Die4Ever / build-engine-randomizer

Build Engine Randomizer (Duke Nukem 3D, Shadow Warrior, Ion Fury, Blood, PowerSlave)
https://discord.gg/QwjnYWhKsY
GNU Affero General Public License v3.0
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figure out Duke 3D swappable_items and swappable_enemies #5

Closed Die4Ever closed 2 years ago

Die4Ever commented 2 years ago

C:/Games/Build Engine/Duke Nukem 3D/DUKE3D.GRP 22b6938fe767e5cc57d1fe13080cd522 detected game: Duke Nukem 3D

``` LOGO.ANM 1507336 CINEOV2.ANM 655497 CINEOV3.ANM 395044 RADLOGO.ANM 66162 DUKETEAM.ANM 66467 VOL41A.ANM 1810645 VOL42A.ANM 1113050 VOL43A.ANM 1831249 VOL4E1.ANM 517262 VOL4E2.ANM 1103718 VOL4E3.ANM 1365862 DEFS.CON 35992 GAME.CON 151190 USER.CON 45482 D3DTIMBR.TMB 3328 DUKE3D.BIN 4000 LOOKUP.DAT 10266 PALETTE.DAT 82690 TABLES.DAT 8448 FLYBY.VOC 37715 SECRET.VOC 21393 BLANK.VOC 34 ROAM06.VOC 11920 ROAM58.VOC 11795 PREDRG.VOC 11062 GBLASR01.VOC 5243 PREDPN.VOC 12518 PREDDY.VOC 8207 CHOKN12.VOC 23523 PREDRM.VOC 9664 LIZSPIT.VOC 10761 PIGRM.VOC 3881 ROAM29.VOC 13981 ROAM67.VOC 9180 PIGRG.VOC 21349 PIGPN.VOC 6030 PIGDY.VOC 12403 PIGWRN.VOC 35773 OCTARM.VOC 13536 OCTARG.VOC 8120 OCTAAT1.VOC 26749 OCTAAT2.VOC 5732 OCTAPN.VOC 14213 OCTADY.VOC 8343 BOS1RM.VOC 36836 BOS1RG.VOC 12864 BOS1PN.VOC 12518 BOS1DY.VOC 19473 KICKHIT.VOC 1806 RICOCHET.VOC 4683 BULITHIT.VOC 2170 PISTOL.VOC 3764 CLIPOUT.VOC 3909 CLIPIN.VOC 5613 CHAINGUN.VOC 3198 SHOTGNCK.VOC 7812 RPGFIRE.VOC 8256 BOMBEXPL.VOC 21020 PBOMBBNC.VOC 1360 WPNSEL21.VOC 5468 SHRINK.VOC 9381 LSRBMBPT.VOC 1926 LSRBMBWN.VOC 2618 SHRINKER.VOC 9701 VENTBUST.VOC 7522 GLASS.VOC 8674 GLASHEVY.VOC 8663 SHORTED.VOC 5840 SPLASH.VOC 13014 ALERT.VOC 3127 REACTOR.VOC 5575 SUBWAY.VOC 9453 GEARGRND.VOC 8697 GASP.VOC 9361 GASPS07.VOC 16215 PISSING.VOC 12180 KNUCKLE.VOC 1700 DRINK18.VOC 10767 EXERT.VOC 3895 HARTBEAT.VOC 4295 PAIN13.VOC 5686 PAIN28.VOC 4843 PAIN39.VOC 4796 PAIN87.VOC 2534 WETFEET.VOC 6652 LAND02.VOC 3139 DUCTWLK.VOC 2212 PAIN54.VOC 2568 PAIN75.VOC 4049 PAIN93.VOC 3712 PAIN68.VOC 4536 DAMN03.VOC 6782 DAMNIT04.VOC 5530 COMEON02.VOC 7031 WAITIN03.VOC 17544 COOL01.VOC 6298 AHMUCH03.VOC 22320 DANCE01.VOC 9644 LETSRK03.VOC 9430 READY2A.VOC 12741 RIPEM08.VOC 14287 ROCKIN02.VOC 8132 AHH04.VOC 10167 GULP01.VOC 2712 PAY02.VOC 34223 AMESS06.VOC 20280 BITCHN04.VOC 11125 DOOMED16.VOC 23392 HOLYCW01.VOC 12449 HOLYSH02.VOC 12495 IMGOOD12.VOC 15165 ONLYON03.VOC 16055 PIECE02.VOC 16373 RIDES09.VOC 14151 2RIDE06.VOC 36266 THSUK13A.VOC 18400 WANSOM4A.VOC 12800 MYSELF3A.VOC 22239 NEEDED03.VOC 16086 SHAKE2A.VOC 9819 DUKNUK14.VOC 37069 GETSOM1A.VOC 11775 GOTHRT01.VOC 21697 GROOVY02.VOC 8942 WHRSIT05.VOC 8231 BOOBY04.VOC 29614 DIESOB03.VOC 16365 DSCREM04.VOC 30563 LOOKIN01.VOC 17243 PISSIN01.VOC 12783 GETITM19.VOC 1961 SCUBA.VOC 16811 JETPAKON.VOC 9617 JETPAKI.VOC 7953 JETPAKOF.VOC 9980 GOGGLE12.VOC 1746 THUD.VOC 3842 SQUISH.VOC 10681 TELEPORT.VOC 5303 GBELEV01.VOC 14121 GBELEV02.VOC 2028 SWITCH.VOC 1824 FLUSH.VOC 29559 QUAKE.VOC 15175 MONITOR.VOC 1682 POOLBAL1.VOC 2036 ONBOARD.VOC 4960 BUBBLAMB.VOC 29114 MACHAMB.VOC 12735 WIND54.VOC 43594 STEAMHIS.VOC 8359 BARMUSIC.VOC 77801 WARAMB13.VOC 42180 WARAMB21.VOC 40927 WARAMB23.VOC 42467 WARAMB29.VOC 18103 COMPAMB.VOC 18209 SLIDOOR.VOC 13517 OPENDOOR.VOC 7097 EDOOR10.VOC 10969 EDOOR11.VOC 10784 FSCRM10.VOC 12070 H2OGRGL2.VOC 24238 GRIND.VOC 9276 ENGHUM.VOC 9630 LAVA06.VOC 26414 PHONBUSY.VOC 10853 ROAM22.VOC 30360 AMB81B.VOC 50616 ROAM98B.VOC 22046 H2ORUSH2.VOC 15647 PROJRUN.VOC 5697 FIRE09.VOC 38636 !PRISON.VOC 59851 !PIG.VOC 50626 !BOSS.VOC 45621 MICE3.VOC 15912 DRIP3.VOC 4124 ITEM15.VOC 1994 BONUS.VOC 274985 CATFIRE.VOC 11959 KILLME.VOC 24419 SHOTGUN7.VOC 52477 DMDEATH.VOC 10553 HAPPEN01.VOC 13719 DSCREM15.VOC 10642 DSCREM16.VOC 9677 DSCREM17.VOC 5529 DSCREM18.VOC 12210 DSCREM38.VOC 13499 RIP01.VOC 29210 NOBODY01.VOC 36937 CHEW05.VOC 52255 LETGOD01.VOC 16172 HAIL01.VOC 20214 BLOWIT01.VOC 22265 EATSHT01.VOC 25003 FACE01.VOC 36917 INHELL01.VOC 21017 SUKIT01.VOC 15327 PISSES01.VOC 27560 MUSTDIE.VOC 40373 DEFEATED.VOC 37429 MONOLITH.VOC 52923 HYDRO50.VOC 16495 ASWTCH23.VOC 4799 HYDRO22.VOC 14857 HYDRO24.VOC 21857 HYDRO27.VOC 22297 HYDRO34.VOC 16733 HYDRO40.VOC 22093 HYDRO43.VOC 23031 VAULT04.VOC 22013 2BWILD.VOC 153467 FREEZE.VOC 31461 B2ATK02.VOC 17491 B2ATK01.VOC 11655 B2DIE03.VOC 44797 B2PAIN03.VOC 11919 B2REC03.VOC 18307 B3ROAM01.VOC 22941 B3DIE03G.VOC 24101 B3REC03G.VOC 11333 B3PAIN04.VOC 21625 CTRLRM25.VOC 17741 HLIDLE03.VOC 16701 LIZSHIT3.VOC 4539 ADOOR1.VOC 21743 ADOOR2.VOC 21437 FORCE01.VOC 30756 JONES04.VOC 22448 QUAKE06.VOC 24110 TERMIN01.VOC 12115 BORN01.VOC 39923 CON03.VOC 26836 SNAKRM.VOC 43 SNAKRG.VOC 11967 SNAKATA.VOC 9017 SNAKATB.VOC 3261 SNAKPN.VOC 11803 SNAKDY.VOC 15896 COMMRM.VOC 12527 COMMRG.VOC 21769 COMMAT.VOC 21709 COMMPN.VOC 9783 COMMDY.VOC 26071 COMMSP.VOC 3830 SLIMAT.VOC 9871 SLHTCH01.VOC 12137 SLIDIE03.VOC 5569 SLIREC06.VOC 12819 SLIROA02.VOC 16099 KTITX.VOC 51836 WHIPYU01.VOC 29895 GUNHIT2.VOC 14711 HEADRIP3.VOC 76171 BUCKLE.VOC 20786 JETP2.VOC 4136 ZIPPER2.VOC 5637 NEWS.VOC 19197 WHISTLE.VOC 87627 CHEER.VOC 68525 GMEOVR05.VOC 9558 GRABBAG.VOC 307945 NAME01.VOC 15412 R&R01.VOC 36343 LANI08.VOC 26844 LANI05.VOC 23476 LANIDUK2.VOC 68419 TYPING.VOC 25814 CLANG1.VOC 4187 INTRO4H1.VOC 95868 INTRO4H2.VOC 169814 INTROA.VOC 13687 INTROB.VOC 19638 INTROC.VOC 16572 SQUISH1A.VOC 11839 SBR1C.VOC 15324 BANG1.VOC 19887 SKIDCR1.VOC 46976 MUZAK028.VOC 96135 MUZAKDIE.VOC 25468 ENLARGE.VOC 11748 DOM03.VOC 11847 DOM09.VOC 21728 DOM11.VOC 14171 DOM12.VOC 15178 DOLPHIN.VOC 6728 DEEPFRY1.VOC 30981 DOGWHINE.VOC 29271 DOGYELP.VOC 6944 SWEET03.VOC 7626 SWEET04.VOC 7719 SWEET05.VOC 14454 SWEET16.VOC 15646 TRUMBLE.VOC 68549 TCLAP2A.VOC 70189 ALARM1A.VOC 23588 RAIN3A.VOC 49447 JEEP2A.VOC 10445 CDOOR1B.VOC 12300 WAVE1A.VOC 53300 EXSHOT3B.VOC 6970 SHORN1.VOC 35003 SBELL1A.VOC 19251 GRUN.VOC 13123 BRUN.VOC 14808 GSCORE.VOC 16319 BSCORE.VOC 17604 TANK3A.VOC 12765 BLROAM2A.VOC 20550 BLREC4B.VOC 20336 BLRIP1A.VOC 6097 BLRIP1B.VOC 3547 BLSPIT1A.VOC 22379 BLPAIN1B.VOC 8225 BLDIE3A.VOC 16657 BQROAM2A.VOC 26563 BQREC2A.VOC 23306 BQPAIN2A.VOC 13268 BQSHOCK3.VOC 54390 BQEGG1A.VOC 29164 BQDIE1A.VOC 21138 ABORT01.VOC 27189 KICK01-I.VOC 18528 AISLE402.VOC 18616 ANNOY03.VOC 11488 BOOKEM03.VOC 13842 CRY01.VOC 14940 DETRUCT2.VOC 20641 EAT08.VOC 16334 ESCAPE01.VOC 19538 MAKEDAY1.VOC 20287 SOHELP02.VOC 12791 VACATN01.VOC 30572 YIPPIE01.VOC 18682 YOHOHO01.VOC 21654 YOHOHO09.VOC 37485 INDPNC01.VOC 17265 MDEVL01.VOC 22779 MEAT04-N.VOC 18681 PARTY03.VOC 28808 POSTAL01.VOC 19103 SMACK02.VOC 27296 VOCAL02.VOC 33003 BEBACK01.VOC 5862 GETCRAP1.VOC 14673 GUYSUK01.VOC 11389 SLACKER1.VOC 17782 GOAWAY.VOC 15239 GRABBAG.MID 14287 STALKER.MID 34703 DETHTOLL.MID 7185 STREETS.MID 52051 WATRWLD1.MID 25371 SNAKE1.MID 36088 THECALL.MID 16764 STORM.MID 39566 FATCMDR.MID 16530 GUTWRNCH.MID 45372 NAMES.MID 34022 GLOOMY.MID 12341 FUTURMIL.MID 49106 INTENTS.MID 14523 INVADER.MID 17106 SUBWAY.MID 14818 AHGEEZ.MID 41665 233C.MID 53029 ALFREDH.MID 7488 ALIENZ.MID 61838 GOTHAM.MID 43002 INHIDING.MID 49695 LORDOFLA.MID 39852 PIZZED.MID 16759 ROBOCREP.MID 12089 SPOOK.MID 12722 STALAG.MID 34931 URBAN.MID 29838 WHOMP.MID 15369 XPLASMA.MID 28903 BRIEFING.MID 8902 MISSIMP.MID 61627 WAREHAUS.MID 62150 BAKEDGDS.MID 15857 PREPD.MID 17969 CF.MID 30304 LEMCHILL.MID 34541 LAYERS.MID 12412 FLOGHORN.MID 4351 POB.MID 68585 DEPART.MID 39640 RESTRICT.MID 20825 TILES000.ART 1764538 TILES001.ART 1687911 TILES002.ART 847094 TILES003.ART 1113891 TILES004.ART 1147073 TILES005.ART 934595 TILES006.ART 587951 TILES007.ART 1054311 TILES008.ART 592057 TILES009.ART 1269998 TILES010.ART 2281496 TILES011.ART 57815 TILES012.ART 1060417 TILES013.ART 998283 TILES014.ART 6160 TILES015.ART 6160 TILES016.ART 1858901 TILES017.ART 722612 TILES018.ART 1490897 TILES019.ART 867463 E1L3.MAP 156698 E1L4.MAP 184166 E1L5.MAP 168514 E1L6.MAP 107222 E1L7.MAP 69030 E2L1.MAP 110898 E2L2.MAP 100622 E2L3.MAP 172262 E2L4.MAP 148110 E2L5.MAP 76270 E2L6.MAP 118910 E2L7.MAP 155398 E2L8.MAP 249582 E2L9.MAP 78458 E2L10.MAP 54134 E2L11.MAP 47526 E3L1.MAP 118478 E3L2.MAP 110290 E3L3.MAP 91862 E3L4.MAP 85898 E3L5.MAP 75022 E3L6.MAP 87270 E3L7.MAP 75290 E3L8.MAP 132426 E3L9.MAP 9070 E3L10.MAP 81718 E1L1.MAP 104562 ```
Die4Ever commented 2 years ago

DEFS.CON

``` -------------------------------------------------------------------------------- Duke Nukem 3D Version 1.4 By Todd Replogle (c) 1996 3D Realms Entertainment -------------------------------------------------------------------------------- */ 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 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 REFLECTWATERTILE 180 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 SPACESHUTTLE 487 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 MONEY 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 SHARK 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 OCTABRAIN 1820 define OCTABRAINSTAYPUT 1821 define OCTATOP 1845 define OCTADEADSPRITE 1855 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 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 FOOTPRINT 3701 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 // 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 // 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 // Defines the motion characteristics of an actor 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 NO 0 define YES 1 // Defines for 'useractor' keyword define notenemy 0 define enemy 1 define enemystayput 2 // Player Actions. 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 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 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 ENDSEQVOL3SND1 27 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 OCTA_ROAM 140 define OCTA_RECOG 141 define OCTA_ATTACK1 142 define OCTA_PAIN 143 define OCTA_DYING 144 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 OCTA_ATTACK2 159 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 // MAXIMUM NUMBER OF SOUNDS: 450 ( 0-449 ) ```
Die4Ever commented 2 years ago

GAME.CON

``` (c) Microsoft Corporation. All rights reserved. C:\Users\die4e\source\repos\Die4Ever\build-engine-randomizer>buildrandomizer.py __init__ C:/Games/Build Engine/Duke Nukem 3D/DUKE3D.GRP b'KenSilverman' is a GRP file C:/Games/Build Engine/Duke Nukem 3D/DUKE3D.GRP 22b6938fe767e5cc57d1fe13080cd522 detected game: Duke Nukem 3D /* -------------------------------------------------------------------------------- Duke Nukem 3D Version 1.4 By Todd Replogle (c) 1996 3D Realms Entertainment -------------------------------------------------------------------------------- IMPORTANT NOTICE IF YOU USE MODIFIED .CON FILES If you are playing a MULTIPLAY game (Dukematch or Co-op) and you are using *modified* .CON files (USER.CON, GAME.CON, DEFS.CON), then each multiplayer must be using the EXACT SAME .CON files, or the game might get out of sync and/or develop interesting problems. 3D Realms encourages you to experiment freely with the parameters contained in this file, and to share your discoveries with the rest of the world. However, BE ADVISED that 3D Realms does NOT offer any technical support on how to use this file or other user-modifiable features of this game. Do NOT call 3D Realms or Apogee Software for advice or help with this subject. You make modifications to this and other files at your own risk. It is recommended that you first make a backup copy of this, or any .CON files before making any changes. -------------------------------------------------------------------------------- */ include DEFS.CON include USER.CON action ANULLACTION 0 // Below is example code that ADDS enemies/items in Duke Nukem 3D. // "MYENEMY" is simply a three-framed object bouncing around in random angles // mindlessly shooting the freeze weapon towards at closest player. /* define MYENEMY 3590 // A position in .art file define MYENEMY_NORMAL_STRENGTH 100 define MYENEMY_TOUGHER_STRENGTH 200 define MYENEMY_DAMAGE_TO_PLAYER -20 definesound MYENEMY_ROAM my_eroam.voc 0 0 0 0 0 definesound MYENEMY_HURT my_ehurt.voc 0 0 0 0 0 definesound MYENEMY_DEAD my_edead.voc 0 0 0 0 0 definesound MYENEMY_SHOOT my_eshot.voc 0 0 0 0 0 action MYENEMY_ANIMATIONS 0 3 1 1 4 move MYENEMY_SPEEDS 64 ai AIMYENEMY_BOUNCE MYENEMY_ANIMATIONS MYENEMY_SPEEDS geth randomangle useractor enemy MYENEMY ifai NO // 'NO' is defined as '0' { // Prepare(Initialize) MyEnemy for battle... // Give 'MYENEMY' strength. If it // has a palette lookup other than // 0, make it twice as strong! ifspritepal 0 strength MYENEMY_NORMAL_STRENGTH else strength MYENEMY_TOUGHER_STRENGTH sizeat 48 48 // Set the size of your actor cstator 257 // Force actor to block ai AIMYENEMY_BOUNCE // Make it go! } ifrnd 8 { // Used with keyword 'shoot'. // BLOODSPLAT1 ,BLOODSPLAT2 ,BLOODSPLAT3 ,BLOODSPLAT4 ,KNEE , // SHOTSPARK1 ,SHOTGUN ,CHAINGUN ,FIRELASER ,SPIT ,COOLEXPLOSION1 , // FREEZEBLAST ,RPG ,HANDHOLDINGLASER ,BOUNCEMINE ,MORTER ,SHRINKER // GROWSPARK shoot FREEZEBLAST // A sound effect to play for the shooting action. sound MYENEMY_SHOOT } ifcount 48 // if after about a second and a half and... ifrnd 16 // if a random value between 0-255 is less than 16... ai AIMYENEMY_BOUNCE // reset everything, including all counters ifpdistl 1024 ifrnd 16 { sound DUKE_GRUNT palfrom 24 24 addphealth MYENEMY_DAMAGE_TO_PLAYER } ifhitweapon // Was it hit by a weapon? { debris SCRAP1 2 // OUCH! Make some peices fall off ifdead // Is it dead yet? { // If so, then... addkills 1 // Add 1 kill to player score spawn EXPLOSION2 // Make an explosion sound MYENEMY_DEAD // The sound of death // Damage anything within a close distance. hitradius 2048 WEAKEST WEAK MEDIUMSTRENGTH TOUGH killit // Delete sprite (CODE ABORTS HERE) } sound MYENEMY_HURT // No?, Make a hurt sound instead } enda */ define SPACESHUTTLE 487 move SHUTTLEVELS 16 actor SPACESHUTTLE TOUGH // ifmove 0 // Init once // move SHUTTLEVELS getv geth enda actor SATELLITE TOUGH // ifmove 0 move SHUTTLEVELS getv geth // ifcount 120 move SHUTTLEVELS getv geth randomangle 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 } // a badly drawn spine state jib_sounds ends state genericshrunkcode ifcount 32 { ifpdistl SQUISHABLEDISTANCE pstomp } else { sizeto MINXSTRETCH MINYSTRETCH spawn FRAMEEFFECT1 } ends state genericgrowcode ifcount 32 { guts JIBS4 24 guts JIBS6 28 addkills 1 sound SQUISHED sound PIPEBOMB_EXPLODE hitradius 2048 60 70 80 90 spawn BLOODPOOL spawn EXPLOSION2 killit } else { ifactor COMMANDER sizeto 100 100 else ifactor SHARK sizeto 84 84 else sizeto MAXXSTRETCH MAXYSTRETCH break } ends action ASHARKCRUZING 0 8 5 1 24 action ASHARKFLEE 0 8 5 1 10 action ASHARKATACK 0 8 5 1 6 action ASHARKSHRUNK 0 8 5 1 24 action ASHARKGROW 0 8 5 1 24 action ASHARKFROZEN 0 1 5 1 24 move SHARKVELS 24 move SHARKFASTVELS 72 move SHARKFLEEVELS 40 actor SHARK SHARKSTRENGTH ASHARKCRUZING SHARKVELS randomangle geth ifaction ASHARKSHRUNK { ifcount SHRUNKDONECOUNT action ASHARKCRUZING else ifcount SHRUNKCOUNT sizeto 60 60 else state genericshrunkcode break } else ifaction ASHARKGROW { ifcount SHRUNKDONECOUNT action ASHARKCRUZING else ifcount SHRUNKCOUNT sizeto 24 24 else state genericgrowcode } else ifaction ASHARKFROZEN { fall ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick ifcount THAWTIME { action ASHARKFLEE getlastpal break } else ifcount FROZENDRIPTIME ifactioncount 26 resetactioncount ifhitweapon { ifwasweapon FREEZEBLAST break lotsofglass 30 sound GLASS_BREAKING addkills 1 killit } break } else ifaction ASHARKFLEE { ifcount 16 ifrnd 48 { action ASHARKCRUZING move SHARKVELS randomangle geth } } else ifaction ASHARKCRUZING { ifcansee ifcount 48 ifrnd 2 ifcanshoottarget { action ASHARKATACK move SHARKFASTVELS faceplayerslow getv break } ifcount 32 ifnotmoving { ifrnd 128 move SHARKVELS randomangle geth else move SHARKFASTVELS randomangle geth } } else ifaction ASHARKATACK { ifcount 4 { ifpdistl 1280 { ifp palive ifcanshoottarget { sound DUKE_GRUNT palfrom 32 32 addphealth SHARKBITESTRENGTH } action ASHARKFLEE move SHARKFLEEVELS fleeenemy } } else ifnotmoving { ifcount 32 { action ASHARKCRUZING move SHARKVELS randomangle geth } } else ifcount 48 ifrnd 2 { action ASHARKCRUZING move SHARKFASTVELS randomangle geth } } ifhitweapon { ifdead { ifwasweapon GROWSPARK { move 0 cstat 0 action ASHARKGROW sound ACTOR_GROWING break } else ifwasweapon FREEZEBLAST { spritepal 1 strength 0 action ASHARKFROZEN sound SOMETHINGFROZE } else { sound SQUISHED guts JIBS6 5 addkills 1 killit } } else { ifwasweapon SHRINKSPARK { action ASHARKSHRUNK sound ACTOR_SHRINKING move 0 break } else ifwasweapon GROWSPARK sound EXPANDERHIT move SHARKVELS randomangle geth } } enda action BLIMPWAITTORESPAWN state blimphitstate cstat 0 spawn FIRSTGUNSPRITE spawn EXPLOSION2 debris SCRAP1 40 // Weapons and ammo! debris SCRAP2 32 debris SCRAP3 32 debris SCRAP4 32 debris SCRAP5 32 sound PIPEBOMB_EXPLODE ifrespawn { action 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 // Weapons and ammo! 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 DUKECUTOUT 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 // Unrem the following line to invoke screen tilting during // low player hitpoint damage. // wackplayer ends action EXPBARRELFRAME 0 2 1 1 15 actor EXPLODINGBARREL 26 fall ifaction EXPBARRELFRAME { ifactioncount 2 { hitradius 1024 WEAKEST WEAK MEDIUMSTRENGTH TOUGH spawn EXPLOSION2 debris SCRAP2 2 sound PIPEBOMB_EXPLODE killit } break } ifsquished { debris SCRAP1 5 killit break } ifhitweapon action EXPBARRELFRAME enda action BURNING_FLAME 0 12 1 1 2 move BURNING_VELS state burningstate 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 state burningstate enda actor BURNING2 WEAK BURNING_FLAME state burningstate enda action TOILETWATERFRAMES 0 4 1 1 1 actor TOILETWATER 0 TOILETWATERFRAMES ifpdistl 8192 { soundonce WATER_GURGLE ifspawnedby TOILET sizeto 34 34 else { ifspawnedby WATERFOUNTAINBROKE sizeto 6 15 else ifspawnedby TOILETWATER 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 { iffloordistl 8 action CRACKEDBUBBLE } else ifactioncount 40 action CRACKEDBUBBLE } enda move SMOKEVEL 8 -16 move ENGINE_SMOKE 64 -64 move SMOKESHOOTOUT -192 action SMOKEFRAMES 0 4 1 1 10 actor SMALLSMOKE 0 SMOKEFRAMES ifmove 0 { ifspawnedby RECON move SMOKESHOOTOUT geth else ifspawnedby SECTOREFFECTOR move ENGINE_SMOKE geth getv else move SMOKEVEL geth getv faceplayer ifspawnedby RPG cstat 2 } ifpdistl 1596 ifspawnedby RPG killit ifactioncount 4 killit enda action BARREL_DENTING 2 2 1 1 6 action BARREL_DENTED 1 action BARREL_DENTED2 2 move SPAWNED_BLOOD actor NUKEBARRELDENTED WEAK cactor NUKEBARREL action BARREL_DENTED enda actor NUKEBARRELLEAKED WEAK cactor NUKEBARREL action BARREL_DENTED2 enda state random_ooz ifrnd 128 spawn OOZ2 else spawn OOZ ends actor NUKEBARREL MEDIUMSTRENGTH ifsquished { debris SCRAP1 32 spawn BLOODPOOL state random_ooz killit } fall ifaction BARREL_DENTING { ifactioncount 2 { debris SCRAP1 10 ifrnd 2 spawn BLOODPOOL killit } } else ifhitweapon { ifdead { sound VENT_BUST ifrnd 128 spawn BLOODPOOL action BARREL_DENTING } else { ifaction 0 action BARREL_DENTED else ifaction BARREL_DENTED { action BARREL_DENTED2 spawn BLOODPOOL } else ifaction BARREL_DENTED2 action BARREL_DENTING } } enda state burningbarrelcode fall ifcount 32 { resetcount ifp palive ifpdistl 1480 ifp phigher { addphealth -1 palfrom 16 16 ifrnd 96 sound DUKE_LONGTERM_PAIN } } ifhitweapon { sound VENT_BUST debris SCRAP1 10 ifrnd 128 spawn BURNING else spawn BURNING2 killit } ends actor FIREBARREL state burningbarrelcode enda actor FIREVASE state burningbarrelcode enda action SHRINKERFRAMES 0 4 1 1 10 actor SHRINKEREXPLOSION 0 SHRINKERFRAMES ifactioncount 4 killit enda action EXPLOSION_FRAMES 0 20 1 1 4 actor EXPLOSION2 1 EXPLOSION_FRAMES ifactioncount 20 killit enda actor EXPLOSION2BOT 1 EXPLOSION_FRAMES ifactioncount 20 killit enda action FFLAME_FR 0 16 1 1 1 action FFLAME 0 1 1 1 1 actor FLOORFLAME 0 FFLAME_FR ifaction FFLAME_FR { ifpdistl 1024 hitradius 1024 WEAKEST WEAKEST WEAKEST WEAKEST ifactioncount 16 action FFLAME } ifaction FFLAME ifrnd 4 { action FFLAME_FR sound CAT_FIRE resetactioncount } enda action ASATNSPIN 0 5 1 1 4 action ASATSHOOTING -10 3 5 1 40 action ASATWAIT 0 1 5 1 1 move TURRVEL actor ROTATEGUN ROTTURRETSTRENGTH // ASATSHOOTING TURRVEL faceplayer ifaction 0 { action ASATSHOOTING move TURRVEL faceplayer } else ifaction ASATNSPIN { ifactioncount 32 { action ASATWAIT move TURRVEL faceplayer } } else ifaction ASATSHOOTING { ifactioncount 12 ifrnd 32 { action ASATWAIT move 0 } ifcount 32 resetcount else ifcount 16 { ifcount 17 nullop else { sound PRED_ATTACK shoot FIRELASER } } else ifcount 4 { ifcount 5 nullop else { ifcansee ifcanshoottarget { sound PRED_ATTACK shoot FIRELASER } } } } else ifaction ASATWAIT { ifactioncount 64 ifrnd 32 ifp palive ifcansee { action ASATSHOOTING move TURRVEL faceplayer } } ifhitweapon { ifdead { addkills 1 sound LASERTRIP_EXPLODE debris SCRAP1 15 spawn EXPLOSION2 killit } else { action ASATNSPIN debris SCRAP1 4 } move 0 } enda action RIP_F 0 8 1 1 1 actor FORCERIPPLE 0 RIP_F ifactioncount 8 killit enda action TRANSFOWARD 0 6 1 1 2 action TRANSBACK 5 6 1 -1 2 actor TRANSPORTERSTAR 0 TRANSFOWARD ifaction TRANSFOWARD { ifactioncount 6 action TRANSBACK } else ifactioncount 6 killit enda action BEAMFOWARD 0 4 1 1 9 actor TRANSPORTERBEAM 0 BEAMFOWARD sizeto 32 64 sizeto 32 64 sizeto 32 64 ifactioncount 4 killit enda state getcode ifactor ATOMICHEALTH globalsound GETATOMICHEALTH else globalsound DUKE_GET palfrom 16 0 32 ifrespawn { move RESPAWN_ACTOR_FLAG spawn RESPAWNMARKERRED cstat 32768 } else killit ends state randgetweapsnds ifrnd 64 globalsound DUKE_GETWEAPON1 else ifrnd 96 globalsound DUKE_GETWEAPON2 else ifrnd 128 globalsound DUKE_GETWEAPON3 else ifrnd 140 globalsound DUKE_GETWEAPON4 else globalsound DUKE_GETWEAPON6 ends state getweaponcode state randgetweapsnds palfrom 32 0 32 ifgotweaponce 1 break ifrespawn { move RESPAWN_ACTOR_FLAG spawn RESPAWNMARKERRED cstat 32768 } else killit ends state respawnit ifcount RESPAWNITEMTIME { spawn TRANSPORTERSTAR move 0 cstat 0 sound TELEPORTER } ends state quikget ifactor ATOMICHEALTH globalsound GETATOMICHEALTH else globalsound DUKE_GET palfrom 16 0 32 killit ends state quikweaponget state randgetweapsnds palfrom 32 0 32 ifgotweaponce 1 break killit ends actor STEROIDS fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_STEROIDS STEROID_AMOUNT ifcanseetarget { addinventory GET_STEROIDS STEROID_AMOUNT quote 37 ifspawnedby STEROIDS state getcode else state quikget } enda actor BOOTS fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_BOOTS BOOT_AMOUNT ifcanseetarget { addinventory GET_BOOTS BOOT_AMOUNT quote 6 ifspawnedby BOOTS state getcode else state quikget } enda actor HEATSENSOR fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_HEATS HEAT_AMOUNT ifcanseetarget { addinventory GET_HEATS HEAT_AMOUNT quote 101 ifspawnedby HEATSENSOR state getcode else state quikget } enda actor SHIELD fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_SHIELD SHIELD_AMOUNT ifcanseetarget { ifspawnedby PIGCOP { ifrnd 128 addinventory GET_SHIELD PIG_SHIELD_AMOUNT1 else addinventory GET_SHIELD PIG_SHIELD_AMOUNT2 quote 104 sound KICK_HIT palfrom 24 0 32 killit } else addinventory GET_SHIELD SHIELD_AMOUNT quote 38 ifspawnedby SHIELD state getcode else state quikget } enda actor AIRTANK fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_SCUBA SCUBA_AMOUNT ifcanseetarget { addinventory GET_SCUBA SCUBA_AMOUNT quote 39 ifspawnedby AIRTANK state getcode else state quikget } enda action HOLODUKE_FRAMES 0 4 1 1 8 actor HOLODUKE 0 HOLODUKE_FRAMES fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_HOLODUKE HOLODUKE_AMOUNT ifcanseetarget { addinventory GET_HOLODUKE HOLODUKE_AMOUNT quote 51 ifspawnedby HOLODUKE state getcode else state quikget } enda actor JETPACK fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifpinventory GET_JETPACK JETPACK_AMOUNT ifcanseetarget { addinventory GET_JETPACK JETPACK_AMOUNT quote 41 ifspawnedby JETPACK state getcode else state quikget } enda actor ACCESSCARD fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifpinventory GET_ACCESS 0 break addinventory GET_ACCESS 1 quote 43 state getcode } enda actor AMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget { addammo PISTOL_WEAPON PISTOLAMMOAMOUNT quote 65 ifspawnedby AMMO state getcode else state quikget } enda actor FREEZEAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget { addammo FREEZE_WEAPON FREEZEAMMOAMOUNT quote 66 ifspawnedby FREEZEAMMO state getcode else state quikget } enda actor SHOTGUNAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget { addammo SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT quote 69 ifspawnedby SHOTGUNAMMO state getcode else state quikget } enda actor AMMOLOTS fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget { addammo PISTOL_WEAPON 48 quote 65 ifspawnedby AMMOLOTS state getcode else state quikget } enda actor CRYSTALAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT quote 78 ifspawnedby CRYSTALAMMO state getcode else state quikget } enda actor GROWAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT quote 123 ifspawnedby GROWAMMO state getcode else state quikget } enda actor BATTERYAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { addammo CHAINGUN_WEAPON CHAINGUNAMMOAMOUNT quote 63 ifspawnedby BATTERYAMMO state getcode else state quikget } enda actor DEVISTATORAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { addammo DEVISTATOR_WEAPON DEVISTATORAMMOAMOUNT quote 14 ifspawnedby DEVISTATORAMMO state getcode else state quikget } enda actor RPGAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { addammo RPG_WEAPON RPGAMMOBOX quote 64 ifspawnedby RPGAMMO state getcode else state quikget } enda actor HBOMBAMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon HANDBOMB_WEAPON HANDBOMBBOX quote 55 // addammo HANDBOMB_WEAPON HANDBOMBBOX ifspawnedby HBOMBAMMO state getweaponcode else state quikweaponget } enda actor RPGSPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon RPG_WEAPON RPGAMMOBOX quote 56 ifspawnedby RPGSPRITE state getweaponcode else state quikweaponget } enda actor SHOTGUNSPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifspawnedby PIGCOP { addweapon SHOTGUN_WEAPON 0 ifrnd 64 addammo SHOTGUN_WEAPON 4 else ifrnd 64 addammo SHOTGUN_WEAPON 3 else ifrnd 64 addammo SHOTGUN_WEAPON 2 else addammo SHOTGUN_WEAPON 1 } else { ifgotweaponce 0 break addweapon SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT quote 57 } ifspawnedby SHOTGUNSPRITE state getweaponcode else state quikweaponget } enda actor SIXPAK fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifphealthl MAXPLAYERHEALTH ifcanseetarget { addphealth 30 quote 62 ifspawnedby SIXPAK state getcode else state quikget } enda actor COLA fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifphealthl MAXPLAYERHEALTH ifcanseetarget { addphealth 10 quote 61 ifspawnedby COLA state getcode else state quikget } enda actor ATOMICHEALTH fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifphealthl MAXPLAYERATOMICHEALTH ifcanseetarget { addphealth 50 quote 19 ifspawnedby ATOMICHEALTH state getcode else state quikget } enda actor FIRSTAID fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifpinventory GET_FIRSTAID FIRSTAID_AMOUNT ifcanseetarget { addinventory GET_FIRSTAID FIRSTAID_AMOUNT quote 3 ifspawnedby FIRSTAID state getcode else state quikget } enda actor FIRSTGUNSPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon PISTOL_WEAPON 48 ifspawnedby FIRSTGUNSPRITE state getweaponcode else state quikweaponget } enda actor TRIPBOMBSPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon TRIPBOMB_WEAPON 1 quote 58 ifspawnedby TRIPBOMBSPRITE state getweaponcode else state quikweaponget } enda actor CHAINGUNSPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon CHAINGUN_WEAPON 50 quote 54 ifspawnedby CHAINGUNSPRITE state getweaponcode else state quikweaponget } enda actor SHRINKERSPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon SHRINKER_WEAPON 10 quote 60 ifspawnedby SHRINKERSPRITE state getweaponcode else state quikweaponget } enda actor FREEZESPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon FREEZE_WEAPON FREEZEAMMOAMOUNT quote 59 ifspawnedby FREEZESPRITE state getweaponcode else state quikweaponget } enda actor DEVISTATORSPRITE fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon DEVISTATOR_WEAPON DEVISTATORAMMOAMOUNT quote 87 ifspawnedby DEVISTATORSPRITE state getweaponcode else state quikweaponget } enda action FIRE_FRAMES -1 14 1 1 1 move FIREVELS state firestate ifaction 0 ifrnd 16 { action FIRE_FRAMES cstator 128 } sleeptime 300 // Never let it fall to sleep ifspawnedby FIRE { ifgapzl 16 break } else ifspawnedby FIRE2 { ifgapzl 16 break } ifinwater killit ifp palive ifpdistl 844 ifrnd 32 ifcansee { soundonce DUKE_LONGTERM_PAIN addphealth -1 palfrom 32 32 } ifactor FIRE { ifspawnedby FIRE break } else ifactor FIRE2 ifspawnedby FIRE2 break iffloordistl 128 { ifrnd 128 { ifcount 84 killit // This line(and the else below) // is not necessary, since actors // with zero x-size are automatically // deleted anyway! else ifcount 42 sizeto 0 0 else sizeto 32 32 } } else killit ends useractor notenemy FIRE WEAK 0 FIREVELS state firestate enda useractor notenemy FIRE2 WEAK 0 FIREVELS state firestate enda actor FECES ifcount 24 { ifpdistl RETRIEVEDISTANCE { ifrnd SWEARFREQUENCY soundonce DUKE_STEPONFECES sound STEPNIT spawn BLOODPOOL // Will be brown killit } } else sizeto 32 32 enda state drop_ammo ifrnd SPAWNAMMOODDS spawn AMMO ends state drop_battery ifrnd SPAWNAMMOODDS spawn BATTERYAMMO ends state drop_sgshells ifrnd SPAWNAMMOODDS spawn SHOTGUNAMMO ends state drop_shotgun ifrnd SPAWNAMMOODDS spawn SHOTGUNSPRITE ends state drop_chaingun ifrnd SPAWNAMMOODDS { ifrnd 32 spawn CHAINGUNSPRITE else spawn BATTERYAMMO } ends state random_wall_jibs ifrnd 96 shoot BLOODSPLAT1 ifrnd 96 shoot BLOODSPLAT2 ifrnd 96 shoot BLOODSPLAT3 ifrnd 96 shoot BLOODSPLAT4 ifrnd 96 shoot BLOODSPLAT1 ends action FEMSHRUNK action FEMFROZEN1 1 action FEMGROW action FEMFROZEN2 action FEMDANCE1 19 1 1 1 16 action FEMDANCE3 19 1 1 1 26 action FEMDANCE2 20 2 1 1 10 action FEMANIMATESLOW 0 2 1 1 100 action TOUGHGALANIM 0 5 1 1 25 action FEMANIMATE state femcode ifactor NAKED1 nullop else ifactor FEM6 nullop else { fall ifactor BLOODYPOLE ifhitweapon ifdead { state standard_jibs killit } } ifaction FEMSHRUNK { ifcount SHRUNKDONECOUNT { action FEMANIMATE cstat 257 } else ifcount SHRUNKCOUNT sizeto 40 40 else state genericshrunkcode } else ifaction FEMGROW { ifcount 32 { respawnhitag guts JIBS4 20 guts JIBS6 20 spritepal 6 soundonce LADY_SCREAM ifactor NAKED1 debris SCRAP3 4 else ifactor PODFEM1 debris SCRAP3 4 sound SQUISHED killit } else sizeto MAXXSTRETCH MAXYSTRETCH } else ifaction FEMDANCE1 { ifactioncount 2 action FEMDANCE2 } else ifaction FEMDANCE2 { ifactioncount 8 action FEMDANCE3 } else ifaction FEMDANCE3 { ifactioncount 2 action FEMANIMATE } else ifaction FEMFROZEN1 { ifcount THAWTIME { action FEMANIMATE getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } lotsofglass 30 sound GLASS_BREAKING respawnhitag ifrnd 84 spawn BLOODPOOL killit } else ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } else ifaction FEMFROZEN2 { ifcount THAWTIME { ifactor TOUGHGAL action TOUGHGALANIM else ifactor FEM10 action FEMANIMATESLOW else action FEMANIMATE getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } lotsofglass 30 sound GLASS_BREAKING ifrnd 84 spawn BLOODPOOL respawnhitag ifrnd 128 sound DUKE_HIT_STRIPPER1 else sound DUKE_HIT_STRIPPER2 killit } else ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } ifhitweapon { ifdead { ifwasweapon GROWSPARK { cstat 0 move 0 sound ACTOR_GROWING action FEMGROW break } else ifwasweapon FREEZEBLAST { ifaction FEMSHRUNK break ifactor NAKED1 action FEMFROZEN2 else ifactor FEM5 action FEMFROZEN2 else ifactor FEM6 action FEMFROZEN2 else ifactor FEM8 action FEMFROZEN2 else ifactor FEM9 action FEMFROZEN2 else ifactor FEM10 action FEMFROZEN2 else ifactor TOUGHGAL action FEMFROZEN2 else ifactor PODFEM1 action FEMFROZEN2 else action FEMFROZEN1 move 0 spritepal 1 strength 0 sound SOMETHINGFROZE break } ifrnd 128 sound DUKE_HIT_STRIPPER1 else sound DUKE_HIT_STRIPPER2 respawnhitag state standard_jibs state random_wall_jibs spawn BLOODPOOL ifactor FEM1 money 5 else ifactor FEM2 { money 7 cactor BARBROKE cstat 0 } else ifactor FEM3 money 4 else ifactor FEM7 money 8 ifactor FEM5 { strength TOUGH cactor BLOODYPOLE } else ifactor FEM6 { cstat 0 cactor FEM6PAD } else ifactor FEM8 { strength TOUGH cactor BLOODYPOLE } else { spritepal 6 soundonce LADY_SCREAM ifactor NAKED1 debris SCRAP3 18 else ifactor PODFEM1 debris SCRAP3 18 killit } } else { ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING move 0 action FEMSHRUNK cstat 0 break } else ifwasweapon GROWSPARK sound EXPANDERHIT ifactor FEM8 break ifactor TOUGHGAL state toughgalspeech else sound SQUISHED guts JIBS6 1 } } ends state killme ifinwater nullop else ifp pfacing ifpdistl 1280 ifhitspace soundonce KILLME ends state tipme ifp pfacing ifpdistl 1280 ifhitspace { tip ifrnd 128 soundonce DUKE_TIP1 else soundonce DUKE_TIP2 ifactor FEM1 action FEMDANCE1 } ends state toughgaltalk ifp pfacing ifpdistl 1280 ifhitspace state toughgalspeech ends actor FEM1 TOUGH FEMANIMATE state tipme state femcode enda actor FEM2 TOUGH FEMANIMATE state tipme state femcode enda actor FEM3 TOUGH FEMANIMATE state tipme state femcode enda actor FEM4 TOUGH FEMANIMATE state femcode enda actor FEM5 TOUGH FEMANIMATE state killme state femcode enda actor FEM6 TOUGH FEMANIMATE state killme state femcode enda actor FEM7 TOUGH FEMANIMATE state tipme state femcode enda actor FEM8 TOUGH FEMANIMATE state femcode enda actor FEM9 TOUGH FEMANIMATE state femcode enda actor FEM10 TOUGH FEMANIMATESLOW state tipme state femcode enda actor TOUGHGAL MANWOMANSTRENGTH TOUGHGALANIM state toughgaltalk state femcode enda actor NAKED1 TOUGH FEMANIMATE state killme state femcode enda actor PODFEM1 TOUGH FEMANIMATE state killme state femcode enda actor BLOODYPOLE TOUGH state femcode enda actor STATUEFLASH fall ifcount 32 cactor STATUE enda actor STATUE fall ifp pfacing ifpdistl 1280 ifhitspace { cactor STATUEFLASH move 0 } enda actor MIKE ifp pfacing ifpdistl 1280 ifhitspace mikesnd enda state troop_body_jibs ifrnd 64 guts HEADJIB1 1 ifrnd 64 guts LEGJIB1 2 ifrnd 64 guts ARMJIB1 1 ifrnd 48 spawn BLOODPOOL ends state liz_body_jibs ifrnd 64 guts LIZMANHEAD1 1 ifrnd 64 guts LIZMANLEG1 2 ifrnd 64 guts LIZMANARM1 1 ifrnd 48 spawn BLOODPOOL ends action BLOODFRAMES 0 4 1 1 15 actor BLOOD 0 BLOODFRAMES sizeto 72 72 sizeto 72 72 sizeto 72 72 ifpdistg 3144 killit ifactioncount 4 killit enda action EGGOPEN1 1 1 1 1 4 action EGGOPEN2 2 1 1 1 4 action EGGOPEN3 2 1 1 1 4 action EGGWAIT 0 action EGGFROZEN 1 action EGGGROW 1 action EGGSHRUNK 1 actor EGG TOUGH fall ifaction 0 { ifcount 64 { ifrnd 128 { action EGGWAIT move 0 } else { sound SLIM_HATCH action EGGOPEN1 } } } else ifaction EGGOPEN1 ifactioncount 4 action EGGOPEN2 else ifaction EGGOPEN2 ifactioncount 4 { spawn GREENSLIME action EGGOPEN3 } else ifaction EGGGROW state genericgrowcode else ifaction EGGSHRUNK state genericshrunkcode else ifaction EGGFROZEN { ifcount THAWTIME { action 0 getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } lotsofglass 30 sound GLASS_BREAKING ifrnd 84 spawn BLOODPOOL addkills 1 killit } // ifp pducking ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } ifhitweapon { ifdead { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action EGGFROZEN strength 0 break } else ifwasweapon GROWSPARK { cstat 0 move 0 sound ACTOR_GROWING action EGGGROW break } addkills 1 sound SQUISHED state standard_jibs killit } else ifwasweapon SHRINKSPARK { move 0 sound ACTOR_SHRINKING action EGGSHRUNK break } ifwasweapon GROWSPARK sound EXPANDERHIT } else ifaction EGGWAIT { ifcount 512 ifrnd 2 { ifaction EGGSHRUNK break sound SLIM_HATCH action EGGOPEN1 } } enda actor KNEE KNEE_WEAPON_STRENGTH enda actor SPIT SPIT_WEAPON_STRENGTH enda actor CHAINGUN CHAINGUN_WEAPON_STRENGTH enda actor SHOTGUN SHOTGUN_WEAPON_STRENGTH enda actor FIRELASER FIRELASER_WEAPON_STRENGTH enda actor HEAVYHBOMB HANDBOMB_WEAPON_STRENGTH enda actor BOUNCEMINE BOUNCEMINE_WEAPON_STRENGTH enda actor MORTER MORTER_WEAPON_STRENGTH enda actor SHRINKSPARK SHRINKER_WEAPON_STRENGTH enda actor GROWSPARK GROWSPARK_WEAPON_STRENGTH ifcount 18 killit else ifcount 9 { sizeto 0 0 sizeto 0 0 sizeto 0 0 sizeto 0 0 } else { sizeto 28 28 sizeto 28 28 sizeto 28 28 sizeto 28 28 } enda actor RPG RPG_WEAPON_STRENGTH enda actor FREEZEBLAST FREEZETHROWER_WEAPON_STRENGTH enda actor DEVISTATORBLAST FREEZETHROWER_WEAPON_STRENGTH enda actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda actor TRIPBOMB TRIPBOMB_STRENGTH enda action WEAP2FRAMES 0 4 1 1 6 actor SHOTSPARK1 PISTOL_WEAPON_STRENGTH WEAP2FRAMES ifdead killit ifactioncount 4 killit else { ifactioncount 3 { ifinwater spawn WATERBUBBLE } else ifcount 2 nullop else ifonwater spawn WATERSPLASH2 } enda state standard_pjibs guts JIBS1 1 guts JIBS3 2 guts JIBS4 1 guts JIBS5 1 guts JIBS6 2 guts DUKETORSO 1 guts DUKELEG 2 guts DUKEGUN 1 ifrnd 16 money 1 ends move DUKENOTMOVING state handle_dead_dukes fall ifmove 0 // 1st time initializiation... { ifrnd 128 cstat 4 else cstat 0 move DUKENOTMOVING } ifsquished { sound SQUISHED state random_ooz killit } else ifcount 1024 ifpdistg 4096 killit else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { state standard_jibs killit } } ends action PLYINGFRAMES 0 1 0 1 1 actor DUKELYINGDEAD 0 PLYINGFRAMES state handle_dead_dukes enda action PGROWING 0 action PSTAND 0 1 5 1 1 action PEXPLODE 106 5 1 1 10 action PEXPLODEAD 113 1 1 action PJPHOUVER 15 1 5 1 action PWALK 20 4 5 1 16 action PRUN 20 4 5 1 10 action PWALKBACK 45 4 5 -1 16 action PRUNBACK 45 4 5 -1 10 action PJUMPING 50 4 5 1 30 action PFALLING 65 1 5 action PDUCKING 86 1 5 action PCRAWLING 86 3 5 1 20 action PAKICKING 40 2 5 1 25 action PFLINTCHING 106 1 1 1 10 action PTHROWNBACK 106 5 1 1 18 action PFROZEN 20 1 5 action PLYINGDEAD 113 1 1 action PSWIMMINGGO 375 1 5 1 10 action PSWIMMING 375 4 5 1 13 action PSWIMMINGWAIT 395 1 5 1 13 action PTREDWATER 395 2 5 1 17 move PSTOPED move PSHRINKING // used as a var only state check_pstandard ifp pwalking action PWALK else ifp pkicking action PAKICKING else ifp pwalkingback action PWALKBACK else ifp prunning action PRUN else ifp prunningback action PRUNBACK else ifp pjumping action PJUMPING else ifp pducking action PDUCKING ends move PGROWINGPOP // Used only as a variable actor APLAYER MAXPLAYERHEALTH PSTAND 0 0 ifaction 0 action PSTAND ifaction PFROZEN { cstat 257 fall palfrom 16 0 0 24 ifmove 0 { ifhitweapon { ifwasweapon FREEZEBLAST break lotsofglass 60 ifrnd 84 spawn BLOODPOOL sound GLASS_BREAKING spawn ATOMICHEALTH getlastpal move 1 break } } else { cstat 32768 quote 13 ifhitspace { action PSTAND resetplayer } break } ifactioncount THAWTIME { getlastpal strength 1 move 0 action PSTAND } else ifactioncount FROZENDRIPTIME { ifrnd 32 spawn WATERDRIP } ifp pfacing // assumes another other player (multiplayer) ifpdistl FROZENQUICKKICKDIST pkick break } ifdead { ifaction PGROWING { ifmove PGROWINGPOP { quote 13 ifhitspace { action 0 resetplayer } break } else { ifcount 32 { sound SQUISHED palfrom 48 64 state standard_pjibs guts JIBS4 20 guts JIBS6 20 move PGROWINGPOP cstat 32768 tossweapon hitradius 2048 60 70 80 90 } else sizeto MAXXSTRETCH MAXYSTRETCH } break } ifsquished palfrom 32 63 63 63 else fall ifactioncount 7 move 0 else ifactioncount 6 { ifmultiplayer nullop else { ifrnd 32 sound DUKE_KILLED5 else ifrnd 32 sound DUKE_KILLED3 else ifrnd 32 sound DUKE_KILLED1 else ifrnd 32 sound DUKE_KILLED2 } } ifaction PLYINGDEAD { ifactioncount 3 move PSTOPED quote 13 ifhitspace { action PSTAND spawn DUKELYINGDEAD resetplayer } break } ifaction PTHROWNBACK { ifactioncount 5 { spawn BLOODPOOL action PLYINGDEAD } else ifactioncount 1 move 0 break } ifaction PEXPLODEAD { quote 13 ifhitspace { resetplayer action PSTAND } break } ifaction PEXPLODE { ifactioncount 5 { action PEXPLODEAD spawn BLOODPOOL } break } ifp pshrunk { state standard_pjibs spawn BLOODPOOL sound SQUISHED sound DUKE_DEAD cstat 32768 // Hide the sprite action PLYINGDEAD } else { ifinwater { action PLYINGDEAD spawn WATERBUBBLE spawn WATERBUBBLE } else { action PEXPLODE state standard_pjibs cstat 32768 sound SQUISHED sound DUKE_DEAD } } tossweapon break } ifsquished { strength -1 sound SQUISHED state random_ooz break } ifp ponsteroids { ifp pstanding nullop else spawn FRAMEEFFECT1 } ifmove PSHRINKING { ifcount 32 { ifcount SHRUNKDONECOUNT { move 0 cstat 257 } else ifcount SHRUNKCOUNT { sizeto 42 36 ifgapzl 24 { strength 0 sound SQUISHED palfrom 48 64 break } } else ifp ponsteroids count SHRUNKCOUNT } else { ifp ponsteroids count SHRUNKCOUNT else { sizeto 8 9 spawn FRAMEEFFECT1 } } } else ifhitweapon { ifdead { ifmultiplayer sound DUKE_KILLED4 ifwasweapon GROWSPARK { palfrom 48 48 action PGROWING count 0 move 0 sound ACTOR_GROWING cstat 0 break } } 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 48 52 sound EXPANDERHIT break } ifwasweapon SHRINKSPARK { palfrom 48 0 48 move PSHRINKING // used as a var only. sound ACTOR_SHRINKING cstat 0 break } ifwasweapon SHOTSPARK1 palfrom 24 48 ifwasweapon FREEZEBLAST { palfrom 48 0 0 48 ifdead { sound SOMETHINGFROZE spritepal 1 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 // For effect break } else ifp pjetpack { ifaction PJPHOUVER { ifactioncount 4 resetactioncount } else action PJPHOUVER break } else { ifaction PTREDWATER action PSTAND ifaction PSWIMMING action PSTAND ifaction PSWIMMINGWAIT action PSTAND ifaction PSWIMMINGGO action PSTAND ifaction PJPHOUVER action PFALLING } ifaction PFALLING { ifp ponground action PSTAND else { ifp pfalling break else state check_pstandard } } ifaction PDUCKING { ifgapzl 48 { ifp pwalking pwalkingback prunning prunningback action PCRAWLING } else ifp pducking { ifp pwalking pwalkingback prunning prunningback action PCRAWLING } else { ifp pstanding action PSTAND else state check_pstandard } } else ifaction PCRAWLING { ifgapzl 48 { ifp pstanding action PCRAWLING } else ifp pducking { ifp pstanding action PDUCKING } else { ifp pstanding action PSTAND else state check_pstandard } } else ifgapzl 48 action PDUCKING else ifaction PJUMPING { ifp ponground action PSTAND else ifactioncount 4 ifp pfalling action PFALLING } ifp pfalling action PFALLING else ifaction PSTAND state check_pstandard else ifaction PAKICKING { ifactioncount 2 action PSTAND break } else ifaction PWALK { ifp pfalling action PFALLING else ifp pstanding action PSTAND else ifp prunning action PRUN else ifp pwalkingback action PWALKBACK else ifp prunningback action PRUNBACK else ifp pjumping action PJUMPING else ifp pducking action PDUCKING } else ifaction PRUN { ifp pstanding action PSTAND else ifp pwalking action PWALK else ifp pwalkingback action PWALKBACK else ifp prunningback action PRUNBACK else ifp pjumping action PJUMPING else ifp pducking action PDUCKING } else ifaction PWALKBACK { ifp pstanding action PSTAND else ifp pwalking action PWALK else ifp prunning action PRUN else ifp prunningback action PRUNBACK else ifp pjumping action PJUMPING else ifp pducking action PDUCKING } else ifaction PRUNBACK { ifp pstanding action PSTAND else ifp pwalking action PWALK else ifp prunning action PRUN else ifp pwalkingback action PWALKBACK else ifp pjumping action PJUMPING else ifp pducking action PDUCKING } enda actor ORGANTIC TURRETSTRENGTH ifcount 48 resetcount else { ifcount 32 sizeto 32 32 } else ifcount 16 { sizeto 48 18 ifpdistl 2048 { sound TURR_ATTACK addphealth -2 palfrom 32 16 } } ifhitweapon { ifdead { addkills 1 sound TURR_DYING guts JIBS5 10 killit } sound TURR_PAIN break } ifrnd 1 soundonce TURR_ROAM enda state rf ifrnd 128 cstat 4 else cstat 0 ends // // // TROOP/LIZTROOP CODE // // action ATROOPSTAND 0 1 5 1 1 action ATROOPGROW 0 1 5 1 1 action ATROOPSTAYSTAND -2 1 5 1 1 action ATROOPWALKING 0 4 5 1 12 action ATROOPWALKINGBACK 15 4 5 -1 12 action ATROOPRUNNING 0 4 5 1 8 action ATROOPSHOOT 35 1 5 1 30 action ATROOPJETPACK 40 1 5 1 1 action ATROOPJETPACKILL 40 2 5 1 50 action ATROOPFLINTCH 50 1 1 1 6 action ATROOPDYING 50 5 1 1 16 action ATROOPDEAD 54 action ATROOPPLAYDEAD 54 action ATROOPSUFFERDEAD 58 2 1 -4 24 action ATROOPSUFFERING 59 2 1 1 21 action ATROOPDUCK 64 1 5 1 3 action ATROOPDUCKSHOOT 64 2 5 1 25 action ATROOPABOUTHIDE 74 1 1 1 25 action ATROOPHIDE 79 1 1 1 25 action ATROOPREAPPEAR 74 1 1 1 25 action ATROOPFROZEN 0 1 5 move TROOPWALKVELS 72 move TROOPWALKVELSBACK -72 move TROOPJETPACKVELS 64 -84 move TROOPJETPACKILLVELS 192 -38 move TROOPRUNVELS 108 move TROOPSTOPPED move DONTGETUP move SHRUNKVELS 32 ai AITROOPSEEKENEMY ATROOPWALKING TROOPWALKVELS seekplayer ai AITROOPSEEKPLAYER ATROOPWALKING TROOPWALKVELS seekplayer ai AITROOPFLEEING ATROOPWALKING TROOPWALKVELS fleeenemyai AITROOPFLEEINGBACK ATROOPWALKINGBACK TROOPWALKVELSBACK faceplayer ai AITROOPDODGE ATROOPWALKING TROOPRUNVELS dodgebullet ai AITROOPSHOOTING ATROOPSHOOT TROOPSTOPPED faceplayer ai AITROOPDUCKING ATROOPDUCK TROOPSTOPPED faceplayer ai AITROOPJETPACK ATROOPJETPACK TROOPJETPACKVELS seekplayer ai AITROOPSHRUNK ATROOPWALKING SHRUNKVELS fleeenemy ai AITROOPHIDE ATROOPABOUTHIDE TROOPSTOPPED faceplayerai AITROOPGROW ATROOPGROW DONTGETUP faceplayerslow state troophidestate ifaction ATROOPREAPPEAR { ifactioncount 2 { sound TELEPORTER ai AITROOPSHOOTING cstat 257 } else { sizeto 41 40 sizeto 41 40 sizeto 41 40 sizeto 41 40 spawn FRAMEEFFECT1 } } else ifaction ATROOPWALKING { ifpdistl 2448 ifpdistg 1024 { ifceilingdistl 48 break ifp pfacing break ifgapzl 64 nullop else ifawayfromwall { spawn TRANSPORTERSTAR action ATROOPREAPPEAR move 0 break } } } else ifaction ATROOPHIDE { ifactioncount 2 { spawn TRANSPORTERSTAR sound TELEPORTER action ATROOPWALKING move TROOPWALKVELS faceplayer cstat 32768 } else { sizeto 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 21 ifrnd 4 ifpdistg 4096 ai AITROOPHIDE else { ifpdistl 1100 ai AITROOPFLEEING else { ifpdistl 4096 ifcansee ifcanshoottarget ai AITROOPSHOOTING else { move TROOPRUNVELS seekplayer action ATROOPRUNNING } } } } } else ifcount 26 ifrnd 32 ai AITROOPSHOOTING } ends state troopseekstate state troopgunnashoot ifinwater { ai AITROOPJETPACK break } ifcansee { ifmove TROOPRUNVELS ifpdistl 1596 ai AITROOPDUCKING ifp phigher { ifceilingdistl 128 nullop else ifactornotstayput ai AITROOPJETPACK break } else ifrnd 2 { ifspritepal 21 ifpdistg 1596 { ai AITROOPHIDE break } ifbulletnear { ifrnd 128 ai AITROOPDODGE else ai AITROOPDUCKING break } } } ifnotmoving { ifrnd 32 operate else ifcount 32 ifp palive ifcansee ifcanshoottarget ai AITROOPSHOOTING } ifrnd 1 { ifrnd 128 soundonce PRED_ROAM else soundonce PRED_ROAM2 } ends state troopduckstate ifaction ATROOPDUCK { ifactioncount 8 { ifp palive { ifrnd 128 action ATROOPDUCKSHOOT } else ifmove DONTGETUP break else ai AITROOPSEEKPLAYER } } else ifaction ATROOPDUCKSHOOT { ifcount 64 { ifmove DONTGETUP resetcount else { ifpdistl 1100 ai AITROOPFLEEING else ai AITROOPSEEKPLAYER } } else ifactioncount 2 { ifcanshoottarget { sound PRED_ATTACK resetactioncount shoot FIRELASER } else ai AITROOPSEEKPLAYER } } ends state troopshootstate ifactioncount 2 { ifcanshoottarget { shoot FIRELASER sound PRED_ATTACK resetactioncount ifrnd 128 ai AITROOPSEEKPLAYER ifcount 24 { ifrnd 96 ifpdistg 2048 ai AITROOPSEEKPLAYER else { ifpdistg 1596 ai AITROOPFLEEING else ai AITROOPFLEEINGBACK } } } else ai AITROOPSEEKPLAYER } ends state troopfleestate ifactioncount 7 { ifpdistg 3084 { ai AITROOPSEEKPLAYER break } else ifrnd 32 ifp palive ifcansee ifcanshoottarget { ifrnd 128 ai AITROOPDUCKING else ai AITROOPSHOOTING break } } ifnotmoving { ifrnd 32 operate else ifcount 32 ifp palive ifcansee ifcanshoottarget { ifrnd 128 ai AITROOPSHOOTING else ai AITROOPDUCKING } } ends state troopdying iffloordistl 32 { ifactioncount 5 { cstat 0 iffloordistl 8 sound THUD ifrnd 64 spawn BLOODPOOL state rf strength 0 move TROOPSTOPPED action ATROOPDEAD } break } else { state rf move 0 action ATROOPDYING } ends state checktroophit ifaction ATROOPSUFFERING { stopsound LIZARD_BEG sound PRED_DYING cstat 0 strength 0 action ATROOPSUFFERDEAD break } ifdead { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ATROOPFROZEN strength 0 break } state drop_ammo state random_wall_jibs ifwasweapon GROWSPARK { cstat 0 sound ACTOR_GROWING ai AITROOPGROW break } addkills 1 ifwasweapon RPG { sound SQUISHED state troop_body_jibs state standard_jibs killit } else ifwasweapon RADIUSEXPLOSION { sound SQUISHED state troop_body_jibs state standard_jibs killit } else { sound PRED_DYING ifrnd 32 iffloordistl 32 { sound LIZARD_BEG spawn BLOODPOOL strength 0 move 0 action ATROOPSUFFERING break } action ATROOPDYING break } } else { state random_wall_jibs sound PRED_PAIN ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AITROOPSHRUNK } else ifwasweapon GROWSPARK sound EXPANDERHIT else iffloordistl 32 ifrnd 96 action ATROOPFLINTCH } ends state troopjetpackstate ifaction ATROOPJETPACKILL { ifcansee ifactioncount 2 { resetactioncount sound PRED_ATTACK shoot FIRELASER } ifp phigher ai AITROOPJETPACK else ifinwater ai AITROOPJETPACK else ifcount 26 iffloordistl 32 ai AITROOPSEEKPLAYER } else ifcount 48 ifcansee { action ATROOPJETPACKILL move TROOPJETPACKILLVELS seekplayer } ends state checksquished ifsquished { addkills 1 sound SQUISHED state standard_jibs state random_ooz killit } ends state troopsufferingstate ifactioncount 2 { ifrnd 16 spawn WATERDRIP ifactioncount 14 { stopsound LIZARD_BEG cstat 0 strength 0 action ATROOPSUFFERDEAD break } } ends state troopshrunkstate ifcount SHRUNKDONECOUNT ai AITROOPSEEKENEMY else ifcount SHRUNKCOUNT sizeto 48 40 else state genericshrunkcode ends state troopcode fall ifinwater ifrnd 1 spawn WATERBUBBLE ifaction ATROOPSTAND { ifrnd 192 ai AITROOPSHOOTING else ai AITROOPSEEKPLAYER } else ifaction ATROOPFROZEN { ifcount THAWTIME { ai AITROOPSEEKENEMY getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 ifrnd 84 spawn BLOODPOOL lotsofglass 30 sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } else ifaction ATROOPPLAYDEAD { ifhitweapon { ifwasweapon RADIUSEXPLOSION { sound SQUISHED state troop_body_jibs state standard_jibs 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 ifrespawn ifcount RESPAWNACTORTIME { spawn TRANSPORTERSTAR cstat 257 strength TROOPSTRENGTH ai AITROOPSEEKENEMY } ifhitweapon { ifwasweapon RADIUSEXPLOSION { sound SQUISHED state troop_body_jibs state standard_jibs killit } break } else state checksquished break } else ifaction ATROOPSUFFERDEAD { ifactioncount 2 { ifrnd 64 { resetcount action ATROOPPLAYDEAD } else { soundonce PRED_DYING action ATROOPDEAD } } } else ifaction ATROOPDYING { state troopdying break } else ifaction ATROOPSUFFERING { state troopsufferingstate ifhitweapon state checktroophit break } else ifaction ATROOPFLINTCH { ifactioncount 4 ai AITROOPSEEKENEMY } else { ifai AITROOPSEEKPLAYER state troopseekstate else ifai AITROOPJETPACK { state troopjetpackstate ifinwater 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 AITROOPSHRUNK state troopshrunkstate else ifai AITROOPGROW state genericgrowcode else ifai AITROOPHIDE { state troophidestate break } } ifhitweapon state checktroophit else state checksquished ends state checktrooppalette ifai 0 { ifspritepal 0 nullop else ifspritepal 21 addstrength TROOPSTRENGTH // Double the hitpoint vals } 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 AILIZSHRUNK ALIZWALKING SHRUNKVELS fleeenemy ai AILIZGROW ALIZSTAND 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 lizshrunkstate ifcount SHRUNKDONECOUNT ai AILIZGETENEMY else ifcount SHRUNKCOUNT sizeto 48 40 else state genericshrunkcode ends state lizfleestate ifcount 16 { ifrnd 48 ifp palive ifcansee ai AILIZSPIT } else { iffloordistl 16 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 ifai AILIZSHRUNK { addkills 1 sound SQUISHED state standard_jibs killit } ifdead { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ALIZFROZEN strength 0 break } state drop_chaingun ifwasweapon GROWSPARK { cstat 0 sound ACTOR_GROWING ai AILIZGROW 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 AILIZDYING ifrnd 64 spawn BLOODPOOL } sound CAPT_DYING } else { sound CAPT_PAIN ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AILIZSHRUNK break } ifwasweapon GROWSPARK sound EXPANDERHIT state random_wall_jibs ifp palive ifcansee ifcanshoottarget { ai AILIZSHOOTENEMY break } } ends state lizjumpstate ifaction ALIZFALL { iffloordistl 16 ai AILIZGETENEMY } else ifactioncount 3 action ALIZFALL ends state lizdyingstate ifaction ALIZLYINGDEAD { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs killit } ifcount RESPAWNACTORTIME ifrespawn { spawn TRANSPORTERSTAR cstat 257 strength LIZSTRENGTH ai AILIZGETENEMY } } else ifai AILIZDYING ifactioncount 6 { iffloordistl 8 sound THUD move LIZSTOP action ALIZLYINGDEAD } ends state lizdodgestate ifcount 13 ai AILIZGETENEMY ends actor LIZMANSTAYPUT LIZSTRENGTH ai AILIZGETENEMY cactor LIZMAN enda actor LIZMANSPITTING LIZSTRENGTH ai AILIZSPIT cactor LIZMAN enda actor LIZMANJUMP LIZSTRENGTH ai AILIZJUMPENEMY cactor LIZMAN enda state lizcode state checksquished ifai 0 ai AILIZGETENEMY else ifaction ALIZLYINGDEAD { fall state lizdyingstate break } else ifaction ALIZFROZEN { ifcount THAWTIME { ai AILIZGETENEMY getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 ifrnd 84 spawn BLOODPOOL lotsofglass 30 sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } else ifai AILIZJUMPENEMY state lizjumpstate else { fall ifai AILIZGETENEMY state lizseekstate else ifai AILIZCHARGEENEMY state lizseekstate else ifai AILIZDODGE state lizdodgestate else ifai AILIZSHOOTENEMY state lizshootstate else ifai AILIZFLEENEMY state lizfleestate else ifai AILIZTHINK state lizthinkstate else ifai AILIZSHRUNK state lizshrunkstate else ifai AILIZGROW state genericgrowcode else ifai AILIZDYING state lizdyingstate else ifai AILIZSPIT { ifcount 26 ai AILIZGETENEMY else ifcount 18 ifrnd 96 { shoot SPIT sound LIZARD_SPIT } } } ifai AILIZSHRUNK break ifhitweapon state checklizhit 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 getvai AIDRONEPULLBACK DRONEFRAMES DRONEBACKWARDS faceplayerslow ai AIDRONEHIT DRONESCREAM DRONEBACKWARDS faceplayer ai AIDRONESHRUNK DRONEFRAMES SHRUNKVELS fleeenemy ai AIDRONEDODGE DRONEFRAMES DRONEBULLVELS dodgebullet gethai 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 droneshrunkstate ifcount 24 killit else sizeto 1 1 ends state checkdronenearplayer ifp palive ifpdistl 1596 { ifcount 8 { addkills 1 sound DRON_ATTACK2 debris SCRAP1 8 debris SCRAP2 4 debris SCRAP3 7 spawn EXPLOSION2 sound RPG_EXPLODE hitradius 2048 15 20 25 30 killit } else ifcount 3 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 AIDRONESHRUNK state droneshrunkstate else ifai AIDRONEDODGE state dronedodgestate else ifai AIDRONEDODGEUP state dronedodgestate ifhitweapon state checkdronehitstate ifrnd 1 soundonce DRON_ROAM enda action AOCTAWALK 0 3 5 1 15 action AOCTASTAND 0 1 5 1 15 action AOCTASCRATCH 0 4 5 1 15 action AOCTAHIT 30 1 1 1 10 action AOCTASHOOT 20 1 5 1 10 action AOCTADYING 30 8 1 1 17 action AOCTADEAD 38 1 1 1 1 action AOCTAFROZEN 0 1 5 move OCTAWALKVELS 96 -30 move OCTAUPVELS 96 -70 move OCTASTOPPED 0 -30 move OCTAINWATER 96 24 ai AIOCTAGETENEMY AOCTAWALK OCTAWALKVELS seekplayer ai AIOCTASHOOTENEMY AOCTASHOOT OCTASTOPPED faceplayer ai AIOCTASCRATCHENEMY AOCTASCRATCH OCTASTOPPED faceplayerslow ai AIOCTAHIT AOCTAHIT OCTASTOPPED faceplayer ai AIOCTASHRUNK AOCTAWALK SHRUNKVELS faceplayer ai AIOCTAGROW AOCTASTAND OCTASTOPPED faceplayerslow ai AIOCTADYING AOCTADYING OCTASTOPPED faceplayer state octagetenemystate ifcansee { ifactioncount 32 { ifrnd 48 ifcanshoottarget { sound OCTA_ATTACK1 ai AIOCTASHOOTENEMY break } } else ifpdistl 1280 ai AIOCTASCRATCHENEMY } ends state octascratchenemystate ifpdistg 1280 ai AIOCTAGETENEMY else ifcount 32 { resetcount sound OCTA_ATTACK2 palfrom 8 32 addphealth OCTASCRATCHINGPLAYER } ends state octashootenemystate ifcount 25 { ifcount 27 ai AIOCTAGETENEMY } else ifcount 24 shoot COOLEXPLOSION1 else ifactioncount 6 resetactioncount ends state checkoctahitstate ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIOCTASHRUNK } else { ifdead { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action AOCTAFROZEN strength 0 break } addkills 1 ifwasweapon RPG { sound SQUISHED state standard_jibs killit } else ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs killit } else ifwasweapon GROWSPARK { cstat 0 sound ACTOR_GROWING ai AIOCTAGROW break } else { state rf ai AIOCTADYING } sound OCTA_DYING } else { ifwasweapon RPG { sound OCTA_DYING addkills 1 state standard_jibs killit } else ifwasweapon GROWSPARK sound EXPANDERHIT sound OCTA_PAIN spawn BLOOD ifrnd 64 ai AIOCTAHIT } } state random_wall_jibs ends state octashrunkstate ifcount SHRUNKDONECOUNT ai AILIZGETENEMY else ifcount SHRUNKCOUNT sizeto 40 40 else state genericshrunkcode ends state octadyingstate ifactioncount 8 { ifrnd 64 spawn BLOODPOOL move OCTASTOPPED action AOCTADEAD break } else ifactioncount 5 nullop else ifactioncount 4 iffloordistl 8 sound THUD ends actor OCTABRAINSTAYPUT OCTASTRENGTH ai AIOCTAGETENEMY cactor OCTABRAIN enda actor OCTABRAIN OCTASTRENGTH fall state checksquished ifai 0 ai AIOCTAGETENEMY else ifaction AOCTADEAD { strength 0 ifcount RESPAWNACTORTIME ifrespawn { addkills -1 spawn TRANSPORTERSTAR cstat 257 strength OCTASTRENGTH ai AIOCTAGETENEMY } ifhitweapon ifwasweapon RADIUSEXPLOSION { state standard_jibs killit } break } else ifaction AOCTAFROZEN { ifcount THAWTIME { ai AIOCTAGETENEMY getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { addkills 1 ifwasweapon FREEZEBLAST { strength 0 break } lotsofglass 30 ifrnd 84 spawn BLOODPOOL sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } else { ifrnd 1 soundonce OCTA_ROAM ifai AIOCTAGETENEMY state octagetenemystate else ifai AIOCTAHIT { ifcount 8 ai AIOCTASHOOTENEMY } else ifai AIOCTADYING { state octadyingstate break } else ifai AIOCTASCRATCHENEMY state octascratchenemystate else ifai AIOCTASHOOTENEMY state octashootenemystate else ifai AIOCTASHRUNK { state octashrunkstate break } else ifai AIOCTAGROW state genericgrowcode ifmove OCTAUPVELS nullop else ifp phigher move OCTAUPVELS seekplayer else ifmove OCTAINWATER nullop else ifinwater move OCTAINWATER seekplayer ifhitweapon state checkoctahitstate } enda action APIGWALK 0 4 5 1 20 action APIGRUN 0 4 5 1 11 action APIGSHOOT 30 2 5 1 58 action APIGCOCK 25 1 5 1 16 action APIGSTAND 30 1 5 1 1 action APIGDIVE 40 2 5 1 40 action APIGDIVESHOOT 45 2 5 1 58 action APIGDYING 55 5 1 1 15 action APIGHIT 55 1 1 1 10 action APIGDEAD 60 1 1 1 1 action APIGFROZEN 0 1 5 action APIGGROW 0 move PIGWALKVELS 72 move PIGRUNVELS 108 move PIGSTOPPED ai AIPIGSEEKENEMY APIGWALK PIGWALKVELS seekplayer ai AIPIGSHOOTENEMY APIGSHOOT PIGSTOPPED faceplayer ai AIPIGFLEEENEMY APIGWALK PIGWALKVELS fleeenemy ai AIPIGSHOOT APIGSHOOT PIGSTOPPED faceplayer ai AIPIGDODGE APIGRUN PIGRUNVELS dodgebullet ai AIPIGCHARGE APIGRUN PIGRUNVELS seekplayer ai AIPIGDIVING APIGDIVE PIGSTOPPED faceplayer ai AIPIGDYING APIGDYING PIGSTOPPED faceplayer ai AIPIGSHRINK APIGWALK SHRUNKVELS fleeenemy ai AIPIGGROW APIGGROW PIGSTOPPED faceplayerslow ai AIPIGHIT APIGHIT PIGSTOPPED faceplayer state pigseekenemystate ifai AIPIGCHARGE { ifcansee ifpdistl 3084 { ifnotmoving ai AIPIGSEEKENEMY else ai AIPIGDIVING } break } else iffloordistl 32 { ifpdistg 4096 { ifactornotstayput ai AIPIGCHARGE } ifrnd 8 { ifbulletnear ai AIPIGDODGE } } ifrnd 128 ifcansee { ifai AIPIGDODGE { ifcount 32 ai AIPIGCHARGE break } iffloordistl 32 { ifpdistl 1024 ifp palive ifcanshoottarget { ai AIPIGSHOOTENEMY break } ifcount 48 { ifrnd 8 ifp palive ifcanshoottarget { ifrnd 192 ai AIPIGSHOOTENEMY else ai AIPIGDIVING break } } } } ends state pigshootenemystate // ifcansee { ifcount 12 nullop else ifcount 11 { ifcanshoottarget { sound PIG_ATTACK shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN } 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 SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN } 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 pigdivestate ifaction APIGDIVESHOOT { ifcansee { ifcount 12 nullop else ifcount 11 { ifcanshoottarget { sound PIG_ATTACK shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN } else ai AIPIGSEEKENEMY } ifcount 25 nullop else ifcount 24 sound SHOTGUN_COCK ifcount 48 nullop else ifcount 47 { ifcanshoottarget { sound PIG_ATTACK shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN } else ai AIPIGSEEKENEMY } ifcount 60 nullop else ifcount 59 { sound SHOTGUN_COCK ifgapzl 32 ai AIPIGDIVING else { ifpdistl 4096 ai AIPIGFLEEENEMY else ai AIPIGSEEKENEMY } } } else ifgapzl 32 ai AIPIGDIVING else ai AIPIGSEEKENEMY } else ifactioncount 2 ifp palive { resetcount action APIGDIVESHOOT } ends state checkpighitstate spawn BLOOD ifdead { state random_wall_jibs ifrnd 16 spawn SHIELD else state drop_shotgun ifwasweapon GROWSPARK { sound ACTOR_GROWING ai AIPIGGROW break } addkills 1 ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action APIGFROZEN strength 0 break } ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs killit } else ifwasweapon RPG { sound SQUISHED state standard_jibs killit } else ai AIPIGDYING sound PIG_DYING } else { sound PIG_PAIN state random_wall_jibs ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIPIGSHRINK } else ifwasweapon GROWSPARK sound EXPANDERHIT else ifrnd 32 ai AIPIGHIT else ifrnd 64 ai AIPIGSHOOTENEMY else ifrnd 64 { ai AIPIGDIVING action APIGDIVESHOOT } } ends state pigshrinkstate ifcount SHRUNKDONECOUNT ai AIPIGSEEKENEMY else ifcount SHRUNKCOUNT sizeto 48 40 else state genericshrunkcode ends state pigdyingstate ifactioncount 5 { ifrnd 64 spawn BLOODPOOL state rf iffloordistl 8 sound THUD action APIGDEAD move PIGSTOPPED break } ends actor PIGCOPDIVE PIGCOPSTRENGTH ai AIPIGDIVING action APIGDIVESHOOT cactor PIGCOP enda actor PIGCOPSTAYPUT PIGCOPSTRENGTH ai AIPIGSEEKENEMY cactor PIGCOP enda actor PIGCOP PIGCOPSTRENGTH APIGSTAND fall state checksquished ifaction APIGSTAND ai AIPIGSEEKENEMY else ifaction APIGDEAD { ifrespawn ifcount RESPAWNACTORTIME { spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH ai AIPIGSEEKENEMY } else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs killit } break } } else ifaction APIGFROZEN { ifcount THAWTIME { ai AIPIGSEEKENEMY getlastpal } else ifcount FROZENDRIPTIME ifrnd 8 spawn WATERDRIP ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 lotsofglass 30 ifrnd 84 spawn BLOODPOOL sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } else ifai AIPIGDYING state pigdyingstate else ifai AIPIGHIT { ifactioncount 3 ai AIPIGSEEKENEMY } else ifai AIPIGSHRINK state pigshrinkstate else { ifai AIPIGSEEKENEMY state pigseekenemystate else ifai AIPIGDODGE state pigseekenemystate else ifai AIPIGSHOOTENEMY state pigshootenemystate else ifai AIPIGGROW state genericgrowcode else ifai AIPIGFLEEENEMY state pigfleeenemystate else ifai AIPIGDIVING state pigdivestate else ifai AIPIGCHARGE state pigseekenemystate ifhitweapon state checkpighitstate ifrnd 1 { ifrnd 32 soundonce PIG_ROAM else ifrnd 64 soundonce PIG_ROAM2 else soundonce PIG_ROAM3 } } enda action ABOSS1WALK 0 4 5 1 12 action ABOSS1FROZEN 30 1 5 action ABOSS1RUN 0 6 5 1 5 action ABOSS1SHOOT 30 2 5 1 4 action ABOSS1LOB 40 2 5 1 35 action ABOSS1DYING 50 5 1 1 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 // faceplayersmart ai AIBOSS1DYING ABOSS1DYING BOSS1STOPPED faceplayer ai AIBOSS1PALSHRINK ABOSS1WALK PALBOSS1SHRUNKRUNVELS furthestdir state boss1palshrunkstate ifcount SHRUNKDONECOUNT ai AITROOPSEEKENEMY else ifcount SHRUNKCOUNT sizeto 40 40 else state genericshrunkcode ends state checkboss1seekstate ai AIBOSS1SEEKENEMY ifspritepal 0 nullop else // a fake way of doing a ifspritepal NOT. move PALBOSS1RUNVELS seekplayer ends state boss1runenemystate ifpdistl 2048 { ifp palive ai AIBOSS1SHOOTENEMY break } else ifcansee { ifactioncount 6 { ifcanshoottarget { resetactioncount sound BOS1_WALK } else ai AIBOSS1SEEKENEMY } } else ai AIBOSS1SEEKENEMY ends state boss1seekenemystate ifrnd 2 soundonce BOS1_ROAM else ifactioncount 6 { resetactioncount sound BOS1_WALK } ifpdistl 2548 ifp palive { ai AIBOSS1SHOOTENEMY break } ifcansee ifcount 32 { ifrnd 32 { ifp palive ifcanshoottarget ai AIBOSS1SHOOTENEMY } else ifpdistg 2548 ifrnd 192 ifcanshoottarget { ifrnd 64 { ai AIBOSS1RUNENEMY ifspritepal 0 nullop else move PALBOSS1RUNVELS seekplayer } else ai AIBOSS1LOBBED } } ends state boss1dyingstate ifaction ABOSS1DEAD { ifspritepal 0 break ifrespawn ifcount RESPAWNACTORTIME { spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH state checkboss1seekstate } else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs 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 MORTER } else ifcount 64 ifrnd 16 state checkboss1seekstate } else state checkboss1seekstate ends state boss1shootenemy ifcount 72 state checkboss1seekstate else ifaction ABOSS1SHOOT ifactioncount 2 { sound BOS1_ATTACK1 shoot SHOTSPARK1 shoot SHOTSPARK1 shoot SHOTSPARK1 shoot SHOTSPARK1 shoot SHOTSPARK1 shoot SHOTSPARK1 resetactioncount } ends state checkboss1hitstate ifrnd 2 spawn BLOODPOOL ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifrnd 64 globalsound DUKE_TALKTOBOSSFALL ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS1FROZEN strength 0 break } } sound BOS1_DYING addkills 1 ai AIBOSS1DYING } else { ifrnd 32 { action BOSS1FLINTCH move 0 } ifspritepal 0 nullop else ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIBOSS1PALSHRINK cstat 0 break } soundonce BOS1_PAIN debris SCRAP1 1 guts JIBS6 1 } ends state boss1code ifaction ABOSS1FROZEN { ifcount THAWTIME { ai AIBOSS1SEEKENEMY spritepal 21 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 lotsofglass 30 ifrnd 84 spawn BLOODPOOL sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } ifai 0 { ifspritepal 0 ai AIBOSS1RUNENEMY else { strength BOSS1PALSTRENGTH ai AIBOSS1SHOOTENEMY } } else ifaction BOSS1FLINTCH { ifactioncount 3 ai AIBOSS1SHOOTENEMY } else ifai AIBOSS1SEEKENEMY state boss1seekenemystate else ifai AIBOSS1RUNENEMY state boss1runenemystate else ifai AIBOSS1SHOOTENEMY state boss1shootenemy else ifai AIBOSS1LOBBED state boss1lobbedstate else ifai AIBOSS1PALSHRINK state boss1palshrunkstate ifai AIBOSS1DYING state boss1dyingstate else { ifhitweapon state checkboss1hitstate else ifp palive ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends actor BOSS1STAYPUT BOSS1STRENGTH cactor BOSS1 enda actor BOSS1 BOSS1STRENGTH fall state boss1code enda action ABOSS2WALK 0 4 5 1 30 action ABOSS2FROZEN 0 1 5 action ABOSS2RUN 0 4 5 1 15 action ABOSS2SHOOT 20 2 5 1 15 action ABOSS2LOB 30 2 5 1 105 action ABOSS2DYING 40 8 1 1 35 action BOSS2FLINTCH 40 1 1 1 1 action ABOSS2DEAD 48 move PALBOSS2SHRUNKRUNVELS 32 move PALBOSS2RUNVELS 84 move BOSS2WALKVELS 192 move BOSS2RUNVELS 256 move BOSS2STOPPED ai AIBOSS2SEEKENEMY ABOSS2WALK BOSS2WALKVELS seekplayer ai AIBOSS2RUNENEMY ABOSS2RUN BOSS2RUNVELS faceplayer ai AIBOSS2SHOOTENEMY ABOSS2SHOOT BOSS2STOPPED faceplayer ai AIBOSS2LOBBED ABOSS2LOB BOSS2STOPPED faceplayer ai AIBOSS2DYING ABOSS2DYING BOSS2STOPPED faceplayer ai AIBOSS2PALSHRINK ABOSS2WALK PALBOSS2SHRUNKRUNVELS furthestdir state boss2palshrunkstate ifcount SHRUNKDONECOUNT { cstat 257 ai AITROOPSEEKENEMY } else ifcount SHRUNKCOUNT sizeto 40 40 else state genericshrunkcode ends state checkboss2seekstate ai AIBOSS2SEEKENEMY ifspritepal 0 nullop else // a fake way of doing a ifspritepal NOT. move PALBOSS2RUNVELS seekplayer ends state boss2runenemystate ifcansee { ifactioncount 3 { ifcanshoottarget { resetactioncount sound BOS1_WALK } else ai AIBOSS2SEEKENEMY } ifcount 48 ifrnd 2 { ifp palive { sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } break } } else ai AIBOSS2SEEKENEMY ends state boss2seekenemystate ifrnd 2 soundonce BOS2_ROAM else ifactioncount 3 { resetactioncount sound BOS1_WALK } ifcansee ifcount 32 ifp palive ifrnd 48 ifcanshoottarget { ifrnd 64 ifpdistg 4096 { ai AIBOSS2RUNENEMY ifspritepal 0 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 TRANSPORTERSTAR 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 RPG resetactioncount } ends state checkboss2hitstate ifrnd 2 spawn BLOODPOOL ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifrnd 64 globalsound DUKE_TALKTOBOSSFALL ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS2FROZEN strength 0 break } } sound BOS2_DYING addkills 1 ai AIBOSS2DYING } else { ifrnd 144 { ifrnd 32 { action BOSS2FLINTCH move 0 } else { sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } } ifspritepal 0 nullop else ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIBOSS2PALSHRINK break } soundonce BOS2_PAIN debris SCRAP1 1 guts JIBS6 1 } ends state boss2code ifaction ABOSS2FROZEN { ifcount THAWTIME { ai AIBOSS2SEEKENEMY spritepal 21 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 lotsofglass 30 sound GLASS_BREAKING ifrnd 84 spawn BLOODPOOL killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } ifai 0 { ifspritepal 0 ai AIBOSS2RUNENEMY else { strength 1 sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } } else ifaction BOSS2FLINTCH { ifactioncount 3 ai AIBOSS2SEEKENEMY } else ifai AIBOSS2SEEKENEMY state boss2seekenemystate else ifai AIBOSS2RUNENEMY state boss2runenemystate else ifai AIBOSS2SHOOTENEMY state boss2shootenemy else ifai AIBOSS2LOBBED state boss2lobbedstate else ifai AIBOSS2PALSHRINK state boss2palshrunkstate ifai AIBOSS2DYING state boss2dyingstate else { ifhitweapon state checkboss2hitstate else ifp palive ifspritepal 0 ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends actor BOSS2 BOSS2STRENGTH fall state boss2code enda action ABOSS3WALK 0 4 5 1 30 action ABOSS3FROZEN 0 1 5 action ABOSS3RUN 0 4 5 1 15 action ABOSS3LOB 20 4 5 1 50 action ABOSS3LOBBING 30 2 5 1 15 action ABOSS3DYING 40 8 1 1 20 action BOSS3FLINTCH 40 1 1 1 1 action ABOSS3DEAD 48 move PALBOSS3SHRUNKRUNVELS 32 move PALBOSS3RUNVELS 84 move BOSS3WALKVELS 208 move BOSS3RUNVELS 270 move BOSS3STOPPED ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS faceplayer state boss3palshrunkstate ifcount SHRUNKDONECOUNT ai AITROOPSEEKENEMY else ifcount SHRUNKCOUNT sizeto 40 40 else state genericshrunkcode ends state checkboss3seekstate ai AIBOSS3SEEKENEMY ifspritepal 0 nullop else // a fake way of doing a ifspritepal NOT. move PALBOSS3RUNVELS seekplayer ends state boss3runenemystate ifcansee { ifactioncount 3 { ifcanshoottarget { resetactioncount sound BOS1_WALK } else ai AIBOSS3SEEKENEMY } } else ai AIBOSS3SEEKENEMY ends state boss3seekenemystate ifrnd 2 soundonce BOS3_ROAM else ifactioncount 3 { resetactioncount sound BOS1_WALK } ifcansee ifcount 32 ifrnd 48 ifcanshoottarget { ifrnd 64 ifpdistg 4096 { ai AIBOSS3RUNENEMY ifspritepal 0 break move PALBOSS3RUNVELS seekplayer break } ifp palive ai AIBOSS3LOBENEMY } ends state boss3dyingstate ifaction ABOSS3DEAD { ifspritepal 0 break ifrespawn ifcount RESPAWNACTORTIME { spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH state checkboss3seekstate } else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound SQUISHED state standard_jibs 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 RPG resetactioncount ifrnd 8 ai AIBOSS3SEEKENEMY } ifactioncount 3 { action ABOSS3LOBBING resetcount } } else state checkboss3seekstate ends state checkboss3hitstate ifrnd 2 spawn BLOODPOOL ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifrnd 64 globalsound DUKE_TALKTOBOSSFALL ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS3FROZEN strength 0 break } } addkills 1 ai AIBOSS3DYING sound BOS3_DYING sound JIBBED_ACTOR9 } else { ifrnd 32 { action BOSS3FLINTCH move 0 } ifspritepal 0 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 SOMETHINGFROZE spritepal 1 move 0 action ACOMMFROZEN strength 0 break } else ifwasweapon GROWSPARK { sound ACTOR_GROWING ai AICOMMGROW break } addkills 1 ifwasweapon RADIUSEXPLOSION { spawn BLOODPOOL sound SQUISHED state standard_jibs killit } else ifwasweapon RPG { sound SQUISHED spawn BLOODPOOL state standard_jibs killit } sound COMM_DYING ai AICOMMDYING } else { soundonce COMM_PAIN ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AICOMMSHRUNK } else ifwasweapon GROWSPARK sound EXPANDERHIT else ifrnd 24 ai AICOMMABOUTTOSHOOT } } ends actor COMMANDERSTAYPUT COMMANDERSTRENGTH cactor COMMANDER ai AICOMMABOUTTOSHOOT enda actor COMMANDER COMMANDERSTRENGTH state checksquished ifaction ACOMMFROZEN { fall ifcount THAWTIME { getlastpal ai AICOMMWAIT } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 ifrnd 84 spawn BLOODPOOL lotsofglass 30 sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } ifai 0 ai AICOMMSHOOT else ifai AICOMMWAIT { ifcount 20 { ifcansee { ifcanshoottarget { ifrnd 96 ai AICOMMGET else ai AICOMMABOUTTOSHOOT } } else ai AICOMMGET } } else ifai AICOMMABOUTTOSHOOT { ifactioncount 2 { ifcansee ai AICOMMSHOOT else { ai AICOMMGET break } } 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 AICOMMSHRUNK { ifcount SHRUNKDONECOUNT ai AICOMMGET else ifcount SHRUNKCOUNT sizeto 48 40 else state genericshrunkcode } else ifai AICOMMGROW state genericgrowcode 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 killit } ifaction ACOMMDYING ifactioncount 8 { iffloordistl 8 sound THUD cstat 0 action ACOMMDEAD } } else { ifrnd 2 soundonce COMM_ROAM state checkcommhitstate } enda // CANNONBALL for Pirates of the Carribean 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 // Force actor to block 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 // fall ifaction 0 { // sizeat 64 64 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 // RIOT TANK with Pigcop inside define TANKSTRENGTH 500 // 2 3 4 5 7 8 // off-set, numofframes, numofrot, skipframes, delay 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 TANKVEL horiz vert 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 faceplayerai 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 AINEWBEASTSHRUNK ANEWBEASTWALKING SHRUNKVELS fleeenemy 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 newbeastshrunkstate ifcount SHRUNKDONECOUNT ai AINEWBEASTGETENEMY else ifcount SHRUNKCOUNT sizeto 48 40 else state genericshrunkcode 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 /* ifai AINEWBEASTSHRUNK { addkills 1 sound SQUISHED state standard_jibs killit } */ 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 /* // The alien is immune to the shrinker ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AINEWBEASTSHRUNK break } */ 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 AINEWBEASTGROW state genericgrowcode 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 ```
Die4Ever commented 2 years ago

USER.CON

``` (c) Microsoft Corporation. All rights reserved. C:\Users\die4e\source\repos\Die4Ever\build-engine-randomizer>buildrandomizer.py __init__ C:/Games/Build Engine/Duke Nukem 3D/DUKE3D.GRP b'KenSilverman' is a GRP file C:/Games/Build Engine/Duke Nukem 3D/DUKE3D.GRP 22b6938fe767e5cc57d1fe13080cd522 detected game: Duke Nukem 3D /* -------------------------------------------------------------------------------- Duke Nukem 3D Version 1.4 By Todd Replogle (c) 1996 3D Realms Entertainment -------------------------------------------------------------------------------- IMPORTANT NOTICE IF YOU USE MODIFIED .CON FILES If you are playing a MULTIPLAY game (Dukematch or Co-op) and you are using *modified* .CON files (USER.CON, GAME.CON, DEFS.CON), then each multiplayer must be using the EXACT SAME .CON files, or the game will get out of sync and/or develop interesting problems. 3D Realms encourages you to experiment freely with the parameters contained in this file, and to share your discoveries with the rest of the world. However, BE ADVISED that 3D Realms does NOT offer any technical support on how to use this file or other user-modifiable features of this game. Do NOT call 3D Realms or Apogee Software for advice or help with this subject. You make modifications to this and other files at your own risk. It is recommended that you first make a backup copy of this, or any .CON files before making any changes. -------------------------------------------------------------------------------- */ // ****************** // MISC 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 GENERICIMPACTDAMAGE 10 define MAXPISTOLAMMO 200 define MAXSHOTGUNAMMO 50 define MAXCHAINGUNAMMO 200 define MAXRPGAMMO 50 define MAXHANDBOMBAMMO 50 define MAXSHRINKERAMMO 50 define MAXGROWAMMO 50 define MAXDEVISTATORAMMO 99 define MAXFREEZEAMMO 99 define MAXTRIPBOMBAMMO 10 define TRIPBOMBLASERMODE 0 // 0 = always visable // 1 = transluscense // 2 = invisible w/o IR goggles // 3 = totally invisable define RESPAWNACTORTIME 768 define RESPAWNITEMTIME 768 define QSIZE 64 // total number of active // bullet holes, blood, // footprints, money, ect... // (max 1024) // The BLIMP has a high respawn time (any value smaller runs the risk // of spawning too many sprites, resulting in "Bog City") define BLIMPRESPAWNTIME 2048 define NUMFREEZEBOUNCES 3 // 0 - 255 define RUNNINGSPEED 53200 define GRAVITATIONALCONSTANT 176 define PLAYDEADTIME 120 define SHRUNKCOUNT 270 define SHRUNKDONECOUNT 304 define FROZENDRIPTIME 90 define THAWTIME 138 // Various blast radius distances define RPGBLASTRADIUS 1780 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 // Weapon Strengths define KNEE_WEAPON_STRENGTH 10 define PISTOL_WEAPON_STRENGTH 6 define HANDBOMB_WEAPON_STRENGTH 140 // For direct hits with the rocket launcher, // this amount is actually doubled. Otherwise, // damage values depend on distance. The // further, the weaker. define RPG_WEAPON_STRENGTH 140 define SHRINKER_WEAPON_STRENGTH 0 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 // Enemy strengths (hit points). define TROOPSTRENGTH 30 define PIGCOPSTRENGTH 100 define PIG_SHIELD_AMOUNT1 75 define PIG_SHIELD_AMOUNT2 50 define LIZSTRENGTH 100 define LIZGETTINGDAZEDAT 15 define LIZEATINGPLAYER -2 define OCTASTRENGTH 175 define OCTASCRATCHINGPLAYER -11 define RECONSTRENGTH 50 define TURRETSTRENGTH 30 define ROTTURRETSTRENGTH 40 define DRONESTRENGTH 150 define CAPTAINSTRENGTH 50 define CAPTSPINNINGPLAYER -11 define COMMANDERSTRENGTH 350 define SHARKSTRENGTH 35 define SHARKBITESTRENGTH -9 define NEWBEASTSTRENGTH 300 define NEWBEASTSCRATCHAMOUNT -22 define DOLPHINSTRENGTH 50 define PISTOLAMMOAMOUNT 12 define SHOTGUNAMMOAMOUNT 10 define CHAINGUNAMMOAMOUNT 50 define RPGAMMOBOX 5 define CRYSTALAMMOAMOUNT 5 define GROWCRYSTALAMMOAMOUNT 20 define DEVISTATORAMMOAMOUNT 15 define FREEZEAMMOAMOUNT 25 define HANDBOMBBOX 5 define BOSS1STRENGTH 4500 define BOSS1PALSTRENGTH 1000 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 45 define GOTTASMART 90 define PIRATEGALSTRENGTH 200 define MANWOMANSTRENGTH 100 // Players' inventory amounts. define STEROID_AMOUNT 400 define SHIELD_AMOUNT 100 define SCUBA_AMOUNT 6400 define HOLODUKE_AMOUNT 2400 define JETPACK_AMOUNT 1600 define HEAT_AMOUNT 1200 define FIRSTAID_AMOUNT MAXPLAYERHEALTH define BOOT_AMOUNT 200 define SPAWNAMMOODDS 96 // Maximum quote size is 64 characters. // Maximum quotes is 192 slots. definequote 0 AUTO AIMING definequote 1 SHOW MAP: OFF definequote 2 ACTIVATED definequote 3 PORTABLE MEDKIT definequote 4 LOCKED definequote 5 GIVING EVERYTHING! definequote 6 BOOTS definequote 7 WASTED! definequote 8 UNLOCKED definequote 9 A SECRET PLACE! definequote 10 SQUISH! definequote 11 ALL DOORS UNLOCKED definequote 12 USED STEROIDS definequote 13 PRESS SPACE TO RESTART LEVEL definequote 14 AMMO FOR DEVASTATOR definequote 15 DEACTIVATED definequote 16 SWITCH OPERATED ONLY! definequote 17 GOD MODE: ON definequote 18 GOD MODE: OFF definequote 19 ATOMIC HEALTH! definequote 20 CROSSHAIR: ON definequote 21 CROSSHAIR: OFF definequote 22 YOU'RE TOO GOOD TO BE CHEATING! definequote 23 MESSAGES: ON definequote 24 MESSAGES: 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 SCREEN CAPTURED definequote 37 STEROIDS definequote 38 ARMOR definequote 39 SCUBA GEAR definequote 40 Press F1 for Help definequote 41 JETPACK definequote 42 BODY SUIT definequote 43 ACCESS CARD definequote 44 MOUSE AIMING OFF definequote 45 MOUSE AIMING ON definequote 46 CHEAT CODE: UNRECOGNIZED definequote 47 HOLODUKE ON definequote 48 HOLODUKE OFF definequote 49 HOLODUKE NOT FOUND YET! definequote 50 JETPACK NOT FOUND YET! definequote 51 HOLODUKE definequote 52 JETPACK ON definequote 53 JETPACK OFF definequote 54 CHAINGUN CANNON! definequote 55 PIPEBOMB! definequote 56 RPG! definequote 57 SHOTGUN definequote 58 LASER TRIPBOMB! definequote 59 FREEZETHROWER! definequote 60 GOT SHRINKER/EXPANDER! definequote 61 SMALL MEDKIT: +10 definequote 62 LARGE MEDKIT: +30 definequote 63 AMMO FOR CHAINGUN CANNON! definequote 64 AMMO FOR RPG! definequote 65 AMMO FOR PISTOL! definequote 66 AMMO FOR FREEZETHROWER! definequote 67 BOOTS OFF definequote 68 BOOTS ON definequote 69 AMMO FOR SHOTGUN definequote 70 BLUE ACCESS CARD REQUIRED definequote 71 RED ACCESS CARD REQUIRED definequote 72 YELLOW ACCESS CARD REQUIRED definequote 73 WEAPON LOWERED definequote 74 WEAPON RAISED definequote 75 PROTECTIVE BOOTS ON definequote 76 SCUBA GEAR ON definequote 77 SPACE SUIT ON definequote 78 AMMO FOR SHRINKER definequote 79 BUY MAJOR STRYKER definequote 80 MIGHTY FOOT ENGAGED definequote 81 WEAPON MODE ON definequote 82 WEAPON MODE OFF definequote 83 FOLLOW MODE OFF definequote 84 FOLLOW MODE ON definequote 85 RUN MODE OFF definequote 86 RUN MODE ON definequote 87 DEVASTATOR WEAPON definequote 88 JET PACK definequote 89 AIRTANK definequote 90 STEROIDS definequote 91 HOLODUKE 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 REGISTER COSMO TODAY! definequote 100 ALL LOCKS TOGGLED definequote 101 NIGHT VISION GOGGLES definequote 102 WE'RE GONNA FRY YOUR ASS, NUKEM! definequote 103 SCREEN SAVED definequote 104 GOT USED ARMOR definequote 105 PIRATES SUCK! 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 CLIPPING: ON definequote 113 CLIPPING: OFF definequote 114 !!! INCORRECT VERSION !!! definequote 115 definequote 116 definequote 117 definequote 118 YOU CANNOT "QUICK SAVE" WHEN DEAD definequote 119 GOT ALL WEAPONS/AMMO definequote 120 GOT ALL INVENTORY definequote 121 GOT ALL KEYS definequote 122 definequote 123 AMMO FOR EXPANDER definequote 124 MAP HAS A DIFFERENT NUMBER OF PLAYERS // Volume titles cannot excede 32 characters. definevolumename 0 L.A. MELTDOWN definevolumename 1 LUNAR APOCALYPSE definevolumename 2 SHRAPNEL CITY definevolumename 3 THE BIRTH // Skill titles cannot excede 32 characters. defineskillname 0 PIECE OF CAKE defineskillname 1 LET'S ROCK defineskillname 2 COME GET SOME defineskillname 3 DAMN I'M GOOD // Level file names cannot excede 128 characters. // Level par cannot excede 5 characters (min:sec) // Level titles cannot excede 32 characters. definelevelname 0 0 E1L1.map 01:45 00:53 HOLLYWOOD HOLOCAUST definelevelname 0 1 E1L2.map 05:10 03:21 RED LIGHT DISTRICT definelevelname 0 2 E1L3.map 05:35 03:41 DEATH ROW definelevelname 0 3 E1L4.map 07:20 04:40 TOXIC DUMP definelevelname 0 4 E1L5.map 09:10 05:00 THE ABYSS definelevelname 0 5 E1L6.map 05:15 02:58 LAUNCH FACILITY definelevelname 0 6 E1L7.map 00:00 00:00 FACES OF DEATH definelevelname 0 7 E1L8.map 99:99 99:99 USER MAP definelevelname 0 8 E1L9.map 12:48 16:32 VOID ZONE definelevelname 0 9 E1L10.map 0T:HX 11:38 ROACH CONDO definelevelname 0 10 E1L11.map 08:67 53:09 ANTIPROFIT definelevelname 1 0 E2L1.map 02:30 01:19 SPACEPORT definelevelname 1 1 E2L2.map 02:30 01:26 INCUBATOR definelevelname 1 2 E2L3.map 05:00 02:26 WARP FACTOR definelevelname 1 3 E2L4.map 04:30 02:14 FUSION STATION definelevelname 1 4 E2L5.map 03:00 01:26 OCCUPIED TERRITORY definelevelname 1 5 E2L6.map 02:30 01:04 TIBERIUS STATION definelevelname 1 6 E2L7.map 04:45 02:15 LUNAR REACTOR definelevelname 1 7 E2L8.map 11:30 04:59 DARK SIDE definelevelname 1 8 E2L9.map 05:00 02:26 OVERLORD definelevelname 1 9 E2L10.map 03:00 01:19 SPIN CYCLE definelevelname 1 10 E2L11.map 03:00 00:52 LUNATIC FRINGE definelevelname 2 0 E3L1.map 02:30 01:11 RAW MEAT definelevelname 2 1 E3L2.map 04:45 02:18 BANK ROLL definelevelname 2 2 E3L3.map 03:00 01:57 FLOOD ZONE definelevelname 2 3 E3L4.map 03:15 01:46 L.A. RUMBLE definelevelname 2 4 E3L5.map 02:30 01:04 MOVIE SET definelevelname 2 5 E3L6.map 03:30 01:30 RABID TRANSIT definelevelname 2 6 E3L7.map 02:00 00:55 FAHRENHEIT definelevelname 2 7 E3L8.map 02:15 01:09 HOTEL HELL definelevelname 2 8 E3L9.map 02:45 01:17 STADIUM definelevelname 2 9 E3L10.map 00:45 00:10 TIER DROPS definelevelname 2 10 E3L11.map 02:00 01:07 FREEWAY definelevelname 3 0 E4L1.map 03:04 01:32 IT'S IMPOSSIBLE definelevelname 3 1 E4L2.map 04:00 02:00 DUKE-BURGER definelevelname 3 2 E4L3.map 03:30 01:45 SHOP-N-BAG definelevelname 3 3 E4L4.map 06:32 03:16 BABE LAND definelevelname 3 4 E4L5.map 02:02 01:01 PIGSTY definelevelname 3 5 E4L6.map 03:04 01:52 GOING POSTAL definelevelname 3 6 E4L7.map 01:24 00:42 XXX-STACY definelevelname 3 7 E4L8.map 03:18 01:59 CRITICAL MASS definelevelname 3 8 E4L9.map 05:02 02:51 DERELICT definelevelname 3 9 E4L10.map 10:50 05:25 THE QUEEN definelevelname 3 10 E4L11.map 04:20 02:10 AREA 51 // 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 GRABBAG.MID BRIEFING.MID // Music for the individual levels music 1 stalker.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid thecall.mid ahgeez.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid music 2 futurmil.mid storm.mid gutwrnch.mid robocrep.mid stalag.mid pizzed.mid alienz.mid xplasma.mid alfredh.mid gloomy.mid intents.mid music 3 inhiding.mid FATCMDR.mid NAMES.MID subway.mid invader.mid gotham.mid 233c.mid lordofla.mid urban.mid spook.mid whomp.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 identify 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 roam29.voc -200 400 3 0 0 definesound PIG_ROAM2 roam67.voc -200 400 3 0 0 definesound PIG_ROAM3 pigrm.voc -200 400 3 0 0 definesound PIG_RECOG pigrg.voc -200 400 3 0 0 definesound PIG_ATTACK shotgun7.voc -256 256 4 0 0 definesound PIG_PAIN pigpn.voc 100 800 3 0 0 definesound PIG_DYING pigdy.voc -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 // Octabrain definesound OCTA_ROAM octarm.voc -200 0 3 0 0 definesound OCTA_RECOG octarg.voc 0 0 3 0 0 definesound OCTA_ATTACK1 octaat1.voc 0 0 3 0 0 definesound OCTA_ATTACK2 octaat2.voc 0 600 3 0 0 definesound OCTA_PAIN octapn.voc -400 0 3 0 0 definesound OCTA_DYING octady.voc -400 -100 3 0 0 definesound WIERDSHOT_FLY octaat1.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.voc 0 0 0 0 4096 definesound PISTOL_BODYHIT bulithit.voc 0 0 0 0 0 definesound PISTOL_FIRE pistol.voc -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 shotgun7.voc 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 cool01.voc 0 0 255 4 0 definesound DUKE_GETWEAPON2 getsom1a.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 letsrk03.voc 0 0 255 4 0 definesound BONUS_SPEECH2 ready2a.voc 0 0 255 4 0 definesound BONUS_SPEECH3 ripem08.voc 0 0 255 4 0 definesound BONUS_SPEECH4 rockin02.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 teleport.voc 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 ktitx.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 bulithit.voc 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 aisle402.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 AMESS06.voc 0 0 255 4 0 definesound JIBBED_ACTOR2 BITCHN04.voc 0 0 255 12 0 definesound JIBBED_ACTOR3 HOLYCW01.voc 0 0 255 4 0 definesound JIBBED_ACTOR4 HOLYSH02.voc 0 0 255 12 0 definesound JIBBED_ACTOR5 IMGOOD12.voc 0 0 255 12 0 definesound JIBBED_ACTOR6 PIECE02.voc 0 0 255 4 0 definesound JIBBED_ACTOR7 GOTHRT01.voc 0 0 255 4 0 definesound JIBBED_ACTOR8 BLOWIT01.VOC 0 0 255 12 0 definesound JIBBED_ACTOR9 EATSHT01.VOC 0 0 255 12 0 definesound JIBBED_ACTOR10 FACE01.VOC 0 0 255 12 0 definesound JIBBED_ACTOR11 INHELL01.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 0definesound 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 gunhit2.voc 0 0 249 0 0 definesound ENDSEQVOL2SND2 headrip3.VOC 0 0 250 0 0 definesound ENDSEQVOL2SND3 buckle.VOC 0 0 251 0 0 definesound ENDSEQVOL2SND4 jetp2.VOC 0 0 252 0 0 definesound ENDSEQVOL2SND5 zipper2.voc 0 0 253 0 0 definesound ENDSEQVOL2SND6 news.voc 0 0 254 0 0 definesound ENDSEQVOL2SND7 whistle.voc 0 0 255 0 0 // definesound ENDSEQVOL3SND1 KICKHEAD.VOC 0 0 254 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 ```