011ffd16 |
If something to do with $self goto 16 |
00b553454520454e454d590a00 |
// SEE ENEMY |
00ea0216 |
If something to do with $player and value 2 goto 16 |
000213 |
Label 13 |
018313 |
If something goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1613 |
If stage < WAR! goto 13 |
007c1613 |
If stage > WAR! goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b3813 |
If stage < Deep Sea goto 13 |
007c3813 |
If stage > Deep Sea goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b2d13 |
If stage < Defense goto 13 |
007c2d13 |
If stage > Defense goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1613 |
If stage < WAR! goto 13 |
007c1613 |
If stage > WAR! goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1913 |
If stage < Escape goto 13 |
007c1913 |
If stage > Escape goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b3413 |
If stage < Attack Ship goto 13 |
007c3413 |
If stage > Attack Ship goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1c13 |
If stage < Crash Site goto 13 |
007c1c13 |
If stage > Crash Site goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
018313 |
If something goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
0005fd0007 |
Assign function 0007 - Alerted guard to $self and advance frame |
000216 |
Label 16 |
00a400000040 |
Set property for actor $self: 1:00000040 (unknown prop) |
00b54445544543540a00 |
// DETECT |
0033fd16 |
If $self is dying/dead goto 16 |
0034fd16 |
If $self has finished death animation goto 16 |
017bfd16 |
If $self's body has disappeared goto 16 |
000013 |
Go to next 13 |
000216 |
Label 16 |
00070000 |
When shot/hit, assign function 0000 - Idle |
00b6 |
Reset and start cycle counter |
00021c |
Label 1c |
0003 |
Yield |
00bd00000f16 |
If cycle counter > 15 (0.2 secs) goto 16 |
00011c |
Go to first 1c |
000216 |
Label 16 |
011ffd16 |
If something to do with $self goto 16 |
0130f819ff03ff000000 |
Say random quip: "You bitch!","Oh... my... god","She got me" |
000017 |
Go to next 17 |
000216 |
Label 16 |
0130f802ff03ff000000 |
Say random quip: "Cover me!","Watch my back!","Taker cover!" |
000217 |
Label 17 |
00070000 |
When shot/hit, assign function 0000 - Idle |
0005fd0000 |
Assign function 0000 - Idle to $self and advance frame |
000213 |
Label 13 |
00b5444554454354310a00 |
// DETECT1 |
007d01b2 |
If actor shot less than 1 times goto b2 |
0083fd16 |
If $self shot (while recoiling?) goto 16 |
016ffd00b2 |
If $self has weapon Nothing equipped (?) goto b2 |
009b0000000101 |
Set an actor flag |
0000b2 |
Go to next b2 |
00b5444554454354320a00 |
// DETECT2 |
000216 |
Label 16 |
00b6 |
Reset and start cycle counter |
00021d |
Label 1d |
0003 |
Yield |
009d00000020010016 |
If actor flag is something, goto 16 |
007d0116 |
If actor shot less than 1 times goto 16 |
00bc00001416 |
If cycle counter < 20 (0.3 secs) goto 16 |
0130f80d2803ff000000 |
Say random quip: "Medic!","Help!","You shot me?!" |
0130f80e280301000000 |
Say random quip: "I'm hit, I'm hit!","I'm taking fire!","Taking damage!" |
009b0000002000 |
Set an actor flag |
000216 |
Label 16 |
003213 |
If actor has stopped moving goto 13 |
00bd0000b413 |
If cycle counter > 180 (3.0 secs) goto 13 |
00011d |
Go to first 1d |
000213 |
Label 13 |
00b5444554454354330a00 |
// DETECT3 |
0002b2 |
Label b2 |
0003 |
Yield |
011df60800000013 |
If player has property 2:08000000 (unknown prop) goto 13 |
009c0000000101 |
Unset an actor flag |
000016 |
Go to next 16 |
000213 |
Label 13 |
009b0000000101 |
Set an actor flag |
000216 |
Label 16 |
00b55445414d440a00 |
// TEAMD |
008e6400b3 |
If actor's alertness < 100 goto b3 |
00b5414c4552540a00 |
// ALERT |
0128feb3 |
If actor within 254 units of an enemy and has line of sight then set AI vs AI and goto b3 |
011ffd16 |
If something to do with $self goto 16 |
011dfd8000000013 |
If $self has property 2:80000000 (detected/psychosised) goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
0107b3 |
If something (to do with detection?) goto b3 |
000216 |
Label 16 |
00b54e4f205441524745540a00 |
// NO TARGET |
0106ff0000 |
Set $player to actor ff |
0008 |
Jump to return function |
0002b3 |
Label b3 |
011ffd16 |
If something to do with $self goto 16 |
000213 |
Label 13 |
018313 |
If something goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1613 |
If stage < WAR! goto 13 |
007c1613 |
If stage > WAR! goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b3813 |
If stage < Deep Sea goto 13 |
007c3813 |
If stage > Deep Sea goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b2d13 |
If stage < Defense goto 13 |
007c2d13 |
If stage > Defense goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1613 |
If stage < WAR! goto 13 |
007c1613 |
If stage > WAR! goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1913 |
If stage < Escape goto 13 |
007c1913 |
If stage > Escape goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b3413 |
If stage < Attack Ship goto 13 |
007c3413 |
If stage > Attack Ship goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
007b1c13 |
If stage < Crash Site goto 13 |
007c1c13 |
If stage > Crash Site goto 13 |
00ea0213 |
If something to do with $player and value 2 goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
0005fd0007 |
Assign function 0007 - Alerted guard to $self and advance frame |
000216 |
Label 16 |
00b5464f554e4420454e454d590a00 |
// FOUND ENEMY |
00b6 |
Reset and start cycle counter |
0033f6ba |
If player is dying/dead goto ba |
0034f6ba |
If player has finished death animation goto ba |
017bf6ba |
If player's body has disappeared goto ba |
010713 |
If something (to do with detection?) goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
009d00000001000116 |
If actor flag is something, goto 16 |
009d00001000010116 |
If actor flag is something, goto 16 |
0036 |
Call RNG |
00378013 |
If random byte < 128 goto 13 |
0053001916 |
If actor is further than 25 units from player goto 16 |
017a13 |
If $player is within disarm range goto 13 |
000016 |
Go to next 16 |
000213 |
Label 13 |
009b0040000001 |
Set an actor flag |
0005fd000f |
Assign function 000f - Hand combat to $self and advance frame |
000216 |
Label 16 |
002db4 |
Run to Jo, then goto b4 |
00b552554e204641494c0a00 |
// RUN FAIL |
0002b4 |
Label b4 |
0003 |
Yield |
00b5464f554e4420310a00 |
// FOUND 1 |
00bd000258ba |
If cycle counter > 600 (10.0 secs) goto ba |
009d00000001000113 |
If actor flag is something, goto 13 |
00bd00001409 |
If cycle counter > 20 (0.3 secs) goto 09 |
000213 |
Label 13 |
0033f6ba |
If player is dying/dead goto ba |
0034f6ba |
If player has finished death animation goto ba |
017bf6ba |
If player's body has disappeared goto ba |
010713 |
If something (to do with detection?) goto 13 |
0000ba |
Go to next ba |
000213 |
Label 13 |
00b5464f554e4420320a00 |
// FOUND 2 |
009d00000001010116 |
If actor flag is something, goto 16 |
009d00001000010113 |
If actor flag is something, goto 13 |
0052000c16 |
If actor is within 12 units of $player goto 16 |
0036 |
Call RNG |
00378013 |
If random byte < 128 goto 13 |
0053001913 |
If actor is further than 25 units from player goto 13 |
000216 |
Label 16 |
017a16 |
If $player is within disarm range goto 16 |
00b54e4f554e41524d0a00 |
// NOUNARM |
000013 |
Go to next 13 |
000216 |
Label 16 |
00b5474f554e41524d0a00 |
// GOUNARM |
009b0040000001 |
Set an actor flag |
0005fd000f |
Assign function 000f - Hand combat to $self and advance frame |
000213 |
Label 13 |
000213 |
Label 13 |
012878b5 |
If actor within 120 units of an enemy and has line of sight then set AI vs AI and goto b5 |
017ab6 |
If $player is within disarm range goto b6 |
0001b4 |
Go to first b4 |
000209 |
Label 09 |
0001b3 |
Go to first b3 |
0002b7 |
Label b7 |
0002b9 |
Label b9 |
017ab6 |
If $player is within disarm range goto b6 |
0033f6ba |
If player is dying/dead goto ba |
0034f6ba |
If player has finished death animation goto ba |
017bf6ba |
If player's body has disappeared goto ba |
010713 |
If something (to do with detection?) goto 13 |
0000ba |
Go to next ba |
000213 |
Label 13 |
004abb |
If something (actor in view?) goto bb |
0001b4 |
Go to first b4 |
0002b5 |
Label b5 |
00b6 |
Reset and start cycle counter |
002dbc |
Run to Jo, then goto bc |
0002bc |
Label bc |
0003 |
Yield |
0033f6c0 |
If player is dying/dead goto c0 |
0034f6c0 |
If player has finished death animation goto c0 |
017bf6c0 |
If player's body has disappeared goto c0 |
010713 |
If something (to do with detection?) goto 13 |
0000c0 |
Go to next c0 |
000213 |
Label 13 |
011df62000000013 |
If player has property 2:20000000 (cloaked) goto 13 |
017abf |
If $player is within disarm range goto bf |
000213 |
Label 13 |
00bd000078c0 |
If cycle counter > 120 (2.0 secs) goto c0 |
0001bc |
Go to first bc |
0002bf |
Label bf |
0000b6 |
Go to next b6 |
0002c0 |
Label c0 |
0001b2 |
Go to first b2 |
0002b6 |
Label b6 |
0094ff |
Set grenade probability to 255/255 |
00a400000040 |
Set property for actor $self: 1:00000040 (unknown prop) |
0033f6c1 |
If player is dying/dead goto c1 |
0034f6c1 |
If player has finished death animation goto c1 |
017bf6c1 |
If player's body has disappeared goto c1 |
010713 |
If something (to do with detection?) goto 13 |
0000c1 |
Go to next c1 |
000213 |
Label 13 |
00b553484f4f54494e470a00 |
// SHOOTING |
0000c2 |
Go to next c2 |
000216 |
Label 16 |
00520050c2 |
If actor is within 80 units of $player goto c2 |
012a00c2 |
If something goto c2 |
00b54752454e4144450a00 |
// GRENADE |
00b6 |
Reset and start cycle counter |
01370bc2 |
If something to do with 11 goto c2 |
01320b00 |
Undocumented (to do with cover?) |
001b0200000016 |
Actor has a chance of throwing grenade, then goto 16 |
000216 |
Label 16 |
009d00001000010113 |
If actor flag is something, goto 13 |
009d00000001010116 |
If actor flag is something, goto 16 |
0052000c16 |
If actor is within 12 units of $player goto 16 |
0036 |
Call RNG |
00378013 |
If random byte < 128 goto 13 |
0053001913 |
If actor is further than 25 units from player goto 13 |
000216 |
Label 16 |
017a16 |
If $player is within disarm range goto 16 |
000013 |
Go to next 13 |
000216 |
Label 16 |
009b0040000001 |
Set an actor flag |
0005fd000f |
Assign function 000f - Hand combat to $self and advance frame |
000213 |
Label 13 |
0003 |
Yield |
00b54752454e41444520454e440a00 |
// GRENADE END |
0002c2 |
Label c2 |
009d00001000010113 |
If actor flag is something, goto 13 |
009d00000001010116 |
If actor flag is something, goto 16 |
0052000c16 |
If actor is within 12 units of $player goto 16 |
0036 |
Call RNG |
00378013 |
If random byte < 128 goto 13 |
0053001913 |
If actor is further than 25 units from player goto 13 |
000216 |
Label 16 |
017a16 |
If $player is within disarm range goto 16 |
000013 |
Go to next 13 |
000216 |
Label 16 |
009b0040000001 |
Set an actor flag |
0005fd000f |
Assign function 000f - Hand combat to $self and advance frame |
000213 |
Label 13 |
000213 |
Label 13 |
00b543484f5345205348544e440a00 |
// CHOSE SHTND |
0036 |
Call RNG |
00384016 |
If random byte > 64 goto 16 |
009d00000010000113 |
If actor flag is something, goto 13 |
01845a64 |
Undocumented |
009b0000002001 |
Set an actor flag |
0000c3 |
Go to next c3 |
000213 |
Label 13 |
009d00000004000113 |
If actor flag is something, goto 13 |
0184141e |
Undocumented |
0000c3 |
Go to next c3 |
000213 |
Label 13 |
000216 |
Label 16 |
011ffd17 |
If something to do with $self goto 17 |
000016 |
Go to next 16 |
000217 |
Label 17 |
0130f801ff03ff000000 |
Say random quip: "Open fire!","Wipe her out!","Waste her!" |
000216 |
Label 16 |
0036 |
Call RNG |
00383213 |
If random byte > 50 goto 13 |
0036 |
Call RNG |
00388016 |
If random byte > 128 goto 16 |
0002be |
Label be |
0014c3 |
Actor rolls and fires, then goto c3 |
000216 |
Label 16 |
0012c3 |
Actor walks while firing, then goto c3 |
000213 |
Label 13 |
0036 |
Call RNG |
0038808c |
If random byte > 128 goto 8c |
00160220000016 |
Actor kneels and shoots at $player, then goto 16 |
00028c |
Label 8c |
00150220000016 |
Actor targets and shoots at $player, then goto 16 |
000216 |
Label 16 |
001702000000c3 |
Actor shoots other actor, then goto c3 |
0002c3 |
Label c3 |
0130f8241902ff000000 |
Say random quip: "I've got a clear shot!","Open fire!" |
0130f825190201000000 |
Say random quip: "I've got a clear shot!","Open fire!" |
0002e2 |
Label e2 |
0003 |
Yield |
0033f6c1 |
If player is dying/dead goto c1 |
0034f6c1 |
If player has finished death animation goto c1 |
017bf6c1 |
If player's body has disappeared goto c1 |
010716 |
If something (to do with detection?) goto 16 |
0000c1 |
Go to next c1 |
000216 |
Label 16 |
0032c1 |
If actor has stopped moving goto c1 |
0001e2 |
Go to first e2 |
000213 |
Label 13 |
00b6 |
Reset and start cycle counter |
00b553484f4f54204641494c0a00 |
// SHOOT FAIL |
000203 |
Label 03 |
0003 |
Yield |
00bd00003c16 |
If cycle counter > 60 (1.0 secs) goto 16 |
000103 |
Go to first 03 |
000216 |
Label 16 |
0001c3 |
Go to first c3 |
0002ba |
Label ba |
00b5464f554e4420330a00 |
// FOUND 3 |
0002c1 |
Label c1 |
0165fd13 |
If $self shot (?) goto 13 |
00b550554e43484d49535345440a00 |
// PUNCHMISSED |
0130f8161903ff000000 |
Say random quip: "Damn, missed!","How did I miss?" |
0130f817190301000000 |
Say random quip: "God sakes, someone hit her","She's a tricky one" |
000016 |
Go to next 16 |
000213 |
Label 13 |
00b550554e43484849540a00 |
// PUNCHHIT |
0130f8151902ff000000 |
Say random quip: "Give it up!","Surrender, now!","Take that!" |
0130f815190301000000 |
Say random quip: "Give it up!","Surrender, now!","Take that!" |
000216 |
Label 16 |
00b5424f4e4e4420330a00 |
// BONND 3 |
009d00000800000113 |
If actor flag is something, goto 13 |
018313 |
If something goto 13 |
0019f60812000000 |
Damage player by 18 units using weapon Dy357 Magnum |
009c0000080001 |
Unset an actor flag |
000213 |
Label 13 |
0033f6c5 |
If player is dying/dead goto c5 |
0034f6c5 |
If player has finished death animation goto c5 |
017bf6c5 |
If player's body has disappeared goto c5 |
010713 |
If something (to do with detection?) goto 13 |
0000c5 |
Go to next c5 |
000213 |
Label 13 |
009d400000000101c5 |
If actor flag is something, goto c5 |
0002b8 |
Label b8 |
0002c6 |
Label c6 |
009d08000000000013 |
If actor flag is something, goto 13 |
0001b3 |
Go to first b3 |
000213 |
Label 13 |
00b54c4f4f4b20464f5220434f5645520a00 |
// LOOK FOR COVER |
009d00004000010115 |
If actor flag is something, goto 15 |
0121103553 |
If something (to do with cover?) goto 53 |
0121109553 |
If something (to do with cover?) goto 53 |
000016 |
Go to next 16 |
000215 |
Label 15 |
0121903553 |
If something (to do with cover?) goto 53 |
0121909553 |
If something (to do with cover?) goto 53 |
000216 |
Label 16 |
000054 |
Go to next 54 |
000253 |
Label 53 |
00b5474f20544f20434f5645520a00 |
// GO TO COVER |
0130f802ff0201000000 |
Say random quip: "Cover me!","Watch my back!","Taker cover!" |
012402 |
Run for cover? |
00b6 |
Reset and start cycle counter |
0002c7 |
Label c7 |
0003 |
Yield |
0033f6c5 |
If player is dying/dead goto c5 |
0034f6c5 |
If player has finished death animation goto c5 |
017bf6c5 |
If player's body has disappeared goto c5 |
01282813 |
If actor within 40 units of an enemy and has line of sight then set AI vs AI and goto 13 |
003216 |
If actor has stopped moving goto 16 |
00bd00016816 |
If cycle counter > 360 (6.0 secs) goto 16 |
0001c7 |
Go to first c7 |
000213 |
Label 13 |
0001b5 |
Go to first b5 |
000216 |
Label 16 |
00b5474f5420544f20434f5645520a00 |
// GOT TO COVER |
0002c8 |
Label c8 |
00b6 |
Reset and start cycle counter |
001602200000c9 |
Actor kneels and shoots at $player, then goto c9 |
0002c9 |
Label c9 |
0003 |
Yield |
0033f6c5 |
If player is dying/dead goto c5 |
0034f6c5 |
If player has finished death animation goto c5 |
017bf6c5 |
If player's body has disappeared goto c5 |
010713 |
If something (to do with detection?) goto 13 |
0000c5 |
Go to next c5 |
000213 |
Label 13 |
01282815 |
If actor within 40 units of an enemy and has line of sight then set AI vs AI and goto 15 |
011df62000000013 |
If player has property 2:20000000 (cloaked) goto 13 |
017aca |
If $player is within disarm range goto ca |
000213 |
Label 13 |
00bd0000c816 |
If cycle counter > 200 (3.3 secs) goto 16 |
0001c9 |
Go to first c9 |
000216 |
Label 16 |
00b554494d4f55540a00 |
// TIMOUT |
0001b3 |
Go to first b3 |
000215 |
Label 15 |
00b54f50464952450a00 |
// OPFIRE |
0001b5 |
Go to first b5 |
0002a3 |
Label a3 |
0001c1 |
Go to first c1 |
0002ca |
Label ca |
00b6 |
Reset and start cycle counter |
00b554415253484f0a00 |
// TARSHO |
011ffd16 |
If something to do with $self goto 16 |
000017 |
Go to next 17 |
000216 |
Label 16 |
0130f801ff03ff000000 |
Say random quip: "Open fire!","Wipe her out!","Waste her!" |
000217 |
Label 17 |
001702000000cb |
Actor shoots other actor, then goto cb |
000016 |
Go to next 16 |
0002cb |
Label cb |
0130f8241902ff000000 |
Say random quip: "I've got a clear shot!","Open fire!" |
0130f825190201000000 |
Say random quip: "I've got a clear shot!","Open fire!" |
0002cc |
Label cc |
0003 |
Yield |
0033f6c5 |
If player is dying/dead goto c5 |
0034f6c5 |
If player has finished death animation goto c5 |
017bf6c5 |
If player's body has disappeared goto c5 |
010713 |
If something (to do with detection?) goto 13 |
0000c5 |
Go to next c5 |
000213 |
Label 13 |
00bd00012c16 |
If cycle counter > 300 (5.0 secs) goto 16 |
003216 |
If actor has stopped moving goto 16 |
0001cc |
Go to first cc |
000254 |
Label 54 |
00b54e4f434f5645520a00 |
// NOCOVER |
0001b3 |
Go to first b3 |
00b6 |
Reset and start cycle counter |
0011cd |
Actor runs sideways, then goto cd |
0002cd |
Label cd |
0003 |
Yield |
00bd00012cce |
If cycle counter > 300 (5.0 secs) goto ce |
0032ce |
If actor has stopped moving goto ce |
0001cd |
Go to first cd |
0002ce |
Label ce |
0001b3 |
Go to first b3 |
0002c5 |
Label c5 |
00b5464f554e4420340a00 |
// FOUND 4 |
009d00100000000113 |
If actor flag is something, goto 13 |
00b5464f554e4420350a00 |
// FOUND 5 |
0008 |
Jump to return function |
000213 |
Label 13 |
009d40000000010013 |
If actor flag is something, goto 13 |
000213 |
Label 13 |
0000cf |
Go to next cf |
000216 |
Label 16 |
00b54b494c4c4544205441524745540a00 |
// KILLED TARGET |
00b6 |
Reset and start cycle counter |
0036 |
Call RNG |
009d00100000000113 |
If actor flag is something, goto 13 |
0008 |
Jump to return function |
000213 |
Label 13 |
0000d0 |
Go to next d0 |
003880d1 |
If random byte > 128 goto d1 |
002bd0 |
Run to Jo with hand up (eg. in rain), then goto d0 |
0002d0 |
Label d0 |
0003 |
Yield |
00bd000078d2 |
If cycle counter > 120 (2.0 secs) goto d2 |
0032d2 |
If actor has stopped moving goto d2 |
0001d0 |
Go to first d0 |
0002d2 |
Label d2 |
0000c4 |
Go to next c4 |
000a |
Actor kneels |
0002d4 |
Label d4 |
0003 |
Yield |
00bd00003cc4 |
If cycle counter > 60 (1.0 secs) goto c4 |
0001d4 |
Go to first d4 |
0002d1 |
Label d1 |
0011d5 |
Actor runs sideways, then goto d5 |
0002d5 |
Label d5 |
0003 |
Yield |
00bd0000b4c4 |
If cycle counter > 180 (3.0 secs) goto c4 |
0032c4 |
If actor has stopped moving goto c4 |
0001d5 |
Go to first d5 |
0002c4 |
Label c4 |
009d10000000000013 |
If actor flag is something, goto 13 |
0008 |
Jump to return function |
000213 |
Label 13 |
0001b3 |
Go to first b3 |
0002cf |
Label cf |
009d10000000000013 |
If actor flag is something, goto 13 |
018316 |
If something goto 16 |
000013 |
Go to next 13 |
000216 |
Label 16 |
0008 |
Jump to return function |
000213 |
Label 13 |
002cd6 |
Walk to Jo, then goto d6 |
0002d6 |
Label d6 |
0003 |
Yield |
01287813 |
If actor within 120 units of an enemy and has line of sight then set AI vs AI and goto 13 |
0032d7 |
If actor has stopped moving goto d7 |
0001d6 |
Go to first d6 |
000213 |
Label 13 |
0001b3 |
Go to first b3 |
0002d7 |
Label d7 |
0130f80f280001000000 |
Say random quip: "Grab a body bag","One for the morgue","Rest in peace" |
00180200000016 |
Actor faces something (entity type=0x0200, entity_id=0x0000), then goto 16 |
000216 |
Label 16 |
011ffdd9 |
If something to do with $self goto d9 |
000b009a000000c11810fd02 |
Actor $self does animation 009a (yawn) |
0002d8 |
Label d8 |
0003 |
Yield |
0032d9 |
If actor has stopped moving goto d9 |
0001d8 |
Go to first d8 |
0002d9 |
Label d9 |
0008 |
Jump to return function |
0004 |
End of function |
This function will assign function 0007 unless you are on one of these stages and some other condition is met:
* Escape
* Crash Site
* Deep Sea
* Defense
* Attack Ship
* WAR
Those levels are the only levels who contain allies (Jonathan, Elvis, CI guards) who can attack. Perhaps it allows the guard to see the ally and become alerted?
Also handles:
* injuries
* running to cover
* attacking
* possibly more