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//---------------------------------------------------------$define RANGE_WORK 256$define RANGE_PATROL 1024 //Chrissed -> Orginal was 256$define STAGE_TURN 8$define TIME_PLAYER_ATTACK .75//---------------------------------------------------------//---------------------------------------------------------state START//---------------------------------------------------------{entrycommands{setvartime ( "playerattacked" )//turntowardsplayer}states{CORE_MAIN : default}}//---------------------------------------------------------state CORE_MAIN//---------------------------------------------------------{entrycommands{forgetenemies}states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDPATROL : VALID_PATROL_NODE_IN_RANGE ( $RANGE_PATROL$ ) //Added by ChrissWORK : SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )WANDER : SHOULD_DO_ACTION ( "wander" )HOLD : default}}//---------------------------------------------------------state PATROL//---------------------------------------------------------{entrycommands{incontext "patrol"}Behavior Patrol ( "walk" )states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDTO_COMBAT : ATTACKEDTO_COMBAT : PAINALERTED : HAVE_ENEMYWORK : SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )CORE_MAIN : BEHAVIOR_SUCCESSPATROL_FAILED : BEHAVIOR_FAILED}}//---------------------------------------------------------state PATROL_FAILED//---------------------------------------------------------{legs{idle : default}time ( 1.0 )states{CORE_PAIN : SHOW_PAINTO_COMBAT : ATTACKEDTO_COMBAT : PAINTO_COMBAT : OTHER_DIEDALERTED : HAVE_ENEMYPATROL : TIME_DONE}}//---------------------------------------------------------state WORK//---------------------------------------------------------{entrycommands{incontext "work"}Behavior Work ( "walk" )states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDTO_COMBAT : ATTACKEDTO_COMBAT : PAINALERTED : HAVE_ENEMYCORE_MAIN : BEHAVIOR_SUCCESSWORK_FAILED : BEHAVIOR_FAILED}}//---------------------------------------------------------state WORK_FAILED//---------------------------------------------------------{legs{idle : default}time ( 1.0 )states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDTO_COMBAT : ATTACKEDTO_COMBAT : PAINALERTED : HAVE_ENEMYWORK : TIME_DONE}}//---------------------------------------------------------state WANDER//---------------------------------------------------------{entrycommands{incontext "wander"}Behavior MoveRandomDirection ( "walk" , 128 , 96 )states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDTO_COMBAT : ATTACKEDTO_COMBAT : PAIN//ALERTED : HAVE_ENEMYWANDER_WAIT : BEHAVIOR_SUCCESSWANDER_FAILED : BEHAVIOR_FAILED}}//---------------------------------------------------------state WANDER_WAIT//---------------------------------------------------------{Behavior HoldPositiontime ( 7.5 , 10 )states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDTO_COMBAT : ATTACKEDTO_COMBAT : PAIN//ALERTED : HAVE_ENEMYCORE_MAIN : TIME_DONE}}//---------------------------------------------------------state WANDER_FAILED//---------------------------------------------------------{Behavior HoldPositiontime ( 1.0 )states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDTO_COMBAT : ATTACKEDTO_COMBAT : PAIN//ALERTED : HAVE_ENEMYWANDER : TIME_DONE}}//---------------------------------------------------------state HOLD//---------------------------------------------------------{legs{idle : default}time ( 1.0 )states{CORE_PAIN : SHOW_PAINTO_COMBAT : OTHER_DIEDTO_COMBAT : ATTACKEDTO_COMBAT : PAINALERTED : TIME_DONE HAVE_ENEMYCORE_MAIN : TIME_DONE}}////---------------------------------------------------------//state CORE_COWER////---------------------------------------------------------//{// entrycommands// {// cleartorsoanim// }// legs// {// cower : default// }//// time ( 5 , 7.0 )//// states// {// ALERTED : HAVE_ENEMY// CORE_MAIN : TIME_DONE// }//}//---------------------------------------------------------state CORE_PAIN//---------------------------------------------------------{states{CORE_BIG_PAIN : MOD ( "explosion" )CORE_BIG_PAIN : MOD ( "imod_primary" )CORE_BIG_PAIN : MOD ( "plasmashotgun" )CORE_BIG_PAIN : MOD ( "small_explosion" )CORE_SMALL_PAIN : default}}//---------------------------------------------------------state CORE_BIG_PAIN//---------------------------------------------------------{legs{pain_knockback : default}states{TO_COMBAT : ANIM_DONE}}//---------------------------------------------------------state CORE_SMALL_PAIN//---------------------------------------------------------{entrycommands{saveofflasthitbone}legs{pain_stomach : BONE_DAMAGED ( "Bip01 Pelvis" )pain_stomach : BONE_DAMAGED ( "Bip01 Spine" )pain_chest : BONE_DAMAGED ( "Bip01 Spine2" )pain_head : BONE_DAMAGED ( "Bip01 Head" )pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Clavicle" )pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Upperarm" )pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Forearm" )pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Hand" )pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Finger2" )pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Clavicle" )pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Upperarm" )pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Forearm" )pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Hand" )pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Finger2" )pain_leg_L : BONE_DAMAGED ( "Bip01 L Thigh" )pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Calf" )pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Foot" )pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Toe0" )pain_leg_R : BONE_DAMAGED ( "Bip01 R Thigh" )pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Calf" )pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Foot" )pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Toe0" )pain_chest : default}states{TO_COMBAT : ANIM_DONE}}//---------------------------------------------------------state TO_COMBAT//---------------------------------------------------------{entrycommands{groupattackselectclosestenemysetvar ( "manual_state" , "combat" )}}//---------------------------------------------------------state ALERTED//---------------------------------------------------------{entrycommands{turntowardsenemyforgetenemiesplaydialog ( "localization/sound/dialog/m10l1/rom_whatthat.mp3" , 1 , 192 , 0)}legs{//patrol_whosthere : CHANCE ( 0.25 )//d : CHANCE ( 0.25 )patrol_spotted : default}states{TO_COMBAT : ATTACKEDTO_COMBAT : PAINTO_COMBAT : CAN_SEE_ENEMYINVESTIGATE : ANIM_DONE}}//---------------------------------------------------------state INVESTIGATE//---------------------------------------------------------{Behavior Investigate ( "walk" , 5 , 0 , "patrol_search" , 3 )Time ( 2 );states{TO_COMBAT : ATTACKEDTO_COMBAT : PAINTO_COMBAT : CAN_SEE_ENEMYTO_COMBAT : TIME_DONE HAVE_ENEMYCORE_PAIN : SHOW_PAINCORE_MAIN : BEHAVIOR_DONE}}