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- // Check for a kill order
- IfOrdered
- tmpx = selforder
- tmpy = [UNDO]
- IfXIsEqualToY
- UndoEnchant
-
-
- // Undead are sustained by magic
- IfSpawned
- MakeCrushValid
- EnchantTarget // target is self...
-
-
- // Make ping as if it were invincible
- IfHealed
- IfStateIs0
- tmpx = selfx
- tmpy = selfy
- tmpdistance = selfz
- tmpargument = 4
- SpawnExactParticle
- tmpargument = 1
- SetState
- tmpargument = 20
- SetTime
-
-
- // Die and poof
- IfKilled
- tmpargument = MESSAGEDEATH
- SendMessageNear
- SpawnPoof
- tmpargument = 1
- tmpdistance = 22050
- PlaySound
- tmpargument = [WAKE]
- tmpdistance = [WAKE]
- OrderSpecialID
- IfCrushed
- tmpargument = MESSAGEDEATH
- SendMessageNear
- SpawnPoof
- tmpargument = 1
- tmpdistance = 22050
- PlaySound
- tmpargument = [WAKE]
- tmpdistance = [WAKE]
- OrderSpecialID
-
-
- // Chase good guys
- IfTimeOut
- IfTargetIsSelf
- tmpdistance = 90000 // Square of range
- SetTargetToDistantEnemy
- tmpx = rand & 511 - 256 + selfspawnx
- tmpy = rand & 511 - 256 + selfspawny
- Else
- tmpx = targetdistance
- tmpy = 700
- IfXIsMoreThanY
- SetTargetToSelf
- tmpx = rand & 511 - 256 + selfx
- tmpy = rand & 511 - 256 + selfy
- Else
- tmpx = targetx
- tmpy = targety
- ClearWaypoints
- AddWaypoint
- tmpargument = 20
- SetTime
- tmpargument = 0
- SetState
-
-
-
- // Find a new target
- IfTargetKilled
- SetTargetToSelf
- tmpargument = 0
- SetTime
-
-
-
- // Make good guys unable to attack
- IfBumped
- IfStateIs0
- SetTargetToWhoeverBumped
- IfTargetIsOnHatedTeam
- tmpargument = [HUMA]
- IfTargetHasID
- tmpargument = 1
- SendMessageNear
- tmpargument = 1
- SetState
- tmpargument = 250
- SetTargetReloadTime
- tmpargument = 40
- SetTime
- tmpargument = 2
- tmpdistance = 30870
- PlaySound
- tmpturn = targetturnto + 32768
- tmpx = selfx
- tmpy = selfy
- tmpdistance = 300
- Compass
- ClearWaypoints
- AddWaypoint
- SetTargetToSelf
-
-
- // All Done
- End
-