// ZZ> This function makes the character wanders around its enemy IfSpawned // Make it able to be crushed MakeCrushValid // IfCrushed tmpx = selfx tmpy = selfy tmpdistance = selfz tmpargument = 4 SpawnExactParticle SpawnExactParticle SpawnExactParticle SpawnExactParticle GoPoof tmpargument = 1 SendMessageNear IfCleanedUp // Respawn IfTargetIsAlive // Make sure killer is away tmpx = 1100 // tmpy = targetdistance // IfXIsLessThanY // RespawnCharacter // Else // Killer is far away RespawnCharacter // IfKilled // This reduces the height of the char IfTargetIsOnHatedTeam // Final words tmpargument = 0 // SendMessageNear // tmpargument = 30 // Dead height SetBumpHeight // tmpargument = 1 // Sound tmpdistance = rand & 4095 + 11000 // PlaySound // IfAttacked // Don't take kindly to attackers SetTargetToWhoeverAttacked // tmpargument = 0 // Sound tmpdistance = rand & 4095 + 11000 // PlaySound // IfBumped // Attack whoever it bumped SetTargetToWhoeverBumped // IfTargetIsOnHatedTeam // Make sure it's an enemy tmpargument = LATCHLEFT // Bite 'em PressLatchButton // Else // Scooch around friendly tmpx = rand & 1023 + targetx - 512 // tmpy = rand & 1023 + targety - 512 // ClearWaypoints // AddWaypoint // SetTargetToOldTarget // IfTimeOut // This is done every so often SetTargetToNearbyEnemy // Look for enemies tmpx = rand & 511 - 256 + targetx // tmpy = rand & 511 - 256 + targety // Else // Wander around home position tmpx = rand & 1023 - 512 + selfspawnx // tmpy = rand & 1023 - 512 + selfspawny // ClearWaypoints // AddWaypoint // tmpargument = rand & 63 + 20 // Wait a while and try again SetTime // End // Finished with this character