Train


0206 Label 06
03 Yield
4601 If a bullet just missed us then goto 01
3a01 If Bond shot another actor then goto 01
3b01 If an actor is killed in sight of this actor then goto 01
3201 If Bond is in sight then goto 01
3c01 If we have a line of sight on Bond then goto 01
2f11 If actor has stopped moving then goto 11
0106 Go to first 06
0211 Label 11
0106 Go to first 06
0201 Label 01
33 Call RNG
351901 If random byte > 25 then goto 01
0e08 Step sideways then goto 08
0201 Label 01
33 Call RNG
354001 If random byte > 64 then goto 01
1108 Walk and fire, then goto 08
0201 Label 01
357f01 If random byte > 127 then goto 01
1208 Run and fire, then goto 08
0201 Label 01
33 Call RNG
357f01 If random byte > 127 then goto 01
140001000008 Aim/shoot at player 1 (?), then goto 08
0201 Label 01
960201 If $self->somevalue is 2 then goto 01
9402 Set $self->somevalue to 2
0201 Label 01
020f Label 0f
150001000008 Kneel, aim/shoot at player 1 (?), then goto 08
0208 Label 08
03 Yield
2f01 If actor has stopped moving then goto 01
0108 Go to first 08
0201 Label 01
0101 Go to first 01
04 End of function

Invocations

  • Initial function for actor 03 (Janus Marine)
  • Initial function for actor 04 (Janus Marine)
  • Initial function for actor 06 (Janus Marine)
  • Initial function for actor 0e (Janus Marine)
  • Initial function for actor 11 (Janus Marine)
  • Initial function for actor 16 (Janus Marine)
  • Initial function for actor 1c (Janus Marine)
  • Initial function for actor 27 (Janus Marine)
  • Initial function for actor 2a (Janus Marine)
  • Initial function for actor 2f (Janus Marine)
  • Initial function for actor 43 (Janus Marine)
  • Can be invoked by function 0406 - Spawned guard
  • Can be invoked by function 040a - Spawned guard
  • Can be invoked by function 040f

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