWEAPON7    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    ifcount 0 { quote 127 spawn COUNT2 killit break }
enda    actor COUNT1    fall    ifcount 1200 { quote 128 spawn COUNT2 killit break }  enda    actor COUNT2
   fall    ifcount 1200 { quote 129 spawn COUNT3 killit break }  enda    actor COUNT3    fall    ifcount 1200 { quote 130 spawn COUNT4 killit break }
enda    actor COUNT4    fall    ifcount 1200 { quote 131 spawn COUNT5 killit break }  enda    actor COUNT5
   fall    ifcount 600 { quote 132 spawn COUNT6 killit break }  enda    actor COUNT6    fall    ifcount 400 { quote 133 spawn COUNT7 killit break }
enda    actor COUNT7    fall    ifcount 100 { quote 134 spawn COUNT8 killit break }  enda    actor COUNT8
   fall    ifcount 60 { sound RPG_EXPLODE addphealth -200 killit break }  enda    actor BOOTS    fall
   ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk        nullop      else        ifp palive
         ifcount 6            ifpdistl RETRIEVEDISTANCE              ifpinventory GET_BOOTS BOOT_AMOUNT
               ifcanseetarget        {          addinventory GET_BOOTS BOOT_AMOUNT          quote 6
        ifspawnedby BOOTS            state getcode          else            state quikget        }  enda
   actor HEATSENSOR    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk
       nullop    else      ifp palive        ifcount 6          ifpdistl RETRIEVEDISTANCE            ifpinventory GET_HEATS HEAT_AMOUNT
             ifcanseetarget        {          addinventory GET_HEATS HEAT_AMOUNT          quote 101
        ifspawnedby HEATSENSOR            state getcode          else            state quikget        }
enda    actor SHIELD    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else        ifp palive          ifcount 6            ifpdistl RETRIEVEDISTANCE              ifpinventory GET_SHIELD SHIELD_AMOUNT
               ifcanseetarget        {          ifspawnedby PIGCOP          {            ifrnd 128              addinventory GET_SHIELD PIG_SHIELD_AMOUNT1
           else              addinventory GET_SHIELD PIG_SHIELD_AMOUNT2            quote 104            sound KICK_HIT
           palfrom 24 0 32            killit          }          else            addinventory GET_SHIELD SHIELD_AMOUNT
         quote 38          ifspawnedby SHIELD            state getcode          else            state quikget
       }  enda      actor AIRTANK    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else
    ifp pshrunk nullop      else        ifp palive          ifcount 6            ifpdistl RETRIEVEDISTANCE
             ifpinventory GET_SCUBA SCUBA_AMOUNT                ifcanseetarget        {          addinventory GET_SCUBA 10
         quote 39          ifspawnedby AIRTANK            state getcode          else            state quikget
       }  enda    action HOLODUKE_FRAMES 0 4 1 1 8  actor HOLODUKE 0 HOLODUKE_FRAMES    fall    ifmove RESPAWN_ACTOR_FLAG
     state respawnit    else      ifp pshrunk nullop      else        ifp palive          ifcount 6
          ifpdistl RETRIEVEDISTANCE              ifpinventory GET_HOLODUKE HOLODUKE_AMOUNT                ifcanseetarget
       {          addinventory GET_HOLODUKE HOLODUKE_AMOUNT          quote 51          ifspawnedby HOLODUKE
           state getcode          else            state quikget        }  enda    actor JETPACK    fall
   ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop      else        ifp palive
         ifpdistl RETRIEVEDISTANCE            ifcount 6              ifpinventory GET_JETPACK JETPACK_AMOUNT
               ifcanseetarget        {          addinventory GET_JETPACK JETPACK_AMOUNT          quote 41
         ifspawnedby JETPACK            state getcode          else            state quikget        }
enda    actor ACCESSCARD    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6              ifcanseetarget
       {          ifpinventory GET_ACCESS 0            break          addinventory GET_ACCESS 1          quote 43
         state getcode        }  enda    actor AMMO    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit
   else      ifp pshrunk nullop      else        ifp palive          ifcount 6            ifpdistl RETRIEVEDISTANCE
             ifcanseetarget        {          addammo PISTOL_WEAPON PISTOLAMMOAMOUNT          quote 65
         ifspawnedby AMMO            state getcode          else            state quikget        }  enda
   actor FREEZEAMMO    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else        ifp palive          ifcount 6            ifpdistl RETRIEVEDISTANCE              ifcanseetarget
       {          addammo FREEZE_WEAPON FREEZEAMMOAMOUNT          quote 66          ifspawnedby FREEZEAMMO
           state getcode          else            state quikget        }  enda    actor SHOTGUNAMMO
  fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop      else        ifp palive
         ifcount 6            ifpdistl RETRIEVEDISTANCE              ifcanseetarget        {          addammo SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT
         quote 69          ifspawnedby SHOTGUNAMMO            state getcode          else            state quikget
       }  enda    actor AMMOLOTS    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else        ifp palive          ifcount 6            ifpdistl RETRIEVEDISTANCE              ifcanseetarget
       {          addammo PISTOL_WEAPON 48          quote 65          ifspawnedby AMMOLOTS            state getcode
         else            state quikget        }  enda    actor CRYSTALAMMO    fall    ifmove RESPAWN_ACTOR_FLAG
     state respawnit    else      ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE
           ifcount 6              ifcanseetarget        {          addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
         quote 78          ifspawnedby CRYSTALAMMO            state getcode          else            state quikget
       }  enda    actor GROWAMMO    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6              ifcanseetarget
       {          addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT          quote 123          ifspawnedby GROWAMMO
           state getcode          else            state quikget        }  enda    actor BATTERYAMMO
  fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop      else        ifp palive
         ifpdistl RETRIEVEDISTANCE            ifcount 6              ifcanseetarget        {          addammo CHAINGUN_WEAPON CHAINGUNAMMOAMOUNT
           quote 63          ifspawnedby BATTERYAMMO            state getcode          else            state quikget
       }  enda    actor DEVISTATORAMMO    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else
     ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          addammo DEVISTATOR_WEAPON DEVISTATORAMMOAMOUNT          quote 14
         ifspawnedby DEVISTATORAMMO            state getcode          else            state quikget
      }  enda    actor RPGAMMO    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else ifp palive        ifpdistl RETRIEVEDISTANCE          ifcount 6            ifcanseetarget        {
         addammo RPG_WEAPON RPGAMMOBOX          quote 64          ifspawnedby RPGAMMO            state getcode
         else            state quikget        }  enda    actor HBOMBAMMO    fall    ifmove RESPAWN_ACTOR_FLAG state respawnit
   else      ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          ifgotweaponce 0            break            addweapon HANDBOMB_WEAPON HANDBOMBBOX
         quote 55            ifspawnedby HBOMBAMMO            state getweaponcode          else            state quikweaponget
       }  enda    actor RPGSPRITE    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else
    ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          ifgotweaponce 0            break            addweapon RPG_WEAPON RPGAMMOBOX
         quote 56          ifspawnedby RPGSPRITE            state getweaponcode          else            state quikweaponget
       }  enda    actor SHOTGUNSPRITE    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else
     ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          ifspawnedby PIGCOP          {            addweapon SHOTGUN_WEAPON 0
           ifrnd 64              addammo SHOTGUN_WEAPON 4            else ifrnd 64              addammo SHOTGUN_WEAPON 3
           else ifrnd 64              addammo SHOTGUN_WEAPON 2            else              addammo SHOTGUN_WEAPON 1
         }          else          {            ifgotweaponce 0              break            addweapon SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT
           quote 57          }            ifspawnedby SHOTGUNSPRITE            state getweaponcode          else
           state quikweaponget        }  enda    actor SIXPAK    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit
   else      ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifphealthl MAXPLAYERHEALTH                ifcanseetarget        {          addphealth 30
         quote 62          ifspawnedby SIXPAK            state getcode          else            state quikget
       }  enda    actor COLA    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6              ifphealthl MAXPLAYERHEALTH
               ifcanseetarget        {          addphealth 10          quote 61          ifspawnedby COLA
           state getcode          else            state quikget        }  enda    actor ATOMICHEALTH
   fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop      else
      ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6              ifphealthl MAXPLAYERATOMICHEALTH
               ifcanseetarget        {          addphealth 50          quote 19          ifspawnedby ATOMICHEALTH
           state getcode          else            state quikget        }  enda    actor FIRSTAID    fall
   ifmove RESPAWN_ACTOR_FLAG state respawnit    else      ifp pshrunk nullop      else        ifp palive
         ifpdistl RETRIEVEDISTANCE            ifcount 6              ifpinventory GET_FIRSTAID FIRSTAID_AMOUNT
               ifcanseetarget        {          addinventory GET_FIRSTAID FIRSTAID_AMOUNT          quote 3
           ifspawnedby FIRSTAID            state getcode          else            state quikget        }
enda    actor FIRSTGUNSPRITE    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop
     else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6              ifcanseetarget
       {          ifgotweaponce 0            break          addweapon PISTOL_WEAPON 48          ifspawnedby FIRSTGUNSPRITE
           state getweaponcode          else            state quikweaponget        }  enda      actor TRIPBOMBSPRITE
   fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else      ifp pshrunk nullop      else
      ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6              ifcanseetarget
       {          ifgotweaponce 0            break            addweapon TRIPBOMB_WEAPON 1          quote 58
         ifspawnedby TRIPBOMBSPRITE            state getweaponcode          else            state quikweaponget
       }  enda    actor CHAINGUNSPRITE    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else
     ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          ifgotweaponce 0            break            addweapon CHAINGUN_WEAPON 50
         quote 54          ifspawnedby CHAINGUNSPRITE            state getweaponcode          else            state quikweaponget
       }  enda        actor SHRINKERSPRITE    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit
   else      ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          ifgotweaponce 0            break          addweapon SHRINKER_WEAPON 10
         quote 60          ifspawnedby SHRINKERSPRITE            state getweaponcode          else            state quikweaponget
       }  enda    actor FREEZESPRITE    fall    ifmove RESPAWN_ACTOR_FLAG      state respawnit    else
     ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          ifgotweaponce 0            break            addweapon FREEZE_WEAPON FREEZEAMMOAMOUNT
         quote 59          ifspawnedby FREEZESPRITE            state getweaponcode          else            state quikweaponget
       }  enda    actor DEVISTATORSPRITE    fall    ifmove RESPAWN_ACTOR_FLAG state respawnit    else
     ifp pshrunk nullop      else        ifp palive          ifpdistl RETRIEVEDISTANCE            ifcount 6
             ifcanseetarget        {          ifgotweaponce 0            break          addweapon DEVISTATOR_WEAPON DEVISTATORAMMOAMOUNT
         quote 87          ifspawnedby DEVISTATORSPRITE            state getweaponcode          else
           state quikweaponget        }  enda    action FIRE_FRAMES   -1 14 1 1 1  move FIREVELS    state firestate
     ifaction 0      ifrnd 16      {        action FIRE_FRAMES        cstator 128      }      sleeptime 300
     ifspawnedby FIRE    {      ifgapzl 16        break    }    else      ifspawnedby FIRE2    {      ifgapzl 16
       break    }      ifinwater      killit      ifp palive      ifpdistl 844        ifrnd 32          ifcansee
   {      soundonce DUKE_LONGTERM_PAIN      addphealth -1      palfrom 32 32    }      ifactor FIRE
  {      ifspawnedby FIRE        break    }    else      ifactor FIRE2        ifspawnedby FIRE2          break
     iffloordistl 128    {      ifrnd 128      {        ifcount 84          killit        else          ifcount 42
           sizeto 0 0        else          sizeto 32 32      }    }    else      killit  ifspawnedby EXPLOSION2 { cstator 2 ifrnd 64 { hitradius 800 7 7 7 7 } }
ifspawnedby SMALLSMOKE { cstator 2 ifrnd 64 { hitradius 800 7 7 7 7 } }  ends    useractor notenemy FIRE WEAK 0 FIREVELS state firestate enda
useractor notenemy FIRE2 WEAK 0 FIREVELS state firestate enda    actor FECES    ifcount 24    {      ifpdistl RETRIEVEDISTANCE
     {        ifrnd SWEARFREQUENCY          soundonce DUKE_STEPONFECES          sound STEPNIT          spawn BLOODPOOL
       killit      }    }    else      sizeto 32 32  enda    state drop_ammo    ifrnd SPAWNAMMOODDS
    spawn AMMO  ends    state drop_battery    ifrnd SPAWNAMMOODDS      spawn BATTERYAMMO  ends  state drop_sgshells
   ifrnd SPAWNAMMOODDS      spawn SHOTGUNAMMO  ends  state drop_shotgun    ifrnd SPAWNAMMOODDS      spawn SHOTGUNSPRITE
ends  state drop_chaingun    ifrnd SPAWNAMMOODDS    {      ifrnd 32        spawn CHAINGUNSPRITE      else
       spawn BATTERYAMMO    }  ends    state random_wall_jibs    ifrnd 96      shoot BLOODSPLAT1    ifrnd 96
     shoot BLOODSPLAT2    ifrnd 96      shoot BLOODSPLAT3    ifrnd 96      shoot BLOODSPLAT4    ifrnd 96
     shoot BLOODSPLAT1  ends      action 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 FEMANIMATESLOW 0 2 1 1 100  action TOUGHGALANIM   0 5 1 1 25
action FEMANIMATE    state femcode      ifactor NAKED1 nullop    else      ifactor FEM6 nullop      else
     {        fall        ifactor BLOODYPOLE          ifhitweapon            ifdead        {          state standard_jibs
         killit        }      }      ifaction FEMDANCE1    {      ifactioncount 2        action FEMDANCE2
   }    else      ifaction FEMDANCE2    {      ifactioncount 8        action FEMDANCE3    }    else
    ifaction FEMDANCE3    {      ifactioncount 2      action FEMANIMATE    }    else        ifaction FEMFROZEN1
   {      ifcount SPACETIMECONTINUUMRESTORATIONTIME      {                  sound BN_FASE                  spawn TRANSPORTERSTAR
                 getlastpal                  action FEMANIMATE      }      else      ifcount RESHIFTINTOSPACETIMECONTINUUM
     {                  ifspritepal 24                  {                  } else                  {
                         getlastpal                          spritepal 24                  }      }
    ifhitweapon      {        ifwasweapon FREEZEBLAST        {            strength 0          break
      }        lotsofglass 30        sound GLASS_BREAKING        respawnhitag        ifrnd 84          spawn BLOODPOOL
       killit      }      else           ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE
                 {                          ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }      break    }    else ifaction FEMFROZEN2    {      ifcount SPACETIMECONTINUUMRESTORATIONTIME
     {        ifactor TOUGHGAL          action TOUGHGALANIM        else          ifactor FEM10            action FEMANIMATESLOW
       else          action FEMANIMATE          sound BN_FASE        spawn TRANSPORTERSTAR        getlastpal
     }      else      ifcount RESHIFTINTOSPACETIMECONTINUUM      {                  ifspritepal 24                  {
                 } else                  {                          getlastpal                          spritepal 24
                 }      }      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 TEMPORALDISTORTIONTOOCLOSE
                 {                          ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }        break    }      ifhitweapon    {      ifdead      {        ifwasweapon FREEZEBLAST
       {          ifactor NAKED1            action FEMFROZEN2          else            ifactor FEM5
            action FEMFROZEN2          else            ifactor FEM6              action FEMFROZEN2          else
           ifactor FEM8              action FEMFROZEN2          else            ifactor FEM9              action FEMFROZEN2
         else            ifactor FEM10              action FEMFROZEN2          else            ifactor TOUGHGAL
             action FEMFROZEN2          else            ifactor PODFEM1              action FEMFROZEN2
         else            action FEMFROZEN1            sound BN_FASE          spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL
         state spacetimecontinuumflash          move 0          strength 0          break        }
       ifrnd 128          sound DUKE_HIT_STRIPPER1        else          sound DUKE_HIT_STRIPPER2          respawnhitag
       state standard_jibs        state random_wall_jibs        spawn BLOODPOOL          ifactor FEM1
           nullop        else          ifactor FEM2        {          cactor BARBROKE          cstat 0
       }        else          ifactor FEM3            nullop        else          ifactor FEM7            nullop
         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      {        ifactor FEM8          break
         ifactor TOUGHGAL            state toughgalspeech        else sound SQUISHED          guts JIBS6 1
     }    }  ends    state killme    ifinwater nullop    else      ifp pfacing        ifpdistl 1280
        ifhitspace            soundonce KILLME  ends    state tipme    ifp pfacing      ifpdistl 1280
       ifhitspace    {      tip      ifrnd 128        soundonce DUKE_TIP1      else        soundonce DUKE_TIP2
     ifactor FEM1        action FEMDANCE1    }  ends    state toughgaltalk    ifp pfacing      ifpdistl 1280
       ifhitspace          state toughgalspeech  ends    actor FEM1 TOUGH FEMANIMATE    state tipme
  state femcode  enda  actor FEM2 TOUGH FEMANIMATE    state tipme    state femcode  enda  actor FEM3 TOUGH FEMANIMATE
   state tipme    state femcode  enda  actor FEM4 TOUGH FEMANIMATE    state femcode  enda    actor FEM5 TOUGH 0
   state killme    state femcode  enda    actor FEM6 TOUGH FEMANIMATE    state killme    state femcode
enda  actor FEM7 TOUGH FEMANIMATE    state tipme    state femcode  enda  actor FEM8 TOUGH FEMANIMATE
   state femcode  enda  actor FEM9 TOUGH FEMANIMATE    state femcode  enda  actor FEM10 TOUGH FEMANIMATESLOW
   state tipme    state femcode  enda    actor TOUGHGAL MANWOMANSTRENGTH TOUGHGALANIM    state toughgaltalk
   state femcode  enda    actor NAKED1 TOUGH FEMANIMATE    state killme    state femcode  enda  actor PODFEM1 TOUGH FEMANIMATE
   state killme    state femcode  enda  actor BLOODYPOLE TOUGH    state femcode  enda  actor STATUEFLASH
   fall    ifcount 32      cactor STATUE  enda  actor STATUE    fall    ifp pfacing      ifpdistl 1280
       ifhitspace    {      cactor STATUEFLASH      move 0    }  enda    actor MIKE    ifp pfacing      ifpdistl 1280
       ifhitspace          mikesnd  enda    state troop_body_jibs    ifrnd 64      guts HEADJIB1 1    ifrnd 64
     guts LEGJIB1 2    ifrnd 64      guts ARMJIB1 1    ifrnd 48      spawn BLOODPOOL  ends    state liz_body_jibs
   ifrnd 64      guts LIZMANHEAD1 1    ifrnd 64      guts LIZMANLEG1 2    ifrnd 64      guts LIZMANARM1 1
   ifrnd 48      spawn BLOODPOOL  ends    action BLOODFRAMES 0 4 1 1 15  actor BLOOD 0 BLOODFRAMES  ifspawnedby PIGCOP
{    cstat 32768    spawn BLOODPARTGR    spawn BLOODPARTGR    spawn BLOODPARTGR    spawn BLOODPARTGR
   spawn BLOODPARTGR    spawn BLOODPARTGR  killit  }  ifspawnedby LIZTROOP  {    cstat 32768    spawn BLOODPARTGR
   spawn BLOODPARTGR    spawn BLOODPARTGR    spawn BLOODPARTGR    spawn BLOODPARTGR    spawn BLOODPARTGR
killit  }  ifspawnedby LIZMAN  {    cstat 32768    spawn BLOODPARTGR    spawn BLOODPARTGR    spawn BLOODPARTGR
   spawn BLOODPARTGR    spawn BLOODPARTGR    spawn BLOODPARTGR  killit  }    else  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    actor EGG TOUGH    fall    ifaction 0
   {      ifcount 64      {        ifrnd 128        {          action EGGWAIT          move 0        }
       else        {          sound SLIM_HATCH          action EGGOPEN1        }      }    }    else
     ifaction EGGOPEN1        ifactioncount 4          action EGGOPEN2    else      ifaction EGGOPEN2
       ifactioncount 4      {        spawn GREENSLIME        action EGGOPEN3      }    else      ifaction EGGFROZEN
   {          ifcount SPACETIMECONTINUUMRESTORATIONTIME          {                  sound BN_FASE                  spawn TRANSPORTERSTAR
                 getlastpal                  action 0          } else          ifcount RESHIFTINTOSPACETIMECONTINUUM
         {                  ifspritepal 24                  {                  } else                  {
                         getlastpal                          spritepal 24                  }          }
     ifhitweapon      {        ifwasweapon FREEZEBLAST        {          strength 0          break        }
       lotsofglass 30          sound GLASS_BREAKING        ifrnd 84          spawn BLOODPOOL          addkills 1
       killit      }           ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE                  {
                         ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }      break    }      ifhitweapon    {      ifdead      {          ifwasweapon FREEZEBLAST
         {                  sound BN_FASE                  spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL
                 state spacetimecontinuumflash                  move 0                  action EGGFROZEN
                 strength 0                  break          }          addkills 1          sound SQUISHED
         state standard_jibs          killit      }    }    else      ifaction EGGWAIT    {      ifcount 512
       ifrnd 2      {        sound SLIM_HATCH        action EGGOPEN1      }    }  enda    actor KNEE KNEE_WEAPON_STRENGTH enda
actor SPIT SPIT_WEAPON_STRENGTH enda  actor CHAINGUN CHAINGUN_WEAPON_STRENGTH enda  actor SHOTGUN SHOTGUN_WEAPON_STRENGTH enda
actor FIRELASER FIRELASER_WEAPON_STRENGTH enda  actor HEAVYHBOMB HANDBOMB_WEAPON_STRENGTH enda  actor BOUNCEMINE BOUNCEMINE_WEAPON_STRENGTH enda
actor MORTER MORTER_WEAPON_STRENGTH enda  actor SHRINKSPARK SHRINKER_WEAPON_STRENGTH enda    actor GROWSPARK GROWSPARK_WEAPON_STRENGTH
   ifcount 18      killit    else      ifcount 9    {      sizeto 0 0      sizeto 0 0      sizeto 0 0
     sizeto 0 0    }    else    {      sizeto 28 28      sizeto 28 28      sizeto 28 28      sizeto 28 28
   }  enda    actor RPG RPG_WEAPON_STRENGTH enda  actor FREEZEBLAST FREEZETHROWER_WEAPON_STRENGTH enda
actor DEVISTATORBLAST FREEZETHROWER_WEAPON_STRENGTH enda  actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda
actor TRIPBOMB TRIPBOMB_STRENGTH enda    action WEAP2FRAMES 0  4  1  1  6  move SPATFALL 0 -15  actor SPAT
move SPATFALL  ifcount 20 { resetcount killit break }  enda  actor SHOTSPARK1 PISTOL_WEAPON_STRENGTH WEAP2FRAMES
ifrnd 64 { spawn LASERPART }  ifrnd 64 { spawn LASERPART }  ifrnd 64 { spawn LASERPART }  ifrnd 64 { spawn LASERPART }
   ifdead      killit    ifactioncount 4      killit    else    {      ifactioncount 3 ifawayfromwall { break }
     else ifactioncount 3      {        ifinwater        spawn WATERBUBBLE      }      else        ifcount 2 nullop
       else          ifonwater            spawn WATERSPLASH2    }  enda    state standard_pjibs    guts JIBS1 1
   guts JIBS3 2    guts JIBS4 1    guts JIBS5 1    guts JIBS6 2    guts DUKETORSO 1    guts DUKELEG 2
   guts DUKEGUN 1  ends    move DUKENOTMOVING  state handle_dead_dukes    fall    ifmove 0    {      ifrnd 128
       cstat 4      else        cstat 0      move DUKENOTMOVING    }      ifsquished    {      sound SQUISHED
     state random_ooz      killit    }    else      ifcount 1024        ifpdistg 4096          killit
   else    {      strength 0      ifhitweapon        ifwasweapon RADIUSEXPLOSION      {        state standard_jibs
       killit      }    }  ends    action PLYINGFRAMES 0 1 0 1 1  actor DUKELYINGDEAD 0 PLYINGFRAMES
   state handle_dead_dukes  enda    action 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    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 walking  ifactioncount 2    {     soundonce STEP1
   }  else ifactioncount 5 resetactioncount  ends    state running  ifactioncount 3    {     soundonce STEP1
   }  else ifactioncount 6 resetactioncount  ends    move PGROWINGPOP    actor APLAYER MAXPLAYERHEALTH PSTAND 0 0
   ifaction PWALK state walking  ifaction PRUN state running        ifaction 0      action PSTAND
  ifpinventory GET_SCUBA 0 ifcount 12 { resetcount addammo SHOTGUN_WEAPON 1  addinventory GET_SCUBA -1 break }
     ifaction PFROZEN    {     wackplayer      cstat 257      fall      palfrom 16 0 0 24        ifmove 0
     {        ifhitweapon        {          ifwasweapon FREEZEBLAST            break          lotsofglass 60
         ifrnd 84            spawn BLOODPOOL            sound GLASS_BREAKING          spawn ATOMICHEALTH
           getlastpal            move 1          break        }      }      else      {        cstat 32768
       quote 13        ifhitspace        {          action PSTAND          resetplayer        }        break
     }            ifcount SPACETIMECONTINUUMRESTORATIONTIME          {                  sound BN_FASE
                 spawn TRANSPORTERSTAR                  getlastpal                  move 0                  strength 1
                 action PSTAND          }      else          ifcount RESHIFTINTOSPACETIMECONTINUUM          {
                 ifspritepal 24                  {                  } else                  {                          getlastpal
                         spritepal 24                  }          }        ifp pfacing        ifpdistl TEMPORALDISTORTIONTOOCLOSE
         pkick      break    }      ifdead    {      ifsquished        palfrom 32 63 63 63      else
       fall        ifactioncount 7        move 0      else        ifactioncount 6      {        ifmultiplayer nullop
       else        {          ifrnd 32            sound DUKE_KILLED5          else            ifrnd 32
             sound DUKE_KILLED3          else            ifrnd 32              sound DUKE_KILLED1          else
           ifrnd 32              sound DUKE_KILLED2        }      }        ifaction PLYINGDEAD      {
       ifactioncount 3          move PSTOPED        quote 13        ifhitspace        {          action PSTAND
         spawn DUKELYINGDEAD          resetplayer        }        break      }        ifaction PTHROWNBACK
     {        ifactioncount 5        {          spawn BLOODPOOL          action PLYINGDEAD        }
      else          ifactioncount 1            move 0        break      }        ifaction PEXPLODEAD
     {        quote 13        ifhitspace        {          resetplayer          action PSTAND        }
       break      }      ifaction PEXPLODE      {        ifactioncount 5        {          action PEXPLODEAD
         spawn BLOODPOOL        }        break      }          ifinwater        {          action PLYINGDEAD
         spawn WATERBUBBLE          spawn WATERBUBBLE        }        else        {          action PEXPLODE
         state standard_pjibs          cstat 32768          sound SQUISHED          sound DUKE_DEAD
      }        tossweapon        break    }      ifsquished    {      strength -1      sound SQUISHED
     state random_ooz      break    }      ifp ponsteroids    {      ifp pstanding nullop      else
      spawn FRAMEEFFECT1    }      ifhitweapon    {    wackplayer      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 GROWSPARK      {
       palfrom 16 32      }      ifwasweapon SHRINKSPARK      {        palfrom 16 32      }      ifwasweapon SHOTSPARK1
       palfrom 24 48      ifwasweapon FREEZEBLAST      {        palfrom 48 0 0 48        ifdead        {
         sound BN_FASE          spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL          state spacetimecontinuumflash
         move 0          action PFROZEN          break        }      }      ifwasweapon COOLEXPLOSION1
       palfrom 48 48 0 48      ifwasweapon KNEE        palfrom 16 32      ifwasweapon FIRELASER        palfrom 32 32
       ifdead      {        action PTHROWNBACK        tossweapon      }        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
       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        killit      }      sound TURR_PAIN      break    }    ifrnd 1      soundonce TURR_ROAM
enda    state rf    ifrnd 128      cstat 4    else      cstat 0  ends    action AKLINGONSTAND 0 1 5 1 1
action AKLINGONFLEE 6 4 5 1 12  action AKLINGONDODGE 6 4 6 1 8  action AKLINGONWALKING 6 4 5 1 12  action AKLINGONRUNNING 6 4 5 1 8
action AKLINGONCHOP 27 2 5 1 16  action AKLINGONDYING 39 4 1 1 12  action AKLINGONDEAD 43 1 1 1 1
move KLINGONSTAND  move KLINGONWALK 96  move KLINGONWALKBACK 96  move KLINGONRUNNING 192    ai KLINGONRUNATPLAYER faceplayer
ai KLINGONRUNAWAY fleeenemy  ai KLINGONDODGE KLINGONRUNATPLAYER dodgebullet  ai KLINGONROAMING seekplayer
   actor KLINGON KLINGONSTRENGTH  cstat 257  sizeat 30 30  fall ifaction 0 { ifcanseetarget { } else { break } } ifdead  {  move 0 fall  cstat 0  ifaction AKLINGONSTAND { action AKLINGONDYING }
   ifaction AKLINGONDYING   {   		guts JIBS6 2                   sound KLINGONDIE  		ifactioncount 4  {
                        action AKLINGONDEAD             }   }    ifaction AKLINGONDEAD { sizeat 35 35 }    }  else  {
fall  ifcanseetarget {   	ifaction AKLINGONRUNNING { } else { action AKLINGONRUNNING } move KLINGONRUNNING geth getv faceplayerslow seekplayer ifrnd 240 { move KLINGONRUNNING geth getv faceplayerslow seekplayer dodgebullet }
         ifrnd 1          {  		ifrnd 64  		{                          soundonce KLINGONSEE  		}        		ifrnd 32
		{                          soundonce KLINGONROAM  		}  	}  }  else { ifaction AKLINGONWALKING { } else { action AKLINGONWALKING } move KLINGONWALK geth getv faceplayerslow seekplayer dodgebullet ifrnd 240 { move KLINGONWALK geth getv faceplayerslow seekplayer dodgebullet } }
ifaction AKLINGONCHOP { ifactioncount 2 { action AKLINGONSTAND } }  ifpdistl 1024 ifrnd 12 { resetcount soundonce RPG_EXPLODE ifaction AKLINGONCHOP { } else { action AKLINGONCHOP sound KLINGONKNIFE addphealth -8 palfrom 43 63 0 0 } break }
ifhitweapon {  action AKLINGONSTAND    ifwasweapon RADIUSEXPLOSION ifdead { guts JIBS4 2 guts JIBS6 12 spawn BLOODPOOL killit break }
   ifwasweapon RPG ifdead { guts JIBS4 2 guts JIBS6 12 spawn BLOODPOOL killit break }    else ifwasweapon SHRINKER ifdead { guts JIBS4 2 guts JIBS6 12 spawn BLOODPOOL killit break }
   spawn BLOOD guts JIBS6 2 move 0 fall  }    }    break    /* ifaction AKLINGONDEAD  {  move 0  }  ifaction AKLINGONWALKING
{    ai KLINGONROAMING    move KLINGONWALK    ifcount 20    {     move 0 8     resetcount    }  }  ifaction AKLINGONRUNNING
{    move KLINGONRUNNING faceplayer  }  ifaction AKLINGONFLEE  {    move KLINGONWALKBACK faceplayer
   ifcount 40 { action AKLINGONWALKING resetcount break }  }  ifaction AKLINGONDODGE    {    move 4 8
   ifcount 20 { action AKLINGONWALKING resetcount break }    }  ifaction AKLINGONCHOP    {    addphealth -52
   }  */  enda      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    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 AITROOPHIDE     ATROOPABOUTHIDE TROOPSTOPPED faceplayer
   state troophidestate    ifaction ATROOPREAPPEAR    {      ifactioncount 2      {        sound BNTRANSPORTER
       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 nullop        else          ifawayfromwall        {          spawn TRANSPORTERBEAM
         action ATROOPREAPPEAR          move 0          break        }      }    }    else      ifaction ATROOPHIDE
   {      ifactioncount 2      {        spawn TRANSPORTERBEAM        sound BNTRANSPORTER        action ATROOPWALKING
       move TROOPWALKVELS faceplayer        cstat 32768      }      else      {        sizeto 4 40        sizeto 4 40
       sizeto 4 40        sizeto 4 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 5
           ifrnd 4              ifpdistg 4096                ai AITROOPHIDE          else          ifspritepal 9
           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 nullop        else          ifactornotstayput            ai AITROOPJETPACK
       break      }      else        ifrnd 2      {        ifspritepal 5          ifpdistg 1596        {
         ai AITROOPHIDE          break        }        ifspritepal 9          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    {       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
         spawn BLOOD        state rf        strength 0        move TROOPSTOPPED        action ATROOPDEAD
       state borg_nukem_enemy_dead_code      }      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 BN_FASE        spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL
       state spacetimecontinuumflash        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 borg_nukem_enemy_dead_code
       killit      }      else        ifwasweapon RADIUSEXPLOSION      {        sound SQUISHED        state troop_body_jibs
       state standard_jibs        state borg_nukem_enemy_dead_code        killit      }      else      {
       sound PRED_DYING        ifrnd 32          iffloordistl 32        {          sound LIZARD_BEG
        spawn BLOODPOOL          spawn BLOOD          strength 0          move 0          action ATROOPSUFFERING
         break        }        action ATROOPDYING        break      }    }    else    {      state random_wall_jibs
     sound PRED_PAIN          iffloordistl 32          ifrnd 96            action ATROOPFLINTCH    }
ends    state troopjetpackstate    ifaction ATROOPJETPACKILL    {      ai AITROOPSEEKPLAYER    }  ends
   state checksquished    ifsquished    {      addkills 1      sound SQUISHED      state standard_jibs
     state random_ooz      killit    }  ends    state troopsufferingstate    ifactioncount 2    {      ifrnd 16
       spawn BLOOD      ifactioncount 14      {        stopsound LIZARD_BEG        cstat 0        strength 0
       action ATROOPSUFFERDEAD        break      }    }  ends    state troopcode fall    state borg_nukem_enemy_code
   ifinwater      ifrnd 1        spawn WATERBUBBLE    ifaction ATROOPSTAND    {      ifrnd 192        ai AITROOPSHOOTING
     else        ai AITROOPSEEKPLAYER    }    else      ifaction ATROOPFROZEN    {          ifcount SPACETIMECONTINUUMRESTORATIONTIME
         {                  sound BN_FASE                  spawn TRANSPORTERSTAR                  getlastpal
                 ai AITROOPSEEKENEMY          } else          ifcount RESHIFTINTOSPACETIMECONTINUUM
        {                  ifspritepal 24                  {                  } else                  {
                         getlastpal                          spritepal 24                  }          }
          ifhitweapon         {                  ifwasweapon FREEZEBLAST                  {                          strength 0
                         break                  }                  addkills 1                  ifrnd 84 spawn BLOODPOOL spawn BLOOD
                 lotsofglass 30                  sound GLASS_BREAKING                  state borg_nukem_enemy_dead_code
                 killit         }         ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE
                 {                          ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }         break    }    else ifaction ATROOPPLAYDEAD    {      ifhitweapon      {        ifwasweapon RADIUSEXPLOSION
       {          sound SQUISHED          state troop_body_jibs          state standard_jibs          state borg_nukem_enemy_dead_code
         killit        }        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      state borg_nukem_enemy_dead_code      ifrespawn        ifcount RESPAWNACTORTIME
     {        spawn TRANSPORTERBEAM        cstat 257        strength TROOPSTRENGTH        ai AITROOPSEEKENEMY
     }      ifhitweapon      {        ifwasweapon RADIUSEXPLOSION        {          sound SQUISHED          state troop_body_jibs
         state standard_jibs          state borg_nukem_enemy_dead_code          killit        }        break
     }      else        state checksquished      break    }    else      ifaction ATROOPSUFFERDEAD    {
     ifactioncount 2      {        ifrnd 64        {          resetcount          action ATROOPPLAYDEAD
       }        else        {          soundonce PRED_DYING          action ATROOPDEAD          state borg_nukem_enemy_dead_code
       }      }    }    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 nullop        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 AITROOPHIDE
     {        state troophidestate        break      }    }      ifhitweapon      state checktroophit
   else      state checksquished  ends    state checktrooppalette    ifai 0    {          ifspritepal 5
           addstrength TROOPSTRENGTH      else          ifspritepal 9            addstrength TROOPSTRENGTH
     else          spritepal 0      }  ends    actor LIZTROOPJETPACK TROOPSTRENGTH    state checktrooppalette
   ai AITROOPJETPACK    cactor LIZTROOP  enda    actor LIZTROOPDUCKING TROOPSTRENGTH    state checktrooppalette
   ai AITROOPDUCKING    cactor LIZTROOP    ifgapzl 48      move DONTGETUP  enda    actor LIZTROOPSHOOT TROOPSTRENGTH ATROOPSTAND
   state checktrooppalette    ai AITROOPSHOOTING    cactor LIZTROOP  enda    actor LIZTROOPSTAYPUT TROOPSTRENGTH ATROOPSTAYSTAND
   state checktrooppalette    ai AITROOPSEEKPLAYER    cactor LIZTROOP  enda    actor LIZTROOPRUNNING TROOPSTRENGTH ATROOPSTAND
   state checktrooppalette    ai AITROOPSEEKPLAYER    cactor LIZTROOP  enda    actor LIZTROOPONTOILET TROOPSTRENGTH
   ifcount 24    {      sound FLUSH_TOILET      operate      ai AITROOPSEEKPLAYER      cactor LIZTROOP
   }    else      ifcount 2        nullop    else      state checktrooppalette  enda    actor LIZTROOPJUSTSIT TROOPSTRENGTH
   ifcount 30    {      operate      ai AITROOPSEEKPLAYER      cactor LIZTROOP    }    else      ifcount 2
       nullop    else      state checktrooppalette  enda    actor LIZTROOP TROOPSTRENGTH ATROOPSTAND
   state checktrooppalette    state troopcode  enda    action ALIZSTAND     0  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  1  5  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 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 lizfleestate
   ifcount 16    {      ifrnd 48        ifp palive          ifcansee            ai AILIZSPIT    }    else
   {      iffloordistl 16 nullop      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
   ifdead    {      ifwasweapon FREEZEBLAST      {          sound BN_FASE          spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL
         state spacetimecontinuumflash          move 0          action ALIZFROZEN          strength 0
         break      }      state drop_chaingun      addkills 1        ifwasweapon RPG      {        sound SQUISHED
       state liz_body_jibs        state standard_jibs        state borg_nukem_enemy_dead_code        killit
     }      else        ifwasweapon RADIUSEXPLOSION      {        sound SQUISHED        state liz_body_jibs
       state standard_jibs        state borg_nukem_enemy_dead_code        killit      }      else      {
       state rf        ai AILIZDYING        ifrnd 64          spawn BLOODPOOL          spawn BLOOD      }
     sound CAPT_DYING    }    else    {      sound CAPT_PAIN        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
   {      state borg_nukem_enemy_dead_code      strength 0      ifhitweapon        ifwasweapon RADIUSEXPLOSION
     {        sound SQUISHED        state standard_jibs        state borg_nukem_enemy_dead_code        killit
     }      ifcount RESPAWNACTORTIME        ifrespawn      {        spawn TRANSPORTERBEAM        cstat 257
       strength LIZSTRENGTH        ai AILIZGETENEMY      }    }    else      ifai AILIZDYING        ifactioncount 6
   {      iffloordistl 8        sound THUD      move LIZSTOP      action ALIZLYINGDEAD      state borg_nukem_enemy_dead_code
   }  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
   state lizcode    state borg_nukem_enemy_code    state checksquished    ifai 0      ai AILIZGETENEMY
   else      ifaction ALIZLYINGDEAD    {      state borg_nukem_enemy_dead_code      fall      state lizdyingstate
     break    }    else  ifaction ALIZFROZEN  {          ifcount SPACETIMECONTINUUMRESTORATIONTIME          {
                 sound BN_FASE                  spawn TRANSPORTERSTAR                  getlastpal                  ai AILIZGETENEMY
         } else          ifcount RESHIFTINTOSPACETIMECONTINUUM          {                  ifspritepal 24
                 {                  } else                  {                          getlastpal                          spritepal 24
                 }          }           ifhitweapon         {                  ifwasweapon FREEZEBLAST
                 {                          strength 0                          break                  }
                 addkills 1                  ifrnd 84 { spawn BLOODPOOL spawn BLOOD }                  lotsofglass 30
                 sound GLASS_BREAKING                  state borg_nukem_enemy_dead_code                  killit
        }         ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE                  {
                         ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }         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 AILIZDYING          state lizdyingstate
     else        ifai AILIZSPIT      {        ifcount 26          ai AILIZGETENEMY        else          ifcount 18
           ifrnd 96        {          shoot SPIT          sound LIZARD_SPIT        }      }    }      ifhitweapon
     state checklizhit  ends    actor LIZMAN LIZSTRENGTH    fall    state lizcode  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 AIDRONEDODGE DRONEFRAMES DRONEBULLVELS dodgebullet geth  ai AIDRONEDODGEUP DRONEFRAMES DRONERISE getv geth
   state dronedead    addkills 1    debris SCRAP1 8    debris SCRAP2 4    debris SCRAP3 7    spawn EXPLOSION2
   sound RPG_EXPLODE    hitradius 2048 15 20 25 30    killit  ends    state checkdronehitstate      ifdead state dronedead
   else ifsquished state dronedead    else    {      sound DRON_PAIN      ifbulletnear      {        ifceilingdistl 64
         ifrnd 48            ai AIDRONEDODGE        ai AIDRONEDODGEUP      }      else        ai AIDRONEGETE
   }  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 nullop        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 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 AIDRONEDODGE        state dronedodgestate    else      ifai AIDRONEDODGEUP        state dronedodgestate
     ifhitweapon      state checkdronehitstate      ifrnd 1      soundonce DRON_ROAM    enda      action QBOTWALK      -395   4   5   1   16
action QBOTSTAND     -415   1   5   1    1  action QBOTFROZEN    -395   1   5  action QBOTDYING        5   5   1   1   15
action QBOTDEAD        10   1   1   1    1  action QBOTSWIMMINGGO   -40   1   5   1   10  action QBOTSWIMMING     -40   4   5   1   13
action QBOTSWIMMINGWAIT -20   1   5   1   13  action QBOTJUMP        -365   3   5   1   30    move QBOTWALKVELS  250
move QBOTSTOPPED   0    ai AIQBOTJUMP QBOTJUMP QBOTWALKVELS jumptoplayer  ai AIQBOTGETENEMY QBOTWALK QBOTWALKVELS seekplayer
ai AIQBOTSTAND QBOTSTAND QBOTSTOPPED faceplayer  ai AIQBOTDYING QBOTDYING QBOTSTOPPED faceplayer  ai AIQBOTDEAD QBOTDEAD QBOTSTOPPED faceplayer
ai AIQBOTSHOOT QBOTSTAND QBOTSTOPPED dodgebullet  ai AIQBOTGETAMMO QBOTWALK QBOTWALKVELS seekplayer
ai AIQBOTSWIMMING QBOTSWIMMING QBOTWALKVELS seekplayer    state qbotcheckjump       ifai AIQBOTDEAD break
      ifai AIQBOTDYING break       ifdead break       ifai AIQBOTSHOOT nullop        else       ifai AIQBOTSTAND nullop
       else         break            ifpdistg MAXBOTDIST             ai AIQBOTJUMP  ends    state qbotsearchenemy
ifcansee         nullop  else    ai AIQBOTSTAND  ends    state qbothit        ifrnd 128                sound DUKE_LONGTERM_PAIN5
       else                sound DUKE_LONGTERM_PAIN8        spawn BLOOD  ends    state qbotdyingstate
   ifactioncount 8    {      ifrnd 128        spawn BLOODPOOL      move QBOTSTOPPED      action QBOTDEAD
     break    }    else      ifactioncount 1          ifrnd 128            sound DUKE_KILLED4  ends
  state qbothitstate  ifdead  {        ifwasweapon FREEZEBLAST        {          sound BN_FASE          spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL
         state spacetimecontinuumflash          move 0          action QBOTFROZEN          strength 0
         break        }         else        ifwasweapon RPG        {          sound SQUISHED          state standard_jibs
         quote 125          killit        }         else        ifwasweapon RADIUSEXPLOSION        {
         sound SQUISHED          state standard_jibs          quote 125          killit        }        else
         ai AIQBOTDYING  }    else  {     ifspritepal 0     {  quote 167     }     else ifspritepal 5
    {  quote 168     }     else ifspritepal 14      {  quote 169      }          ifwasweapon RPG        {
         sound DUKE_KILLED4          state standard_jibs          quote 125          killit        }
          else        ifwasweapon RADIUSEXPLOSION        {          sound SQUISHED          state standard_jibs
         quote 125          killit        }        else         state qbothit      }  ends    state qbotkaputstate
   strength 0    cstat 0    ifhitweapon    {        ifwasweapon RADIUSEXPLOSION       {        state standard_pjibs
       state standard_jibs        quote 125        killit       }        else       {        ai AIQBOTDEAD
      }    }  ai AIQBOTDEAD  ends    state qbotshootstate  	ifcansee nullop          ifpinventory GET_BOOTS 0
	{                  ifpinventory GET_BOOTS 2                  {                   ifpinventory GET_BOOTS 198 nullop
                         else                   {                          ifai AIQBOTSHOOT nullop                                  else
                         {                           ai AIQBOTSHOOT                           break
                        }                          ifrnd 64                          {                                  ifp pfacing nullop
                                  else                                  shoot 1625                          }
                  }                  } else                  {                     ai AIQBOTSTAND                  }
         } else          {           ai AIQBOTSTAND          }  ends    useractor notenemy QBOTSTAYPUT QBOTSTRENGTH
   ai AIQBOTGETENEMY    cactor QBOT  enda    useractor notenemy QBOT QBOTSTRENGTH QBOTSTAND 0    fall
   ifai NOTINITIALIZED  {    ai AIQBOTGETENEMY  }    ifaction QBOTFROZEN  {          ifcount SPACETIMECONTINUUMRESTORATIONTIME
         {                  sound BN_FASE                  spawn TRANSPORTERSTAR                  getlastpal
                 ai AIQBOTGETENEMY          }       else          ifcount RESHIFTINTOSPACETIMECONTINUUM
         {                  ifspritepal 24                  {                  } else                  {
                         getlastpal                          spritepal 24                  }          }
        ifhitweapon       {        ifwasweapon FREEZEBLAST        {          strength 0          break
       }        lotsofglass 30        sound GLASS_BREAKING        quote 125        addkills -1        killit
      }       ifp pfacing        ifpdistl TEMPORALDISTORTIONTOOCLOSE        {          ifactioncount 20
         {           addphealth -3           quote 126           resetactioncount          }        }
      break    }    ifai AIQBOTGETAMMO  {     ifcount 200     {       sound BNTRANSPORTER       spawn TRANSPORTERBEAM
     cstat 257  ifpdistl RPGBLASTRADIUS ifcanseetarget {       quote 151       addphealth 50      ifspritepal 13
     spritepal 3      ifspritepal 14      spritepal 13    }  else { quote 166 ifspritepal 14 { spritepal 14 } ifspritepal 13 { spritepal
13 } ifspritepal 3 { spritepal 3 } }       resetcount       ai AIQBOTSTAND       }     break  }    ifai AIQBOTDEAD
{     ifhitweapon     {       ifwasweapon RADIUSEXPLOSION        {          sound SQUISHED          state standard_pjibs
         killit        }      }     strength 0     cstat 0     break  }    ifaction QBOTDEAD  {     state qbotkaputstate
    break    }    ifai AIQBOTDYING  {    state qbotdyingstate    break  }    ifsquished  {      sound SQUISHED
     state standard_jibs      state random_ooz      killit      break  }      ifrnd 2    operate    ifai AIQBOTSWIMMING
{    ifhitweapon     state qbothitstate    ifrnd 32     spawn WATERBUBBLE    ifcount  900    {     sound DUKE_LONGTERM_PAIN
   }    ifcount 1000    {     sound DUKE_LONGTERM_PAIN     ai AIQBOTDYING    }  }    ifinwater  {    ifai AIQBOTSWIMMING
         nullop    else    {     ifai AIQBOTDYING          nullop     else     {      ifai AIQBOTDEAD
         nullop      else      {       ai AIQBOTSWIMMING       resetcount      }     }    }    break
}    state qbotcheckjump      ifpdistl MAXBOTDIST  {      ifai AIQBOTSTAND          nullop      else
     ifai AIQBOTSHOOT          nullop      else         ai AIQBOTSTAND  }    ifai AIQBOTJUMP  {    ifactioncount 1
   {     iffloordistl 5     {       ai AIQBOTGETENEMY       resetactioncount     }    }  }    ifai AIQBOTSTAND
{    ifpdistg MAXBOTDIST     ai AIQBOTGETENEMY  }  ifai AIQBOTSHOOT  {    ifpdistg MAXBOTDIST     ai AIQBOTGETENEMY
}    ifbulletnear    ai AIQBOTSHOOT    ifhitweapon    state qbothitstate  ifai AIQBOTGETENEMY    state qbotsearchenemy
ifai AIQBOTSHOOT    state qbotshootstate  ifai AIQBOTSTAND    state qbotshootstate    ifp pfacing    ifpdistl 2000
    ifhitspace     {      ifphealthl 50      {          ifspritepal 13          {           quote 150
          sound BNTRANSPORTER           spawn TRANSPORTERBEAM           cstat 32768           ai AIQBOTGETAMMO
          resetcount          } else          ifspritepal 14          {           quote 150           sound BNTRANSPORTER
          spawn TRANSPORTERBEAM           cstat 32768           ai AIQBOTGETAMMO           resetcount
         } else          ifspritepal 3          {           quote 147          }      }       else
    ifspritepal 0     {       ifphealthl 50 { quote 164 }       else { quote 173 }     }     else ifspritepal 3
     {       ifphealthl 50 { quote 147 }       else { quote 172 }      }       else ifspritepal 5     {
      ifphealthl 50 { quote 165 }      else { quote 177 }       }     else ifspritepal 13      {        ifphealthl 50 { quote 150 }
      else { quote 172 }      }       else ifspritepal 14      {        ifphealthl 50 { quote 150 }
     else { quote 172 }      }       }  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 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 AIPIGDYING APIGDYING PIGSTOPPED faceplayer  ai AIPIGHIT APIGHIT PIGSTOPPED faceplayer
   state pigseekenemystate      ifai AIPIGCHARGE    {      ifcansee        ifpdistl 3084      {        ai AIPIGSEEKENEMY
     }      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          {            ai AIPIGSHOOTENEMY            break
         }        }      }    }  ends    state pigshootenemystate    {      ifcount 12 nullop      else
       ifcount 11      {        ifcanshoottarget { sound PIG_ATTACK shoot SHRINKER }        else          ai AIPIGSEEKENEMY
     }      ifcount 25 nullop      else        ifcount 24        {          action APIGCOCK          sound SHOTGUN_COCK
       }      ifcount 48 nullop      else        ifcount 47      {        ifcanshoottarget        {
        sound PIG_ATTACK          shoot SHRINKER        }        else          ai AIPIGSEEKENEMY      }
     ifcount 60 nullop      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 checkpighitstate    spawn BLOOD    ifdead    {      state random_wall_jibs        addkills 1
         ifwasweapon FREEZEBLAST          {                  sound BN_FASE                  spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL
                 state spacetimecontinuumflash                  move 0                  action APIGFROZEN
                 strength 0                  break          }        ifwasweapon RADIUSEXPLOSION      {
       sound SQUISHED        state standard_jibs        state borg_nukem_enemy_dead_code        killit
     }      else        ifwasweapon RPG      {        sound SQUISHED        state standard_jibs        state borg_nukem_enemy_dead_code
       killit      }      else        ai AIPIGDYING          sound PIG_DYING    }    else    {      sound PIG_PAIN
     state random_wall_jibs          ifrnd 32          ai AIPIGHIT      else        ai AIPIGSHOOTENEMY
   }  ends    state pigdyingstate    ifactioncount 5    {      ifrnd 64        spawn BLOODPOOL      state rf
     iffloordistl 8        sound THUD      action APIGDEAD      state borg_nukem_enemy_dead_code      move PIGSTOPPED
     break    }  ends    actor PIGCOPSTAYPUT PIGCOPSTRENGTH    ai AIPIGSEEKENEMY    cactor PIGCOP  enda
   actor PIGCOP PIGCOPSTRENGTH APIGSTAND  ifdead  {  }  else  {  ifstrength 0 break  ifstrength 20 ifrnd 62 spawn BLOODPART
ifstrength 19 ifrnd 62 spawn BLOODPART  ifstrength 18 ifrnd 62 spawn BLOODPART  ifstrength 17 ifrnd 62 spawn BLOODPART
ifstrength 16 ifrnd 62 spawn BLOODPART  ifstrength 15 ifrnd 62 spawn BLOODPART  ifstrength 14 ifrnd 72 spawn BLOODPART
ifstrength 13 ifrnd 72 spawn BLOODPART  ifstrength 12 ifrnd 72 spawn BLOODPART  ifstrength 11 ifrnd 82 spawn BLOODPART
ifstrength 10 ifrnd 62 spawn BLOODPART  ifstrength 9 ifrnd 62 spawn BLOODPART  ifstrength 8 ifrnd 62 spawn BLOODPART
ifstrength 7 ifrnd 62 spawn BLOODPART  ifstrength 6 ifrnd 62 spawn BLOODPART  ifstrength 5 ifrnd 62 spawn BLOODPART
ifstrength 4 ifrnd 72 spawn BLOODPART  ifstrength 3 ifrnd 72 spawn BLOODPART  ifstrength 2 ifrnd 72 spawn BLOODPART
ifstrength 1 ifrnd 82 spawn BLOODPART  ifpdistl 1024 { palfrom 48 0 63 0 }  }    fall    state borg_nukem_enemy_code
   state checksquished    ifaction APIGSTAND      ai AIPIGSEEKENEMY    else      ifaction APIGDEAD    {
     state borg_nukem_enemy_dead_code      ifrespawn        ifcount RESPAWNACTORTIME      {        spawn TRANSPORTERBEAM
       cstat 257        strength PIGCOPSTRENGTH        ai AIPIGSEEKENEMY      }      else      {        strength 0
       ifhitweapon          ifwasweapon RADIUSEXPLOSION        {          sound SQUISHED          state standard_jibs
         state borg_nukem_enemy_dead_code          killit        }        break      }    }    else
    ifaction APIGFROZEN    {          ifcount SPACETIMECONTINUUMRESTORATIONTIME          {                  sound BN_FASE
                 spawn TRANSPORTERSTAR                  getlastpal                  ai AIPIGSEEKENEMY
         } else          ifcount RESHIFTINTOSPACETIMECONTINUUM          {                  ifspritepal 24
                 {                  } else                  {                          getlastpal                          spritepal 24
                 }          }           ifhitweapon         {                  ifwasweapon FREEZEBLAST
                 {                          strength 0                          break                  }
                 addkills 1                  ifrnd 84 spawn BLOODPOOL                  lotsofglass 30
                 sound GLASS_BREAKING                  state borg_nukem_enemy_dead_code                  killit
        }         ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE                  {
                         ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }         break    }    else      ifai AIPIGDYING        state pigdyingstate    else
     ifai AIPIGHIT      {        ifactioncount 3        ai AIPIGSEEKENEMY      }    else    {      ifai AIPIGSEEKENEMY
       state pigseekenemystate      else        ifai AIPIGDODGE          state pigseekenemystate      else
       ifai AIPIGSHOOTENEMY          state pigshootenemystate      else        ifai AIPIGFLEEENEMY          state pigfleeenemystate
     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  35  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  ai AIBOSS1DYING ABOSS1DYING BOSS1STOPPED faceplayer
   state checkboss1seekstate    ai AIBOSS1SEEKENEMY    ifspritepal 0 nullop       else        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 nullop          else            move PALBOSS1RUNVELS seekplayer        }        else
         ai AIBOSS1LOBBED      }    }    ends    state boss1dyingstate    ifaction ABOSS1DEAD    {      ifspritepal 0
       break      ifrespawn        ifcount RESPAWNACTORTIME      {        spawn TRANSPORTERBEAM        cstat 257
       strength PIGCOPSTRENGTH        state checkboss1seekstate      }      else      {        strength 0
       ifhitweapon          ifwasweapon RADIUSEXPLOSION        {          sound SQUISHED          state standard_jibs
         killit        }        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 FIRELASER
     }      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 FIRELASER      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 BN_FASE                  spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL                  state spacetimecontinuumflash
                 move 0                  action ABOSS1FROZEN                  strength 0                  break
       }      }        sound BOS1_DYING        addkills 1      ai AIBOSS1DYING    }    else    {      ifrnd 32
     {        action BOSS1FLINTCH        move 0      }        ifspritepal 0 nullop        soundonce BOS1_PAIN
       debris SCRAP1 1      guts JIBS6 1    }  ends    state boss1code      ifspritepal 3    {  	sizeto 3 2
	spritepal 0    }      ifaction ABOSS1FROZEN    {          ifcount SPACETIMECONTINUUMRESTORATIONTIME
         {                  sound BN_FASE                  spawn TRANSPORTERSTAR                  spritepal 5
                 ai AIBOSS1SEEKENEMY          } else          ifcount RESHIFTINTOSPACETIMECONTINUUM
        {                  ifspritepal 24                  {                  } else                  {
                         getlastpal                          spritepal 24                  }          }
          ifhitweapon         {                  ifwasweapon FREEZEBLAST                  {                          strength 0
                         break                  }                  addkills 1                  ifrnd 84 spawn BLOODPOOL
                 lotsofglass 30                  sound GLASS_BREAKING                  killit         }
        ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE                  {                          ifactioncount 20
                         {                                  addphealth -3                                  quote 126
                                 resetactioncount                          }                  }         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      ifai AIBOSS1DYING      state boss1dyingstate
   else    {      ifhitweapon        state checkboss1hitstate      else        ifp palive          ifspritepal 0
           ifpdistl 1280      {        addphealth -1000        palfrom 48 0 63 0      }    }  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 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
   state checkboss2seekstate    ai AIBOSS2SEEKENEMY    ifspritepal 0 nullop    else      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 nullop        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 TRANSPORTERBEAM        cstat 257
       strength PIGCOPSTRENGTH        state checkboss2seekstate      }      else      {        strength 0
       ifhitweapon          ifwasweapon RADIUSEXPLOSION        {          sound SQUISHED          state standard_jibs
         killit        }        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 FREEZEBLAST      resetactioncount    }  ends    state checkboss2hitstate    ifrnd 2
    spawn BLOODPOOL    ifdead    {      ifspritepal 0        globalsound DUKE_TALKTOBOSSFALL      else
     {        ifrnd 64          globalsound DUKE_TALKTOBOSSFALL        ifwasweapon FREEZEBLAST        {
                 sound BN_FASE                  spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL                  state spacetimecontinuumflash
                 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 nullop
       soundonce BOS2_PAIN        debris SCRAP1 1      guts JIBS6 1    }  ends    state boss2code
  ifaction ABOSS2FROZEN    {          ifcount SPACETIMECONTINUUMRESTORATIONTIME          {                  sound BN_FASE
                 spawn TRANSPORTERSTAR                  spritepal 5                  ai AIBOSS2SEEKENEMY
         } else          ifcount RESHIFTINTOSPACETIMECONTINUUM          {                  ifspritepal 24
                 {                  } else                  {                          getlastpal                          spritepal 24
                 }          }           ifhitweapon         {                  ifwasweapon FREEZEBLAST
                 {                          strength 0                          break                  }
                 addkills 1                  ifrnd 84 spawn BLOODPOOL                  lotsofglass 30
                 sound GLASS_BREAKING                  killit         }         ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE
                 {                          ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }         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      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  ends    state checkboss3seekstate    ai AIBOSS3SEEKENEMY    ifspritepal 0 nullop
   else      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          killit        }        break      }    }
   ifactioncount 8    {      iffloordistl 8        sound THUD      action ABOSS3DEAD      cstat 0      ifspritepal 0
     endofgame 52    }  ends    state boss3lobbedstate    ifcansee    {      ifaction ABOSS3LOBBING
      ifactioncount 2      {        shoot FREEZEBLAST        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 nullop      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  ai AICOMMGROW ACOMMGET COMMSTOPPED furthestdir
   state checkcommhitstate      ifhitweapon    {      guts JIBS6 2        ifdead      {        ifwasweapon FREEZEBLAST
       {                  sound BN_FASE                  spritepal SHIFTOUTOFSPACETIMECONTINUUMPAL                  state spacetimecontinuumflash
                 move 0                  action ACOMMFROZEN                  strength 0                  break
       }          addkills 1          ifwasweapon RADIUSEXPLOSION        {          spawn BLOODPOOL
        sound SQUISHED          state standard_jibs          state borg_nukem_enemy_dead_code          killit
       }        else          ifwasweapon RPG        {          sound SQUISHED          spawn BLOODPOOL
         state standard_jibs          state borg_nukem_enemy_dead_code          killit        }          sound COMM_DYING
       ai AICOMMDYING      }      else      {        soundonce COMM_PAIN          ifrnd 24            ai AICOMMABOUTTOSHOOT
     }    }  ends    actor COMMANDERSTAYPUT COMMANDERSTRENGTH    cactor COMMANDER    ai AICOMMABOUTTOSHOOT
enda    actor COMMANDER COMMANDERSTRENGTH    state borg_nukem_enemy_code    state checksquished    ifaction ACOMMFROZEN
{          ifcount SPACETIMECONTINUUMRESTORATIONTIME          {                  sound BN_FASE                  spawn TRANSPORTERSTAR
                 getlastpal                  ai AICOMMWAIT          } else          ifcount RESHIFTINTOSPACETIMECONTINUUM
         {                  ifspritepal 24                  {                  } else                  {
                         getlastpal                          spritepal 24                  }          }
          ifhitweapon         {                  ifwasweapon FREEZEBLAST                  {                          strength 0
                         break                  }                  addkills 1                  ifrnd 84 spawn BLOODPOOL
                 lotsofglass 30                  sound GLASS_BREAKING                  state borg_nukem_enemy_dead_code
                 killit         }         ifp pfacing                  ifpdistl TEMPORALDISTORTIONTOOCLOSE
                 {                          ifactioncount 20                          {                                  addphealth -3
                                 quote 126                                  resetactioncount                          }
                 }         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        }
     }      ifrnd 32 soundonce COMM_ATTACK    }    else      ifai AICOMMSHOOT    {      ifcanshoottarget
     {        ifcount 24          ifrnd 16            ai AICOMMWAIT        ifactioncount 2        {
        shoot RPG          resetactioncount        }      }      else        ai AICOMMGET    }    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 borg_nukem_enemy_dead_code
       killit      }        ifaction ACOMMDYING        ifactioncount 8      {        iffloordistl 8
        sound THUD        cstat 0        action ACOMMDEAD        state borg_nukem_enemy_dead_code      }
   }    else    {      ifrnd 2        soundonce COMM_ROAM      state checkcommhitstate    }  enda
  define CANNONBALLSTRENGTH 400  move CANNONBALL1 512 0  move CANNONBALL2 512 10  move CANNONBALL3 512 20
move CANNONBALL4 512 40  move CANNONBALL5 512 80    useractor notenemy CANNONBALL CANNONBALLSTRENGTH
     ifaction 0    {      sizeat 32 32      cstat 257      action ANULLACTION    }        ifactioncount 46
     {        ifactioncount 47 nullop        else          move CANNONBALL5 geth getv      }      else
       ifactioncount 44      {        ifactioncount 45 nullop        else          move CANNONBALL4 geth getv
     }      else        ifactioncount 40      {        ifactioncount 41 nullop        else          move CANNONBALL3 geth getv
     }      else        ifactioncount 32      {        ifactioncount 33 nullop        else          move CANNONBALL2 geth getv
     }      else        ifactioncount 16      {        ifactioncount 17 nullop        else move CANNONBALL1 geth getv
     }      ifnotmoving    {      spawn EXPLOSION2      sound PIPEBOMB_EXPLODE      hitradius 4096 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
     killit    }      ifhitweapon    {      ifdead      {        spawn EXPLOSION2        hitradius 4096 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
       killit      }      else        debris SCRAP1 3    }    enda      define CANNONBALLS 1818  define CANNONBALLSSTRENGTH 10
move CANNONBALLSVEL    useractor notenemy CANNONBALLS CANNONBALLSSTRENGTH    ifaction 0    {      cstator 257
     action ANULLACTION    }    ifhitweapon    {      ifdead      {        spawn EXPLOSION2        hitradius 4096 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
       killit      }      else        debris SCRAP1 3    }  enda      define CANNON 1810  define CANNONSTRENGTH 400
action ACANNONWAIT 0 1 7 1 1  action ACANNONSHOOTING 0 1 7 1 1  move CANNONSTOP    useractor enemy CANNON CANNONSTRENGTH
     ifaction 0    {      action ACANNONWAIT    }    else      ifaction ACANNONSHOOTING    {      spawn CANNONBALL
     action ACANNONWAIT    }    else      ifaction ACANNONWAIT    {      ifactioncount 64      {        ifrnd 128
         action ACANNONSHOOTING        else          resetactioncount      }    }      ifhitweapon    {
     ifdead      {        addkills 1        hitradius 4096 WEAKEST WEAK MEDIUMSTRENGTH TOUGH        spawn EXPLOSION2
       killit      }      else debris SCRAP1 3    }      ifpdistl 1024      ifhitspace    {      ifp pfacing
       ifcanshoottarget          spawn CANNONBALL        else break    }  enda    useractor notenemy HOTMEAT TOUGH
   ifaction 0    {      action ANULLACTION      cstat 257    }    ifhitweapon    {      ifdead      {
       sound SQUISHED        guts JIBS5 8        guts JIBS6 9        killit      }      else        guts JIBS6 1
   }    ifrnd 1      spawn WATERDRIP    enda    action ASPEAKERBROKE 1  useractor notenemy SPEAKER    ifaction 0
   {      ifhitweapon      {        stopsound STORE_MUSIC        soundonce STORE_MUSIC_BROKE        action ASPEAKERBROKE
     }      else      {        ifpdistl 10240            soundonce STORE_MUSIC        cstat 289      }
   }  enda    action ALAVABUBBLE  action ALAVABUBBLEANIM 0 5 1 1 16    useractor notenemy LAVABUBBLE
   ifaction 0    {      cstat 32768      action ALAVABUBBLE    }    else      ifaction ALAVABUBBLE    {
     ifcount 72        ifrnd 2      {        cstat 0        action ALAVABUBBLEANIM      }    }    else
   {      ifactioncount 5      {        cstat 32768        action ALAVABUBBLE      }    }  enda
define TANKSTRENGTH       500  action ATANKSPIN   0 1 7 1 4  action ATANKSHOOTING 7 2 7 1 10  action ATANKWAIT 0 1 7 1 1
action ATANKDESTRUCT 0 1 7 1 1  action ATANKDEAD 0 1 7 1 1    move TANKFORWARD 100  move TANKSTOP
useractor enemy TANK TANKSTRENGTH fall      ifaction 0    {      sizeat 60 60      action ATANKWAIT
     cstat 257      clipdist 100    }    else      ifaction ATANKSPIN    {      soundonce TANK_ROAM
      ifactioncount 20      {        ifrnd 16          ifcansee            ifcanshoottarget        {
         move TANKSTOP geth          action ATANKSHOOTING          stopsound TANK_ROAM        }      }
       ifrnd 16        move TANKFORWARD seekplayer    }    else      ifaction ATANKSHOOTING    {      ifactioncount 22
     {        ifpdistg 8192        {          sound BOS1_ATTACK2          shoot MORTER        }        resetcount
       move 0 action ATANKWAIT      }      else        ifactioncount 2      {        ifcansee        {
         ifpdistl 16384          {            ifrnd 128            {              sound PISTOL_FIRE
            shoot SHOTSPARK1            }          }          else            ifrnd 128          {            sound PRED_ATTACK
           shoot FIRELASER          }        }        else        {          move TANKFORWARD seekplayer
         action ATANKSPIN        }      }        ifrnd 16      {        stopsound TANK_ROAM        move TANKSTOP faceplayerslow
     }    }    else      ifaction ATANKWAIT    {      ifactioncount 32      {        move TANKFORWARD seekplayer
       action ATANKSPIN      }    }    else      ifaction ATANKDESTRUCT    {      ifactioncount 64        action ATANKDEAD
     else        ifactioncount 56         sound LASERTRIP_ARMING       else         ifactioncount 48
          sound LASERTRIP_ARMING       else         ifactioncount 32           sound LASERTRIP_ARMING
      else         ifactioncount 16           sound LASERTRIP_ARMING       break    }    else      ifaction ATANKDEAD
   {      addkills 1      hitradius 6144 TOUGH TOUGH TOUGH TOUGH      sound LASERTRIP_EXPLODE      debris SCRAP1 15
     spawn EXPLOSION2      ifrnd 128 spawn PIGCOP      killit    }      ifhitweapon    {      ifdead
       action ATANKDEAD      else      {        debris SCRAP1 1        ifaction ATANKSHOOTING break
        ifrnd 192        {          move TANKSTOP geth          action ATANKSHOOTING          stopsound TANK_ROAM
       }      }    }      ifpdistl 1280      ifhitspace        ifp pfacing          ifangdiffl 512            action ATANKDESTRUCT
enda      action ABOSS4WALK          0 4  5  1  30  action ABOSS4DYING        40 9  1  1  20  action ABOSS4ABOUTTOSHOOT 20 1  5  1  40
action ABOSS4SHOOT        25 2  5  1  10  action ABOSS4LAYIT        50 3  5  1  120  action BOSS4FLINTCH       40 1  1  1  1
action ABOSS4DEAD         49    move BOSS4WALKVELS 128  move BOSS4STOPPED    ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer  ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
   state boss4shootstate    ifaction ABOSS4ABOUTTOSHOOT      ifactioncount 3        action ABOSS4SHOOT
     ifaction ABOSS4SHOOT    {      ifcount 48      {        ifrnd 4          ai AIBOSS4LAYEGGS      }
     ifcount 26        ifrnd 32      {        ifrnd 128        {          sound SHORT_CIRCUIT          addphealth -2
       }        else        {          sound DUKE_GRUNT          addphealth -1        }        palfrom 32 32 0 0
     }    }    ends    state boss4layeggs    ifrnd 2      sound BOS4_ROAM      ifaction ABOSS4LAYIT
  {      ifactioncount 3        ifcount 32      {        ai AIBOSS4LAYEGGS        ifrnd 32          move BOSS4WALKVELS furthestdir geth
       spawn NEWBEASTHANG      }    }    else      ifcount 64        ifrnd 4    {      move 0        ifrnd 88
     {        action ABOSS4LAYIT        sound BOS4_LAY      }      else        ifp palive          ifcansee
     {        ai AIBOSS4SHOOT        sound BOS4_ATTACK      }    }    ends    state boss4dyingstate
  ifaction ABOSS4DEAD      break    else      ifactioncount 9    {      iffloordistl 8        sound THUD
       endofgame 52      action ABOSS4DEAD      cstat 0    }  ends    state checkboss4hitstate    ifrnd 2
     spawn BLOODPOOL      ifdead    {      globalsound DUKE_TALKTOBOSSFALL        addkills 1      ai AIBOSS4DYING
       sound BOS4_DYING      sound BOSS4_DEADSPEECH    }    else    {      soundonce BOS4_PAIN      debris SCRAP1 1
     guts JIBS6 1        ifaction ABOSS4LAYIT        break        ifrnd 16      {        action BOSS4FLINTCH
       move 0      }    }  ends    state boss4code      ifai 0      ai AIBOSS4LAYEGGS    else      ifaction BOSS4FLINTCH
     {        ifactioncount 3          ai AIBOSS4LAYEGGS      }    else      ifai AIBOSS4LAYEGGS        state boss4layeggs
   else      ifai AIBOSS4SHOOT        state boss4shootstate      ifai AIBOSS4DYING      state boss4dyingstate
   else    {      ifhitweapon        state checkboss4hitstate      else        ifp palive          ifpdistl 1280
       {          addphealth -1000          palfrom 63 63        }    }  ends    actor BOSS4STAYPUT BOSS4STRENGTH
     fall    cactor BOSS4    spritepal 6    state boss4code    getlastpal    enda    actor BOSS4 BOSS4STRENGTH
     fall    cactor BOSS4    spritepal 6    state boss4code    getlastpal    enda    action ANEWBEASTSTAND     0
action ANEWBEASTWALKING   10  4  5  1  12  action ANEWBEASTRUNNING   10  4  5  1  8  action ANEWBEASTTHINK     0   2  5  1  40
action ANEWBEASTSCRATCHING  30  3  5  1  20  action ANEWBEASTDYING     72  8  1  1  15  action ANEWBEASTFLINTCH   71  1  1  1  1
action ANEWBEASTLYINGDEAD 79  1  1  action ANEWBEASTSCREAM    50  2  5  1  40  action ANEWBEASTJUMP      80  2  5  1  50
action ANEWBEASTFALL      90  1  5  action ANEWBEASTFROZEN    10  1  5    action ANEWBEASTHANG      0  1  5
useractor enemy NEWBEASTHANG NEWBEASTSTRENGTH    ifaction 0    {      action ANEWBEASTHANG      cstator 257
       sizeat 40 40    }    else      ifhitweapon    {      cactor NEWBEAST      action ANEWBEASTSTAND
     sound NEWBEAST_PAIN    }    else      ifspawnedby BOSS4        ifcount 200          ifrnd 1    {
     cactor NEWBEAST      action ANEWBEASTSTAND      sound NEWBEAST_PAIN    }  enda    action ANEWBEASTHANGDEAD      -1  1  5
useractor enemy NEWBEASTHANGDEAD TOUGH      ifaction 0    {      action ANEWBEASTHANGDEAD      sizeat 40 40
     cstator 257    }    else      ifhitweapon    {      ifdead      {        state standard_jibs        spawn BLOODPOOL
       sound SQUISHED        killit      }      else      {        guts JIBS6 1        sound SQUISHED
     }    }  enda    move NEWBEASTWALKVEL 182  move NEWBEASTRUNVEL 256  move NEWBEASTJUMPVEL 264  move NEWBEASTSTOP
   ai AINEWBEASTGETENEMY ANEWBEASTWALKING NEWBEASTWALKVEL seekplayer  ai AINEWBEASTDODGE ANEWBEASTRUNNING NEWBEASTRUNVEL dodgebullet
ai AINEWBEASTCHARGEENEMY ANEWBEASTRUNNING NEWBEASTRUNVEL seekplayer  ai AINEWBEASTFLEENEMY ANEWBEASTWALKING NEWBEASTWALKVEL fleeenemy
ai AINEWBEASTSCRATCHENEMY ANEWBEASTSCRATCHING NEWBEASTSTOP faceplayerslow  ai AINEWBEASTJUMPENEMY ANEWBEASTJUMP NEWBEASTJUMPVEL jumptoplayer
ai AINEWBEASTTHINK ANEWBEASTTHINK NEWBEASTSTOP  ai AINEWBEASTGROW ANEWBEASTSTAND  NEWBEASTSTOP faceplayerslow
ai AINEWBEASTDYING ANEWBEASTDYING NEWBEASTSTOP faceplayer  ai AINEWBEASTSHOOT ANEWBEASTSCREAM NEWBEASTSTOP faceplayerslow
ai AINEWBEASTFLINTCH ANEWBEASTFLINTCH NEWBEASTSTOP faceplayerslow      state newbeastseekstate      ifactornotstayput
   {      ifp palive        ifcansee          ifpdistl 1596      {        ai AINEWBEASTSCRATCHENEMY
      break      }        ifai AINEWBEASTCHARGEENEMY      {        ifp palive          ifpdistl 1596
           ifcansee        {          ai AINEWBEASTSCRATCHENEMY          break        }          ifrnd 1
         ifpdistg 4096            ifp palive              ifcansee        {          ai AINEWBEASTSHOOT
         break        }      }      else        ifpdistg 4096      {        ai AINEWBEASTCHARGEENEMY
       break      }        iffloordistl 16      {        ifcount 32          ifrnd 16        {          ifceilingdistl 96 break
         ai AINEWBEASTJUMPENEMY        }        break      }        ifrnd 4      {        ifnotmoving
         operate      }      else        ifrnd 16          ifbulletnear      {        ifgapzl 128          ai AINEWBEASTDODGE
       else          ifactornotstayput        {          ifrnd 128          {            ifceilingdistl 96 break
           ai AINEWBEASTJUMPENEMY          }          else            ai AINEWBEASTDODGE        }      }
   }    else    {      ifactioncount 16      {        ifp palive          ifpdistl 1596            ifcansee
       {          ai AINEWBEASTSCRATCHENEMY          break        }      }      ifcount 16        ifrnd 32
         move NEWBEASTWALKVEL randomangle geth    }    ends      state newbeastfleestate    ifcount 8
   {      ifrnd 64        ifpdistg 3500          ifp palive            ifcansee              ai AINEWBEASTSHOOT
   }    else    {      iffloordistl 16      {        ifnotmoving          ai AINEWBEASTGETENEMY      }
     else        ai AINEWBEASTGETENEMY      break    }  ends    state newbeastthinkstate      ifrnd 8
     soundonce NEWBEAST_ROAM      ifactioncount 3    {      ifrnd 128      {        ifpdistg 3500          ifp palive
           ifcansee              ai AINEWBEASTSHOOT      }      else        ai AINEWBEASTGETENEMY    }
     ifrnd 16      ifbulletnear    {      ifgapzl 96        ai AINEWBEASTDODGE      else      {        ifrnd 128
       {          ifceilingdistl 144 break          ai AINEWBEASTJUMPENEMY        }        else          ai AINEWBEASTDODGE
     }    }  ends    state newbeastscratchstate    ifcount 20      ifrnd 8    {      ifcansee        ifpdistl 2048
     {        ifrnd 128          ai AINEWBEASTFLEENEMY        break      }      ifrnd 80        ai AINEWBEASTTHINK
     else        ai AINEWBEASTGETENEMY    }      ifactioncount 3    {      ifpdistg 1596        ai AINEWBEASTTHINK
     else ifp palive ifcansee      {        palfrom 16 16        addphealth NEWBEASTSCRATCHAMOUNT        sound DUKE_GRUNT
       resetactioncount        resetcount      }    }    else      ifcount 15        nullop    else
    ifcount 14    {      ifpdistl 1596        soundonce NEWBEAST_ATTACK      else        soundonce NEWBEAST_ATTACKMISS
   }  ends    state checknewbeasthit    spawn BLOOD    ifdead    {      ifwasweapon FREEZEBLAST      {
       sound SOMETHINGFROZE        spritepal 1        move 0        action ANEWBEASTFROZEN        strength 0
       break      }        ifwasweapon GROWSPARK      {        cstat 0        sound ACTOR_GROWING        ai AINEWBEASTGROW
       break      }        addkills 1        ifwasweapon RPG      {        sound SQUISHED        state liz_body_jibs
       state standard_jibs        killit      }      else        ifwasweapon RADIUSEXPLOSION      {
      sound SQUISHED        state liz_body_jibs        state standard_jibs        killit      }      else
     {        state rf        ai AINEWBEASTDYING        ifrnd 64          spawn BLOODPOOL      }      sound NEWBEAST_DYING
   }    else    {      sound NEWBEAST_PAIN      ifwasweapon GROWSPARK        sound EXPANDERHIT      state random_wall_jibs
     ifrnd 32        ai AINEWBEASTFLINTCH      else        ifrnd 32          ifpdistg 3500            ifp palive
             ifcansee                ai AINEWBEASTSHOOT    }  ends    state newbeastjumpstate    ifaction ANEWBEASTFALL
   {      iffloordistl 16        ai AINEWBEASTGETENEMY    }    else      ifcount 32        action ANEWBEASTFALL
ends    state newbeastdyingstate    ifaction ANEWBEASTLYINGDEAD    {      strength 0      ifhitweapon
       ifwasweapon RADIUSEXPLOSION      {        sound SQUISHED        state standard_jibs        killit
     }      ifcount RESPAWNACTORTIME        ifrespawn      {        spawn TRANSPORTERSTAR        cstat 257
       strength NEWBEASTSTRENGTH        ai AINEWBEASTGETENEMY      }    }    else      ifai AINEWBEASTDYING
       ifactioncount 7    {      iffloordistl 8        sound THUD      move NEWBEASTSTOP      action ANEWBEASTLYINGDEAD
   }  ends    state newbeastdodgestate    ifcount 13      ai AINEWBEASTGETENEMY  ends    useractor enemystayput NEWBEASTSTAYPUT NEWBEASTSTRENGTH ai
AINEWBEASTGETENEMY cstator 257 cactor NEWBEAST enda  useractor enemy NEWBEASTJUMP NEWBEASTSTRENGTH ai AINEWBEASTJUMPENEMY cstator
257 cactor NEWBEAST enda    state newbeastcode    state checksquished    ifai 0    {      cstator 257
     ai AINEWBEASTGETENEMY    }    else      ifaction ANEWBEASTLYINGDEAD    {      fall      state newbeastdyingstate
     break    }    else      ifaction ANEWBEASTFROZEN    {      ifcount THAWTIME      {        ai AINEWBEASTGETENEMY
       spritepal 0      }      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 AINEWBEASTJUMPENEMY        state newbeastjumpstate
  else    {      fall      ifai AINEWBEASTGETENEMY        state newbeastseekstate      else        ifai AINEWBEASTCHARGEENEMY
         state newbeastseekstate      else        ifai AINEWBEASTFLINTCH      {        ifcount 8          ai AINEWBEASTGETENEMY
     }        else        ifai AINEWBEASTDODGE          state newbeastdodgestate      else        ifai AINEWBEASTSCRATCHENEMY
         state newbeastscratchstate      else        ifai AINEWBEASTFLEENEMY          state newbeastfleestate
     else        ifai AINEWBEASTTHINK          state newbeastthinkstate  /*      else        ifai AINEWBEASTSHRUNK
         state newbeastshrunkstate  */      else        ifai AINEWBEASTDYING          state newbeastdyingstate
     else        ifai AINEWBEASTSHOOT      {        ifp pshrunk          ai AINEWBEASTGETENEMY        else
         ifcount 26            ai AINEWBEASTGETENEMY        else          ifcount 25            shoot SHRINKER
       else        {          ifcount 5            nullop          else            ifcount 4              sound NEWBEAST_SPIT
       }      }    }      ifhitweapon      state checknewbeasthit  ends      useractor enemy NEWBEAST NEWBEASTSTRENGTH
   fall    ifaction 0    {      cstator 257      sizeat 40 40      ai AINEWBEASTDODGE    }    ifaction ANEWBEASTFROZEN
     state newbeastcode    else    {      spritepal 6      state newbeastcode      ifaction ANEWBEASTFROZEN
       break      getlastpal    }  enda    actor NAPALM      cstat 256      palfrom 80 50      fall
    iffloordistl 2      {      ifonwater killit      else      {          spawn EXPLOSION2          hitradius 100 25 50 100 200
         killit      }      iffloordistl 10 {      spawn BURNING      spritepal 2      }      }  enda
     actor FIREMAKER 0 0 randomangle  	cstat 32768    ifp palive      ifpdistl 844        ifrnd 32          ifcansee
   {      soundonce DUKE_LONGTERM_PAIN      addphealth -1      palfrom 32 32    }          spawn FIREPARTICLE
enda    action FIREPARTC  action FIRECRACKEDPART  1  move FIREMOVE       -10 -36  move FIREMOVEFAST     -10 -52
   actor FIREPARTICLE 0 FIREPARTC FIREMOVE getv geth randomangle  	iffloordistl 20 {  	spritepal 7  	 }
	else {  	iffloordistl 40 {  	spritepal 2  	}  	else {  	iffloordistl 50 {  	spritepal 4  	}  	}  	}
	cstat 514    ifaction FIRECRACKEDPART     {      ifinwater        ifrnd 192          killit      ifactioncount 7
       killit    }    else    {      ifcount 4      {        ifrnd 192          move FIREMOVE getv geth randomangle
       else          move FIREMOVEFAST getv geth randomangle        resetcount          ifrnd 84            sizeat 48 48
       else          ifrnd 84            sizeat 48 48        else            sizeat 48 48      }        ifonwater
         {        iffloordistl 8          action FIRECRACKEDPART      }      else        ifactioncount 40
         action FIRECRACKEDPART       }  enda    action NOACTIONLAD 0 1 1 1 1  action NOACTIONLAD2 0 1 1 1 1
useractor notenemy LADDERSTEP 0 NOACTIONLAD  ifpdistl 800  {  ifhitspace { ifrnd 164 { cstat 33 } else { cstat 32 } action NOACTIONLAD }
else ifp pducking { ifactioncount 2 { cstat 32 resetactioncount } else { cstat 33 } ifactioncount 3 { resetactioncount } }
else ifp pfalling { ifactioncount 2 { cstat 32 resetactioncount } else { cstat 33 } ifactioncount 3 { resetactioncount } ifaction NOACTIONLAD ( action NOACTIONLAD2 ) }
else { action NOACTIONLAD }  }  else { cstat 32 action NOACTIONLAD }  ifspritepal 3 { cstator 32768 }
enda    useractor notenemy LADDERSTEP2 0 NOACTIONLAD  ifpdistl 800  {  ifhitspace { ifrnd 164 { cstat 17 } else { cstat 16 } action NOACTIONLAD }
else ifp pducking { ifactioncount 2 { cstat 16 resetactioncount } else { cstat 17 } ifactioncount 3 { resetactioncount } break }
else ifp pfalling { ifactioncount 2 { cstat 16 resetactioncount } else { cstat 17 } ifactioncount 3 { resetactioncount } ifaction NOACTIONLAD ( action NOACTIONLAD2 ) }
else { action NOACTIONLAD }  }  else { cstat 16 action NOACTIONLAD }  ifspritepal 3 { cstator 32768 }
enda      move RANDMOVE 0 0  move ARCH001 90 90  move ARCH002 75 85  move ARCH003 60 80  move ARCH004 45 75
move ARCH005 30 70  move ARCH006 15 65  move ARCH007 5 60    action PART001 0 1 1 1 1  action PART002 0 1 1 1 1
action PART003 0 1 1 1 1  action PART004 0 1 1 1 1  action PART005 0 1 1 1 1  action PART006 0 1 1 1 1
action PART007 0 1 1 1 1  action PART008 0 1 1 1 1    useractor notenemy LASERPART 0  sizeat 15 15
ifaction 0 { cstat 32768 move RANDMOVE geth getv randomangle spin ifrnd 64 { move 0 action PART001 } }
ifaction PART001  { move ARCH001 geth getv ifactioncount 3 { action PART002 } cstat 0 }  ifaction PART002
{ move ARCH002 geth getv ifactioncount 3 { action PART003 } }  ifaction PART003  { move ARCH003 geth getv ifactioncount 3 { action PART004 } }
ifaction PART004  { move ARCH004 geth getv ifactioncount 3 { action PART005 } }  ifaction PART005  { move ARCH005 geth getv ifactioncount 3 { action PART006 } }
ifaction PART006  { move ARCH006 geth getv ifactioncount 3 { action PART007 } }  ifaction PART007  { move ARCH007 geth getv ifactioncount 3 { action PART008 } cstat 2 }
ifaction PART008  { move 0 ifactioncount 2 { killit } }  enda    useractor notenemy SPARK1 0  sizeat 15 15
ifaction 0 { cstat 32768 move RANDMOVE geth getv randomangle spin ifrnd 64 { move 0 action PART001 } }
ifaction PART001  { move ARCH001 geth getv ifactioncount 3 { action PART002 } cstat 0 }  ifaction PART002
{ move ARCH002 geth getv ifactioncount 3 { action PART003 } }  ifaction PART003  { move ARCH003 geth getv ifactioncount 3 { action PART004 } }
ifaction PART004  { move ARCH004 geth getv ifactioncount 3 { action PART005 } }  ifaction PART005  { move ARCH005 geth getv ifactioncount 3 { action PART006 } }
ifaction PART006  { move ARCH006 geth getv ifactioncount 3 { action PART007 } }  ifaction PART007  { move ARCH007 geth getv ifactioncount 3 { action PART008 } cstat 2 }
ifaction PART008  { move 0 ifactioncount 2 { killit } }  enda    useractor notenemy SPARKMAKER 0  cstat 0
cstat 32768  ifspritepal 0  {  ifrnd 5   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 1  {  ifrnd 10   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 2  {  ifrnd 15   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 3  {  ifrnd 20   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 4  {  ifrnd 25   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 5  {  ifrnd 30   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 6  {  ifrnd 35   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 7  {  ifrnd 40   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 8  {  ifrnd 45   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 9  {  ifrnd 50   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }  else ifspritepal 10  {  ifrnd 55   {  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }  ifrnd 64 { spawn SPARK1 soundonce SHORT_CIRCUIT }
  }  }    enda


define ENDEFFECTOR 5126

action END_DUMMY 1 1 1 1

useractor notenemy ENDEFFECTOR

        ifaction 0 {
                ifcansee {
                        ifspritepal 0 {
                                spritepal 1
                                endofgame 16
                        }
                }
        }

        ifaction END_DUMMY { }

enda

