0239 |
Label 39 |
9c0000020008 |
If flag #10 (disable spawning) is set then goto 08 |
4c019035 |
If actor is further than 400 units of Bond then goto 35 |
2809 |
Begin jogging to Bond, then goto 09 |
0235 |
Label 35 |
2a09 |
Begin running to Bond, then goto 09 |
0209 |
Label 09 |
03 |
Yield |
4c00c835 |
If actor is further than 200 units of Bond then goto 35 |
3c3a |
If we have a line of sight on Bond then goto 3a |
0235 |
Label 35 |
2f3b |
If actor has stopped moving then goto 3b |
0109 |
Go to first 09 |
023a |
Label 3a |
3c2b |
If we have a line of sight on Bond then goto 2b |
0007 |
Go to next 07 |
023b |
Label 3b |
03 |
Yield |
0139 |
Go to first 39 |
022b |
Label 2b |
023c |
Label 3c |
33 |
Call RNG |
350a2b |
If random byte > 10 then goto 2b |
1a07 |
Roll to throw grenade. If successful goto 07 |
022b |
Label 2b |
35322b |
If random byte > 50 then goto 2b |
0e07 |
Step sideways then goto 07 |
022b |
Label 2b |
353c2b |
If random byte > 60 then goto 2b |
1307 |
Roll and fire, then goto 07 |
022b |
Label 2b |
35502b |
If random byte > 80 then goto 2b |
1307 |
Roll and fire, then goto 07 |
022b |
Label 2b |
35642b |
If random byte > 100 then goto 2b |
1107 |
Walk and fire, then goto 07 |
022b |
Label 2b |
35962b |
If random byte > 150 then goto 2b |
1207 |
Run and fire, then goto 07 |
022b |
Label 2b |
35c82b |
If random byte > 200 then goto 2b |
140001000007 |
Aim/shoot at player 1 (?), then goto 07 |
022b |
Label 2b |
35fa08 |
If random byte > 250 then goto 08 |
150001000007 |
Kneel, aim/shoot at player 1 (?), then goto 07 |
0207 |
Label 07 |
03 |
Yield |
2f2b |
If actor has stopped moving then goto 2b |
0107 |
Go to first 07 |
022b |
Label 2b |
3c2b |
If we have a line of sight on Bond then goto 2b |
0009 |
Go to next 09 |
0209 |
Label 09 |
03 |
Yield |
0139 |
Go to first 39 |
022b |
Label 2b |
03 |
Yield |
013c |
Go to first 3c |
0208 |
Label 08 |
05fd040e |
Assign function 040e - ZMG guard when spawns disabled to $self and advance frame |
04 |
End of function |
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