IfSpawned
  // Decide which weapon to use
  IfHoldingRangedWeapon
    tmpargument = 0
    SetState
  Else
    tmpargument = 1
    SetState
  tmpargument = 2
  IfArmorIs
    // Sleeping
    tmpargument = 8
    SetState
    tmpargument = rand & 63 + 32
    SetTime
    tmpargument = ACTIONMK
    DoActionOverride
    KeepAction
  Else
    tmpargument = 100
    SetTime


//------------------------------------------------------------------------------
IfBumped
  SetTargetToWhoeverBumped
  IfStateIs8
    IfTargetIsOnHatedTeam
      // Bumping a sleeping Cobol...  How rude!
      tmpargument = 8
      tmpdistance = rand & 2047 + 13000
      PlaySound


      tmpargument = 4
      SendMessageNear
      tmpargument = ACTIONMJ
      DoActionOverride
      UnkeepAction
      // Start combat
      tmpargument = 2
      IfHoldingMeleeWeapon
        tmpargument = 5
      SetState
      tmpargument = 1
      ChangeArmor
      tmpargument = 15
      SetTime
  Else
    // Jump over barriers, onto mounts
    IfTargetIsAlive
      IfTargetIsAPlatform
        // Jump over some stuff
        tmpargument = LATCHJUMP
        PressLatchButton
      IfTargetIsAMount
        // Jump onto mounts
        tmpx = targetx
        tmpy = targety
        ClearWaypoints
        AddWaypoint

        tmpargument = 30
        SetTime
    Else
      // Jump over corpses
      tmpargument = LATCHJUMP
      PressLatchButton
    SetTargetToOldTarget


//------------------------------------------------------------------------------
IfStateIs7
  // Blocking...  Need to keep that button pressed
  IfTimeOut
    // Revert to combat state
    tmpargument = 5
    SetState
    // Attack now if possible
    GetContent
    tmpx = targetdistance
    tmpy = tmpargument
    IfXIsLessThanY
      IfHoldingMeleeWeapon
        PressLatchButton
  Else
    IfHoldingShield
      PressLatchButton


//------------------------------------------------------------------------------
IfKilled
  // Tell the players
  tmpargument = 0
  IfArmorIs
    // A normal Cobol
    tmpargument = 0
    IfTargetIsOnSameTeam
      tmpargument = 1
    SendMessageNear
  Else
    tmpargument = 1
    IfArmorIs
      // A Cobol Captain
      tmpargument = 2
      IfTargetIsOnSameTeam
        tmpargument = 3
      SendMessageNear
      // Give bonus points
      tmpargument = 10
      tmpdistance = EXPROLEPLAY
      GiveExperienceToTarget




  // Just to be sure
  tmpargument = ACTIONKA
  DoActionOverride
  KeepAction


  tmpargument = 1
  tmpdistance = rand & 2047 + 13000
  PlaySound


  // Drop goodies
  tmpargument = 65535
  DropMoney


  // Make the character body
  tmpargument = 40
  SetBumpHeight


  // Make the next part not happen...
  tmpargument = 50
  SetTime



//------------------------------------------------------------------------------
IfAttacked
  SetTargetToWhoeverAttacked
  IfStateIs8
    // A sleeping Cobol
    tmpargument = [DISA]
    IfTargetHasSkillID
      // This is what Rogues do best...
      tmpargument = 5
    Else
      // Just a normal player
      tmpargument = 6
    SendMessageNear


    // Give experience
    tmpargument = 30
    tmpdistance = EXPMURDER
    GiveExperienceToTarget


    // Do it
    SetTargetToSelf
    KillTarget
  Else
    IfTargetIsOnHatedTeam
      // Counter attack
      GetState
      tmpargument = tmpargument & 1 + 4 // Preserve even/odd
      SetState

      // Check for instant death
      tmpargument = [DISA]
      IfTargetHasSkillID
        // Allow Rogues to backstab
        GetDamageType
        tmpx = tmpargument
        tmpy = DAMAGEPOKE
        IfXIsEqualToY
          IfHitFromBehind
            tmpargument = 8
            SendMessageNear

            tmpargument = 30
            tmpdistance = EXPMURDER
            GiveExperienceToTarget

            // Do it
            tmpargument = 2
            ChangeArmor
            SetTargetToSelf
            KillTarget
    Else
      // Friendly fire, get out of the way
      tmpx = rand & 511 - 256 + selfx
      tmpy = rand & 511 - 256 + selfy
      ClearWaypoints
      AddWaypoint
      SetTargetToOldTarget


    // Tell everyone to charge
    tmpargument = 5
    IssueOrder


    tmpargument = rand & 1 + 2
    tmpdistance = rand & 2047 + 13000
    PlaySound



//------------------------------------------------------------------------------
IfTimeOut
  // Check if the current target is alive or not
  IfStateIs8
    GetState // NOP
  Else
    IfTargetIsAlive
      IfTargetIsOnHatedTeam
        GetState // NOP
      Else
        // Revert to target acquisition state ( Invisible enemy? Dismount? )
        GetState
        tmpargument = tmpargument & 1  // Retain even/odd
        SetState
    Else
      // Revert to target acquisition state
      GetState
      tmpargument = tmpargument & 1  // Retain even/odd
      SetState


  tmpargument = 100 // Default time...  Shouldn't be needed
  IfSitting
    // Riding some type of animal...
    // Acquire a target
    SetTurnModeToVelocity
    SetTargetToNearestEnemy
      // Charge towards enemy
      tmpx = targetx
      tmpy = targety
      tmpturn = targetturnto
      tmpdistance = 300
      Compass
      ClearWaypoints
      AddWaypoint



      // Check for special mount attacks
      tmpx = targetdistance
      tmpy = 200
      IfXIsLessThanY
        tmpargument = [XFUN]
        SetOldTarget
        SetTargetToWhoeverIsHolding
        IfTargetHasAnyID
          tmpargument = LATCHRIGHT
          PressLatchButton
          SetTargetToOldTarget
        Else
          // Don't let the enemy jump over
          SetTargetToOldTarget
          tmpx = selfz
          tmpy = targetz - 40
          IfXIsLessThanY
            IfHoldingMeleeWeapon
              PressLatchButton


      tmpargument = rand & 15 + 15 // TIme
    Else
      // Guard the start position
      tmpx = rand & 511 - 256 + selfspawnx
      tmpy = rand & 511 - 256 + selfspawny
      ClearWaypoints
      AddWaypoint
      tmpargument = rand & 31 + 30 // TIme
  Else
    // Foot soldier...
    // Behave according to state
    IfStateIsOdd
      // Odd states are for melee weapons
      IfTargetIsAttacking
        IfHoldingShield
          // Is the enemy facing the character?
          tmpturn = selfturn - targetturn
          tmpx = tmpturn
          tmpy = 24768
          IfXIsMoreThanY
            tmpy = 40768
            IfXIsLessThanY
              // Defend
              PressLatchButton
              tmpargument = 7
              SetState

              // Tell everyone to attack while Cobol hides...  Coward
              tmpargument = 5
              IssueOrder
              tmpargument = rand & 15 + 15 // Time
      IfStateIs3
        // Circle around the enemy
        SetTurnModeToWatchTarget



        tmpx = targetx
        tmpy = targety
        SetTargetToNearestFriend
          tmpdistance = 200
          tmpturn = targetdistance
          IfDistanceIsMoreThanTurn
            // The friend is close, so move away
            tmpturn = targetturnto + 32768
            tmpdistance = 400
            Compass
            // Make it look better
            tmpargument = ACTIONWB
            DoAction
          SetTargetToOldTarget
        tmpturn = targetturnto + 32768
        tmpdistance = 300
        Compass
        ClearWaypoints
        AddWaypoint


        // Randomly issue the battle cry
        tmpx = rand & 1023
        tmpy = 5
        IfXIsLessThanY
          tmpargument = 10
          tmpdistance = rand & 2047 + 13000
          PlaySound
          tmpargument = 5
          IssueOrder


        // Issue the battle cry if there's a threat
        tmpx = targetdistance
        tmpy = 250
        IfXIsLessThanY
          tmpargument = 5
          IssueOrder
          IfHoldingMeleeWeapon
            PressLatchButton


        tmpargument = rand & 15 + 10 // Time
      IfStateIs5
        // Randomly issue the retreat order
        tmpx = rand & 1023
        tmpy = 20
        IfXIsLessThanY
          tmpargument = 9
          tmpdistance = rand & 2047 + 13000
          PlaySound
          tmpargument = 3
          IssueOrder



        // Charge and attack the enemy
        GetContent  // Desired range
        tmpx = targetdistance
        tmpy = tmpargument
        IfXIsLessThanY
          // Close enough to attack
          IfHoldingMeleeWeapon
            PressLatchButton
          // Circle up again
          tmpx = targetx
          tmpy = targety
          tmpturn = targetturnto + 32768
          tmpdistance = 600
          Compass
          ClearWaypoints
          AddWaypoint
          tmpargument = 3
          SetState
          tmpargument = rand & 15 + 40 // Time
        Else
          // Too far, so get closer
          tmpx = targetx
          tmpy = targety
          tmpturn = targetturnto
          IfHoldingMeleeWeapon
            // 1 = left, 2 = right
            tmpargument = tmpargument < 13   // 8192 or 16384
            tmpturn = tmpturn + tmpargument - 12288
          tmpdistance = 400
          Compass
          ClearWaypoints
          AddWaypoint
          tmpargument = rand & 15 + 8 // Time
      IfStateIs1
        // Rummage for a weapon
        IfHoldingMeleeWeapon
          // Acquire a target
          SetTurnModeToVelocity
          tmpdistance = 250000 // Square of distance to check
          SetTargetToDistantEnemy
            // Charge towards enemy
            tmpx = targetx
            tmpy = targety
            ClearWaypoints
            AddWaypoint

            // Next time, circle up
            tmpargument = 3
            SetState
            tmpargument = 20 // Time
          Else
            // Guard the start position
            tmpx = rand & 511 - 256 + selfspawnx
            tmpy = rand & 511 - 256 + selfspawny
            ClearWaypoints
            AddWaypoint
            tmpargument = rand & 15 + 30 // Time
        Else
          // Draw a new weapon
          tmpargument = LATCHPACKRIGHT
          PressLatchButton
          tmpargument = 15 // Time
    Else
      // Even states are for ranged weapons...
      IfStateIs8    // ...and sleeping
        // Sleepy Z's
        tmpx = selfx
        tmpy = selfy
        tmpdistance = selfz
        tmpargument = 6
        SpawnExactParticle


        // Snore...
        tmpargument = rand & 3 + 4
        tmpdistance = rand & 2047 + 15000
        PlaySound


        tmpargument = ACTIONMK
        DoAction
        tmpdistance = 160000  // Distance to check
        SetTargetToDistantEnemy
          IfTargetIsSneaking
            tmpargument = 100 // Time
          Else
            // Too Loud
            // Too close...  Wake up
            tmpargument = 8
            tmpdistance = rand & 2047 + 13000
            PlaySound


            tmpargument = 4
            SendMessageNear
            tmpargument = ACTIONMJ
            DoActionOverride
            UnkeepAction
            // Start combat
            tmpargument = 2
            IfHoldingMeleeWeapon
              tmpargument = 5
            SetState
            tmpargument = 1
            ChangeArmor
            tmpargument = 30 // Time
          Else
            tmpargument = 100 // Time
      IfStateIs6
        // Decide whether to shoot again or not
        tmpy = 120
        tmpargument = 1
        IfArmorIs
          tmpy = 0 // Captains don't run away
        GetContent
        tmpx = targetdistance
        IfXIsLessThanY
          // Too close
          tmpargument = 0
          SetState
        Else
          // Fire again
          tmpy = tmpargument + 200
          IfXIsMoreThanY
            // Enemy is too far
            tmpargument = 0
            SetState
          Else
            // Fire again
            tmpargument = 4
            SetState
        // Time needn't be set here
      IfStateIs4
        // Fire at the enemy
        tmpargument = 6
        SetState


        // Don't shoot if friends are too close
        SetTargetToNearestFriend
          tmpx = targetdistance
          tmpy = 00
          IfXIsLessThanY
            // Keep distance from friends
            tmpx = targetx
            tmpy = targety
            tmpturn = rand & 8191 + 28000 + targetturnto
            tmpdistance = 300
            Compass
            ClearWaypoints
            AddWaypoint
          Else
            // Safe to fire
            SetTargetToOldTarget
            IfHoldingRangedWeapon
              SetTurnModeToWatchTarget
              IfFacingTarget
                PressLatchButton
            Else
//              // Reload the weapon...
//              SetOldTarget
//              SetTargetToSelf
//              tmpargument = [WOOD]
//              RestockTargetAmmoIDAll
//              SetTargetToOldTarget


              // Draw a new weapon
              DropWeapons
              // Go to close range mode
              tmpargument = 100
              SetContent
              // Now using melee weapons
              tmpargument = 1
              SetState
        Else
          // Safe to fire
          IfHoldingRangedWeapon
            IfFacingTarget
              PressLatchButton
          Else
//            // Reload the weapon...
//            SetOldTarget
//            SetTargetToSelf
//            tmpargument = [WOOD]
//            RestockTargetAmmoIDAll
//            SetTargetToOldTarget


            // Draw a new weapon
            DropWeapons
            // Go to close range mode
            tmpargument = 100
            SetContent
            // Now using melee weapons
            tmpargument = 1
            SetState



        tmpargument = rand & 7 + 10 // Time before next check
      IfStateIs2
        // Get into firing position
        SetTurnModeToVelocity
        tmpx = targetx
        tmpy = targety


        SetTargetToNearestFriend
          tmpx = targetdistance
          tmpy = 100
          IfXIsLessThanY
            // Keep distance from friends
            tmpx = targetx
            tmpy = targety
            SetTargetToOldTarget
          Else
            SetTargetToOldTarget
            tmpx = targetx
            tmpy = targety
        // Keep running away
        tmpturn = xyturnto + 32768
        GetContent
        tmpdistance = tmpargument // Desired range
        Compass
        ClearWaypoints
        AddWaypoint



        // Check distance to target
        tmpx = targetx - selfx
        tmpy = targety - selfy
        tmpx = xydistance // Pythag thing...  targetdistance isn't as good
        GetContent
        tmpy = tmpargument - 300 // The desired range ( MIN )
        tmpargument = rand & 15 + 15 // Default time
        IfXIsMoreThanY
          tmpy = tmpy + 600 // The desired range ( MAX )
          IfXIsLessThanY
            // Target is in range, so switch to fire state
            tmpargument = 4
            SetState
            SetTurnModeToWatchTarget
            tmpargument = 30 // Time before shooting
      IfStateIs0
        // Acquire a target
        SetTurnModeToVelocity
        SetTargetToNearestEnemy
          // Move away from enemy
          tmpx = targetx
          tmpy = targety
          tmpturn = targetturnto + 32768
          tmpdistance = 650
          Compass
          ClearWaypoints
          AddWaypoint

          // Go to position state
          tmpargument = 2
          SetState
          tmpargument = 50 // Time
        Else
          // Guard the start position
          tmpx = selfspawnx
          tmpy = selfspawny
          ClearWaypoints
          AddWaypoint
          tmpargument = rand & 15 + 30 // Time


  // tmpargument is set above
  SetTime



//------------------------------------------------------------------------------
IfOrdered
  // Someone said to wake up
  IfStateIs8
    tmpx = selforder
    tmpy = [WAKE]
    IfXIsEqualToY
      // Always awaken
      tmpx = 0
    Else
      // Check distance to enemy
      tmpx = 9999
      SetTargetToNearestEnemy
        tmpx = targetdistance
    tmpy = 800
    IfXIsLessThanY
      // Wake up
      tmpargument = 8
      tmpdistance = rand & 2047 + 13000
      PlaySound


      tmpargument = 4
      SendMessageNear
      tmpargument = ACTIONMJ
      DoActionOverride
      UnkeepAction
      // Start combat
      tmpargument = 2
      IfHoldingMeleeWeapon
        tmpargument = 5
      SetState
      tmpargument = 1
      ChangeArmor
      tmpargument = 15
      SetTime
  Else
    // Ignore wake orders...
    tmpx = selforder
    tmpy = [WAKE]
    IfXIsEqualToY
      GetState  // NOP
    Else
      // Someone said to attack ( hand to hand )
      IfStateIsOdd
        IfStateIs3
          tmpargument = 5
          SetState
        IfStateIs5
          tmpargument = selforder
          SetState
          tmpargument = rand & 7
          SetTime


//------------------------------------------------------------------------------
IfHealed
  tmpargument = 7
  SendMessageNear



//------------------------------------------------------------------------------
End
//------------------------------------------------------------------------------
