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//=============================================================================
// Bot.
//=============================================================================
class Bot expands Pawn
    abstract;

var(Pawn) class<carcass> CarcassType;

// Advanced AI attributes.
var(Orders) name    Orders;         //orders a bot is carrying out 
var(Orders) name    OrderTag;       // tag of object referred to by orders
var     actor       OrderObject;        // object referred to by orders (if applicable)
var(Combat) float   TimeBetweenAttacks;  // seconds - modified by difficulty
var     name        NextAnim;       // used in states with multiple, sequenced animations	
var(Combat) float   Aggressiveness; //0.0 to 1.0 (typically)
var     float       BaseAggressiveness; 
var     Pawn        OldEnemy;
var     int         numHuntPaths;
var     vector      HidingSpot;
var     float       WalkingSpeed;
var(Combat) float   RefireRate;
var     float       StrafingAbility;

//AI flags
var     bool        bReadyToAttack;     // can attack again 
var     bool        bCanFire;           //used by TacticalMove and Charging states
var     bool        bCanDuck;
var     bool        bStrafeDir;
var(Combat) bool    bLeadTarget;        // lead target with projectile attack
var     bool        bSpecialGoal;
var     bool        bChangeDir;         // tactical move boolean
var     bool        bFiringPaused;
var     bool        bComboPaused;
var     bool        bSpecialPausing;
var     bool        bGreenBlood;
var     bool        bFrustrated;
var     bool        bNoShootDecor;
var     bool        bGathering;
var     bool        bCamping;
var config  bool    bVerbose; //for debugging
var     bool        bViewTarget; //is being used as a viewtarget
var     bool        bWantsToCamp;
var     bool        bWallAdjust;
var     bool        bCanTranslocate;
var     bool        bInitLifeMessage;
var     bool        bNoClearSpecial;
var     bool        bStayFreelance;
var     bool        bNovice;
var     bool        bThreePlus;     // high skill novice
var     bool        bKamikaze;
var     bool        bClearShot;
var     bool        bQuickFire;     // fire quickly as moving in and out of cover
var     bool        bDevious;
var     bool        bDumbDown;      // dumb down team AI 
var     bool        bJumpy;
var     bool        bHasImpactHammer;
var     bool        bImpactJumping;
var     bool        bSniping;
var     bool        bFireFalling;
var     bool        bLeading;
var     bool        bSpecialAmbush;
var     bool        bCampOnlyOnce;
var     bool        bPowerPlay;
var     bool        bBigJump;
var     bool        bTacticalDir;       // used during movement between pathnodes
var     bool        bNoTact;
var     bool        bMustHunt;
var     bool        bIsCrouching;

var Weapon EnemyDropped;
var float LastInvFind;
var class<Weapon> FavoriteWeapon;
var float Accuracy;
var vector WanderDir;

var     name        LastPainAnim;
var     float       LastPainTime;
var     float       LastAcquireTime;

var(Sounds) sound   drown;
var(Sounds) sound   breathagain;
var(Sounds) sound   Footstep1;
var(Sounds) sound   Footstep2;
var(Sounds) sound   Footstep3;
var(Sounds) sound   HitSound3;
var(Sounds) sound   HitSound4;
var(Sounds) Sound   Deaths[6];
var(Sounds) sound   GaspSound;
var(Sounds) sound   UWHit1;
var(Sounds) sound   UWHit2;
var(Sounds) sound   LandGrunt;
var(Sounds) sound   JumpSound;

var name OldMessageType;
var int OldMessageID;

var float PointDied;
var float CampTime;
var float CampingRate;
var float LastCampCheck;
var float LastAttractCheck;
var Ambushpoint AmbushSpot;
var AlternatePath AlternatePath; //used by game AI for team games with bases
var Actor RoamTarget, ImpactTarget;
var float Rating;
var int FaceSkin;
var int FixedSkin;
var int TeamSkin1;
var int TeamSkin2;
var string DefaultSkinName;
var string DefaultPackage;
var float BaseAlertness;

var Translocator MyTranslocator;

var PlayerPawn SupportingPlayer;
var NavigationPoint BlockedPath;
var vector RealLastSeenPos;
var float TacticalOffset;

// for debugging
var string GoalString;

// HUD status 
var texture StatusDoll, StatusBelt;

// allowed voices
var string VoicePackMetaClass;

function PreBeginPlay()
{
    bIsPlayer = true;
    Super.PreBeginPlay();

    if (Orders == '')
        Orders = 'FreeLance';
}

// called when using movetoward with bAdvancedTactics true to temporarily modify destination
event AlterDestination()
{
    local float dir, dist;

    dist = VSize(Destination - Location);
    if ( dist < 120 )
    {
        bAdvancedTactics = false;
        return;
    }
    if ( bNoTact )
        return;

    if ( bTacticalDir )
        Dir = 1;
    else
        Dir = -1;
    Destination = Destination + 1.2 * Dir * dist * Normal((Destination - Location) Cross vect(0,0,1));
}

// Mover has notifies pawn that pawn is underneath it
function UnderLift(Mover M)
{
    local NavigationPoint N;

    // find nearest lift exit and go for that
    if ( (MoveTarget != None) && MoveTarget.IsA('LiftCenter') )
        for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
            if ( N.IsA('LiftExit') && (LiftExit(N).LiftTag == M.Tag)
                && ActorReachable(N) )
            {
                MoveTarget = N;
                return;
            }
}

simulated function PostBeginPlay()
{
    if ( class'GameInfo'.Default.bVeryLowGore )
        bGreenBlood = true;
    InitRating();
    Super.PostBeginPlay();
    if ( Level.NetMode != NM_DedicatedServer )
        Shadow = Spawn(class'PlayerShadow',self);
}
 
function StartMatch();

function StopFiring()
{
    bFire = 0;
    bAltFire = 0;
    SetTimer((0.5 + 0.5 * FRand()) * TimeBetweenAttacks, false);
}

function ShootTarget(Actor NewTarget);
    
function InitRating() 
{
    if ( !Level.Game.IsA('DeathMatchPlus') )
        return;
    
    Rating = 1000 + 400 * skill;
    if ( DeathMatchPlus(Level.Game).bNoviceMode )
        Rating -= 500;
}

function float GetRating()
{
    return Rating;
}

function PlayLookAround()
{
    PlayWaiting();
}

function PlayWaving()
{
    TweenToWaiting(0.4);
}

function PlayFlip()
{
    PlayAnim('Flip', 1.35 * FMax(0.35, Region.Zone.ZoneGravity.Z/Region.Zone.Default.ZoneGravity.Z), 0.06);
}

singular event BaseChange()
{
    local actor HitActor;
    local vector HitNormal, HitLocation;

    if ( Mover(Base) != None )
    {
        // handle shootable secret floors
        if ( Mover(Base).bDamageTriggered && !Mover(Base).bOpening
            && (MoveTarget != None) )
        {
            HitActor = Trace(HitLocation, HitNormal, MoveTarget.Location, Location, true);
            if ( HitActor == Base )
            {
                Target = Base;
                bShootSpecial = true;
                FireWeapon();
                bFire = 0;
                bAltFire = 0;
                Base.Trigger(Base, Self);
                bShootSpecial = false;
            }
        }
    }
    else
        Super.BaseChange();
}

function YellAt(Pawn Moron)
{
    local float Threshold;

    if ( Enemy == None )
        Threshold = 0.4;
    else
        Threshold = 0.7;
    if ( FRand() < Threshold )
        return;

    SendTeamMessage(None, 'FRIENDLYFIRE', Rand(class<ChallengeVoicePack>(PlayerReplicationInfo.VoiceType).Default.NumFFires), 5);
}   

function bool AddInventory( inventory NewItem )
{
    Super.AddInventory(NewItem);

    if ( NewItem.IsA('Translocator') )
        MyTranslocator = Translocator(NewItem);
}

function HaltFiring()
{
    bCanFire = false;
    bFire = 0;
    bAltFire = 0;
    SetTimer((0.75 + 0.5 * FRand()) * TimeBetweenAttacks, false);
    if ( Weapon != None )
        Weapon.Tick(0.001);
}

function bool TryToward(inventory Inv, float Weight)
{
    return true;
}

function SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
{
    //log(self@"Send message"@MessageType@MessageID@"at"@Level.TimeSeconds);
    if ( (MessageType == OldMessageType) && (MessageID == OldMessageID)
        && (Level.TimeSeconds - OldMessageTime < Wait) )
        return;

    //log("Passed filter");
    OldMessageID = MessageID;
    OldMessageType = MessageType;

    SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, 'TEAM');
}

function SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
{
    //log(self@"Send message"@MessageType@MessageID@"at"@Level.TimeSeconds);
    if ( (MessageType == OldMessageType) && (MessageID == OldMessageID) 
        && (Level.TimeSeconds - OldMessageTime < Wait) )
        return;

    //log("Passed filter");
    OldMessageID = MessageID;
    OldMessageType = MessageType;

    SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, 'GLOBAL');
}

function SetOrders(name NewOrders, Pawn OrderGiver, optional bool bNoAck)
{
    local Pawn P;
    local Bot B;

    if ( NewOrders != BotReplicationInfo(PlayerReplicationInfo).RealOrders )
    { 
        if ( (IsInState('Roaming') && bCamping) || IsInState('Wandering') )
            GotoState('Roaming', 'PreBegin');
        else if ( !IsInState('Dying') )
            GotoState('Attacking');
    }

    bLeading = false;
    if ( NewOrders == 'Point' )
    {
        NewOrders = 'Attack';
        SupportingPlayer = PlayerPawn(OrderGiver);
    }
    else
        SupportingPlayer = None;

    if ( bSniping && (NewOrders != 'Defend') )
        bSniping = false;
    bStayFreelance = false;
    if ( !bNoAck && (OrderGiver != None) )
        SendTeamMessage(OrderGiver.PlayerReplicationInfo, 'ACK', Rand(class<ChallengeVoicePack>(PlayerReplicationInfo.VoiceType).Default.NumAcks), 5);

    BotReplicationInfo(PlayerReplicationInfo).SetRealOrderGiver(OrderGiver);
    BotReplicationInfo(PlayerReplicationInfo).RealOrders = NewOrders;

    Aggressiveness = BaseAggressiveness;
    if ( Orders == 'Follow' )
        Aggressiveness -= 1;
    Orders = NewOrders;
    if ( !bNoAck && (HoldSpot(OrderObject) != None) )
    {
        OrderObject.Destroy();
        OrderObject = None;
    }
    if ( Orders == 'Hold' )
    {
        Aggressiveness += 1;
        if ( !bNoAck )
            OrderObject = OrderGiver.Spawn(class'HoldSpot');
    }
    else if ( Orders == 'Follow' )
    {
        Aggressiveness += 1;
        OrderObject = OrderGiver;
    }
    else if ( Orders == 'Defend' )
    {
        if ( Level.Game.IsA('TeamGamePlus') )
            OrderObject = TeamGamePlus(Level.Game).SetDefenseFor(self);
        else
            OrderObject = None;
        if ( OrderObject == None )
        {
            Orders = 'Freelance';
            if ( bVerbose )
                log(self$" defender couldn't find defense object");
        }
        else
            CampingRate = 1.0;
    }
    else if ( Orders == 'Attack' )
    {
        CampingRate = 0.0;
        // set bLeading if have supporters
        if ( Level.Game.bTeamGame )
            for ( P=Level.PawnList; P!=None; P=P.NextPawn )
                if ( P.bIsPlayer && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team) )
                {
                    B = Bot(P);
                    if ( (B != None) && (B.OrderObject == self) && (BotReplicationInfo(B.PlayerReplicationInfo).RealOrders == 'Follow') )
                    {
                        bLeading = true;
                        break;
                    }
                }
    }   
                
    BotReplicationInfo(PlayerReplicationInfo).OrderObject = OrderObject;
}

function BotVoiceMessage(name messagetype, byte messageID, Pawn Sender)
{
    if ( !Level.Game.bTeamGame || (Sender.PlayerReplicationInfo.Team != PlayerReplicationInfo.Team) )
        return;

    if ( messagetype == 'ORDER' )
        SetOrders(class'ChallengeTeamHUD'.default.OrderNames[messageID], Sender);
}

function float AdjustDesireFor(Inventory Inv)
{
    if ( inv.class == FavoriteWeapon )
        return 0.35;

    return 0;
}

function bool SwitchToBestWeapon()
{
    local float rating;
    local int usealt, favalt;
    local inventory MyFav;

    if ( Inventory == None )
        return false;

    PendingWeapon = Inventory.RecommendWeapon(rating, usealt);
    if ( PendingWeapon == None )
        return false;

    if ( (FavoriteWeapon != None) && (PendingWeapon.class != FavoriteWeapon) )
    {
        MyFav = FindInventoryType(FavoriteWeapon);
        if ( (MyFav != None) && (Weapon(MyFav).RateSelf(favalt) + 0.22 > PendingWeapon.RateSelf(usealt)) )
        {
            usealt = favalt;
            PendingWeapon = Weapon(MyFav);
        }
    }
    if ( Weapon == None )
        ChangedWeapon();
    else if ( Weapon != PendingWeapon )
        Weapon.PutDown();

    return (usealt > 0);
}

// ASMD combo move
function SpecialFire()
{
    bComboPaused = true;
    SpecialPause = 0.75 + VSize(Target.Location - Location)/Weapon.AltProjectileSpeed;
    NextState = 'Attacking';
    NextLabel = 'Begin'; 
    Acceleration = vect(0,0,0);
    GotoState('RangedAttack');
}

//*********************************************************************
/* Default location specific take hits  - make sure pain frames are named right */
function PlayGutHit(float tweentime)
{
    if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'GutHit') )
    {
        if (FRand() < 0.5)
            TweenAnim('LeftHit', tweentime);
        else
            TweenAnim('RightHit', tweentime);
    }
    else
        TweenAnim('GutHit', tweentime);
}

function PlayHeadHit(float tweentime)
{
    if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'HeadHit') )
    {
        if (FRand() < 0.5)
            TweenAnim('LeftHit', tweentime);
        else
            TweenAnim('RightHit', tweentime);
    }
    else
        TweenAnim('HeadHit', tweentime);
}

function PlayLeftHit(float tweentime)
{
    if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'LeftHit') )
        TweenAnim('GutHit', tweentime);
    else
        TweenAnim('LeftHit', tweentime);
}

function PlayRightHit(float tweentime)
{
    if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'RightHit') )
        TweenAnim('GutHit', tweentime);
    else
        TweenAnim('RightHit', tweentime);
}

function bool StrafeFromDamage(vector momentum, float Damage,name DamageType, bool bFindDest);

//**********************************************************************

function PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum)
{
    local float rnd;
    local Bubble1 bub;
    local bool bOptionalTakeHit;
    local vector BloodOffset, Mo;

    if (Damage > 1) //spawn some blood
    {
        if (damageType == 'Drowned')
        {
            bub = spawn(class 'Bubble1',,, Location 
                + 0.7 * CollisionRadius * vector(ViewRotation) + 0.3 * BaseEyeHeight * vect(0,0,1));
            if (bub != None)
                bub.DrawScale = FRand()*0.06+0.04; 
        }
        else if ( damageType != 'Corroded' )
        {
            BloodOffset = 0.2 * CollisionRadius * Normal(HitLocation - Location);
            BloodOffset.Z = BloodOffset.Z * 0.5;
            if ( bGreenBlood )
                spawn(class 'UT_GreenBloodPuff',self,,hitLocation + BloodOffset, rotator(BloodOffset));
            else if ( (!Level.bDropDetail || (FRand() < 0.67))
                && ((DamageType == 'shot') || (DamageType == 'decapitated') || (DamageType == 'shredded')) )
            {
                Mo = Momentum;
                if ( Mo.Z > 0 )
                    Mo.Z *= 0.5;
                spawn(class 'UT_BloodHit',self,,hitLocation + BloodOffset, rotator(Mo));
            }
            else
                spawn(class 'UT_BloodBurst',self,,hitLocation + BloodOffset);
        }
    }   

    bFireFalling = false;
    bOptionalTakeHit = ( (Level.TimeSeconds - LastPainTime > 0.3 + 0.25 * skill)
                        && (Damage * FRand() > 0.08 * Health) && (bNovice || (Skill < 2))
                        && (GetAnimGroup(AnimSequence) != 'MovingAttack') 
                        && (GetAnimGroup(AnimSequence) != 'Attack') ); 

    PlayTakeHitSound(Damage, damageType, 2);
    if ( ((Weapon == None) || !Weapon.bPointing)
         && (GetAnimGroup(AnimSequence) != 'Dodge') 
        && (bOptionalTakeHit || (Momentum.Z > 140) 
             || (Damage * FRand() > (0.17 + 0.04 * skill) * Health)) ) 
    {
        PlayHitAnim(HitLocation, Damage);
        if ( (Enemy != None) && !bNovice && (FRand() * Skill > 0.5) )
        {
            NextState = 'FallingState';
            NextLabel = 'FireWhileFalling';
        }
    }
    else if ( (Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z)
                && (Momentum.Z/Region.Zone.ZoneGravity.Z < -0.5) )
        bFireFalling = true;
    else if (NextState == 'TakeHit')
        NextState = '';
}

function PlayHitAnim(vector HitLocation, float Damage)
{
    NextAnim = ''; 
    NextState = 'TakeHit';
    PlayTakeHit(0.08, hitLocation, Damage); 
} 

function PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum)
{
    local Bubble1 bub;
    local UT_BloodBurst b;
    local vector Mo;

    if ( Region.Zone.bDestructive && (Region.Zone.ExitActor != None) )
        Spawn(Region.Zone.ExitActor);
    if (HeadRegion.Zone.bWaterZone)
    {
        bub = spawn(class 'Bubble1',,, Location 
            + 0.3 * CollisionRadius * vector(Rotation) + 0.8 * BaseEyeHeight * vect(0,0,1));
        if (bub != None)
            bub.DrawScale = FRand()*0.08+0.03; 
        bub = spawn(class 'Bubble1',,, Location 
            + 0.2 * CollisionRadius * VRand() + 0.7 * BaseEyeHeight * vect(0,0,1));
        if (bub != None)
            bub.DrawScale = FRand()*0.08+0.03; 
        bub = spawn(class 'Bubble1',,, Location 
            + 0.3 * CollisionRadius * VRand() + 0.6 * BaseEyeHeight * vect(0,0,1));
        if (bub != None)
            bub.DrawScale = FRand()*0.08+0.03; 
    }
    if ( !bGreenBlood && (DamageType == 'shot') || (DamageType == 'decapitated') )
    {
        Mo = Momentum;
        if ( Mo.Z > 0 )
            Mo.Z *= 0.5;
        spawn(class 'UT_BloodHit',self,,hitLocation, rotator(Mo));
    }
    else if ( (damageType != 'Burned') && (damageType != 'Corroded') 
         && (damageType != 'Drowned') && (damageType != 'Fell') )
    {
        b = spawn(class 'UT_BloodBurst',self,'', hitLocation);
        if ( bGreenBlood && (b != None) ) 
            b.GreenBlood();     
    }
}

function PlayChallenge()
{
    TweenToFighter(0.1);
}

simulated function PlayFootStep()
{
    local sound step;
    local float decision;

    if ( FootRegion.Zone.bWaterZone )
    {
        PlaySound(sound 'LSplash', SLOT_Interact, 1, false, 1500.0, 1.0);
        return;
    }

    decision = FRand();
    if ( decision < 0.34 )
        step = Footstep1;
    else if (decision < 0.67 )
        step = Footstep2;
    else
        step = Footstep3;

    PlaySound(step, SLOT_Interact, 2.2, false, 1000.0, 1.0);
}

function PlayDyingSound()
{
    local int rnd;

    if ( HeadRegion.Zone.bWaterZone )
    {
        if ( FRand() < 0.5 )
            PlaySound(UWHit1, SLOT_Pain,16,,,Frand()*0.2+0.9);
        else
            PlaySound(UWHit2, SLOT_Pain,16,,,Frand()*0.2+0.9);
        return;
    }

    rnd = Rand(6);
    PlaySound(Deaths[rnd], SLOT_Talk, 16);  
    PlaySound(Deaths[rnd], SLOT_Pain, 16);  
}

function PlayTakeHitSound(int damage, name damageType, int Mult)
{
    if ( Level.TimeSeconds - LastPainSound < 0.25 )
        return;
    LastPainSound = Level.TimeSeconds;

    if ( HeadRegion.Zone.bWaterZone )
    {
        if ( damageType == 'Drowned' )
            PlaySound(drown, SLOT_Pain, 12);
        else if ( FRand() < 0.5 )
            PlaySound(UWHit1, SLOT_Pain,16,,,Frand()*0.15+0.9);
        else
            PlaySound(UWHit2, SLOT_Pain,16,,,Frand()*0.15+0.9);
        return;
    }
    damage *= FRand();

    if (damage < 8) 
        PlaySound(HitSound1, SLOT_Pain,16,,,Frand()*0.2+0.9);
    else if (damage < 25)
    {
        if (FRand() < 0.5) PlaySound(HitSound2, SLOT_Pain,16,,,Frand()*0.15+0.9);           
        else PlaySound(HitSound3, SLOT_Pain,16,,,Frand()*0.15+0.9);
    }
    else
        PlaySound(HitSound4, SLOT_Pain,16,,,Frand()*0.15+0.9);          
}

function CallForHelp()
{
    local Pawn P;

    //log(self$" call for help");
    SendTeamMessage(None, 'Other', 4, 15);
        
    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.IsA('Bot') && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team) )
            P.HandleHelpMessageFrom(self);
}

function string KillMessage(name damageType, pawn Other)
{
    return ( Level.Game.PlayerKillMessage(damageType, Other.PlayerReplicationInfo)$PlayerReplicationInfo.PlayerName );
}

function Gasp()
{
    if ( PainTime < 2 )
        PlaySound(GaspSound, SLOT_Talk, 2.0);
    else
        PlaySound(BreathAgain, SLOT_Talk, 2.0);
}

function ZoneChange(ZoneInfo newZone)
{
    local vector jumpDir;

    if ( newZone.bWaterZone )
    {
        if (!bCanSwim)
            MoveTimer = -1.0;
        else if (Physics != PHYS_Swimming)
        {
            if (Physics != PHYS_Falling)
                PlayDive(); 
            setPhysics(PHYS_Swimming);
        }
    }
    else if (Physics == PHYS_Swimming)
    {
        if ( bCanFly )
             SetPhysics(PHYS_Flying); 
        else
        { 
            SetPhysics(PHYS_Falling);
            if ( bCanWalk && (Abs(Acceleration.X) + Abs(Acceleration.Y) > 0)
                && (Destination.Z >= Location.Z) 
                && CheckWaterJump(jumpDir) )
                JumpOutOfWater(jumpDir);
        }
    }
}

function JumpOutOfWater(vector jumpDir)
{
    Falling();
    Velocity = jumpDir * WaterSpeed;
    Acceleration = jumpDir * AccelRate;
    velocity.Z = 380; //set here so physics uses this for remainder of tick
    PlayOutOfWater();
    bUpAndOut = true;
}

function PreSetMovement()
{
    if (JumpZ > 0)
        bCanJump = true;
    bCanWalk = true;
    bCanSwim = true;
    bCanFly = false;
    MinHitWall = -0.5;
    bCanOpenDoors = true;
    bCanDoSpecial = true;
    SetPeripheralVision();
    if ( bNovice )
    {
        RotationRate.Yaw = 30000 + 3000 * skill;
        bCanDuck = false;
        if ( bThreePlus )
            MaxDesiredSpeed = 1;
        else
            MaxDesiredSpeed = 0.5 + 0.1 * skill;
        bCanDuck = false;
    }
    else
    {
        MaxDesiredSpeed = 1;
        if ( Skill == 3 )
            RotationRate.Yaw = 100000;
        else
            RotationRate.Yaw = 40000 + 11000 * skill;
        bCanDuck = ( skill > 1 );
    }
}

function SetPeripheralVision()
{
    if ( bNovice )
        PeripheralVision = 0.7;
    else if ( Skill == 3 )
        PeripheralVision = -0.2;
    else
        PeripheralVision = 0.65 - 0.33 * skill;

    PeripheralVision = FMin(PeripheralVision - BaseAlertness, 0.9);
    if ( bSniping && (AmbushSpot != None) )
        SightRadius = AmbushSpot.SightRadius;
    else
        SightRadius = Default.SightRadius;
}

function PainTimer()
{
    local float depth;
    if (Health <= 0)
        return;

    if (FootRegion.Zone.bPainZone)
        Super.PainTimer();
    else if (HeadRegion.Zone.bWaterZone)
    {
        if (bDrowning)
            self.TakeDamage(5, None, Location + CollisionHeight * vect(0,0,0.5), vect(0,0,0), 'Drowned'); 
        else if ( !Level.Game.IsA('Assault') )
        {
            bDrowning = true;
            GotoState('FindAir');
        }
        if (Health > 0)
            PainTime = 2.0;
    }
}   

function ChangedWeapon()
{
    local int usealt;

    if ( Weapon == PendingWeapon )
    {
        if ( Weapon == None )
            SwitchToBestWeapon();
        else if ( Weapon.GetStateName() == 'DownWeapon' ) 
            Weapon.GotoState('Idle');
        PendingWeapon = None;
    }
    else
        Super.ChangedWeapon();

    if ( Weapon != None )
    {
        if ( (bFire > 0) || (bAltFire > 0) )
        {
            Weapon.RateSelf(usealt);
            if ( usealt == 0 )
            {
                bAltFire = 0;
                bFire = 1;
                Weapon.Fire(1.0);
            }
            else
            {
                bAltFire = 0;
                bFire = 1;
                Weapon.AltFire(1.0);
            }
        }
        Weapon.SetHand(0);
        // Weapon.FireOffset.Y = 0;
    }
}

function bool Gibbed( name damageType)
{
    if ( (damageType == 'decapitated') || (damageType == 'shot') )
        return false;   
    return ( (Health < -80) || ((Health < -40) && (FRand() < 0.6)) );
}

function SpawnGibbedCarcass()
{
    local carcass carc;

    carc = Spawn(CarcassType);
    if ( carc != None )
    {
        carc.Initfor(self);
        carc.ChunkUp(-1 * Health);
    }
}

function Carcass SpawnCarcass()
{
    local carcass carc;

    carc = Spawn(CarcassType);
    if ( carc != None )
        carc.Initfor(self);

    return carc;
}

function JumpOffPawn()
{
    Velocity += (100 + CollisionRadius) * VRand();
    Velocity.Z = 200 + CollisionHeight;
    SetPhysics(PHYS_Falling);
    bJumpOffPawn = true;
    SetFall();
}

//=============================================================================
    
function SetMovementPhysics()
{
    if (Physics == PHYS_Falling)
        return;
    if ( Region.Zone.bWaterZone )
        SetPhysics(PHYS_Swimming);
    else
        SetPhysics(PHYS_Walking); 
}

function FearThisSpot(Actor aSpot)
{
    Acceleration = vect(0,0,0);
    MoveTimer = -1.0;
}

function FastInAir()
{
    PlayInAir();
}

/*
SetAlertness()
Change creature's alertness, and appropriately modify attributes used by engine for determining
seeing and hearing.
SeePlayer() is affected by PeripheralVision, and also by SightRadius and the target's visibility
HearNoise() is affected by HearingThreshold
*/
final function SetAlertness(float NewAlertness)
{
    if ( Alertness != NewAlertness )
    {
        PeripheralVision += 0.707 * (Alertness - NewAlertness); //Used by engine for SeePlayer()
        HearingThreshold += 0.5 * (Alertness - NewAlertness); //Used by engine for HearNoise()
        Alertness = NewAlertness;
    }
}

function WhatToDoNext(name LikelyState, name LikelyLabel)
{
    if ( bVerbose )
    {
        log(self$" what to do next");
        log("enemy "$Enemy);
        log("old enemy "$OldEnemy);
    }
    if ( (Level.NetMode != NM_Standalone) 
        && Level.Game.IsA('DeathMatchPlus')
        && DeathMatchPlus(Level.Game).TooManyBots() )
    {
        Destroy();
        return;
    }

    BlockedPath = None;
    bDevious = false;
    bFire = 0;
    bAltFire = 0;
    bKamikaze = false;
    SetOrders(BotReplicationInfo(PlayerReplicationInfo).RealOrders, BotReplicationInfo(PlayerReplicationInfo).RealOrderGiver, true);
    Enemy = OldEnemy;
    OldEnemy = None;
    bReadyToAttack = false;
    if ( Enemy != None )
    {
        bReadyToAttack = !bNovice;
        GotoState('Attacking');
    }
    else if ( (Orders == 'Hold') && (Weapon.AIRating > 0.4) && (Health > 70) )
            GotoState('Hold');
    else
    {
        GotoState('Roaming');
        if ( Skill > 2.7 )
            bReadyToAttack = true; 
    }
}

function bool CheckBumpAttack(Pawn Other)
{
    local pawn CurrentEnemy;

    CurrentEnemy = Enemy;
    if ( SetEnemy(Other) )
    {
        if ( (Enemy == Other) && (Weapon != None) && !Weapon.bMeleeWeapon )
        {
            bReadyToAttack = true;
            GotoState('RangedAttack');
            return true;
        } 
        else 
        {
            Enemy = CurrentEnemy;
            if ( OldEnemy == CurrentEnemy )
                OldEnemy = None;
        }
    }
    return false;
}

function bool DeferTo(Bot Other)
{
    if ( (Other.PlayerReplicationInfo.HasFlag != None) 
        || ((Orders == 'Follow') && (Other == OrderObject)) )
    {
        if ( Level.Game.IsA('TeamGamePlus') && TeamGamePlus(Level.Game).HandleTieUp(self, Other) )
            return false;
        if ( (Enemy != None) && LineOfSightTo(Enemy) )
            GotoState('TacticalMove', 'NoCharge');
        else
        {
            Enemy = None;
            OldEnemy = None;
            if ( (Health > 0) && (Acceleration == vect(0,0,0)) )
            {
                WanderDir = Normal(Location - Other.Location);
                GotoState('Wandering', 'Begin');
            }
        }
        Other.SetTimer(FClamp(TimerRate, 0.001, 0.2), false);
        return true;
    }
    return false;
}

function Bump(actor Other)
{
    local vector VelDir, OtherDir;
    local float speed, dist;
    local Pawn P,M;
    local bool bDestinationObstructed, bAmLeader;
    local int num;

    P = Pawn(Other);
    if ( (P != None) && CheckBumpAttack(P) )
        return;
    if ( TimerRate <= 0 )
        setTimer(1.0, false);
    
    if ( Level.Game.bTeamGame && (P != None) && (MoveTarget != None) )
    {
        OtherDir = P.Location - MoveTarget.Location;
        if ( abs(OtherDir.Z) < P.CollisionHeight )
        {
            OtherDir.Z = 0;
            dist = VSize(OtherDir);
            bDestinationObstructed = ( VSize(OtherDir) < P.CollisionRadius ); 
            if ( P.IsA('Bot') )
                bAmLeader = ( Bot(P).DeferTo(self) || (PlayerReplicationInfo.HasFlag != None) );

            // check if someone else is on destination or within 3 * collisionradius
            for ( M=Level.PawnList; M!=None; M=M.NextPawn )
                if ( M != self )
                {
                    dist = VSize(M.Location - MoveTarget.Location);
                    if ( dist < M.CollisionRadius )
                    {
                        bDestinationObstructed = true;
                        if ( M.IsA('Bot') )
                            bAmLeader = Bot(M).DeferTo(self) || bAmLeader;
                    }
                    if ( dist < 3 * M.CollisionRadius ) 
                    {
                        num++;
                        if ( num >= 2 )
                        {
                            bDestinationObstructed = true;
                            if ( M.IsA('Bot') )
                                bAmLeader = Bot(M).DeferTo(self) || bAmLeader;
                        }
                    }
                }
                
            if ( bDestinationObstructed && !bAmLeader )
            {
                // P is standing on my destination
                MoveTimer = -1;
                if ( Enemy != None )
                {
                    if ( LineOfSightTo(Enemy) )
                    {
                        if ( !IsInState('TacticalMove') )
                            GotoState('TacticalMove', 'NoCharge');
                    }
                    else if ( !IsInState('StakeOut') && (FRand() < 0.5) )
                    {
                        GotoState('StakeOut');
                        LastSeenTime = 0;
                        bClearShot = false;
                    }       
                }
                else if ( (Health > 0) && !IsInState('Wandering') || (Acceleration == vect(0,0,0)) )
                {
                    WanderDir = Normal(Location - P.Location);
                    GotoState('Wandering', 'Begin');
                }
            }
        }
    }
    speed = VSize(Velocity);
    if ( speed > 10 )
    {
        VelDir = Velocity/speed;
        VelDir.Z = 0;
        OtherDir = Other.Location - Location;
        OtherDir.Z = 0;
        OtherDir = Normal(OtherDir);
        if ( (VelDir Dot OtherDir) > 0.8 )
        {
            Velocity.X = VelDir.Y;
            Velocity.Y = -1 * VelDir.X;
            Velocity *= FMax(speed, 280);
        }
    } 
    else if ( (Health > 0) && (Enemy == None) && (bCamping 
                || ((Orders == 'Follow') && (MoveTarget == OrderObject) && (MoveTarget.Acceleration == vect(0,0,0)))) )
        GotoState('Wandering', 'Begin');
    Disable('Bump');
}
        
singular function Falling()
{
    if (bCanFly)
    {
        SetPhysics(PHYS_Flying);
        return;
    }           
    //log(class$" Falling");
    // SetPhysics(PHYS_Falling); //note - done by default in physics
    if (health > 0)
        SetFall();
}
    
function SetFall()
{
    if (Enemy != None)
    {
        NextState = 'Attacking'; //default
        NextLabel = 'Begin';
        TweenToFalling();
        NextAnim = AnimSequence;
        GotoState('FallingState');
    }
}

function LongFall()
{
    SetFall();
    if ( (Enemy != None) && (Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z) )
        GotoState('FallingState', 'FireWhileFalling');
    else 
        GotoState('FallingState', 'LongFall');
}

event UpdateTactics(float DeltaTime)
{
    if ( bTacticalDir )
    {
        TacticalOffset += DeltaTime;
        if ( TacticalOffset > 0.5 )
        {
            bTacticalDir = false;
            bNoTact = ( FRand() < 0.3 );
        }
    }
    else
    {
        TacticalOffset -= DeltaTime;
        if ( TacticalOffset < -0.5 )
        {
            bTacticalDir = true;
            bNoTact = ( FRand() < 0.3 );
        }
    }
}

// UpdateEyeHeight() called if bot is viewtarget of a player
event UpdateEyeHeight(float DeltaTime)
{
    local float smooth, bound, TargetYaw, TargetPitch;
    local Pawn P;
    local rotator OldViewRotation;
    local vector T;

    // update viewrotation
    OldViewRotation = ViewRotation;         
    if ( (bFire == 0) && (bAltFire == 0) )
        ViewRotation = Rotation;

    //check if still viewtarget
    bViewTarget = false;
    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.IsA('PlayerPawn') && (PlayerPawn(P).ViewTarget == self) )
        {
            bViewTarget = true;
            if ( bVerbose )
            {
                if ( (Enemy != None) && Enemy.bIsPlayer )
                    P.ClientMessage(PlayerReplicationInfo.PlayerName@"Orders"@orders@"State"@GetStateName()@"MoveTarget"@MoveTarget@"AlternatePath"@AlternatePath@"Enemy"@Enemy.PlayerReplicationInfo.PlayerName@"See"@LineOfSightTo(Enemy), 'CriticalEvent' );
                else                    
                    P.ClientMessage(PlayerReplicationInfo.PlayerName@"Orders"@orders@"State"@GetStateName()@"MoveTarget"@MoveTarget@"AlternatePath"@AlternatePath@"Enemy"@Enemy, 'CriticalEvent' );
            }
            break;
        }

    if ( !bViewTarget )
    {
        bVerbose = false;
        return;
    }

    if ( Enemy == None )
    {
        ViewRotation.Roll = 0;
        if ( DeltaTime < 0.2 )
        {
            OldViewRotation.Yaw = OldViewRotation.Yaw & 65535;
            OldViewRotation.Pitch = OldViewRotation.Pitch & 65535;
            TargetYaw = float(ViewRotation.Yaw & 65535);
            if ( Abs(TargetYaw - OldViewRotation.Yaw) > 32768 )
            {
                if ( TargetYaw < OldViewRotation.Yaw )
                    TargetYaw += 65536;
                else
                    TargetYaw -= 65536;
            }
            TargetYaw = float(OldViewRotation.Yaw) * (1 - 5 * DeltaTime) + TargetYaw * 5 * DeltaTime;
            ViewRotation.Yaw = int(TargetYaw);

            TargetPitch = float(ViewRotation.Pitch & 65535);
            if ( Abs(TargetPitch - OldViewRotation.Pitch) > 32768 )
            {
                if ( TargetPitch < OldViewRotation.Pitch )
                    TargetPitch += 65536;
                else
                    TargetPitch -= 65536;
            }
            TargetPitch = float(OldViewRotation.Pitch) * (1 - 5 * DeltaTime) + TargetPitch * 5 * DeltaTime;
            ViewRotation.Pitch = int(TargetPitch);
        }
    }

    smooth = FMin(1.0, 10.0 * DeltaTime/Level.TimeDilation);
    // smooth up/down stairs
    If ( (Physics == PHYS_Walking) && !bJustLanded)
    {
        EyeHeight = (EyeHeight - Location.Z + OldLocation.Z) * (1 - smooth) + BaseEyeHeight * smooth;
        bound = -0.5 * CollisionHeight;
        if (EyeHeight < bound)
            EyeHeight = bound;
        else
        {
            bound = CollisionHeight + FMin(FMax(0.0,(OldLocation.Z - Location.Z)), MaxStepHeight); 
             if ( EyeHeight > bound )
                EyeHeight = bound;
        }
    }
    else
    {
        smooth = FMax(smooth, 0.35);
        bJustLanded = false;
        EyeHeight = EyeHeight * ( 1 - smooth) + BaseEyeHeight * smooth;
    }
}

/* Adjust hit location - adjusts the hit location in for pawns, and returns
true if it was really a hit, and false if not (for ducking, etc.)
*/
simulated function bool AdjustHitLocation(out vector HitLocation, vector TraceDir)
{
    local float adjZ, maxZ;

    TraceDir = Normal(TraceDir);
    HitLocation = HitLocation + 0.5 * CollisionRadius * TraceDir;
    if ( BaseEyeHeight == Default.BaseEyeHeight )
        return true;

    maxZ = Location.Z + BaseEyeHeight + 0.25 * CollisionHeight;
    if ( HitLocation.Z > maxZ )
    {
        if ( TraceDir.Z >= 0 )
            return false;
        adjZ = (maxZ - HitLocation.Z)/TraceDir.Z;
        HitLocation.Z = maxZ;
        HitLocation.X = HitLocation.X + TraceDir.X * adjZ;
        HitLocation.Y = HitLocation.Y + TraceDir.Y * adjZ;
        if ( VSize(HitLocation - Location) > CollisionRadius )  
            return false;
    }
    return true;
}

function HearPickup(Pawn Other);

function HearNoise(float Loudness, Actor NoiseMaker)
{
    //log(class@"heard noise by"@NoiseMaker.class);
    SetEnemy(NoiseMaker.instigator);
}

function GiveUpTactical(bool bNoCharge);

function SeePlayer(Actor SeenPlayer)
{
    SetEnemy(Pawn(SeenPlayer));
}

/* FindBestPathToward() assumes the desired destination is not directly reachable, 
given the creature's intelligence, it tries to set Destination to the location of the 
best waypoint, and returns true if successful
*/
function bool FindBestPathToward(actor desired, bool bClearPaths)
{
    local Actor path;
    local bool success;
    
    if ( specialGoal != None)
        desired = specialGoal;
    path = None;
    path = FindPathToward(desired,,bClearPaths); 
        
    success = (path != None);   
    if (success)
    {
        MoveTarget = path; 
        Destination = path.Location;
    }   
    return success;
}   

function bool NeedToTurn(vector targ)
{
    local int YawErr;

    DesiredRotation = Rotator(targ - location);
    DesiredRotation.Yaw = DesiredRotation.Yaw & 65535;
    YawErr = (DesiredRotation.Yaw - (Rotation.Yaw & 65535)) & 65535;
    if ( (YawErr < 4000) || (YawErr > 61535) )
        return false;

    return true;
}

/* NearWall() returns true if there is a nearby barrier at eyeheight, and
changes Focus to a suggested value
*/
function bool NearWall(float walldist)
{
    local actor HitActor;
    local vector HitLocation, HitNormal, ViewSpot, ViewDist, LookDir;

    LookDir = vector(Rotation);
    ViewSpot = Location + BaseEyeHeight * vect(0,0,1);
    ViewDist = LookDir * walldist; 
    HitActor = Trace(HitLocation, HitNormal, ViewSpot + ViewDist, ViewSpot, false);
    if ( HitActor == None )
        return false;

    ViewDist = Normal(HitNormal Cross vect(0,0,1)) * walldist;
    if (FRand() < 0.5)
        ViewDist *= -1;

    if ( FastTrace(ViewSpot + ViewDist, ViewSpot) )
    {
        Focus = Location + ViewDist;
        return true;
    }

    ViewDist *= -1;

    if ( FastTrace(ViewSpot + ViewDist, ViewSpot) )
    {
        Focus = Location + ViewDist;
        return true;
    }

    Focus = Location - LookDir * 300;
    return true;
}

function FireWeapon()
{
    local bool bUseAltMode;
    local Weapon MyAutomag;

    if ( (Enemy == None) && bShootSpecial )
    {
        //fake use automag
        MyAutomag = Weapon(FindInventoryType(class'Enforcer'));
        if ( MyAutoMag == None )
            Spawn(class'PlasmaSphere',,, Location,Rotator(Target.Location - Location));
        else
            MyAutoMag.TraceFire(0);

        return;
    }

    bUseAltMode = SwitchToBestWeapon();

    if( Weapon!=None )
    {
        if ( (Weapon.AmmoType != None) && (Weapon.AmmoType.AmmoAmount <= 0) )
        {
            bReadyToAttack = true;
            return;
        }

        if ( !bComboPaused && !bShootSpecial && (Enemy != None) )
            Target = Enemy;
        ViewRotation = Rotation;
        PlayFiring();
        if ( bUseAltMode )
        {
            bFire = 0;
            bAltFire = 1;
            Weapon.AltFire(1.0);
        }
        else
        {
            bFire = 1;
            bAltFire = 0;
            Weapon.Fire(1.0);
        }
    }
    bShootSpecial = false;
}

function PlayFiring();

// check for line of sight to target deltatime from now.
function bool CheckFutureSight(float deltatime)
{
    local vector FutureLoc, FireSpot;

    if ( Target == None )
        Target = Enemy;
    if ( Target == None )
        return false;

    if ( Acceleration == vect(0,0,0) )
        FutureLoc = Location;
    else
        FutureLoc = Location + GroundSpeed * Normal(Acceleration) * deltaTime;

    if ( Base != None ) 
        FutureLoc += Base.Velocity * deltaTime;
    //make sure won't run into something
    if ( !FastTrace(FutureLoc, Location) && (Physics != PHYS_Falling) )
        return false;

    //check if can still see target
    if ( FastTrace(Target.Location + Target.Velocity * deltatime, FutureLoc) )
        return true;

    return false;
}

/*
Adjust the aim at target.  
    - add aim error
    - adjust up or down if barrier
*/

function rotator AdjustToss(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
{
    local rotator FireRotation;
    local vector FireSpot;
    local actor HitActor;
    local vector HitLocation, HitNormal, FireDir;
    local float TargetDist, TossSpeed, TossTime;
    local int realYaw;

    if ( projSpeed == 0 )
        return AdjustAim(projSpeed, projStart, aimerror, leadTarget, warnTarget);
    if ( Target == None )
        Target = Enemy;
    if ( Target == None )
        return Rotation;
    FireSpot = Target.Location;
    TargetDist = VSize(Target.Location - ProjStart);

    if ( !Target.bIsPawn )
    {
        if ( (Region.Zone.ZoneGravity.Z != Region.Zone.Default.ZoneGravity.Z) 
            || (TargetDist > projSpeed) )
        {
            TossTime = TargetDist/projSpeed;
            FireSpot.Z -= ((0.25 * Region.Zone.ZoneGravity.Z * TossTime + 200) * TossTime + 60);    
        }
        viewRotation = Rotator(FireSpot - ProjStart);
        return viewRotation;
    }                   
    aimerror = aimerror * (11 - 10 *  
        ((Target.Location - Location)/TargetDist 
            Dot Normal((Target.Location + 1.2 * Target.Velocity) - (ProjStart + Velocity)))); 

    if ( bNovice )
    {
        if ( (Target != Enemy) || (Enemy.Weapon == None) || !Enemy.Weapon.bMeleeWeapon || (TargetDist > 650) )
            aimerror = aimerror * (2.1 - 0.2 * (skill + FRand()));
        else
            aimerror *= 0.75;
        if ( Level.TimeSeconds - LastPainTime < 0.15 )
            aimerror *= 1.3;
    }
    else
    {
        aimerror = aimerror * (1.5 - 0.35 * (skill + FRand()));
        if ( (Skill < 2) && (Level.TimeSeconds - LastPainTime < 0.15) )
            aimerror *= 1.2;
    }
    if ( (bNovice && (LastAcquireTime > Level.TimeSeconds - 5 + 0.6 * Skill))
        || (LastAcquireTime > Level.TimeSeconds - 2.5 + Skill) )
    {
        LastAcquireTime = Level.TimeSeconds - 5;
        aimerror *= 1.75;
    }

    if ( !leadTarget || (accuracy < 0) )
        aimerror -= aimerror * accuracy;

    if ( leadTarget )
    {
        FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * (Target.Velocity * TargetDist/projSpeed);
        if ( !FastTrace(FireSpot, ProjStart) )
            FireSpot = 0.5 * (FireSpot + Target.Location);
    }

    //try middle
    FireSpot.Z = Target.Location.Z;

    if ( (Target == Enemy) && !FastTrace(FireSpot, ProjStart) )
    {
        FireSpot = LastSeenPos;
        HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
        if ( HitActor != None )
        {
            bFire = 0;
            bAltFire = 0;
            FireSpot += 2 * Target.CollisionHeight * HitNormal;
            SetTimer(TimeBetweenAttacks, false);
        }
    }

    // adjust for toss distance (assume 200 z velocity add & 60 init height)
    if ( FRand() < 0.75 )
    {
        TossSpeed = projSpeed + 0.4 * VSize(Velocity); 
        if ( (Region.Zone.ZoneGravity.Z != Region.Zone.Default.ZoneGravity.Z) 
            || (TargetDist > TossSpeed) )
        {
            TossTime = TargetDist/TossSpeed;
            FireSpot.Z -= ((0.25 * Region.Zone.ZoneGravity.Z * TossTime + 200) * TossTime + 60);    
        }
    }

    FireRotation = Rotator(FireSpot - ProjStart);
    realYaw = FireRotation.Yaw;
    aimerror = Rand(2 * aimerror) - aimerror;
    FireRotation.Yaw = (FireRotation.Yaw + aimerror) & 65535;

    if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192)
        && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) )
    {
        if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || 
            ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) )
            FireRotation.Yaw = Rotation.Yaw - 8192;
        else
            FireRotation.Yaw = Rotation.Yaw + 8192;
    }
    FireDir = vector(FireRotation);
    // avoid shooting into wall
    HitActor = Trace(HitLocation, HitNormal, ProjStart + FMin(VSize(FireSpot-ProjStart), 400) * FireDir, ProjStart, false); 
    if ( (HitActor != None) && (HitNormal.Z < 0.7) )
    {
        FireRotation.Yaw = (realYaw - aimerror) & 65535;
        if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192)
            && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) )
        {
            if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || 
                ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) )
                FireRotation.Yaw = Rotation.Yaw - 8192;
            else
                FireRotation.Yaw = Rotation.Yaw + 8192;
        }
        FireDir = vector(FireRotation);
    }

    if ( warnTarget && (Pawn(Target) != None) ) 
        Pawn(Target).WarnTarget(self, projSpeed, FireDir); 

    viewRotation = FireRotation;            
    return FireRotation;
}

/*
AdjustAim()
Returns a rotation which is the direction the bot should aim - after introducing the appropriate aiming error
*/
function rotator AdjustAim(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
{
    local rotator FireRotation, TargetLook;
    local vector FireSpot, FireDir, TargetVel;
    local float FireDist, TargetDist;
    local actor HitActor;
    local vector HitLocation, HitNormal;
    local int realYaw;
    local bool bDefendMelee, bClean;

    // make sure bot has a valid target
    if ( Target == None )
        Target = Enemy;
    if ( Target == None )
    {
        bFire = 0;
        bAltFire = 0;
        return Rotation;
    }
    // perfect aim at stationary objects
    if ( !Target.bIsPawn || Target.IsA('FortStandard') )
        return rotator(Target.Location - projstart);
                    
    FireSpot = Target.Location;
    TargetDist = VSize(Target.Location - Location);

    // figure out the relative motion of the target across the bots view, and adjust aim error
    // based on magnitude of relative motion
    aimerror = aimerror * (11 - 10 *  
        ((Target.Location - Location)/TargetDist 
            Dot Normal((Target.Location + 1.25 * Target.Velocity) - (Location + Velocity)))); 

    // if enemy is charging straight at bot with a melee weapon, improve aim
    bDefendMelee = ( (Target == Enemy) && (Enemy.Weapon != None) && Enemy.Weapon.bMeleeWeapon && (TargetDist < 700) );
    if ( bDefendMelee )
        aimerror *= 0.5;

    // if instant hit weapon, then adjust aim error based on skill
    // the initial aim error passed in is much higher for instant hit weapons than for other weapons
    if ( ((projSpeed == 0) || (Projspeed >= 1000000)) )
    {
        if ( bNovice )
            aimerror *= 0.5;
        else
            aimerror *= 0.5 + 0.19 * skill;
    }

    if ( bNovice )
    {
        // adjust aim error based on skill
        if ( !bDefendMelee )
            aimerror = aimerror * (2.4 - 0.2 * (skill + FRand()));
        // Bots don't aim as well if recently hit, or if they or their target is flying through the air
        if ( (Level.TimeSeconds - LastPainTime < 0.2) || (Physics == PHYS_Falling) || (Target.Physics == PHYS_Falling) )
            aimerror *= 1.5;
    }
    else
    {
        // adjust aim error based on skill
        aimerror = aimerror * (1.7 - 0.4 * (skill + FRand()));
        // Bots don't aim as well if recently hit, or if they or their target is flying through the air
        if ( (Skill < 2) 
            && ((Level.TimeSeconds - LastPainTime < 0.15) || (Physics == PHYS_Falling) || (Target.Physics == PHYS_Falling)) )
            aimerror *= 1.2;
    }

    // Bots don't aim as well at recently acquired targets (because they haven't had a chance to lock in to the target)
    if ( (bNovice && (LastAcquireTime > Level.TimeSeconds - 5 + 0.5 * skill))
        || (LastAcquireTime > Level.TimeSeconds - 2.5 + skill) )
    {
        LastAcquireTime = Level.TimeSeconds - 5;
        if ( bDefendMelee )
            aimerror *= 1.3;
        else
            aimerror *= 2;
    }
    
    // adjust aim error based on bot accuracy rating 
    if ( !leadTarget || (accuracy < 0) )
        aimerror -= aimerror * accuracy;

    // lead target with non instant hit projectiles
    if (leadTarget && (projSpeed > 0))
    {
        TargetVel = Target.Velocity;
        // hack guess at projecting falling velocity of target
        if ( Target.Physics == PHYS_Falling )
        {
            if ( Target.Region.Zone.ZoneGravity == Target.Region.Zone.Default.ZoneGravity )
                TargetVel.Z = FMin(-160, TargetVel.Z);
            else
                TargetVel.Z = FMin(0, TargetVel.Z);
        }
        // more or less lead target (with some random variation)
        FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * TargetVel * TargetDist/projSpeed;
        FireSpot.Z = FMin(Target.Location.Z, FireSpot.Z);

        if ( (Target.Physics != PHYS_Falling) && (FRand() < 0.55) && (VSize(FireSpot - ProjStart) > 1000) )
        {
            // don't always lead far away targets, especially if they are moving sideways with respect to the bot
            TargetLook = Target.Rotation;
            if ( Target.Physics == PHYS_Walking )
                TargetLook.Pitch = 0;
            if ( ((Vector(TargetLook) Dot Normal(Target.Velocity)) < 0.71) )
                bClean = false;
            else
                bClean = FastTrace(FireSpot, ProjStart);
        }
        else // make sure that bot isn't leading into a wall

            bClean = FastTrace(FireSpot, ProjStart);
        if ( !bClean)
        {
            // reduce amount of leading
            if ( FRand() < 0.3 )
                FireSpot = Target.Location;
            else
                FireSpot = 0.5 * (FireSpot + Target.Location);
        }
    }

    bClean = false; //so will fail first check unless shooting at feet  
    if ( Target.bIsPawn && (!bNovice || bDefendMelee) 
        && (Weapon != None) 
        && (Weapon.bRecommendSplashDamage || (Weapon.bRecommendAltSplashDamage && (bAltFire != 0))) 
        && (((Target.Physics == PHYS_Falling) && (Location.Z + 80 >= Target.Location.Z))
            || ((Location.Z + 19 >= Target.Location.Z) && (bDefendMelee || (skill > 2.5 * FRand() - 0.5)))) )
    {
        HitActor = Trace(HitLocation, HitNormal, FireSpot - vect(0,0,1) * (Target.CollisionHeight + 6), FireSpot, false);
        bClean = (HitActor == None);
        if ( !bClean )
        {
            FireSpot = HitLocation + vect(0,0,3);
            bClean = FastTrace(FireSpot, ProjStart);
        }
        else if ( Target.Physics == PHYS_Falling )
            bClean = FastTrace(FireSpot, ProjStart);
        else
            bClean = false;
    }
    if ( !bClean )
    {
        //try middle
        FireSpot.Z = Target.Location.Z;
        bClean = FastTrace(FireSpot, ProjStart);
    }
    if( !bClean ) 
    {
        ////try head
        FireSpot.Z = Target.Location.Z + 0.9 * Target.CollisionHeight;
        bClean = FastTrace(FireSpot, ProjStart);
    }
    if ( !bClean && (Target == Enemy) )
    {
        FireSpot = LastSeenPos;
        if ( Location.Z >= LastSeenPos.Z )
            FireSpot.Z -= 0.7 * Enemy.CollisionHeight;
        HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
        if ( HitActor != None )
        {
            FireSpot = LastSeenPos + 2 * Enemy.CollisionHeight * HitNormal;
            if ( Weapon.bSplashDamage && !bNovice )
            {
                HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
                if ( HitActor != None )
                    FireSpot += 2 * Enemy.CollisionHeight * HitNormal;
            }
            if ( Weapon.RefireRate < 0.99 )
                bFire = 0;
            if ( Weapon.AltRefireRate < 0.99 )
                bAltFire = 0;
            SetTimer(TimeBetweenAttacks, false);
        }
    }
    
    FireRotation = Rotator(FireSpot - ProjStart);
    realYaw = FireRotation.Yaw;
    aimerror = Rand(2 * aimerror) - aimerror;
    FireRotation.Yaw = (FireRotation.Yaw + aimerror) & 65535;

    if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192)
        && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) )
    {
        if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || 
            ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) )
            FireRotation.Yaw = Rotation.Yaw - 8192;
        else
            FireRotation.Yaw = Rotation.Yaw + 8192;
    }
    FireDir = vector(FireRotation);
    // avoid shooting into wall
    FireDist = FMin(VSize(FireSpot-ProjStart), 400);
    FireSpot = ProjStart + FireDist * FireDir;
    HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); 
    if ( HitActor != None )
    {
        if ( HitNormal.Z < 0.7 )
        {
            FireRotation.Yaw = (realYaw - aimerror) & 65535;
            if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192)
                && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) )
            {
                if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || 
                    ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) )
                    FireRotation.Yaw = Rotation.Yaw - 8192;
                else
                    FireRotation.Yaw = Rotation.Yaw + 8192;
            }
            FireDir = vector(FireRotation);
            FireSpot = ProjStart + FireDist * FireDir;
            HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); 
        }
        if ( HitActor != None )
        {
            FireSpot += HitNormal * 2 * Target.CollisionHeight;
            if ( !bNovice )
            {
                HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); 
                if ( HitActor != None )
                    FireSpot += Target.CollisionHeight * HitNormal; 
            }
            FireDir = Normal(FireSpot - ProjStart);
            FireRotation = rotator(FireDir);        
        }
    }

    if ( warnTarget && (Pawn(Target) != None) ) 
        Pawn(Target).WarnTarget(self, projSpeed, FireDir); 

    viewRotation = FireRotation;            
    return FireRotation;
}

function WarnTarget(Pawn shooter, float projSpeed, vector FireDir)
{
    local float enemyDist;
    local vector X,Y,Z, enemyDir;

    // AI controlled creatures may duck if not falling
    if ( (health <= 0) || !bCanDuck || (Enemy == None) 
        || (Physics == PHYS_Falling) || (Physics == PHYS_Swimming) )
        return;

    if ( bNovice )
    {
        if ( FRand() > 0.11 * skill )
            return;
    }
    else if ( FRand() > 0.22 * skill + 0.33 )
        return;

    // and projectile time is long enough
    enemyDist = VSize(shooter.Location - Location);
    if (enemyDist/projSpeed < 0.11 + 0.15 * FRand()) 
        return;
                    
    // only if tight FOV
    GetAxes(Rotation,X,Y,Z);
    enemyDir = (shooter.Location - Location)/enemyDist;
    if ((enemyDir Dot X) < 0.8)
        return;

    if ( (FireDir Dot Y) > 0 )
    {
        Y *= -1;
        TryToDuck(Y, true);
    }
    else
        TryToDuck(Y, false);
}

function TryToDuck(vector duckDir, bool bReversed)
{
    local vector HitLocation, HitNormal, Extent;
    local actor HitActor;
    local bool bSuccess, bDuckLeft;

    if ( Region.Zone.bWaterZone || (Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z) )
        return;

    duckDir.Z = 0;
    bDuckLeft = !bReversed;
    Extent.X = CollisionRadius;
    Extent.Y = CollisionRadius;
    Extent.Z = CollisionHeight;
    HitActor = Trace(HitLocation, HitNormal, Location + 240 * duckDir, Location, false, Extent);
    bSuccess = ( (HitActor == None) || (VSize(HitLocation - Location) > 150) );
    if ( !bSuccess )
    {
        bDuckLeft = !bDuckLeft;
        duckDir *= -1;
        HitActor = Trace(HitLocation, HitNormal, Location + 240 * duckDir, Location, false, Extent);
        bSuccess = ( (HitActor == None) || (VSize(HitLocation - Location) > 150) );
    }
    if ( !bSuccess )
        return;
    
    if ( HitActor == None )
        HitLocation = Location + 240 * duckDir; 

    HitActor = Trace(HitLocation, HitNormal, HitLocation - MaxStepHeight * vect(0,0,1), HitLocation, false, Extent);
    if (HitActor == None)
        return;
        
    SetFall();
    Velocity = duckDir * 400;
    Velocity.Z = 160;
    PlayDodge(bDuckLeft);
    PlaySound(JumpSound, SLOT_Talk, 1.0, true, 800, 1.0 );
    SetPhysics(PHYS_Falling);
    if ( (Weapon != None) && Weapon.bSplashDamage
        && ((bFire != 0) || (bAltFire != 0)) && (Enemy != None) 
        && !FastTrace(Enemy.Location, HitLocation) 
        && FastTrace(Enemy.Location, Location) )
    {
        bFire = 0;
        bAltFire = 0;
    }
    GotoState('FallingState','Ducking');
}

function PlayDodge(bool bDuckLeft)
{
    PlayDuck();
}

// CloseToPointMan - called if orders are 'follow' to check if close enough to point man
function bool CloseToPointMan(Pawn Other)
{
    local float dist;

    // for certain games, have bots wait for leader for a while
    if ( TeamGamePlus(Level.Game).WaitForPoint(self) )
        return true;

    if ( (Base != None) && (Other.Base != None) && (Other.Base != Base) )
        return false;   

    dist = VSize(Location - Other.Location);
    if ( dist > 400 )
        return false;
    
    // check if point is moving away
    if ( (Region.Zone.bWaterZone || (dist > 200)) && (((Other.Location - Location) Dot Other.Velocity) > 0) )
        return false;
                
    return ( LineOfSightTo(Other) );
}

// Can Stake Out - check if I can see my current Destination point, and so can enemy
function bool CanStakeOut()
{
    if ( VSize(Enemy.Location - LastSeenPos) > 800 )
        return false;       
    
    return ( FastTrace(LastSeenPos, Location + EyeHeight * vect(0,0,1))
            && FastTrace(LastSeenPos , Enemy.Location + Enemy.BaseEyeHeight * vect(0,0,1)) );
}

function eAttitude AttitudeTo(Pawn Other)
{
    local byte result;

    if ( Level.Game.IsA('DeathMatchPlus') )
    {
        result = DeathMatchPlus(Level.Game).AssessBotAttitude(self, Other);
        Switch (result)
        {
            case 0: return ATTITUDE_Fear;
            case 1: return ATTITUDE_Hate;
            case 2: return ATTITUDE_Ignore;
            case 3: return ATTITUDE_Friendly;
        }
    }

    if ( Level.Game.bTeamGame && (PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team) )
        return ATTITUDE_Friendly; //teammate

    return ATTITUDE_Hate;
}

function float AssessThreat( Pawn NewThreat )
{
    local float ThreatValue, NewStrength, Dist;
    local eAttitude NewAttitude;

    NewStrength = RelativeStrength(NewThreat);

    ThreatValue = FMax(0, NewStrength);
    if ( NewThreat.Health < 20 )
        ThreatValue += 0.3;

    Dist = VSize(NewThreat.Location - Location);
    if ( Dist < 800 )
        ThreatValue += 0.3;

    if ( (NewThreat != Enemy) && (Enemy != None) )
    {
        if ( Dist > 0.7 * VSize(Enemy.Location - Location) )
            ThreatValue -= 0.25;
        ThreatValue -= 0.2;

        if ( !LineOfSightTo(Enemy) )
        {
            if ( Dist < 1200 )
                ThreatValue += 0.2;
            if ( SpecialPause > 0 )
                ThreatValue += 5;
            if ( IsInState('Hunting') && (NewStrength < 0.2) 
                && (Level.TimeSeconds - LastSeenTime < 3)
                && (relativeStrength(Enemy) < FMin(0, NewStrength)) )
                ThreatValue -= 0.3;
        }
    }

    if ( NewThreat.IsA('PlayerPawn') )
    {
        if ( Level.Game.bTeamGame )
            ThreatValue -= 0.15;
        else
            ThreatValue += 0.15;
    }

    if ( Level.Game.IsA('DeathMatchPlus') )
        ThreatValue += DeathMatchPlus(Level.Game).GameThreatAdd(self, NewThreat);
    return ThreatValue;
}


function bool SetEnemy( Pawn NewEnemy )
{
    local bool result, bNotSeen;
    local eAttitude newAttitude, oldAttitude;
    local float newStrength;
    local Pawn Friend;

    if (Enemy == NewEnemy)
        return true;
    if ( (NewEnemy == Self) || (NewEnemy == None) || (NewEnemy.Health <= 0) || NewEnemy.IsA('FlockPawn') )
        return false;

    result = false;
    newAttitude = AttitudeTo(NewEnemy);
    if ( newAttitude == ATTITUDE_Friendly )
    {
        Friend = NewEnemy;
        if ( Level.TimeSeconds - Friend.LastSeenTime > 5 )
            return false;
        NewEnemy = NewEnemy.Enemy;
        if ( (NewEnemy == None) || (NewEnemy == Self) || (NewEnemy.Health <= 0) || NewEnemy.IsA('FlockPawn') || NewEnemy.IsA('StationaryPawn') )
            return false;
        if (Enemy == NewEnemy)
            return true;

        bNotSeen = true;
        newAttitude = AttitudeTo(NewEnemy);
    }

    if ( newAttitude >= ATTITUDE_Ignore )
        return false;

    if ( Enemy != None )
    {
        if ( AssessThreat(NewEnemy) > AssessThreat(Enemy) )
        {
            OldEnemy = Enemy;
            Enemy = NewEnemy;
            result = true;
        }
        else if ( OldEnemy == None )
            OldEnemy = NewEnemy;
    }
    else
    {
        result = true;
        Enemy = NewEnemy;
    }

    if ( result )
    {
        if ( bNotSeen )
        {
            LastSeenTime = Friend.LastSeenTime;
            LastSeeingPos = Friend.LastSeeingPos;
            LastSeenPos = Friend.LastSeenPos;
        }
        else
        {
            LastSeenTime = Level.TimeSeconds;
            LastSeeingPos = Location;
            LastSeenPos = Enemy.Location;
        }
        EnemyAcquired();
    }
                
    return result;
}

function InitializeSkill(float InSkill)
{
    Skill = InSkill;
    bNovice = ( Skill < 4 );
    if ( !bNovice )
        Skill -= 4;
    Skill = FClamp(Skill, 0, 3);
    ReSetSkill();
}

function ReSetSkill()
{
    //log(self$" at skill "$Skill$" novice "$bNovice);
    bThreePlus = ( (Skill >= 3) && Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).bThreePlus );
    bLeadTarget = ( !bNovice || bThreePlus );
    if ( bNovice )
        ReFireRate = Default.ReFireRate;
    else
        ReFireRate = Default.ReFireRate * (1 - 0.25 * skill);

    PreSetMovement();
}

function MaybeTaunt(Pawn Other)
{
    if ( (FRand() < 0.25) && (Orders != 'Attack')
        && (!Level.Game.IsA('TeamGamePlus') || (TeamGamePlus(Level.Game).PriorityObjective(self) < 1)) )
    {
        Target = Other;
        GotoState('VictoryDance');
    }
    else
        GotoState('Attacking'); 
}

function Killed(pawn Killer, pawn Other, name damageType)
{
    local Pawn aPawn;

    if ( Killer == self )
        Other.Health = FMin(Other.Health, -11); // don't let other do stagger death

    if ( Health <= 0 )
        return;

    if ( OldEnemy == Other )
        OldEnemy = None;

    if ( Enemy == Other )
    {
        bFire = 0;
        bAltFire = 0;
        bReadyToAttack = ( skill > 3 * FRand() );
        EnemyDropped = Enemy.Weapon;
        Enemy = None;
        if ( (Killer == self) && (OldEnemy == None) )
        {
            for ( aPawn=Level.PawnList; aPawn!=None; aPawn=aPawn.nextPawn )
                if ( aPawn.bIsPlayer && aPawn.bCollideActors 
                    && (VSize(Location - aPawn.Location) < 1600)
                    && CanSee(aPawn) && SetEnemy(aPawn) )
                {
                    GotoState('Attacking');
                    return;
                }

            MaybeTaunt(Other);
        }
        else 
            GotoState('Attacking');
    }
    else if ( Level.Game.bTeamGame && Other.bIsPlayer
            && (Other.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team) )
    {
        if ( Other == Self )
            return;
        else
        {
            if ( (VSize(Location - Other.Location) < 1400)
                && LineOfSightTo(Other) )
                SendTeamMessage(None, 'OTHER', 5, 10);
            if ( (Orders == 'follow') && (Other == OrderObject) )
                PointDied = Level.TimeSeconds;
        }
    }
}   

function EnemyAcquired()
{
    //log(Class$" just acquired an enemy - no action");
}

/* RelativeStrength()
returns a value indicating the relative strength of other
0.0 = equal to self
> 0 stronger than self
< 0 weaker than self

Since the result will be compared to the creature's aggressiveness, it should be
on the same order of magnitude (-1 to 1)

Assess based on health and weapon
*/

function float RelativeStrength(Pawn Other)
{
    local float compare;
    local int adjustedStrength, adjustedOther;
    local int bTemp;

    adjustedStrength = health;
    adjustedOther = 0.5 * (Other.health + Other.Default.Health);    
    compare = 0.01 * float(adjustedOther - adjustedStrength);
    if ( Weapon != None )
    {
        compare -= DamageScaling * (Weapon.RateSelf(bTemp) - 0.3);
        if ( Weapon.AIRating < 0.5 )
        {
            compare += 0.3;
            if ( (Other.Weapon != None) && (Other.Weapon.AIRating > 0.5) )
                compare += 0.35;
        }
    }
    if ( Other.Weapon != None )
        compare += Other.DamageScaling * (Other.Weapon.RateSelf(bTemp) - 0.3);

    if ( Other.Location.Z > Location.Z + 400 )
        compare -= 0.15;
    else if ( Location.Z > Other.Location.Z + 400 )
        compare += 0.15;
    //log(other.class@"relative strength to"@class@"is"@compare);
    return compare;
}

function bool CanFireAtEnemy()
{
    local vector HitLocation, HitNormal,X,Y,Z, projStart;
    local actor HitActor;
    
    if ( Weapon == None )
        return false;
    
    GetAxes(Rotation,X,Y,Z);
    projStart = Location + Weapon.CalcDrawOffset() + Weapon.FireOffset.X * X + 1.2 * Weapon.FireOffset.Y * Y + Weapon.FireOffset.Z * Z;
    if ( Weapon.bInstantHit )
        HitActor = Trace(HitLocation, HitNormal, Enemy.Location + Enemy.CollisionHeight * vect(0,0,0.7), projStart, true);
    else
        HitActor = Trace(HitLocation, HitNormal, 
                projStart + FMin(280, VSize(Enemy.Location - Location)) * Normal(Enemy.Location + Enemy.CollisionHeight * vect(0,0,0.7) - Location), 
                projStart, true);

    if ( HitActor == Enemy )
        return true;
    if ( (Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) < ATTITUDE_Ignore) )
        return true;
    if ( HitActor != None )
        return false;

    return true;
}

function bool FaceDestination(float F)
{
    local float RelativeDir;

    if ( Level.TimeSeconds - LastSeenTime > 7.5 - F )
        return true;
    if ( (Weapon == None) || (Enemy == None) || (Enemy.IsA('StationaryPawn') && !LineOfSightTo(Enemy)) )
        return true;
    if ( !bNovice && (skill >= 2) && !Weapon.bMeleeWeapon )
        return false;
    if ( Level.TimeSeconds - LastSeenTime > 4 - F)
        return true;

    RelativeDir = Normal(Enemy.Location - Location - vect(0,0,1) * (Enemy.Location.Z - Location.Z)) 
            Dot Normal(MoveTarget.Location - Location - vect(0,0,1) * (MoveTarget.Location.Z - Location.Z));

    if ( RelativeDir > 0.93 )
        return false;
    if ( Weapon.bMeleeWeapon && (RelativeDir < 0) )
        return true;

    if ( bNovice )
    {
        if ( 0.6 * Skill - F * FRand() + RelativeDir - 0.75 + StrafingAbility < 0 )
            return true;
    }
    else 
    {
        if ( FRand() < 0.2 * (2 - F) )
            return false;
        if ( Skill - F * FRand() + RelativeDir + 0.6 + StrafingAbility < 0 )
            return true;
    }
    return false;
}

function PlayMeleeAttack()
{
    //log("play melee attack");
    Acceleration = AccelRate * VRand();
    TweenToWaiting(0.15); 
    FireWeapon();
}

function PlayRangedAttack()
{
    TweenToWaiting(0.11);
    FireWeapon();
}

function PlayMovingAttack()
{
    PlayRunning();
    FireWeapon();
}

function PlayOutOfWater()
{
    PlayDuck();
}

function PlayCombatMove()
{   
    if ( (Physics == PHYS_Falling) && (Velocity.Z < -300) )
        FastInAir();
    else
        PlayRunning();
    if ( Enemy == None )
        return;
    if ( !bNovice && (Skill > 0) )
        bReadyToAttack = true;
    if ( Weapon == None )
    {
        bAltFire = 0;
        bFire = 0;
        return;
    }
    if ( bReadyToAttack && bCanFire )
    {
        if ( NeedToTurn(Enemy.Location) )
        {
            if ( Weapon.RefireRate < 0.99 )
                bFire = 0;
            if ( Weapon.AltRefireRate < 0.99 )
                bAltFire = 0;
        }
        else 
            FireWeapon(); 
    }       
    else 
    {
        // keep firing if rapid fire weapon unless can't see enemy
        if ( Weapon.RefireRate < 0.99 )
            bFire = 0;
        if ( Weapon.AltRefireRate < 0.99 )
            bAltFire = 0;

        if ( (bFire + bAltFire > 0) && ((Level.TimeSeconds - LastSeenTime > 1) || NeedToTurn(Enemy.Location)) )
        {
            bFire = 0;
            bAltFire = 0;
        }
    }
}

function float StrafeAdjust()
{
    local vector Focus2D, Loc2D, Dest2D;
    local float strafemag; 

    Focus2D = Focus;
    Focus2D.Z = 0;
    Loc2D = Location;
    Loc2D.Z = 0;
    Dest2D = Destination;
    Dest2D.Z = 0;
    strafeMag = Abs( Normal(Focus2D - Loc2D) dot Normal(Dest2D - Loc2D) );

    return ((strafeMag - 2.0)/GroundSpeed);
}

function Trigger( actor Other, pawn EventInstigator )
{
    local Pawn currentEnemy;

    if ( (Other == Self) || (Health <= 0) )
        return;
    currentEnemy = Enemy;
    SetEnemy(EventInstigator);
    if (Enemy != currentEnemy)
        GotoState('Attacking');
}

function TranslocateToTarget(Actor Destn)
{
    PendingWeapon = MyTranslocator;
    MyTranslocator.DesiredTarget = Destn;
    if ( Weapon == None )
        ChangedWeapon();
    else if ( Weapon != PendingWeapon )
        Weapon.PutDown();
    else
        MyTranslocator.PlayPostSelect();
    MoveTarget = Destn;
    DesiredRotation = rotator(MoveTarget.Location - Location);
    SpecialPause = 1.5;
}

function bool CanImpactJump()
{
    return ( bHasImpactHammer && (Health > 60) );
}

function ImpactJump(Actor JumpDest)
{
    if ( Health < 60 )
        return;

    SetFall();
    ImpactTarget = JumpDest;
    GotoState('ImpactJumping');
}

function BigJump(Actor JumpDest)
{
    SetPhysics(PHYS_Falling);
    Velocity = GroundSpeed * Normal(JumpDest.Location - Location);
    if ( JumpDest.IsA('JumpSpot') && JumpSpot(JumpDest).bAlwaysAccel )
    {
        bBigJump = true;
        Acceleration = AccelRate * Normal(Destination - Location);
    }
    else
        Acceleration = vect(0,0,0);
    if ( bCountJumps )
        Inventory.OwnerJumped();
    Velocity.Z = JumpZ;
    Velocity = EAdjustJump();
    bJumpOffPawn = true;
    DesiredRotation = Rotator(JumpDest.Location - Location);
    if ( Region.Zone.ZoneGravity == Region.Zone.Default.ZoneGravity )
        MoveTarget = None;
    SetFall();
}

function bool FindAmbushSpot()
{
    local Pawn P;

    bSpecialAmbush = false;
    if ( (AmbushSpot == None) && Level.Game.IsA('DeathMatchPlus') )
        DeathMatchPlus(Level.Game).PickAmbushSpotFor(self);
    if ( bSpecialAmbush )
        return true;

    if ( (AmbushSpot == None) && (Ambushpoint(MoveTarget) != None)
        && !AmbushPoint(MoveTarget).taken )
        AmbushSpot = Ambushpoint(MoveTarget);
                    
    if ( Ambushspot != None )
    {
        GoalString = "Ambush"@Ambushspot;
        Ambushspot.taken = true;
        if ( VSize(Ambushspot.Location - Location) < 2 * CollisionRadius )
        {
            GoalString = GoalString$" there";   
            if ( !bInitLifeMessage && (Orders == 'Defend') )
            {
                bInitLifeMessage = true;    
                SendTeamMessage(None, 'OTHER', 9, 60);
            }
            if ( Level.Game.bTeamGame )
                for ( P=Level.PawnList; P!=None; P=P.NextPawn )
                    if ( P.bIsPlayer && (P.PlayerReplicationInfo != None)
                        && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team)
                        && P.IsA('Bot') && (P != self) 
                        && (Bot(P).Ambushspot == AmbushSpot) )
                            Bot(P).AmbushSpot = None;

            bSniping = ((Orders == 'Defend') && AmbushSpot.bSniping);
            CampTime = 10.0;
            SightRadius = AmbushSpot.SightRadius;
            GotoState('Roaming', 'LongCamp');
            return true;
        }
        if ( ActorReachable(Ambushspot) )
        {
            GoalString = GoalString$" reachable";   
            MoveTarget = Ambushspot;
            return true;
        }
        GoalString = GoalString$" path there";  
        MoveTarget = FindPathToward(Ambushspot);
        if ( MoveTarget != None )
            return true;
        Ambushspot.taken = false;
        GoalString = "No ambush";
        Ambushspot = None;
    }
    return false;
}   

function bool PickLocalInventory(float MaxDist, float MinDistraction)
{
    local inventory Inv, BestInv, KnowPath;
    local float NewWeight, DroppedDist, BestWeight;
    local actor BestPath;
    local bool bCanReach;
    local NavigationPoint N;

    if ( (EnemyDropped != None) && !EnemyDropped.bDeleteMe 
        && (EnemyDropped.Owner == None) )
    {
        DroppedDist = VSize(EnemyDropped.Location - Location);
        NewWeight = EnemyDropped.BotDesireability(self);
        if ( (DroppedDist < MaxDist) 
            && ((NewWeight > MinDistraction) || (DroppedDist < 0.5 * MaxDist))
            && ((EnemyDropped.Physics != PHYS_Falling) || (Region.Zone.ZoneGravity.Z == Region.Zone.Default.ZoneGravity.Z))
            && ActorReachable(EnemyDropped) )
        {
            BestWeight = NewWeight;         
            if ( BestWeight > 0.4 )
            {
                MoveTarget = EnemyDropped;
                EnemyDropped = None;
                return true; 
            }
            BestInv = EnemyDropped;
            BestWeight = BestWeight/DroppedDist;
            KnowPath = BestInv;
        }   
    }   

    EnemyDropped = None;
                                
    //first look at nearby inventory < MaxDist
    foreach visiblecollidingactors(class'Inventory', Inv, MaxDist,,true)
        if ( (Inv.IsInState('PickUp')) && (Inv.MaxDesireability/60 > BestWeight)
            && (Inv.Physics != PHYS_Falling)
            && (Inv.Location.Z < Location.Z + MaxStepHeight + CollisionHeight) )
        {
            NewWeight = inv.BotDesireability(self);
            if ( (NewWeight > MinDistraction) 
                 || (Inv.bHeldItem && Inv.IsA('Weapon') && (VSize(Inv.Location - Location) < 0.6 * MaxDist)) )
            {
                NewWeight = NewWeight/VSize(Inv.Location - Location);
                if ( NewWeight > BestWeight )
                {
                    BestWeight = NewWeight;
                    BestInv = Inv;
                }
            }
        }

    if ( BestInv != None )
    {
        bCanJump = ( bCanTranslocate || (BestInv.Location.Z > Location.Z - CollisionHeight - MaxStepHeight) );
        bCanReach = ActorReachable(BestInv);
    }
    else
        bCanReach = false;
    bCanJump = true;
    if ( bCanReach )
    {
        //GoalString = "local"@BestInv;
        MoveTarget = BestInv;
        return true;
    }
    else if ( KnowPath != None )
    {
        //GoalString = "local"@KnowPath;
        MoveTarget = KnowPath;
        return true;
    }
    //GoalString="No local";
    return false;
}

//**********************************************************************************
//Base Monster AI

auto state StartUp
{
    function BeginState()
    {
        SetMovementPhysics(); 
        if (Physics == PHYS_Walking)
            SetPhysics(PHYS_Falling);
    }

Begin:
    WhatToDoNext('','');
}

state Holding
{
    function ShootTarget(Actor NewTarget)
    {
        Target = NewTarget;
        bFiringPaused = true;
        SpecialPause = 2.0;
        NextState = GetStateName();
        NextLabel = 'Begin';
        GotoState('RangedAttack');
    }   
    
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if ( (Enemy != None) && (Enemy == InstigatedBy) )
        {
            LastSeenPos = Enemy.Location;
            LastSeenTime = Level.TimeSeconds;
        }
        if (NextState == 'TakeHit')
        {
            NextState = 'Attacking'; 
            NextLabel = 'Begin';
            GotoState('TakeHit'); 
        }
        else if ( Enemy != None )
            GotoState('Attacking');
    }
    
    function Timer()
    {
        Enable('Bump');
    }
    
    function EnemyAcquired()
    {
        GotoState('Acquisition', 'PlayOut');
    }
    
    function AnimEnd()
    {
        PlayWaiting();
    }
 
    function Landed(vector HitNormal)
    {
        SetPhysics(PHYS_None);
    }

    function BeginState()
    {
        Enemy = None;
        bStasis = false;
        Acceleration = vect(0,0,0);
        SetAlertness(0.0);
    }

    function EndState()
    {
        if ( HoldSpot(OrderObject) != None )
            HoldSpot(OrderObject).Holder = None;
    }

TurnFromWall:
    if ( NearWall(2 * CollisionRadius + 50) )
    {
        PlayTurning();
        TurnTo(Focus);
    }
Begin:
    if ( HoldSpot(OrderObject) == None )
    {
        if ( bVerbose )
            log(self$" give up hold");
        SetOrders('Freelance', None);
        GotoState('Roaming');
    } 
    else 
        HoldSpot(OrderObject).Holder = self;
    TweenToWaiting(0.4);
Waving:
    bReadyToAttack = false;
    DesiredRotation = OrderObject.Rotation;
    Sleep(2.5);
    GotoState('Roaming');
}

state Hold
{
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if ( (Enemy != None) && (Enemy == InstigatedBy) )
        {
            LastSeenPos = Enemy.Location;
            LastSeenTime = Level.TimeSeconds;
        }
        if (NextState == 'TakeHit')
        {
            NextState = 'Attacking'; 
            NextLabel = 'Begin';
            GotoState('TakeHit'); 
        }
        else if ( Enemy != None )
            GotoState('Attacking');
    }
    
    function HandleHelpMessageFrom(Pawn Other)
    {
        if ( (Health > 70) && (Weapon.AIRating > 0.5) && (Other.Enemy != None)
            && ((Other.bIsPlayer && (Other.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team)))
            //	|| (Other.IsA('StationaryPawn') && StationaryPawn(Other).SameTeamAs(PlayerReplicationInfo.Team)))
            && (VSize(Other.Enemy.Location - Location) < 800) )
            {
                if ( Other.bIsPlayer )
                    SendTeamMessage(Other.PlayerReplicationInfo, 'OTHER', 10, 10);
                SetEnemy(Other.Enemy);
                GotoState('Attacking');
            }
    }

    function FearThisSpot(Actor aSpot)
    {
        Destination = Location + 120 * Normal(Location - aSpot.Location); 
        GotoState('Wandering', 'Moving');
    }
    
    function Timer()
    {
        bReadyToAttack = True;
        Enable('Bump');
    }

    function SetFall()
    {
        NextState = 'Hold'; 
        NextLabel = 'Landed';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function EnemyAcquired()
    {
        GotoState('Acquisition');
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) )
        {
            if ( SpecialPause > 0 )
                Acceleration = vect(0,0,0);
            GotoState('Hold', 'SpecialNavig');
            return;
        }
        Focus = Destination;
        if (PickWallAdjust())
        {
            if ( Physics == PHYS_Falling )
                SetFall();
            else
                GotoState('Hold', 'AdjustFromWall');
        }
        else
            MoveTimer = -1.0;
    }
    
    function PickDestination()
    {
        local Vector Direction;

        if ( (HoldSpot(OrderObject) == None) )
        {
            SetOrders('Freelance', None);
            GotoState('Roaming');
        } 
        Direction = Location - OrderObject.Location;
        if ( (Direction.X * Direction.X + Direction.Y * Direction.Y < 256) 
            && (Abs(Direction.Z) < 48) )
        {
            SendTeamMessage(None, 'OTHER', 9, 45);
            if ( !bInitLifeMessage )
            {
                bInitLifeMessage = true;
                PlayWaving();
            }
            else
                TweenToWaiting(0.25);
            GotoState('Holding', 'Waving');
            return;
        }
        if ( ActorReachable(OrderObject) )
        {
            if ( HoldSpot(OrderObject).Holder != None )
                GotoState('Wandering');
            MoveTarget = OrderObject;
            return;
        }
        MoveTarget = FindPathToward(OrderObject);
        if ( MoveTarget == None ) 
        {
            SetOrders('Freelance', None);
            GotoState('Roaming');
        } 
    }

    function AnimEnd()
    {
        PlayRunning();
    }
 
    function Landed(vector HitNormal)
    {
        SetPhysics(PHYS_None);
    }

    function BeginState()
    {
        SpecialGoal = None;
        SpecialPause = 0.0;
        bSpecialGoal = false;
    }

TurnFromWall:
    if ( NearWall(2 * CollisionRadius + 50) )
    {
        PlayTurning();
        TurnTo(Focus);
    }
Begin:
    SwitchToBestWeapon();
    TweenToRunning(0.1);
    WaitForLanding();
    
RunAway:
    PickDestination();
SpecialNavig:
    if (SpecialPause > 0.0)
    {
        Disable('AnimEnd');
        Acceleration = vect(0,0,0);
        TweenToPatrolStop(0.3);
        Sleep(SpecialPause);
        SpecialPause = 0.0;
        Enable('AnimEnd');
        TweenToRunning(0.1);
        Goto('RunAway');
    }
Moving:
    if ( !IsAnimating() )
        AnimEnd();
    if ( MoveTarget == None )
    {
        Acceleration = vect(0,0,0);
        Sleep(0.1);
        Goto('RunAway');
    }
    MoveToward(MoveTarget);
    Goto('RunAway');


TakeHit:
    TweenToRunning(0.12);
    Goto('Moving');

Landed:
    if ( MoveTarget == None )
        Goto('RunAway');
    Goto('Moving');

AdjustFromWall:
    if ( !IsAnimating() )
        AnimEnd();
    bCamping = false;
    StrafeTo(Destination, Focus); 
    Destination = Focus; 
    MoveTo(Destination);
    Goto('Moving');
}

state Roaming
{
    ignores EnemyNotVisible;

    function SetOrders(name NewOrders, Pawn OrderGiver, optional bool bNoAck)
    {
        Global.SetOrders(NewOrders, OrderGiver, bNoAck);
        if ( bCamping && ((Orders == 'Hold') || (Orders == 'Follow')) )
            GotoState('Roaming', 'PreBegin');
    }

    function HearPickup(Pawn Other)
    {
        if ( bNovice || (Skill < 4 * FRand() - 1) )
            return;
        if ( (Health > 70) && (Weapon.AiRating > 0.6) 
            && (RelativeStrength(Other) < 0) )
            HearNoise(0.5, Other);
    }
                
    function ShootTarget(Actor NewTarget)
    {
        Target = NewTarget;
        bFiringPaused = true;
        SpecialPause = 2.0;
        NextState = GetStateName();
        NextLabel = 'Begin';
        GotoState('RangedAttack');
    }

    function MayFall()
    {
        bCanJump = ( (MoveTarget != None) 
                    && ((MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Inventory')) );
    }
    
    function HandleHelpMessageFrom(Pawn Other)
    {
        if ( (Health > 70) && (Weapon.AIRating > 0.5) && (Other.Enemy != None)
            && ((Other.bIsPlayer && (Other.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team)))
            //	|| (Other.IsA('StationaryPawn') && StationaryPawn(Other).SameTeamAs(PlayerReplicationInfo.Team)))
            && (VSize(Other.Enemy.Location - Location) < 800) )
        {
            if ( Other.bIsPlayer )
                SendTeamMessage(Other.PlayerReplicationInfo, 'OTHER', 10, 10);
            SetEnemy(Other.Enemy);
            GotoState('Attacking');
        }
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if (NextState == 'TakeHit')
        {
            NextState = 'Attacking'; 
            NextLabel = '';
            GotoState('TakeHit'); 
        }
        else if ( !bCanFire && (skill > 3 * FRand()) )
            GotoState('Attacking');
    }

    function FearThisSpot(Actor aSpot)
    {
        Destination = Location + 120 * Normal(Location - aSpot.Location); 
        GotoState('Wandering', 'Moving');
    }
    
    function Timer()
    {
        bReadyToAttack = True;
        Enable('Bump');
    }

    function SetFall()
    {
        bWallAdjust = false;
        NextState = 'Roaming'; 
        NextLabel = 'Landed';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function EnemyAcquired()
    {
        GotoState('Acquisition');
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) )
        {
            if ( SpecialPause > 0 )
                Acceleration = vect(0,0,0);
            GotoState('Roaming', 'SpecialNavig');
            return;
        }
        Focus = Destination;
        if ( !bWallAdjust && PickWallAdjust() )
        {
            if ( Physics == PHYS_Falling )
                SetFall();
            else
                GotoState('Roaming', 'AdjustFromWall');
        }
        else
        {
            MoveTimer = -1.0;
            bWallAdjust = false;
        }
    }

    function PickDestination()
    {
        local inventory Inv, BestInv;
        local float Bestweight, NewWeight, DroppedDist;
        local actor BestPath;
        local decoration Dec;
        local NavigationPoint N;
        local int i;
        local bool bTriedToPick, bLockedAndLoaded, bNearPoint;
        local byte TeamPriority;
        local Pawn P;

        bCanTranslocate = ( Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).CanTranslocate(self) );
        if ( Level.Game.IsA('TeamGamePlus') )
        {
            if ( (Orders == 'FreeLance') && !bStayFreelance
                 && (Orders != BotReplicationInfo(PlayerReplicationInfo).RealOrders) ) 
                SetOrders(BotReplicationInfo(PlayerReplicationInfo).RealOrders, BotReplicationInfo(PlayerReplicationInfo).RealOrderGiver, true);
            if ( FRand() < 0.5 )
                bStayFreelance = false;
            LastAttractCheck = Level.TimeSeconds - 0.1;
            if ( TeamGamePlus(Level.Game).FindSpecialAttractionFor(self) )
            {
                if ( IsInState('Roaming') )
                {
                    TeamPriority = TeamGamePlus(Level.Game).PriorityObjective(self);
                    if ( TeamPriority > 16 )
                    {
                        PickLocalInventory(160, 1.8);
                        return;
                    }
                    else if ( TeamPriority > 1 )
                    {
                        PickLocalInventory(200, 1);
                        return;
                    }
                    else if ( TeamPriority > 0 )
                    {
                        PickLocalInventory(280, 0.55);
                        return;
                    }
                    PickLocalInventory(400, 0.5);
                }
                return;
            }
        }
        bLockedAndLoaded = ( (Weapon.AIRating > 0.4) && (Health > 60) );

        if (  Orders == 'Follow' )
        {
            if ( Pawn(OrderObject) == None )
                SetOrders('FreeLance', None);
            else if ( (Pawn(OrderObject).Health > 0) )
            {
                bNearPoint = CloseToPointMan(Pawn(OrderObject));
                if ( !bNearPoint )
                {
                    if ( !bLockedAndLoaded )
                    {
                        bTriedToPick = true;
                        if ( PickLocalInventory(600, 0) )
                            return;

                        if ( !OrderObject.IsA('PlayerPawn') )
                        {
                            BestWeight = 0;
                            BestPath = FindBestInventoryPath(BestWeight, !bNovice && (skill >= 2));
                            if ( BestPath != None )
                            {
                                MoveTarget = BestPath;
                                return;
                            }
                        }
                    }               
                    if ( ActorReachable(OrderObject) )
                        MoveTarget = OrderObject;
                    else
                        MoveTarget = FindPathToward(OrderObject);
                    if ( (MoveTarget != None) && (VSize(Location - MoveTarget.Location) > 2 * CollisionRadius) )
                        return;
                    if ( (VSize(OrderObject.Location - Location) < 1600) && LineOfSightTo(OrderObject) )
                        bNearPoint = true;
                    if ( bVerbose )
                        log(self$" found no path to "$OrderObject);
                }
                else if ( !bInitLifeMessage && (Pawn(OrderObject).Health > 0) 
                            && (VSize(Location - OrderObject.Location) < 500) )
                {
                    bInitLifeMessage = true;
                    SendTeamMessage(Pawn(OrderObject).PlayerReplicationInfo, 'OTHER', 3, 10);
                }
            }
        }
        if ( (Orders == 'Defend') && bLockedAndLoaded )
        {
            if ( PickLocalInventory(300, 0.55) )
                return;
            if ( FindAmbushSpot() ) 
                return;
            if ( !LineOfSightTo(OrderObject) )
            {
                MoveTarget = FindPathToward(OrderObject);
                if ( MoveTarget != None )
                    return;
            }
            else if ( !bInitLifeMessage )
            {
                bInitLifeMessage = true;
                SendTeamMessage(None, 'OTHER', 9, 10);
            }
        }

        if ( (Orders == 'Hold') && bLockedAndLoaded && !LineOfSightTo(OrderObject) )
        {
            GotoState('Hold');
            return;
        }

        if ( !bTriedToPick && PickLocalInventory(600, 0) )
            return;

        if ( (Orders == 'Hold') && bLockedAndLoaded )
        {
            if ( VSize(Location - OrderObject.Location) < 20 )
                GotoState('Holding');
            else
                GotoState('Hold');
            return;
        }

        if ( ((Orders == 'Follow') && (bNearPoint || (Level.Game.IsA('TeamGamePlus') && TeamGamePlus(Level.Game).WaitForPoint(self))))
            || ((Orders == 'Defend') && bLockedAndLoaded && LineOfSightTo(OrderObject)) )
        {
            if ( FRand() < 0.35 )
                GotoState('Wandering');
            else
            {
                CampTime = 0.8;
                GotoState('Roaming', 'Camp');
            }
            return;
        }

        if ( (OrderObject != None) && !OrderObject.IsA('Ambushpoint') )
            bWantsToCamp = false;
        else if ( (Weapon.AIRating > 0.5) && (Health > 90) && !Region.Zone.bWaterZone )
        {
            bWantsToCamp = ( bWantsToCamp || (FRand() < CampingRate * FMin(1.0, Level.TimeSeconds - LastCampCheck)) );
            LastCampCheck = Level.TimeSeconds;
        }
        else 
            bWantsToCamp = false;

        if ( bWantsToCamp && FindAmbushSpot() )
            return;

        // if none found, check for decorations with inventory
        if ( !bNoShootDecor )
            foreach visiblecollidingactors(class'Decoration', Dec, 500,,true)
                if ( Dec.Contents != None )
                {
                    bNoShootDecor = true;
                    Target = Dec;
                    GotoState('Roaming', 'ShootDecoration');
                    return;
                }

        bNoShootDecor = false;
        BestWeight = 0;

        // look for long distance inventory 
        BestPath = FindBestInventoryPath(BestWeight, !bNovice && (skill >= 2));
        //log("roam to"@BestPath);
        //log("---------------------------------");
        if ( BestPath != None )
        {
            MoveTarget = BestPath;
            return;
        }

        // nothing around - maybe just wait a little
        if ( (FRand() < 0.35) && bNovice 
            && (!Level.Game.IsA('DeathMatchPlus') || !DeathMatchPlus(Level.Game).OneOnOne())  )
        {
            GoalString = " Nothing cool, so camp ";
            CampTime = 3.5 + FRand() - skill;
            GotoState('Roaming', 'Camp');
        }

        // if roamed to ambush point, stay there maybe
        if ( (AmbushPoint(RoamTarget) != None)
            && (VSize(Location - RoamTarget.Location) < 2 * CollisionRadius)
            && (FRand() < 0.4) )
        {
            CampTime = 4.0;
            GotoState('Roaming', 'LongCamp');
            return;
        }

        // hunt player
        if ( (!bNovice || (Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).OneOnOne()))
            && (Weapon.AIRating > 0.5) && (Health > 60) )
        {
            if ( (PlayerPawn(RoamTarget) != None) && !LineOfSightTo(RoamTarget) )
            {
                BestPath = FindPathToward(RoamTarget);
                if ( BestPath != None )
                {
                    MoveTarget = BestPath;
                    return;
                }
            }
            else
            {
                // high skill bots go hunt player
                for ( P=Level.PawnList; P!=None; P=P.NextPawn )
                    if ( P.bIsPlayer && P.IsA('PlayerPawn') 
                        && ((VSize(P.Location - Location) > 1500) || !LineOfSightTo(P)) )
                    {
                        BestPath = FindPathToward(P);
                        if ( BestPath != None )
                        {
                            RoamTarget = P;
                            MoveTarget = BestPath;
                            return;
                        }
                    }
            }
            bWantsToCamp = true; // don't camp if couldn't go to player
        }
        
        // look for ambush spot if didn't already try
        if ( !bWantsToCamp && FindAmbushSpot() )
        {
            RoamTarget = AmbushSpot;
            return;
        }
        
        // find a roamtarget
        if ( RoamTarget == None )
        {
            i = 0;
            for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
                if ( N.IsA('InventorySpot') )
                {
                    i++;
                    if ( (RoamTarget == None) || (Rand(i) == 0) )
                        RoamTarget = N;
                }
        }   

        // roam around
        if ( RoamTarget != None )
        {
            if ( ActorReachable(RoamTarget) )
            {
                MoveTarget = RoamTarget;
                RoamTarget = None;
                if ( VSize(MoveTarget.Location - Location) > 2 * CollisionRadius )
                    return;
            }
            else
            {
                BestPath = FindPathToward(RoamTarget);
                if ( BestPath != None )
                {
                    MoveTarget = BestPath;
                    return;
                }
                else
                    RoamTarget = None;
            }
        }
                                                
         // wander or camp
        if ( FRand() < 0.35 )
            GotoState('Wandering');
        else
        {
            GoalString = " Nothing cool, so camp ";
            CampTime = 3.5 + FRand() - skill;
            GotoState('Roaming', 'Camp');
        }
    }

    function AnimEnd() 
    {
        if ( bCamping )
        {
            SetPeripheralVision();
            if ( FRand() < 0.2 )
            {
                PeripheralVision -= 0.5;
                PlayLookAround();
            }
            else
                PlayWaiting();
        }
        else
            PlayRunning();
    }

    function ShareWith(Pawn Other)
    {
        local bool bHaveItem, bIsHealth, bOtherHas, bIsWeapon;
        local Pawn P;

        if ( MoveTarget.IsA('Weapon') )
        {
            if ( (Weapon == None) || (Weapon.AIRating < 0.5) || Weapon(MoveTarget).bWeaponStay )
                return;
            bIsWeapon = true;
            bHaveItem = (FindInventoryType(MoveTarget.class) != None);
        }
        else if ( MoveTarget.IsA('Health') )
        {
            bIsHealth = true;
            if ( Health < 80 )
                return;
        }

        if ( (Other.Health <= 0) || Other.PlayerReplicationInfo.bIsSpectator || (VSize(Other.Location - Location) > 1250)
            || !LineOfSightTo(Other) )
            return;

        //decide who needs it more
        CampTime = 2.0;
        if ( bIsHealth )
        {
            if ( Health > Other.Health + 10 )
            {
                GotoState('Roaming', 'GiveWay');
                return;
            }
        }
        else if ( bIsWeapon && (Other.Weapon != None) && (Other.Weapon.AIRating < 0.5) )
        {
            GotoState('Roaming', 'GiveWay');
            return;
        }
        else
        {
            bOtherHas = (Other.FindInventoryType(MoveTarget.class) != None);
            if ( bHaveItem && !bOtherHas )
            {
                GotoState('Roaming', 'GiveWay');
                return;
            }
        }
    }
                         
    function BeginState()
    {
        bNoShootDecor = false;
        bCanFire = false;
        bCamping = false;
        if ( bNoClearSpecial )
            bNoClearSpecial = false;
        else
        {
            bSpecialPausing = false;
            bSpecialGoal = false;
            SpecialGoal = None;
            SpecialPause = 0.0;
        }
    }

    function EndState()
    {
        SetPeripheralVision();
        if ( !bSniping && (AmbushSpot != None) )
        {
            AmbushSpot.taken = false;
            AmbushSpot = None;
        }
        bCamping = false;
        bWallAdjust = false;
        bCanTranslocate = false;
    }

LongCamp:
    bCamping = true;
    Acceleration = vect(0,0,0);
    TweenToWaiting(0.15);
    TurnTo(Location + Ambushspot.lookdir);
    Sleep(CampTime);
    Goto('PreBegin');

GiveWay:    
    //log("sharing");	
    bCamping = true;
    Acceleration = vect(0,0,0);
    if ( GetAnimGroup(AnimSequence) != 'Waiting' )
        TweenToWaiting(0.15);
    if ( NearWall(200) )
    {
        PlayTurning();
        TurnTo(MoveTarget.Location);
    }
    Sleep(CampTime);
    Goto('PreBegin');

Camp:
    bCamping = true;
    Acceleration = vect(0,0,0);
    TweenToWaiting(0.15);
ReCamp:
    if ( NearWall(200) )
    {
        PlayTurning();
        TurnTo(Focus);
    }
    Sleep(CampTime);
    if ( bLeading || bCampOnlyOnce )
    {
        bCampOnlyOnce = false;
        Goto('PreBegin');
    }
    if ( ((Orders != 'Follow') || ((Pawn(OrderObject).Health > 0) && CloseToPointMan(Pawn(OrderObject)))) 
        && (Weapon != None) && (Weapon.AIRating > 0.4) && (3 * FRand() > skill + 1) )
        Goto('ReCamp');
PreBegin:
    SetPeripheralVision();
    WaitForLanding();
    bCamping = false;
    PickDestination();
    TweenToRunning(0.1);
    bCanTranslocate = false;
    Goto('SpecialNavig');
Begin:
    SwitchToBestWeapon();
    bCamping = false;
    TweenToRunning(0.1);
    WaitForLanding();
    
RunAway:
    PickDestination();
    bCanTranslocate = false;
SpecialNavig:
    if (SpecialPause > 0.0)
    {
        Disable('AnimEnd');
        Acceleration = vect(0,0,0);
        TweenToPatrolStop(0.3);
        Sleep(SpecialPause);
        SpecialPause = 0.0;
        Enable('AnimEnd');
        TweenToRunning(0.1);
        Goto('RunAway');
    }
Moving:
    if ( !IsAnimating() )
        AnimEnd();
    if ( MoveTarget == None )
    {
        Acceleration = vect(0,0,0);
        Sleep(0.0);
        Goto('RunAway');
    }
    if ( MoveTarget.IsA('InventorySpot') )
    {
        if ( (!Level.Game.IsA('TeamGamePlus') || (TeamGamePlus(Level.Game).PriorityObjective(self) == 0))
            && (InventorySpot(MoveTarget).markedItem != None)
            && (InventorySpot(MoveTarget).markedItem.BotDesireability(self) > 0) )
        {
            if ( InventorySpot(MoveTarget).markedItem.GetStateName() == 'Pickup' )
                MoveTarget = InventorySpot(MoveTarget).markedItem;
            else if (   (InventorySpot(MoveTarget).markedItem.LatentFloat < 5.0)
                        && (InventorySpot(MoveTarget).markedItem.GetStateName() == 'Sleeping')  
                        && (abs(Location.Z - MoveTarget.Location.Z) < CollisionHeight)
                        && (VSize(Location - MoveTarget.Location + vect(0,0,1) * (MoveTarget.Location.Z - Location.Z)) < CollisionRadius * CollisionRadius) )
            {
                CampTime = FMin(5, InventorySpot(MoveTarget).markedItem.LatentFloat + 0.5);
                bCampOnlyOnce = true;
                Goto('Camp');
            }
        }
        else if ( MoveTarget.IsA('TrapSpringer')
                && (abs(Location.Z - MoveTarget.Location.Z) < CollisionHeight)
                && (VSize(Location - MoveTarget.Location + vect(0,0,1) * (MoveTarget.Location.Z - Location.Z)) < CollisionRadius * CollisionRadius) )
        {
            PlayVictoryDance(); 
            bCampOnlyOnce = true;       
            bCamping = true;
            CampTime = 1.2;
            Acceleration = vect(0,0,0);
            Goto('ReCamp');
        }
    }
    else if ( MoveTarget.IsA('Inventory') && Level.Game.bTeamGame )
    {
        if ( Orders == 'Follow' )
            ShareWith(Pawn(OrderObject));
        else if ( SupportingPlayer != None )
            ShareWith(SupportingPlayer);
    }

    bCamping = false;
    MoveToward(MoveTarget);
    Goto('RunAway');

TakeHit:
    TweenToRunning(0.12);
    Goto('Moving');

Landed:
    if ( MoveTarget == None ) 
        Goto('RunAway');
    Goto('Moving');

AdjustFromWall:
    if ( !IsAnimating() )
        AnimEnd();
    bWallAdjust = true;
    bCamping = false;
    StrafeTo(Destination, Focus); 
    Destination = Focus; 
    MoveTo(Destination);
    bWallAdjust = false;
    Goto('Moving');

ShootDecoration:
    TurnToward(Target);
    if ( Target != None )
    {
        FireWeapon();
        bAltFire = 0;
        bFire = 0;
    }
    Goto('RunAway');
}

state Wandering
{
    ignores EnemyNotVisible;

    function bool DeferTo(Bot Other)
    {
        if ( Acceleration == vect(0,0,0) )
            return Global.DeferTo(Other);

        return false;
    }

    function SetOrders(name NewOrders, Pawn OrderGiver, optional bool bNoAck)
    {
        Global.SetOrders(NewOrders, OrderGiver, bNoAck);
        if ( (Orders == 'Hold') || (Orders == 'Follow') )
            GotoState('Roaming');
    }

    singular event BaseChange()
    {
        if ( (Base != None) && Base.IsA('Mover') )
            Destination = Location - 300 * Normal(Velocity);
        else
            Super.BaseChange();
    }

    function ShootTarget(Actor NewTarget)
    {
        Target = NewTarget;
        bFiringPaused = true;
        SpecialPause = 2.0;
        NextState = GetStateName();
        NextLabel = 'Begin';
        GotoState('RangedAttack');
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if ( (Enemy != None) && (Enemy == InstigatedBy) )
        {
            LastSeenPos = Enemy.Location;
            LastSeenTime = Level.TimeSeconds;
        }

        if ( NextState == 'TakeHit' )
            {
            NextState = 'Attacking'; 
            NextLabel = 'Begin';
            GotoState('TakeHit'); 
            }
        else
            GotoState('Attacking');
    }

    function Timer()
    {
        Enable('Bump');
    }

    function SetFall()
    {
        NextState = 'Wandering'; 
        NextLabel = 'ContinueWander';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function EnemyAcquired()
    {
        GotoState('Acquisition');
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) )
        {
            if ( SpecialPause > 0 )
                Acceleration = vect(0,0,0);
            GotoState('Wandering', 'Pausing');
            return;
        }
        Focus = Destination;
        if ( PickWallAdjust() && (FRand() < 0.7) )
        {
            if ( Physics == PHYS_Falling )
                SetFall();
            else
                GotoState('Wandering', 'AdjustFromWall');
        }
        else
            MoveTimer = -1.0;
    }
    
    function bool TestDirection(vector dir, out vector pick)
    {   
        local vector HitLocation, HitNormal, dist;
        local float minDist;
        local actor HitActor;

        minDist = FMin(150.0, 4*CollisionRadius);
        if ( (Orders == 'Follow') && (VSize(Location - OrderObject.Location) < 500) )
            pick = dir * (minDist + (200 + 6 * CollisionRadius) * FRand());
        else
            pick = dir * (minDist + (450 + 12 * CollisionRadius) * FRand());

        HitActor = Trace(HitLocation, HitNormal, Location + pick + 1.5 * CollisionRadius * dir , Location, false);
        if (HitActor != None)
        {
            pick = HitLocation + (HitNormal - dir) * 2 * CollisionRadius;
            if ( !FastTrace(pick, Location) )
                return false;
        }
        else
            pick = Location + pick;
         
        dist = pick - Location;
        if (Physics == PHYS_Walking)
            dist.Z = 0;
        
        return (VSize(dist) > minDist); 
    }
            
    function PickDestination()
    {
        local vector pick, pickdir;
        local bool success, bMustWander;
        local float XY;

        //Favor XY alignment
        XY = FRand();
        if ( WanderDir != vect(0,0,0) )
        {
            pickdir = WanderDir;
            XY = 1;
            bMustWander = true;
        }
        else if (XY < 0.3)
        {
            pickdir.X = 1;
            pickdir.Y = 0;
        }
        else if (XY < 0.6)
        {
            pickdir.X = 0;
            pickdir.Y = 1;
        }
        else
        {
            pickdir.X = 2 * FRand() - 1;
            pickdir.Y = 2 * FRand() - 1;
        }
        if (Physics != PHYS_Walking)
        {
            pickdir.Z = 2 * FRand() - 1;
            pickdir = Normal(pickdir);
        }
        else
        {
            pickdir.Z = 0;
            if (XY >= 0.6)
                pickdir = Normal(pickdir);
        }   

        success = TestDirection(pickdir, pick);
        if (!success)
            success = TestDirection(-1 * pickdir, pick);
        
        if (success)    
            Destination = pick;
        else if ( bMustWander )
        {
            WanderDir = Normal(WanderDir + VRand());
            WanderDir.Z = 0;
            Destination = Location + 100 * WanderDir;
        }
        else
            GotoState('Wandering', 'Turn');

        WanderDir = vect(0,0,0);
    }

    function AnimEnd()
    {
        PlayPatrolStop();
    }

    function FearThisSpot(Actor aSpot)
    {
        Destination = Location + 120 * Normal(Location - aSpot.Location); 
    }

    function BeginState()
    {
        Enemy = None;
        SetAlertness(0.2);
        bReadyToAttack = false;
        Disable('AnimEnd');
        NextAnim = '';
        bCanJump = false;
        bAvoidLedges = true;
        bStopAtLedges = true;
        MinHitWall += 0.15;
    }
    
    function EndState()
    {
        MinHitWall -= 0.15;
        bStopAtLedges = false;
        bAvoidLedges = false;
        if (JumpZ > 0)
            bCanJump = true;
    }


Begin:
    //log(class$" Wandering");

Wander: 
    WaitForLanding();
    PickDestination();
    TweenToWalking(0.15);
    FinishAnim();
    PlayWalking();
    
Moving:
    Enable('HitWall');
    MoveTo(Destination, WalkingSpeed);
Pausing:
    if ( Level.Game.bTeamGame 
        && (bLeading || ((Orders == 'Follow') && !CloseToPointMan(Pawn(OrderObject)))) )
        GotoState('Roaming');
    Acceleration = vect(0,0,0);
    if ( NearWall(200) )
    {
        PlayTurning();
        TurnTo(Focus);
    }
    Enable('AnimEnd');
    NextAnim = '';
    TweenToPatrolStop(0.2);
    Sleep(1.0);
    Disable('AnimEnd');
    FinishAnim();
    GotoState('Roaming');

ContinueWander:
    FinishAnim();
    PlayWalking();
    if (FRand() < 0.2)
        Goto('Turn');
    Goto('Wander');

Turn:
    Acceleration = vect(0,0,0);
    PlayTurning();
    TurnTo(Location + 20 * VRand());
    Goto('Pausing');

AdjustFromWall:
    StrafeTo(Destination, Focus); 
    Destination = Focus; 
    Goto('Moving');
}
    
/* Acquisition - 
Creature has just reacted to stimulus, and set an enemy
- depending on strength of stimulus, and ongoing stimulii, vary time to focus on target and start attacking (or whatever.  FIXME - need some acquisition specific animation
HearNoise and SeePlayer used to improve/change stimulus
*/

state Acquisition
{
ignores falling, landed; 

    function WarnTarget(Pawn shooter, float projSpeed, vector FireDir)
    {
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        LastSeenPos = Enemy.Location;
        LastSeenTime = Level.TimeSeconds;
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if (NextState == 'TakeHit')
        {
            NextState = 'Attacking'; 
            NextLabel = 'Begin';
            GotoState('TakeHit'); 
        }
        else
            GotoState('Attacking');
    }
    
    singular function HearNoise(float Loudness, Actor NoiseMaker)
    {
        local vector OldLastSeenPos;
        
        if ( SetEnemy(NoiseMaker.instigator) )
        {
            OldLastSeenPos = LastSeenPos;
            if ( Enemy ==  NoiseMaker.instigator  )
                LastSeenPos = 0.5 * (NoiseMaker.Location + VSize(NoiseMaker.Location - Location) * vector(Rotation));
            else if ( (Pawn(NoiseMaker) != None) && (Enemy == Pawn(NoiseMaker).Enemy) )
                LastSeenPos = 0.5 * (Pawn(NoiseMaker).Enemy.Location + VSize(Pawn(NoiseMaker).Enemy.Location - Location) * vector(Rotation));
            if ( VSize(OldLastSeenPos - Enemy.Location) < VSize(LastSeenPos - Enemy.Location) )
                LastSeenPos = OldLastSeenPos;               
        }
        
    }
    
    function SeePlayer(Actor SeenPlayer)
    {
        if ( SetEnemy(Pawn(SeenPlayer)) )
        {
            MakeNoise(1.0);
            NextAnim = '';
            GotoState('Attacking');
        }
    } 
    
    function BeginState()
    {
        Disable('Tick'); //only used for bounding anim time
        SetAlertness(-0.5);
    }

    function EndState()
    {
        LastAcquireTime = Level.TimeSeconds;
    }
        
PlayOut:
    Acceleration = vect(0,0,0);
    if ( (AnimFrame < 0.6) && IsAnimating() )
    {
        Sleep(0.05);
        Goto('PlayOut');
    }
        
Begin:
    Acceleration = vect(0,0,0);
    if (NeedToTurn(LastSeenPos))
    {   
        PlayTurning();
        TurnTo(LastSeenPos);
    }
    DesiredRotation = Rotator(LastSeenPos - Location);
    TweenToFighter(0.2); 
    FinishAnim();
    if ( Enemy == None )
        WhatToDoNext('','');    
    if ( Enemy.IsA('StationaryPawn') )
        GotoState('Attacking');
    ////log("Stimulus="$Stimulus);
    if ( AttitudeTo(Enemy) == ATTITUDE_Fear )  //will run away from noise
    {
        LastSeenPos = Enemy.Location; 
        NextAnim = '';
        GotoState('Attacking');
    }
    else if ( !bNovice )
    {
        bMustHunt = true;
        GotoState('Attacking');
    }
    else
        WhatToDoNext('','');
}

/* Attacking
Master attacking state - choose which type of attack to do from here
*/
state Attacking
{
ignores SeePlayer, HearNoise, Bump, HitWall;

    function ChooseAttackMode()
    {
        local eAttitude AttitudeToEnemy;
        local float Aggression;
        local pawn changeEn;
        local TeamGamePlus TG;
        local bool bWillHunt;

        bWillHunt = bMustHunt;
        bMustHunt = false;
        if ((Enemy == None) || (Enemy.Health <= 0))
        {
            WhatToDoNext('','');
            return;
        }
        if ( Weapon == None )
        {
            log(self$" health "$health$" had no weapon");
            SwitchToBestWeapon();
        }
        AttitudeToEnemy = AttitudeTo(Enemy);
        TG = TeamGamePlus(Level.Game);
        if ( TG != None )
        {
            if ( (Level.TimeSeconds - LastAttractCheck > 0.5)
                || (AttitudeToEnemy == ATTITUDE_Fear)
                || (TG.PriorityObjective(self) > 1) ) 
            {
                goalstring = "attract check";
                if ( TG.FindSpecialAttractionFor(self) )
                    return;
                if ( Enemy == None )
                {
                    WhatToDoNext('','');
                    return;
                }
            }
            else
            {
                goalstring = "no attract check";
            }
        }
            
        if (AttitudeToEnemy == ATTITUDE_Fear)
        {
            GotoState('Retreating');
            return;
        }
        else if (AttitudeToEnemy == ATTITUDE_Friendly)
        {
            WhatToDoNext('','');
            return;
        }
        else if ( !LineOfSightTo(Enemy) )
        {
            if ( (OldEnemy != None) 
                && (AttitudeTo(OldEnemy) == ATTITUDE_Hate) && LineOfSightTo(OldEnemy) )
            {
                changeEn = enemy;
                enemy = oldenemy;
                oldenemy = changeEn;
            }   
            else 
            {
                goalstring = "attract check";
                if ( (TG != None) && TG.FindSpecialAttractionFor(self) )
                    return;
                if ( Enemy == None )
                {
                    WhatToDoNext('','');
                    return;
                }
                if ( (Orders == 'Hold') && (Level.TimeSeconds - LastSeenTime > 5) )
                {
                    NumHuntPaths = 0; 
                    GotoState('StakeOut');
                }
                else if ( bWillHunt || (!bSniping && (VSize(Enemy.Location - Location) 
                            > 600 + (FRand() * RelativeStrength(Enemy) - CombatStyle) * 600)) )
                {
                    bDevious = ( !bNovice && !Level.Game.bTeamGame && Level.Game.IsA('DeathMatchPlus') 
                                && (FRand() < 0.52 - 0.12 * DeathMatchPlus(Level.Game).NumBots) );
                    GotoState('Hunting');
                }
                else
                {
                    NumHuntPaths = 0; 
                    GotoState('StakeOut');
                }
                return;
            }
        }   
        
        if (bReadyToAttack)
        {
            ////log("Attack!");
            Target = Enemy;
            SetTimer(TimeBetweenAttacks, False);
        }
            
        GotoState('TacticalMove');
    }
    
    //EnemyNotVisible implemented so engine will update LastSeenPos
    function EnemyNotVisible()
    {
        ////log("enemy not visible");
    }

    function Timer()
    {
        bReadyToAttack = True;
    }

    function BeginState()
    {
        if ( TimerRate <= 0.0 )
            SetTimer(TimeBetweenAttacks  * (1.0 + FRand()),false); 
        if (Physics == PHYS_None)
            SetMovementPhysics(); 
    }

Begin:
    //log(class$" choose Attack");
    ChooseAttackMode();
}


/* Retreating for a bot is going toward an item while still engaged with an enemy, but fearing that enemy (so
no desire to remain engaged)
   TacticalGet is for going to an item while engaged, and remaining engaged. TBD
   Roaming is going to items w/ no enemy. TBD
*/

state Retreating
{
ignores EnemyNotVisible;

    function MayFall()
    {
        bAdvancedTactics = false;
        if ( bCanFire ) // MoveTarget is player, not destination
            bCanJump = ( (MoveTarget != None) 
                        && ((MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Inventory')) );
    }

    function WarnTarget(Pawn shooter, float projSpeed, vector FireDir)
    {   
        if ( bCanFire && (FRand() < 0.4) ) 
            return;

        Super.WarnTarget(shooter, projSpeed, FireDir);
    }

    function SeePlayer(Actor SeenPlayer)
    {
        if ( (SeenPlayer == Enemy) || LineOfSightTo(Enemy) )
        {
            LastSeenTime = Level.TimeSeconds;
            return;
        }
        if ( SetEnemy(Pawn(SeenPlayer)) )
        {
            MakeNoise(1.0);
            GotoState('Attacking');
        }
    }

    singular function HearNoise(float Loudness, Actor NoiseMaker)
    {
        if ( (NoiseMaker.instigator == Enemy) || LineOfSightTo(Enemy) )
            return;

        if ( SetEnemy(NoiseMaker.instigator) )
        {
            MakeNoise(1.0);
            GotoState('Attacking');
        }
    }
    
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if (NextState == 'TakeHit')
        {
            NextState = 'Retreating'; 
            NextLabel = 'TakeHit';
            GotoState('TakeHit'); 
        }
        else if ( !bCanFire && (skill > 3 * FRand()) )
            GotoState('Retreating', 'Moving');
    }

    function Timer()
    {
        bReadyToAttack = True;
        Enable('Bump');
    }
    
    function SetFall()
    {
        NextState = 'Retreating'; 
        NextLabel = 'Landed';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) )
        {
            if ( SpecialPause > 0 )
                Acceleration = vect(0,0,0);
            GotoState('Retreating', 'SpecialNavig');
            return;
        }
        bTacticalDir = !bTacticalDir;
        Focus = Destination;
        if ( PickWallAdjust() && (FRand() < 0.7) )
        {
            bAdvancedTactics = false;
            if ( Physics == PHYS_Falling )
                SetFall();
            else
                GotoState('Retreating', 'AdjustFromWall');
        }
        else
            MoveTimer = -1.0;
    }

    function PickDestination()
    {
        local inventory Inv, BestInv, SecondInv;
        local float Bestweight, NewWeight, invDist, MaxDist, SecondWeight;
        local actor BestPath;
        local bool bTriedFar;

        if ( !bReadyToAttack && (TimerRate == 0.0) )
            SetTimer(0.7, false);

        // do I still fear my enemy?
        if ( (Level.TimeSeconds - LastSeenTime > 12)
            || (Level.Game.bTeamGame && (Level.TimeSeconds - LastSeenTime > 8)) )
            Enemy = None;
        if ( (Enemy == None) || (AttitudeTo(Enemy) > ATTITUDE_Fear) )
        {
            GotoState('Attacking');
            return;
        }

        bestweight = 0;

        //first look at nearby inventory < 500 dist
        MaxDist = 500 + 70 * skill;
        foreach visiblecollidingactors(class'Inventory', Inv, MaxDist,,true)
            if ( (Inv.IsInState('PickUp')) && (Inv.MaxDesireability/200 > BestWeight)
                && (Inv.Location.Z < Location.Z + MaxStepHeight + CollisionHeight)
                && (Inv.Location.Z > FMin(Location.Z, Enemy.Location.Z) - CollisionHeight) )
            {
                NewWeight = inv.BotDesireability(self)/VSize(Inv.Location - Location);
                if ( NewWeight > BestWeight )
                {
                    SecondWeight = BestWeight;
                    BestWeight = NewWeight;
                    SecondInv = BestInv;
                    BestInv = Inv;
                }
            }
             
         // see if better long distance inventory 
        if ( BestWeight < 0.001 )
        { 
            bTriedFar = true;
            BestPath = FindBestInventoryPath(BestWeight, false);
            if ( Level.Game.bTeamGame && (BestWeight < 0.0002) )
            {
                if ( !Enemy.IsA('TeamCannon') && (Enemy.Location.Z < Location.Z + 500) )
                {
                    bKamikaze = true;
                    if ( LineOfSightTo(Enemy) )
                    {
                        LastInvFind = Level.TimeSeconds;
                        GotoState('TacticalMove', 'NoCharge');
                        return;
                    }
                }
                else if ( Level.Game.IsA('TeamGamePlus') && TeamGamePlus(Level.Game).SendBotToGoal(self) )
                    return;
            }
            if ( BestPath != None )
            {
                //GoalString = string(1000 * BestWeight);
                MoveTarget = BestPath;
                return;
            }
        }

        if ( (BestInv != None) && ActorReachable(BestInv) )
        {
            MoveTarget = BestInv;
            return;
        }

        if ( (SecondInv != None) && ActorReachable(SecondInv) )
        {
            MoveTarget = SecondInv;
            return;
        }
        if ( !bTriedFar )
        { 
            BestWeight = 0;
            BestPath = FindBestInventoryPath(BestWeight, false);
            if ( BestPath != None )
            {
                MoveTarget = BestPath;
                return;
            }
        }
        if ( bVerbose )
            log(self$" give up retreat");

        // if nothing, then tactical move
        if ( LineOfSightTo(Enemy) )
        {
            LastInvFind = Level.TimeSeconds;
            bKamikaze = true;
            GotoState('TacticalMove', 'NoCharge');
            return;
        }
        WhatToDoNext('','');
    }


    function ChangeDestination()
    {
        local actor oldTarget;
        local Actor path;
        
        oldTarget = Home;
        PickDestination();
        if (Home == oldTarget)
        {
            bKamikaze = true;
            //log("same old target");
            GotoState('TacticalMove', 'TacticalTick');
        }
        else
        {
            path = FindPathToward(Home);
            if (path == None)
            {
                //log("no new target");
                bKamikaze = true;
                GotoState('TacticalMove', 'TacticalTick');
            }
            else 
            {
                MoveTarget = path;
                Destination = path.Location;
            }
        }
    }
    
    function bool CheckBumpAttack(Pawn Other)
    {
        if ( (Other == Enemy) && (((Other.Location - Location) Dot Velocity) > 0) )
            bKamikaze = true;
        
        if ( SetEnemy(Other) && (Enemy == Other) && (Weapon != None) && !Weapon.bMeleeWeapon )
        {
            bReadyToAttack = true;
            GotoState('RangedAttack');
            return true;
        }
        return false;
    }
    
    function ReachedHome()
    {
        if (LineOfSightTo(Enemy))
        {
            if (Homebase(home) != None)
            {
                //log(class$" reached home base - turn and fight");
                bKamikaze = true;
                MakeNoise(1.0);
                GotoState('Attacking');
            }
            else
                ChangeDestination();
        }
        else
        {
            if (Homebase(home) != None)
                MakeNoise(1.0);
            bKamikaze = true;
            GotoState('Attacking');
        }
    }

    function PickNextSpot()
    {
        local Actor path;
        local vector dist2d;
        local float zdiff;

        if ( Home == None )
        {
            PickDestination();
            if ( Home == None )
                return;
        }
        //log("find retreat spot");
        dist2d = Home.Location - Location;
        zdiff = dist2d.Z;
        dist2d.Z = 0.0; 
        if ((VSize(dist2d) < 2 * CollisionRadius) && (Abs(zdiff) < CollisionHeight))
            ReachedHome();
        else
        {
            if (ActorReachable(Home))
            {
                //log("almost there");
                path = Home;
                if (HomeBase(Home) == None)
                    Home = None;
            }
            else
            {
                if (SpecialGoal != None)
                    path = FindPathToward(SpecialGoal);
                else
                    path = FindPathToward(Home);
            }
                
            if (path == None)
                ChangeDestination();
            else
            {
                MoveTarget = path;
                Destination = path.Location;
            }
        }
    }

    function AnimEnd() 
    {
        if ( bCanFire && LineOfSightTo(Enemy) )
            PlayCombatMove();
        else if ( (Physics == PHYS_Falling) && (Velocity.Z < -300) )
            FastInAir();
        else
            PlayRunning();
    }

    function BeginState()
    {
        if ( Level.Game.bTeamGame && !Enemy.IsA('StationaryPawn') )
            CallForHelp();
        bSpecialPausing = false;
        bCanFire = false;
        SpecialGoal = None;
        SpecialPause = 0.0;
    }

    function EndState()
    {
        bAdvancedTactics = false;
    }

Begin:
    if ( bReadyToAttack && (FRand() < 0.4 - 0.1 * Skill) )
        bReadyToAttack = false;
    if ( (TimerRate == 0.0) || !bReadyToAttack )
        SetTimer(TimeBetweenAttacks, false);

    TweenToRunning(0.1);
    WaitForLanding();
    
RunAway:
    PickDestination();
    bAdvancedTactics = ( !bNovice && (Level.TimeSeconds - LastSeenTime < 1.0) 
                        && (Skill > 2.5 * FRand() - 1)
                        && (!MoveTarget.IsA('NavigationPoint') || !NavigationPoint(MoveTarget).bNeverUseStrafing) );
SpecialNavig:
    if (SpecialPause > 0.0)
    {
        if ( LineOfSightTo(Enemy) )
        {
            if ( ((Base == None) || (Base == Level))
                && (FRand() < 0.6) )
                GotoState('TacticalMove', 'NoCharge');
            Target = Enemy;
            bFiringPaused = true;
            NextState = 'Retreating';
            NextLabel = 'RunAway';
            GotoState('RangedAttack');
        }
        Disable('AnimEnd');
        Acceleration = vect(0,0,0);
        TweenToPatrolStop(0.3);
        Sleep(SpecialPause);
        SpecialPause = 0.0;
        Enable('AnimEnd');
        TweenToRunning(0.1);
        Goto('RunAway');
    }
Moving:
    if ( !IsAnimating() )
        AnimEnd();
    if ( MoveTarget == None )
    {
        Sleep(0.0);
        Goto('RunAway');
    }
    if ( MoveTarget.IsA('InventorySpot') && (InventorySpot(MoveTarget).markedItem != None) 
        && (InventorySpot(MoveTarget).markedItem.GetStateName() == 'Pickup')
        && (InventorySpot(MoveTarget).markedItem.BotDesireability(self) > 0) )
            MoveTarget = InventorySpot(MoveTarget).markedItem;
    if ( FaceDestination(2) )
    {
        HaltFiring();
        MoveToward(MoveTarget);
    }
    else
    {
        bCanFire = true;
        StrafeFacing(MoveTarget.Location, Enemy);
    }
    Goto('RunAway');

Landed:
    if ( MoveTarget == None )
        Goto('RunAway');
    Goto('Moving');

TakeHit:
    TweenToRunning(0.12);
    Goto('Moving');

AdjustFromWall:
    if ( !IsAnimating() )
        AnimEnd();
    StrafeTo(Destination, Focus); 
    Destination = Focus; 
    MoveTo(Destination);
    Goto('Moving');
}

state Fallback
{
ignores EnemyNotVisible;

    function MayFall()
    {
        bAdvancedTactics = false;
        bCanJump = ( (MoveTarget != None) 
                    && ((MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Inventory')) );
    }

    function EnemyNotVisible()
    {
        local Pawn P;

        if ( (OldEnemy != None) && LineOfSightTo(OldEnemy) )
        {
            P = OldEnemy;
            OldEnemy = Enemy;
            Enemy = P;
        }
        if ( Enemy.IsA('TeamCannon') )
        {
            Enemy = OldEnemy;
            OldEnemy = None;
            if ( Enemy == None )
                GotoState('Roaming');
        }
    }

    function SeePlayer(Actor SeenPlayer)
    {
        if ( SeenPlayer == Enemy )
        {
            LastSeenTime = Level.TimeSeconds;
            return;
        }
        if ( SetEnemy(Pawn(SeenPlayer)) )
            MakeNoise(1.0);
    }

    singular function HearNoise(float Loudness, Actor NoiseMaker)
    {
        if ( (NoiseMaker.instigator == Enemy) || LineOfSightTo(Enemy) )
            return;

        if ( SetEnemy(NoiseMaker.instigator) )
        {
            LastSeenPos = 0.5 * (NoiseMaker.Location + VSize(NoiseMaker.Location - Location) * vector(Rotation));
            MakeNoise(1.0);
        }
    }
    
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if (NextState == 'TakeHit')
        {
            NextState = 'Fallback'; 
            NextLabel = 'TakeHit';
            GotoState('TakeHit'); 
        }
        else if ( !bCanFire && (skill > 3 * FRand()) )
            GotoState('Fallback', 'Moving');
    }

    function Timer()
    {
        bReadyToAttack = True;
        Enable('Bump');
    }
    
    function SetFall()
    {
        NextState = 'Fallback'; 
        NextLabel = 'Landed';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) )
        {
            if ( SpecialPause > 0 )
                Acceleration = vect(0,0,0);
            GotoState('Fallback', 'SpecialNavig');
            return;
        }
        Focus = Destination;
        if (PickWallAdjust())
        {
            bAdvancedTactics = false;
            if ( Physics == PHYS_Falling )
                SetFall();
            else
                GotoState('Fallback', 'AdjustFromWall');
        }
        else
            MoveTimer = -1.0;
    }

    function PickDestination()
    {
        local byte TeamPriority;

        if ( Level.TimeSeconds - LastSeenTime > 9 )
            Enemy = None;
        if ( Enemy == None )
        {
            WhatToDoNext('','');
            return;
        }
        bCanTranslocate = ( Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).CanTranslocate(self) );
        LastAttractCheck = Level.TimeSeconds - 0.1;

        if ( Level.Game.IsA('TeamGamePlus')
            && TeamGamePlus(Level.Game).FindSpecialAttractionFor(self) )
        {
            if ( IsInState('Fallback') )
            {
                TeamPriority = TeamGamePlus(Level.Game).PriorityObjective(self);
                if ( TeamPriority > 16 )
                {
                    PickLocalInventory(160, 1.8);
                    return;
                }
                else if ( TeamPriority > 1 )
                {
                    PickLocalInventory(200, 1);
                    return;
                }
                else if ( TeamPriority > 0 )
                {
                    PickLocalInventory(200, 0.55);
                    return;
                }
                PickLocalInventory(400, 0.5);
                if ( MoveTarget == None )
                {
                    if ( bVerbose )
                        log(self$" no destination in fallback!");
                    Orders = 'Freelance';
                    GotoState('Attacking');
                }
            }
            return;
        }
        else if ( (Orders == 'Attack') || (OrderObject == None) )
        {
            if ( bVerbose )
                log(self$" attack fallback turned to freelance");
            Orders = 'Freelance';
            GotoState('Attacking');
        }
        else if ( (VSize(Location - OrderObject.Location) < 20)
            || ((VSize(Location - OrderObject.Location) < 600) && LineOfSightTo(OrderObject)) )
        {
            if ( Enemy.IsA('TeamCannon') || ((Level.TimeSeconds - LastSeenTime > 5) && (Orders == 'Hold')) )
            {
                Enemy = OldEnemy;
                OldEnemy = None;
            }
            GotoState('Attacking');
        }
        else if ( ActorReachable(OrderObject) )
            MoveTarget = OrderObject;
        else
        {
            MoveTarget = FindPathToward(OrderObject);
            if ( MoveTarget == None )
            {
                if ( bVerbose )
                    log(self@"fallback turned to freelance (no path to"@OrderObject@")");
                Orders = 'Freelance';
                GotoState('Attacking');
            }
        }
    }

    function bool CheckBumpAttack(Pawn Other)
    {
        SetEnemy(Other);
        if ( Enemy == Other )
        {
            bReadyToAttack = true;
            bCanFire = true;
        }
        return false;
    }

    function AnimEnd() 
    {
        if ( bCanFire && LineOfSightTo(Enemy) )
            PlayCombatMove();
        else
        {
            bFire = 0;
            bAltFire = 0;
            if ( (Physics == PHYS_Falling) && (Velocity.Z < -300) )
                FastInAir();
            else
                PlayRunning();
        }
    }

    function BeginState()
    {
        //log(self$" fallback");
        bCanFire = false;
        if ( bNoClearSpecial )
            bNoClearSpecial = false;
        else
        {
            bSpecialPausing = false;
            SpecialGoal = None;
            SpecialPause = 0.0;
        }
    }

    function EndState()
    {
        bAdvancedTactics = false;
        bCanTranslocate = false;
    }

Begin:
    TweenToRunning(0.12);
    WaitForLanding();
    
RunAway:
    PickDestination();
    bAdvancedTactics = ( !bNovice && (Level.TimeSeconds - LastSeenTime < 1.0) 
                        && (Skill > 2.5 * FRand() - 1)
                        && (!MoveTarget.IsA('NavigationPoint') || !NavigationPoint(MoveTarget).bNeverUseStrafing) );
SpecialNavig:
    if (SpecialPause > 0.0)
    {
        if ( LineOfSightTo(Enemy) )
        {
            Target = Enemy;
            bFiringPaused = true;
            NextState = 'Fallback';
            NextLabel = 'RunAway';
            GotoState('RangedAttack');
        }
        Disable('AnimEnd');
        Acceleration = vect(0,0,0);
        TweenToPatrolStop(0.3);
        Sleep(SpecialPause);
        SpecialPause = 0.0;
        Enable('AnimEnd');
        TweenToRunning(0.1);
        Goto('RunAway');
    }
Moving:
    if ( !IsAnimating() )
        AnimEnd();

    if ( MoveTarget == None )
    {
        Sleep(0.0);
        Goto('RunAway');
    }
    if ( FaceDestination(1) )
    {
        HaltFiring();
        MoveToward(MoveTarget);
    }
    else
    {
        bReadyToAttack = True;
        bCanFire = true;
        StrafeFacing(MoveTarget.Location, Enemy);
    }
    Goto('RunAway');

Landed:
    if ( MoveTarget == None )
        Goto('RunAway');
    Goto('Moving');

TakeHit:
    TweenToRunning(0.12);
    Goto('Moving');

AdjustFromWall:
    if ( !IsAnimating() )
        AnimEnd();
    StrafeTo(Destination, Focus); 
    Destination = Focus; 
    MoveTo(Destination);
    Goto('Moving');
}

state Charging
{
ignores SeePlayer, HearNoise;

    /* MayFall() called by engine physics if walking and bCanJump, and
        is about to go off a ledge.  Pawn has opportunity (by setting 
        bCanJump to false) to avoid fall
    */

    function MayFall()
    {
        bAdvancedTactics = false;
        if ( MoveTarget != Enemy )
            return;

        bCanJump = ActorReachable(Enemy);
        if ( !bCanJump )
                GotoState('TacticalMove', 'NoCharge');
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) )
        {
            if ( SpecialPause > 0 )
                Acceleration = vect(0,0,0);
            GotoState('Charging', 'SpecialNavig');
            return;
        }
        Focus = Destination;
        if (PickWallAdjust())
        {
            bAdvancedTactics = false;
            if ( Physics == PHYS_Falling )
                SetFall();
            else
                GotoState('Charging', 'AdjustFromWall');
        }
        else
            MoveTimer = -1.0;
    }
    
    function SetFall()
    {
        NextState = 'Charging'; 
        NextLabel = 'ResumeCharge';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function FearThisSpot(Actor aSpot)
    {
        Destination = Location + 120 * Normal(Normal(Destination - Location) + Normal(Location - aSpot.Location)); 
        GotoState('TacticalMove', 'DoStrafeMove');
    }

    function TryToDuck(vector duckDir, bool bReversed)
    {
        if ( FRand() < 0.6 )
        {
            Global.TryToDuck(duckDir, bReversed);
            return;
        }
        if ( MoveTarget == Enemy ) 
            TryStrafe(duckDir);
    }

    function bool StrafeFromDamage(vector momentum, float Damage, name DamageType, bool bFindDest)
    {
        local vector sideDir;
        local float healthpct;

        if ( (damageType == 'shot') || (damageType == 'jolted') || (damageType == 'Zapped') )
            healthpct = 0.17;
        else
            healthpct = 0.25;

        healthpct *= CombatStyle;
        if ( FRand() * Damage < healthpct * Health ) 
            return false;

        if ( !bFindDest )
            return true;

        sideDir = Normal( Normal(Enemy.Location - Location) Cross vect(0,0,1) );
        if ( (momentum Dot sidedir) > 0 )
            sidedir *= -1;

        return TryStrafe(sideDir);
    }

    function bool TryStrafe(vector sideDir)
    { 
        local vector extent, HitLocation, HitNormal;
        local actor HitActor;

        Extent.X = CollisionRadius;
        Extent.Y = CollisionRadius;
        Extent.Z = CollisionHeight;
        HitActor = Trace(HitLocation, HitNormal, Location + 100 * sideDir, Location, false, Extent);
        if (HitActor != None)
        {
            sideDir *= -1;
            HitActor = Trace(HitLocation, HitNormal, Location + 100 * sideDir, Location, false, Extent);
        }
        if (HitActor != None)
            return false;
        
        if ( Physics == PHYS_Walking )
        {
            HitActor = Trace(HitLocation, HitNormal, Location + 100 * sideDir - MaxStepHeight * vect(0,0,1), Location + 100 * sideDir, false, Extent);
            if ( HitActor == None )
                return false;
        }
        Destination = Location + 250 * sideDir;
        GotoState('TacticalMove', 'DoStrafeMove');
        return true;
    }
            
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        local float pick;
        local vector sideDir, extent;
        local bool bWasOnGround;

        bWasOnGround = (Physics == PHYS_Walking);
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if (NextState == 'TakeHit')
        {
            if ( AttitudeTo(Enemy) == ATTITUDE_Fear )
            {
                NextState = 'Retreating';
                NextLabel = 'Begin';
            }
            else if ( StrafeFromDamage(momentum, Damage, damageType, false) )
            {
                NextState = 'TacticalMove';
                NextLabel = 'NoCharge';
            }
            else
            {
                NextState = 'Charging';
                NextLabel = 'TakeHit';
            }
            GotoState('TakeHit'); 
        }
        else if ( StrafeFromDamage(momentum, Damage, damageType, true) )
            return;
        else if ( bWasOnGround && (MoveTarget == Enemy) && 
                    (Physics == PHYS_Falling) ) //weave
        {
            pick = 1.0;
            if ( bStrafeDir )
                pick = -1.0;
            sideDir = Normal( Normal(Enemy.Location - Location) Cross vect(0,0,1) );
            sideDir.Z = 0;
            Velocity += pick * GroundSpeed * 0.7 * sideDir;   
            if ( FRand() < 0.2 )
                bStrafeDir = !bStrafeDir;
        }
    }
                            
    function AnimEnd() 
    {
        PlayCombatMove();
    }
    
    function Timer()
    {
        bReadyToAttack = True;
        Target = Enemy; 
        if ( Enemy == None )
        {
            GotoState('Attacking');
            return;
        }
        if ( (VSize(Enemy.Location - Location) 
                <= (MeleeRange + Enemy.CollisionRadius + CollisionRadius))
            || ((Weapon != None) && !Weapon.bMeleeWeapon && (FRand() > 0.7 + 0.1 * skill)) ) 
            GotoState('RangedAttack');
    }
    
    function EnemyNotVisible()
    {
        GotoState('Hunting'); 
    }

    function BeginState()
    {
        bCanFire = false;
        SpecialGoal = None;
        SpecialPause = 0.0;
    }

    function EndState()
    {
        bAdvancedTactics = false;
        if ( JumpZ > 0 )
            bCanJump = true;
    }

AdjustFromWall:
    StrafeTo(Destination, Focus); 
    Goto('CloseIn');

ResumeCharge:
    PlayRunning();
    Goto('Charge');

Begin:
    TweenToRunning(0.1);

Charge:
    bFromWall = false;
    
CloseIn:
    if ( (Enemy == None) || (Enemy.Health <=0) )
        GotoState('Attacking');

    if ( Enemy.Region.Zone.bWaterZone )
    {
        if (!bCanSwim)
            GotoState('TacticalMove', 'NoCharge');
    }
    else if (!bCanFly && !bCanWalk)
        GotoState('TacticalMove', 'NoCharge');

    if (Physics == PHYS_Falling)
    {
        DesiredRotation = Rotator(Enemy.Location - Location);
        Focus = Enemy.Location;
        Destination = Enemy.Location;
        WaitForLanding();
    }
    if( actorReachable(Enemy) )
    {
        bCanFire = true;
        bAdvancedTactics = ( !bNovice && !Level.Game.bTeamGame && (Weapon != None) && !Weapon.bMeleeWeapon && (FRand() < 0.75) );
        MoveToward(Enemy);
        if (bFromWall)
        {
            bFromWall = false;
            if (PickWallAdjust())
            {
                if ( Physics == PHYS_Falling )
                    SetFall();
                else
                    StrafeFacing(Destination, Enemy);
            }
            else
                GotoState('TacticalMove', 'NoCharge');
        }
    }
    else
    {
NoReach:
        bCanFire = false;
        bFromWall = false;
        //log("route to enemy"@Enemy);
        if ( !FindBestPathToward(Enemy, true) )
        {
            Sleep(0.0);
            GotoState('TacticalMove', 'NoCharge');
        }
SpecialNavig:
        if ( SpecialPause > 0.0 )
        {
            Target = Enemy;
            bFiringPaused = true;
            NextState = 'Charging';
            NextLabel = 'Begin';
            GotoState('RangedAttack');
        }
Moving:
        if (VSize(MoveTarget.Location - Location) < 2.5 * CollisionRadius)
        {
            bCanFire = true;
            StrafeFacing(MoveTarget.Location, Enemy);
        }
        else
        {
            if ( FaceDestination(1.5) )
            {
                if ( GetAnimGroup(AnimSequence) == 'MovingAttack' )
                {
                    AnimSequence = '';
                    TweenToRunning(0.12);
                }
                HaltFiring();
                MoveToward(MoveTarget);
            }
            else
            {
                bCanFire = true;
                StrafeFacing(MoveTarget.Location, Enemy);   
            }
        }
    }

    GotoState('Attacking');

GotThere:
    Target = Enemy;
    if ( !Weapon.bMeleeWeapon )
        GotoState('RangedAttack');
    Sleep(0.1 - 0.02 * Skill );
    Goto('Charge');

TakeHit:
    TweenToRunning(0.12);
    if (MoveTarget == Enemy)
    {
        bCanFire = true;
        MoveToward(MoveTarget);
    }
    
    Goto('Charge');
}

state TacticalMove
{
ignores SeePlayer, HearNoise;

    function WarnTarget(Pawn shooter, float projSpeed, vector FireDir)
    {   
        if ( bCanFire && (FRand() < 0.4) ) 
            return;

        Super.WarnTarget(shooter, projSpeed, FireDir);
    }

    function SetFall()
    {
        Acceleration = vect(0,0,0);
        Destination = Location;
        NextState = 'Attacking'; 
        NextLabel = 'Begin';
        NextAnim = 'Fighter';
        GotoState('FallingState');
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if ( NextState == 'TakeHit' )
        {
            NextState = 'TacticalMove'; 
            NextLabel = 'TakeHit';
            GotoState('TakeHit'); 
        }
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        Focus = Destination;
        if ( Enemy == None )
        {
            GotoState('Attacking');
            return;
        }
        //if (PickWallAdjust())
        //	GotoState('TacticalMove', 'AdjustFromWall');
        if ( bChangeDir || (FRand() < 0.5) 
            || (((Enemy.Location - Location) Dot HitNormal) < 0) )
        {
            DesiredRotation = Rotator(Enemy.Location - location);
            GiveUpTactical(false);
        }
        else
        {
            bChangeDir = true;
            Destination = Location - HitNormal * FRand() * 500;
        }
    }

    function FearThisSpot(Actor aSpot)
    {
        Destination = Location + 120 * Normal(Location - aSpot.Location); 
    }

    function AnimEnd() 
    {
        if ( bCanFire && LineOfSightTo(Enemy) )
            PlayCombatMove();
        else if ( (Physics == PHYS_Falling) && (Velocity.Z < -300) )
            FastInAir();
        else
            PlayRunning();
    }

    function Timer()
    {
    
        bReadyToAttack = True;
        Enable('Bump');
        Target = Enemy;
        if ( Enemy == None )
            return;
        if (VSize(Enemy.Location - Location) 
                <= (MeleeRange + Enemy.CollisionRadius + CollisionRadius))
            GotoState('RangedAttack');       
        else if ( !Weapon.bMeleeWeapon && ((Enemy.Weapon == None) || !Enemy.Weapon.bMeleeWeapon) )
        {
            if ( bNovice )
            {
                if ( FRand() > 0.4 + 0.18 * skill ) 
                    GotoState('RangedAttack');
            }
            else if ( FRand() > 0.5 + 0.17 * skill ) 
                GotoState('RangedAttack');
        }
    }

    function EnemyNotVisible()
    {
        if ( !bGathering && (aggressiveness > relativestrength(enemy)) )
        {
            if ( FastTrace(Enemy.Location, LastSeeingPos) )
            {
                bCanFire = false;
                GotoState('TacticalMove','RecoverEnemy');
            }
            else
                GotoState('Attacking');
        }
        Disable('EnemyNotVisible');
    }
        
    function GiveUpTactical(bool bNoCharge)
    {   
        if ( !bNoCharge && (Weapon.bMeleeWeapon || (2 * CombatStyle + 0.1 * Skill > FRand())) )
            GotoState('Charging');
        else if ( bReadyToAttack && !Weapon.bMeleeWeapon && !bNovice )
            GotoState('RangedAttack');
        else
            GotoState('RangedAttack', 'Challenge'); 
    }       

    function bool TryToward(inventory Inv, float Weight)
    {
        local bool success; 
        local vector pickdir, collSpec, minDest, HitLocation, HitNormal;
        local Actor HitActor;

        if ( (Weight < 0.0008) && ((Weight < 0.0008 - 0.0002 * skill) 
                || !Enemy.LineOfSightTo(Inv)) )
            return false;

        pickdir = Inv.Location - Location;
        if ( Physics == PHYS_Walking )
            pickDir.Z = 0;
        pickDir = Normal(PickDir);

        collSpec.X = CollisionRadius;
        collSpec.Y = CollisionRadius;
        collSpec.Z = FMax(6, CollisionHeight - 18);
        
        minDest = Location + FMin(160.0, 3*CollisionRadius) * pickDir;
        HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec);
        if (HitActor == None)
        {
            success = (Physics != PHYS_Walking);
            if ( !success )
            {
                collSpec.X = FMin(14, 0.5 * CollisionRadius);
                collSpec.Y = collSpec.X;
                HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec);
                success = (HitActor != None);
            }
            if ( success )
            {
                Destination = Inv.Location;
                bGathering = true;
                if ( 2.7 * FRand() < skill )
                    GotoState('TacticalMove','DoStrafeMove');
                else
                    GotoState('TacticalMove','DoDirectMove');
                return true;
            }
        }

        return false;
    }

    function PainTimer()
    {
        if ( (FootRegion.Zone.bPainZone) && (FootRegion.Zone.DamagePerSec > 0)
            && (FootRegion.Zone.DamageType != ReducedDamageType) )
            GotoState('Retreating');
        Super.PainTimer();
    }


/* PickDestination()
Choose a destination for the tactical move, based on aggressiveness and the tactical
situation. Make sure destination is reachable
*/
    function PickDestination(bool bNoCharge)
    {
        local inventory Inv, BestInv, SecondInv;
        local float Bestweight, NewWeight, MaxDist, SecondWeight;

        // possibly pick nearby inventory
        // higher skill bots will always strafe, lower skill
        // both do this less, and strafe less

        if ( !bReadyToAttack && (TimerRate == 0.0) )
            SetTimer(0.7, false);
        if ( bNovice )
        {
            if ( Level.TimeSeconds - LastInvFind < 4 )
            {
                PickRegDestination(bNoCharge);
                return;
            }
        }
        else if ( Level.TimeSeconds - LastInvFind < 3 - 0.5 * skill )
        {
            PickRegDestination(bNoCharge);
            return;
        }

        LastInvFind = Level.TimeSeconds;
        bGathering = false;
        MaxDist = 700 + 70 * skill;
        BestWeight = 0.5/MaxDist;
        foreach visiblecollidingactors(class'Inventory', Inv, MaxDist,,true)
            if ( (Inv.IsInState('PickUp')) && (Inv.MaxDesireability/200 > BestWeight)
                && (Inv.Location.Z < Location.Z + MaxStepHeight + CollisionHeight)
                && (Inv.Location.Z > FMin(Location.Z, Enemy.Location.Z) - CollisionHeight) )
            {
                NewWeight = inv.BotDesireability(self)/VSize(Inv.Location - Location);
                if ( NewWeight > BestWeight )
                {
                    SecondWeight = BestWeight;
                    BestWeight = NewWeight;
                    SecondInv = BestInv;
                    BestInv = Inv;
                }
            }

        if ( BestInv == None )
        {
            PickRegDestination(bNoCharge);
            return;
        }

        if ( TryToward(BestInv, BestWeight) )
            return;

        if ( SecondInv == None )
        {
            PickRegDestination(bNoCharge);
            return;
        }

        if ( TryToward(SecondInv, SecondWeight) )
            return;

        PickRegDestination(bNoCharge);
    }

    function PickRegDestination(bool bNoCharge)
    {
        local vector pickdir, enemydir, enemyPart, X,Y,Z, minDest;
        local actor HitActor;
        local vector HitLocation, HitNormal, collSpec;
        local float Aggression, enemydist, minDist, strafeSize, optDist;
        local bool success, bNoReach;
    
        if ( Orders == 'Hold' )
            bNoCharge = true;

        bChangeDir = false;
        if (Region.Zone.bWaterZone && !bCanSwim && bCanFly)
        {
            Destination = Location + 75 * (VRand() + vect(0,0,1));
            Destination.Z += 100;
            return;
        }
        if ( Enemy.Region.Zone.bWaterZone )
            bNoCharge = bNoCharge || !bCanSwim;
        else 
            bNoCharge = bNoCharge || (!bCanFly && !bCanWalk);
        
        if( Weapon.bMeleeWeapon && !bNoCharge )
        {
            GotoState('Charging');
            return;
        }
        enemyDist = VSize(Location - Enemy.Location);
        if ( (bNovice && (FRand() > 0.3 + 0.15 * skill)) || (FRand() > 0.7 + 0.15 * skill) 
            && ((EnemyDist > 900) || (Enemy.Weapon == None) || !Enemy.Weapon.bMeleeWeapon) 
            && (!Level.Game.IsA('TeamGamePlus') || (TeamGamePlus(Level.Game).PriorityObjective(self) == 0)) )
            GiveUpTactical(true);

        success = false;
        if ( (bSniping || (Orders == 'Hold'))  
            && (!Level.Game.IsA('TeamGamePlus') || (TeamGamePlus(Level.Game).PriorityObjective(self) == 0)) )
            bNoCharge = true;
        if ( bSniping && Weapon.IsA('SniperRifle') )
        {
            bReadyToAttack = true;
            GotoState('RangedAttack');
            return;
        }
                        
        Aggression = 2 * (CombatStyle + FRand()) - 1.1;
        if ( Enemy.bIsPlayer && (AttitudeTo(Enemy) == ATTITUDE_Fear) && (CombatStyle > 0) )
            Aggression = Aggression - 2 - 2 * CombatStyle;
        if ( Weapon != None )
            Aggression += 2 * Weapon.SuggestAttackStyle();
        if ( Enemy.Weapon != None )
            Aggression += 2 * Enemy.Weapon.SuggestDefenseStyle();

        if ( enemyDist > 1000 )
            Aggression += 1;
        if ( !bNoCharge )
            bNoCharge = ( Aggression < FRand() );

        if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) )
        {
            if (Location.Z > Enemy.Location.Z + 150) //tactical height advantage
                Aggression = FMax(0.0, Aggression - 1.0 + CombatStyle);
            else if (Location.Z < Enemy.Location.Z - CollisionHeight) // below enemy
            {
                if ( !bNoCharge && (Aggression > 0) && (FRand() < 0.6) )
                {
                    GotoState('Charging');
                    return;
                }
                else if ( (enemyDist < 1.1 * (Enemy.Location.Z - Location.Z)) 
                        && !actorReachable(Enemy) ) 
                {
                    bNoReach = true;
                    aggression = -1.5 * FRand();
                }
            }
        }
    
        if (!bNoCharge && (Aggression > 2 * FRand()))
        {
            if ( bNoReach && (Physics != PHYS_Falling) )
            {
                TweenToRunning(0.1);
                GotoState('Charging', 'NoReach');
            }
            else
                GotoState('Charging');
            return;
        }

        if ( !bNovice && ((Weapon == None) || !Weapon.bRecommendSplashDamage) && (FRand() < 0.35) && (bJumpy || (FRand()*Skill > 0.4)) )
        {
            GetAxes(Rotation,X,Y,Z);

            if ( FRand() < 0.5 )
            {
                Y *= -1;
                TryToDuck(Y, true);
            }
            else
                TryToDuck(Y, false);
            if ( !IsInState('TacticalMove') )
                return;
        }
            
        if (enemyDist > FMax(VSize(OldLocation - Enemy.OldLocation), 240))
            Aggression += 0.4 * FRand();
             
        enemydir = (Enemy.Location - Location)/enemyDist;
        if ( bJumpy )
            minDist = 160;
        else
            minDist = FMin(160.0, 3*CollisionRadius);
        optDist = 80 + FMin(EnemyDist, 250 * (FRand() + FRand()));  
        Y = (enemydir Cross vect(0,0,1));
        if ( Physics == PHYS_Walking )
        {
            Y.Z = 0;
            enemydir.Z = 0;
        }
        else 
            enemydir.Z = FMax(0,enemydir.Z);
            
        strafeSize = FMax(-0.7, FMin(0.85, (2 * Aggression * FRand() - 0.3)));
        enemyPart = enemydir * strafeSize;
        strafeSize = FMax(0.0, 1 - Abs(strafeSize));
        pickdir = strafeSize * Y;
        if ( bStrafeDir )
            pickdir *= -1;
        bStrafeDir = !bStrafeDir;
        collSpec.X = CollisionRadius;
        collSpec.Y = CollisionRadius;
        collSpec.Z = FMax(6, CollisionHeight - 18);
        
        minDest = Location + minDist * (pickdir + enemyPart);
        HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec);
        if (HitActor == None)
        {
            success = (Physics != PHYS_Walking);
            if ( !success )
            {
                collSpec.X = FMin(14, 0.5 * CollisionRadius);
                collSpec.Y = collSpec.X;
                HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec);
                success = (HitActor != None);
            }
            if (success)
                Destination = minDest + (pickdir + enemyPart) * optDist;
        }
    
        if ( !success )
        {                   
            collSpec.X = CollisionRadius;
            collSpec.Y = CollisionRadius;
            minDest = Location + minDist * (enemyPart - pickdir); 
            HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec);
            if (HitActor == None)
            {
                success = (Physics != PHYS_Walking);
                if ( !success )
                {
                    collSpec.X = FMin(14, 0.5 * CollisionRadius);
                    collSpec.Y = collSpec.X;
                    HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec);
                    success = (HitActor != None);
                }
                if (success)
                    Destination = minDest + (enemyPart - pickdir) * optDist;
            }
            else 
            {
                if ( (CombatStyle <= 0) || (Enemy.bIsPlayer && (AttitudeTo(Enemy) == ATTITUDE_Fear)) )
                    enemypart = vect(0,0,0);
                else if ( (enemydir Dot enemyPart) < 0 )
                    enemyPart = -1 * enemyPart;
                pickDir = Normal(enemyPart - pickdir + HitNormal);
                minDest = Location + minDist * pickDir;
                collSpec.X = CollisionRadius;
                collSpec.Y = CollisionRadius;
                HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec);
                if (HitActor == None)
                {
                    success = (Physics != PHYS_Walking);
                    if ( !success )
                    {
                        collSpec.X = FMin(14, 0.5 * CollisionRadius);
                        collSpec.Y = collSpec.X;
                        HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec);
                        success = (HitActor != None);
                    }
                    if (success)
                        Destination = minDest + pickDir * optDist;
                }
            }   
        }
                    
        if ( !success )
            GiveUpTactical(bNoCharge);
        else 
        {
            if ( bJumpy || (Weapon.bRecommendSplashDamage && !bNovice 
                && (FRand() < 0.2 + 0.2 * Skill)
                && (Enemy.Location.Z - Enemy.CollisionHeight <= Location.Z + MaxStepHeight - CollisionHeight)) 
                && !NeedToTurn(Enemy.Location) )
            {
                FireWeapon();
                if ( (bJumpy && (FRand() < 0.75)) || Weapon.SplashJump() )
                {
                    // try jump move
                    SetPhysics(PHYS_Falling);
                    Acceleration = vect(0,0,0);
                    Destination = minDest;
                    NextState = 'Attacking'; 
                    NextLabel = 'Begin';
                    NextAnim = 'Fighter';
                    GotoState('FallingState');
                    return;
                }
            }
            pickDir = (Destination - Location);
            enemyDist = VSize(pickDir);
            if ( enemyDist > minDist + 2 * CollisionRadius )
            {
                pickDir = pickDir/enemyDist;
                HitActor = Trace(HitLocation, HitNormal, Destination + 2 * CollisionRadius * pickdir, Location, false);
                if ( (HitActor != None) && ((HitNormal Dot pickDir) < -0.6) )
                    Destination = HitLocation - 2 * CollisionRadius * pickdir;
            }
        }
    }

    function BeginState()
    {
        if ( bNovice ) 
            MaxDesiredSpeed = 0.4 + 0.08 * skill;
        MinHitWall += 0.15;
        bAvoidLedges = true;
        bStopAtLedges = true;
        bCanJump = false;
        bCanFire = false;
    }
    
    function EndState()
    {
        if ( bNovice ) 
            MaxDesiredSpeed = 0.5 + 0.1 * skill;
        bAvoidLedges = false;
        bStopAtLedges = false;
        bQuickFire = false;
        MinHitWall -= 0.15;
        if (JumpZ > 0)
            bCanJump = true;
    }

TacticalTick:
    Sleep(0.02);    
Begin:
    TweenToRunning(0.15);
    Enable('AnimEnd');
    if (Physics == PHYS_Falling)
    {
        DesiredRotation = Rotator(Enemy.Location - Location);
        Focus = Enemy.Location;
        Destination = Enemy.Location;
        WaitForLanding();
    }
    PickDestination(false);

DoMove:
    if ( !bCanStrafe )
    { 
DoDirectMove:
        Enable('AnimEnd');
        if ( GetAnimGroup(AnimSequence) == 'MovingAttack' )
        {
            AnimSequence = '';
            TweenToRunning(0.12);
        }
        HaltFiring();
        MoveTo(Destination);
    }
    else
    {
DoStrafeMove:
        Enable('AnimEnd');
        bCanFire = true;
        StrafeFacing(Destination, Enemy);   
    }

    if ( (Enemy != None) && !LineOfSightTo(Enemy) && FastTrace(Enemy.Location, LastSeeingPos) )
        Goto('RecoverEnemy');
    else
    {
        bReadyToAttack = true;
        GotoState('Attacking');
    }
    
NoCharge:
    TweenToRunning(0.1);
    Enable('AnimEnd');
    if (Physics == PHYS_Falling)
    {
        DesiredRotation = Rotator(Enemy.Location - Location);
        Focus = Enemy.Location;
        Destination = Enemy.Location;
        WaitForLanding();
    }
    PickDestination(true);
    Goto('DoMove');
    
AdjustFromWall:
    Enable('AnimEnd');
    StrafeTo(Destination, Focus); 
    Destination = Focus; 
    Goto('DoMove');

TakeHit:
    TweenToRunning(0.12);
    Goto('DoMove');

RecoverEnemy:
    Enable('AnimEnd');
    bReadyToAttack = true;
    HidingSpot = Location;
    bCanFire = false;
    Destination = LastSeeingPos + 4 * CollisionRadius * Normal(LastSeeingPos - Location);
    StrafeFacing(Destination, Enemy);

    if ( !Weapon.bMeleeWeapon && LineOfSightTo(Enemy) && CanFireAtEnemy() )
    {
        Disable('AnimEnd');
        DesiredRotation = Rotator(Enemy.Location - Location);
        bQuickFire = true;
        FireWeapon();
        bQuickFire = false;
        Acceleration = vect(0,0,0);
        if ( Weapon.bSplashDamage )
        {
            bFire = 0;
            bAltFire = 0;
            bReadyToAttack = true;
            Sleep(0.2);
        }
        else
            Sleep(0.35 + 0.3 * FRand());
        if ( (FRand() + 0.1 > CombatStyle) )
        {
            bFire = 0;
            bAltFire = 0;
            bReadyToAttack = true;
            Enable('EnemyNotVisible');
            Enable('AnimEnd');
            Destination = HidingSpot + 4 * CollisionRadius * Normal(HidingSpot - Location);
            Goto('DoMove');
        }
    }

    GotoState('Attacking');
}

state Hunting
{
ignores EnemyNotVisible; 

    /* MayFall() called by engine physics if walking and bCanJump, and
        is about to go off a ledge.  Pawn has opportunity (by setting 
        bCanJump to false) to avoid fall
    */
    function MayFall()
    {
        bCanJump = ( ((MoveTarget != None) 
                    && ((MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Inventory')))
                    || PointReachable(Destination) );
    }

    function bool CheckBumpAttack(Pawn Other)
    {
        SetEnemy(Other);
        if ( Enemy == Other )
        {
            bReadyToAttack = true;
            LastSeenTime = Level.TimeSeconds;
            LastSeenPos = Enemy.Location;
            GotoState('Attacking');
            return true;
        }
        return false;
    }
    
    function FearThisSpot(Actor aSpot)
    {
        Destination = Location + 120 * Normal(Normal(Destination - Location) + Normal(Location - aSpot.Location)); 
        MoveTarget = None;
        GotoState('Hunting', 'SpecialNavig');
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        bFrustrated = true;
        if (NextState == 'TakeHit')
        {
            if (AttitudeTo(Enemy) == ATTITUDE_Fear)
            {
                NextState = 'Retreating';
                NextLabel = 'Begin';
            }
            else
            {
                NextState = 'Hunting';
                NextLabel = 'AfterFall';
            }
            GotoState('TakeHit'); 
        }
    }

    singular function HearNoise(float Loudness, Actor NoiseMaker)
    {
        SetEnemy(NoiseMaker.instigator);
    }

    function SetFall()
    {
        NextState = 'Hunting'; 
        NextLabel = 'AfterFall';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function bool SetEnemy(Pawn NewEnemy)
    {
        local float rnd;

        if (Global.SetEnemy(NewEnemy))
        {
            bDevious = false;
            BlockedPath = None;
            rnd = FRand();
            bReadyToAttack = true;
            DesiredRotation = Rotator(Enemy.Location - Location);
            if ( CombatStyle > FRand() )
                GotoState('Charging'); 
            else
                GotoState('Attacking');
            return true;
        }
        return false;
    } 

    function AnimEnd()
    {
        bFire = 0;
        bAltFire = 0;
        bReadyToAttack = true;
        if ( (Physics == PHYS_Falling) && (Velocity.Z < -300) )
            FastInAir();
        else
        {
            PlayRunning();
            Disable('AnimEnd');
        }
    }
    
    function Timer()
    {
        bReadyToAttack = true;
        Enable('Bump');
        SetTimer(1.0, false);
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        if (Physics == PHYS_Falling)
            return;
        if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) )
        {
            if ( SpecialPause > 0 )
                Acceleration = vect(0,0,0);
            GotoState('Hunting', 'SpecialNavig');
            return;
        }
        Focus = Destination;
        if (PickWallAdjust())
        {
            if ( Physics == PHYS_Falling )
                SetFall();
            else
                GotoState('Hunting', 'AdjustFromWall');
        }
        else
            MoveTimer = -1.0;
    }

    function bool TryToward(inventory Inv, float Weight)
    {
        local bool success; 
        local vector pickdir, collSpec, minDest, HitLocation, HitNormal;
        local Actor HitActor;

        pickdir = Inv.Location - Location;
        if ( Physics == PHYS_Walking )
            pickDir.Z = 0;
        pickDir = Normal(PickDir);

        collSpec.X = CollisionRadius;
        collSpec.Y = CollisionRadius;
        collSpec.Z = FMax(6, CollisionHeight - 18);
        
        minDest = Location + FMin(160.0, 3*CollisionRadius) * pickDir;
        HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec);
        if (HitActor == None)
        {
            success = (Physics != PHYS_Walking);
            if ( !success )
            {
                collSpec.X = FMin(14, 0.5 * CollisionRadius);
                collSpec.Y = collSpec.X;
                HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec);
                success = (HitActor != None);
            }
            if ( success )
            {
                MoveTarget = Inv;
                return true;
            }
        }

        return false;
    }

    function PickDestination()
    {
        local inventory Inv, BestInv, SecondInv;
        local float Bestweight, NewWeight, MaxDist, SecondWeight;
        local NavigationPoint path;
        local actor HitActor;
        local vector HitNormal, HitLocation, nextSpot, ViewSpot;
        local float posZ;
        local bool bCanSeeLastSeen;
        local int i;

        // If no enemy, or I should see him but don't, then give up		
        if ( Level.TimeSeconds - LastSeenTime > 26 - Level.Game.NumPlayers - DeathMatchPlus(Level.Game).NumBots )
            Enemy = None;
        if ( (Enemy == None) || (Enemy.Health <= 0) )
        {
            WhatToDoNext('','');
            return;
        }
    
        bAvoidLedges = false;

        if ( JumpZ > 0 )
            bCanJump = true;
        
        if ( ActorReachable(Enemy) )
        {
            BlockedPath = None;
            if ( (numHuntPaths < 8 + Skill) || (Level.TimeSeconds - LastSeenTime < 15)
                || ((Normal(Enemy.Location - Location) Dot vector(Rotation)) > -0.5) )
            {
                Destination = Enemy.Location;
                MoveTarget = None;
                numHuntPaths++;
            }
            else
                WhatToDoNext('','');
            return;
        }

        if ( Level.TimeSeconds - LastInvFind > 2.5 - 0.4 * skill )
        {
            LastInvFind = Level.TimeSeconds;
            MaxDist = 600 + 70 * skill;
            BestWeight = 0.6/MaxDist;
            foreach visiblecollidingactors(class'Inventory', Inv, MaxDist,, true)
                if ( (Inv.IsInState('PickUp')) && (Inv.MaxDesireability/200 > BestWeight)
                    && (Inv.Location.Z < Location.Z + MaxStepHeight + CollisionHeight)
                    && (Inv.Location.Z > FMin(Location.Z, Enemy.Location.Z) - CollisionHeight) )
                {
                    NewWeight = inv.BotDesireability(self)/VSize(Inv.Location - Location);
                    if ( NewWeight > BestWeight )
                    {
                        SecondWeight = BestWeight;
                        BestWeight = NewWeight;
                        SecondInv = BestInv;
                        BestInv = Inv;
                    }
                }

            if ( BestInv != None )
            {
                if ( TryToward(BestInv, BestWeight) )
                    return;

                if ( (SecondInv != None) && TryToward(SecondInv, SecondWeight) )
                    return;
            }
        }

        numHuntPaths++;

        ViewSpot = Location + BaseEyeHeight * vect(0,0,1);
        bCanSeeLastSeen = false;
        bCanSeeLastSeen = FastTrace(LastSeenPos, ViewSpot);
        if ( bCanSeeLastSeen )
            bHunting = !FastTrace(LastSeenPos, Enemy.Location);
        else
            bHunting = true;

        bCanTranslocate = ( Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).CanTranslocate(self) );

        if ( bDevious )
        {
            if ( BlockedPath == None )
            {
                // block the first path visible to the enemy
                if ( FindPathToward(Enemy) != None )
                {
                    for ( i=0; i<16; i++ )
                    {
                        if ( RouteCache[i] == None )
                            break;
                        else if ( Enemy.LineOfSightTo(RouteCache[i]) )
                        {
                            BlockedPath = RouteCache[i];
                            break;
                        }
                    }
                }
                else if ( CanStakeOut() )
                {
                    GotoState('StakeOut');
                    return;
                }
                else
                {
                    WhatToDoNext('', '');
                    return;
                }
            }
            // control path weights
            ClearPaths();
            BlockedPath.Cost = 1500;
            if ( FindBestPathToward(Enemy, false) )
                return;
        }
        else if ( FindBestPathToward(Enemy, true) )
            return;

        MoveTarget = None;
        if ( bFromWall )
        {
            bFromWall = false;
            if ( !PickWallAdjust() )
            {
                if ( CanStakeOut() )
                    GotoState('StakeOut');
                else
                    WhatToDoNext('', '');
            }
            return;
        }
        
        if ( (NumHuntPaths > 60) && (bNovice || !Level.Game.IsA('DeathMatchPlus') || !DeathMatchPlus(Level.Game).OneOnOne()) )
        {
            WhatToDoNext('', '');
            return;
        }

        if ( LastSeeingPos != vect(1000000,0,0) )
        {
            Destination = LastSeeingPos;
            LastSeeingPos = vect(1000000,0,0);      
            if ( FastTrace(Enemy.Location, ViewSpot) )
            {
                If (VSize(Location - Destination) < 20)
                {
                    SetEnemy(Enemy);
                    return;
                }
                return;
            }
        }

        bAvoidLedges = (CollisionRadius > 42);
        posZ = LastSeenPos.Z + CollisionHeight - Enemy.CollisionHeight;
        nextSpot = LastSeenPos - Normal(Enemy.Location - Enemy.OldLocation) * CollisionRadius;
        nextSpot.Z = posZ;
        if ( FastTrace(nextSpot, ViewSpot) )
            Destination = nextSpot;
        else if ( bCanSeeLastSeen )
            Destination = LastSeenPos;
        else
        {
            Destination = LastSeenPos;
            if ( !FastTrace(LastSeenPos, ViewSpot) )
            {
                // check if could adjust and see it
                if ( PickWallAdjust() || FindViewSpot() )
                {
                    if ( Physics == PHYS_Falling )
                        SetFall();
                    else
                        GotoState('Hunting', 'AdjustFromWall');
                }
                else if ( VSize(Enemy.Location - Location) < 1200 )
                {
                    GotoState('StakeOut');
                    return;
                }
                else
                {
                    WhatToDoNext('Waiting', 'TurnFromWall');
                    return;
                }
            }
        }
        LastSeenPos = Enemy.Location;               
    }   

    function bool FindViewSpot()
    {
        local vector X,Y,Z;
        local bool bAlwaysTry;

        GetAxes(Rotation,X,Y,Z);

        // try left and right
        // if frustrated, always move if possible
        bAlwaysTry = bFrustrated;
        bFrustrated = false;
        
        if ( FastTrace(Enemy.Location, Location + 2 * Y * CollisionRadius) )
        {
            Destination = Location + 2.5 * Y * CollisionRadius;
            return true;
        }

        if ( FastTrace(Enemy.Location, Location - 2 * Y * CollisionRadius) )
        {
            Destination = Location - 2.5 * Y * CollisionRadius;
            return true;
        }
        if ( bAlwaysTry )
        {
            if ( FRand() < 0.5 )
                Destination = Location - 2.5 * Y * CollisionRadius;
            else
                Destination = Location - 2.5 * Y * CollisionRadius;
            return true;
        }

        return false;
    }

    function BeginState()
    {
        //log(self$" hunting");
        SpecialGoal = None;
        SpecialPause = 0.0;
        bFromWall = false;
        SetAlertness(0.5);
    }

    function EndState()
    {
        bCanTranslocate = false;
        bAvoidLedges = false;
        bHunting = false;
        if ( JumpZ > 0 )
            bCanJump = true;
    }

AdjustFromWall:
    Enable('AnimEnd');
    StrafeTo(Destination, Focus); 
    Destination = Focus; 
    if ( MoveTarget != None )
        Goto('SpecialNavig');
    else
        Goto('Follow');

Begin:
    numHuntPaths = 0;
AfterFall:
    TweenToRunning(0.1);
    bFromWall = false;

Follow:
    if ( Level.Game.IsA('TeamGamePlus') )
        TeamGamePlus(Level.Game).FindSpecialAttractionFor(self);
    if ( bSniping )
        GotoState('StakeOut');
    if ( (Orders == 'Hold') || (Orders == 'Follow') ) 
    {
        if ( !LineOfSightTo(OrderObject) )
            GotoState('Fallback');
    }
    else if ( Orders == 'Defend' )
    {
        if ( AmbushSpot != None )
        {
            if ( !LineOfSightTo(AmbushSpot) )
                GotoState('Fallback');
        }
        else if ( !LineOfSightTo(OrderObject) )
            GotoState('Fallback');
    }
    WaitForLanding();
    if ( CanSee(Enemy) )
        SetEnemy(Enemy);
    PickDestination();
SpecialNavig:
    if ( SpecialPause > 0.0 )
    {
        Disable('AnimEnd');
        Acceleration = vect(0,0,0);
        bFire = 0;
        bAltFire = 0;
        PlayChallenge();
        Sleep(SpecialPause);
        SpecialPause = 0.0;
        Enable('AnimEnd');
        Goto('AfterFall');
    }
    if (MoveTarget == None)
        MoveTo(Destination);
    else
        MoveToward(MoveTarget); 

    Goto('Follow');
}

state StakeOut
{
ignores EnemyNotVisible; 

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        bFrustrated = true;
        LastSeenPos = Enemy.Location;
        if (NextState == 'TakeHit')
        {
            if (AttitudeTo(Enemy) == ATTITUDE_Fear)
            {
                NextState = 'Retreating';
                NextLabel = 'Begin';
            }
            else
            {
                NextState = 'Attacking';
                NextLabel = 'Begin';
            }
            GotoState('TakeHit'); 
        }
        else
            GotoState('Attacking');
    }

    singular function HearNoise(float Loudness, Actor NoiseMaker)
    {
        if ( SetEnemy(NoiseMaker.instigator) )
            LastSeenPos = Enemy.Location; 
    }

    function SetFall()
    {
        NextState = 'StakeOut'; 
        NextLabel = 'Begin';
        NextAnim = AnimSequence;
        GotoState('FallingState'); 
    }

    function bool SetEnemy(Pawn NewEnemy)
    {
        if (Global.SetEnemy(NewEnemy))
        {
            bReadyToAttack = true;
            DesiredRotation = Rotator(Enemy.Location - Location);
            GotoState('Attacking');
            return true;
        }
        return false;
    } 
    
    function Timer()
    {
        bReadyToAttack = true;
        Enable('Bump');
        SetTimer(1.0, false);
    }

    function rotator AdjustAim(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
    {
        local vector FireSpot, X,Y,Z;
        local actor HitActor;
        local vector HitLocation, HitNormal;
                
        FireSpot = LastSeenPos;
             
        HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
        if( HitActor != None ) 
        {
            FireSpot += 2 * Enemy.CollisionHeight * HitNormal;
            bClearShot = FastTrace(FireSpot, ProjStart);
            if ( !bClearShot )
            {
                FireSpot = LastSeenPos;
                bFire = 0;
                bAltFire = 0;
            }
        }
        
        ViewRotation = Rotator(FireSpot - ProjStart);
        return ViewRotation;
    }
    
    function bool ClearShot()
    {
        if ( Weapon.bSplashDamage && (VSize(Location - LastSeenPos) < 300) )
            return false;

        if ( !FastTrace(LastSeenPos + vect(0,0,0.9) * Enemy.CollisionHeight, Location) )
        {
            bFire = 0;
            bAltFire = 0;
            return false;
        }
        return true;
    }
    
    function FindNewStakeOutDir()
    {
        local NavigationPoint N, Best;
        local vector Dir, EnemyDir;
        local float Dist, BestVal, Val;

        EnemyDir = Normal(Enemy.Location - Location);
        for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
        {
            Dir = N.Location - Location;
            Dist = VSize(Dir);
            if ( (Dist < 800) && (Dist > 100) )
            {
                Val = (EnemyDir Dot Dir/Dist);
                if ( Level.Game.bTeamgame )
                    Val += FRand();
                if ( (Val > BestVal) && LineOfSightTo(N) )
                {
                    BestVal = Val;
                    Best = N;
                }
            }
        }

        if ( Best != None )
            LastSeenPos = Best.Location + 0.5 * CollisionHeight * vect(0,0,1);          
    }
        
    function bool ContinueStakeOut()
    {
        local float relstr;

        relstr = RelativeStrength(Enemy);
        if ( (VSize(Enemy.Location - Location) > 300 + (FRand() * relstr - CombatStyle) * 350)
             || (Level.TimeSeconds - LastSeenTime > 2.5 + FMax(-1, 3 * (FRand() + 2 * (relstr - CombatStyle))) ) || !ClearShot() )
            return false;
        else if ( CanStakeOut() )
            return true;
        else
            return false;
    }

    function BeginState()
    {

        Acceleration = vect(0,0,0);
        bClearShot = ClearShot();
        bCanJump = false;
        bReadyToAttack = true;
        SetAlertness(0.5);
        RealLastSeenPos = LastSeenPos;
        if ( !bClearShot || ((Level.TimeSeconds - LastSeenTime > 6) && (FRand() < 0.5)) )
            FindNewStakeOutDir();
    }

    function EndState()
    {
        LastSeenPos = RealLastSeenPos;
        if ( JumpZ > 0 )
            bCanJump = true;
    }

Begin:
    if ( AmbushSpot == None )
        bSniping = false;
    if ( (bSniping && (VSize(Location - AmbushSpot.Location) > 3 * CollisionRadius)) 
        || (Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).NeverStakeOut(self)) )
    {
        Enemy = None;
        OldEnemy = None;
        WhatToDoNext('','');
    }
    Acceleration = vect(0,0,0);
    PlayChallenge();
    TurnTo(LastSeenPos);
    if ( Enemy == None )
        WhatToDoNext('','');
    if ( (Weapon != None) && !Weapon.bMeleeWeapon && (FRand() < 0.5) && (VSize(Enemy.Location - LastSeenPos) < 150) 
         && ClearShot() && CanStakeOut() )
        PlayRangedAttack();
    else
    {
        bFire = 0;
        bAltFire = 0;
    }
    FinishAnim();
    if ( !bNovice || (FRand() < 0.65) )
        TweenToWaiting(0.17);
    else
        PlayChallenge();
    Sleep(1 + FRand());
    if ( Level.Game.IsA('TeamGamePlus') )
        TeamGamePlus(Level.Game).FindSpecialAttractionFor(self);
    if ( ContinueStakeOut() )
    {
        if ( bSniping && (AmbushSpot != None) )
            LastSeenPos = Location + Ambushspot.lookdir;
        else if ( (FRand() < 0.3) || !FastTrace(LastSeenPos + vect(0,0,0.9) * Enemy.CollisionHeight, Location + vect(0,0,0.8) * CollisionHeight) )
            FindNewStakeOutDir();
        Goto('Begin');
    }
    else
    {
        if ( bSniping )
            WhatToDoNext('','');
        BlockedPath = None; 
        bDevious = ( !bNovice && !Level.Game.bTeamGame && Level.Game.IsA('DeathMatchPlus') 
                    && (FRand() < 0.75 - 0.15 * DeathMatchPlus(Level.Game).NumBots) );
        GotoState('Hunting', 'AfterFall');
    }
}

state TakeHit 
{
ignores seeplayer, hearnoise, bump, hitwall;

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
    }

    function Landed(vector HitNormal)
    {
        if (Velocity.Z < -1.4 * JumpZ)
            MakeNoise(-0.5 * Velocity.Z/(FMax(JumpZ, 150.0)));
        bJustLanded = true;
    }

    function Timer()
    {
        bReadyToAttack = true;
    }

    function PlayHitAnim(vector HitLocation, float Damage)
    {
        if ( LastPainTime - Level.TimeSeconds > 0.1 )
        {
            PlayTakeHit(0.1, hitLocation, Damage);
            BeginState();
            GotoState('TakeHit', 'Begin');
        } 
    }   

    function BeginState()
    {
        LastPainTime = Level.TimeSeconds;
        LastPainAnim = AnimSequence;
        if ( (NextState == 'TacticalMove') && (Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z) )
            Destination = location;
    }
        
Begin:
    if ( bFireFalling )
    {
        bFireFalling = false;
        GotoState('FallingState', 'Ducking');
    }
    FinishAnim();
    if ( bNovice || (Skill < 2) )
        Sleep(0.05);
    if ( (Physics == PHYS_Falling) && !Region.Zone.bWaterZone )
    {
        NextAnim = '';
        GotoState('FallingState', 'Ducking');
    }
    else if (NextState != '')
        GotoState(NextState, NextLabel);
    else
        GotoState('Attacking');
}

state ImpactJumping
{
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        local name RealState, RealLabel;

        RealState = NextState;
        RealLabel = NextLabel;
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if ( (Enemy != None) && (Enemy == InstigatedBy) )
        {
            LastSeenPos = Enemy.Location;
            LastSeenTime = Level.TimeSeconds;
        }
        NextState = RealState;
        NextLabel = RealLabel;
        MoveTarget = None;
        bJumpOffPawn = true;
        bImpactJumping = true;
        GotoState('fallingstate');
    }

    function vector ImpactLook()
    {
        local vector result;
        
        result = 1000 * Normal(ImpactTarget.Location - Location);
        result.Z = Location.Z - 400;
        return Result;
    }
    
    function AnimEnd()
    {
        bFire = 1;
        PlayWaiting();
        bFire = 0;
    }
                
    function ChangeToHammer()
    {
        local Inventory MyHammer;

        MyHammer = FindInventoryType(class'ImpactHammer');
        if ( MyHammer == None )
        {
            GotoState('NextState', 'NextLabel');
            return;
        }
        PendingWeapon = Weapon(MyHammer);
        PendingWeapon.AmbientSound = ImpactHammer(MyHammer).TensionSound;
        PendingWeapon.SetLocation(Location);
        if ( Weapon == None )
            ChangedWeapon();
        else if ( Weapon != PendingWeapon )
            Weapon.PutDown();
    }

    function EndState()
    {
        local Inventory MyHammer;
        MyHammer = FindInventoryType(class'ImpactHammer');
        if ( MyHammer != None )
            MyHammer.AmbientSound = None;
    }


Begin:
    Acceleration = vect(0,0,0);
    if ( !Weapon.IsA('ImpactHammer') )
        ChangeToHammer();
    else
    {
        Weapon.SetLocation(Location);
        Weapon.AmbientSound = ImpactHammer(Weapon).TensionSound;
    }
    TweenToWaiting(0.2);
    TurnTo(ImpactLook());
    CampTime = Level.TimeSeconds;
    While ( !Weapon.IsA('ImpactHammer') && (Level.TimeSeconds - Camptime < 2.0) )
        Sleep(0.1);
    CampTime = 1.0;
    Sleep(0.5);
    MakeNoise(1.0); 
    if ( Physics != PHYS_Falling )
    {
        Velocity = ImpactTarget.Location - Location;
        Velocity.Z = 320;
        Velocity = Default.GroundSpeed * Normal(Velocity);
        TakeDamage(36.0, self, Location, 69000.0 * 1.5 * vect(0,0,1), Weapon.MyDamageType);
    }
    GotoState(NextState, NextLabel);
}

state FallingState 
{
ignores Bump, Hitwall, WarnTarget;

    singular event BaseChange()
    {
        local actor HitActor;
        local vector HitNormal, HitLocation;

        if ( (Base != None) && Base.IsA('Mover')
            && ((MoveTarget == Base) 
                || ((MoveTarget != None) && (MoveTarget == Mover(Base).myMarker))) )
        {
            MoveTimer = -1.0;
            MoveTarget = None;
            acceleration = vect(0,0,0);
        }
        else
            Super.BaseChange();
    }

    function AnimEnd()
    {
        PlayInAir();
    }

    function ZoneChange(ZoneInfo newZone)
    {
        Global.ZoneChange(newZone);
        if (newZone.bWaterZone)
        {
            TweenToWaiting(0.15);
            GotoState('FallingState', 'Splash');
        }
    }
    
    //choose a jump velocity
    function adjustJump()
    {
        local float velZ;
        local vector FullVel;

        velZ = Velocity.Z;
        FullVel = Normal(Velocity) * GroundSpeed;
        Acceleration = vect(0,0,0);
        If (Location.Z > Destination.Z + CollisionHeight + 2 * MaxStepHeight)
        {
            Velocity = FullVel;
            Velocity.Z = velZ;
            Velocity = EAdjustJump();
            Velocity.Z = 0;
            if ( VSize(Velocity) < 0.9 * GroundSpeed )
            {
                Velocity.Z = velZ;
                return;
            }
        }

        PlaySound(JumpSound, SLOT_Talk, 1.5, true, 1200, 1.0 );
        Velocity = FullVel;
        Velocity.Z = Default.JumpZ + velZ;
        Velocity = EAdjustJump();
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);

        if (Enemy == None)
        {
            SetEnemy(instigatedBy);
            if ( Enemy != None )
            { 
                NextState = 'Attacking'; 
                NextLabel = 'Begin';
            }
        }
        if ( (Enemy != None) && (instigatedBy == Enemy) )
        {
            LastSeenTime = Level.TimeSeconds;
            LastSeenPos = Enemy.Location;
        }
        if (NextState == 'TakeHit')
        {
            NextState = 'Attacking'; 
            NextLabel = 'Begin';
            GotoState('TakeHit'); 
        }
    }

    function bool SetEnemy(Pawn NewEnemy)
    {
        local bool result;
        result = false;
        if ( Global.SetEnemy(NewEnemy))
        {
            result = true;
            NextState = 'Attacking'; 
            NextLabel = 'Begin';
        }
        return result;
    } 

    function Timer()
    {
        if ( Enemy != None )
        {
            bReadyToAttack = true;
            if ( CanFireAtEnemy() )
                GotoState('FallingState', 'FireWhileFalling');
        }
    }

    function Landed(vector HitNormal)
    {
        local vector Vel2D;

        if ( MoveTarget != None )
        {
            Vel2D = Velocity;
            Vel2D.Z = 0;
            if ( (Vel2D Dot (MoveTarget.Location - Location)) < 0 )
                Acceleration = vect(0,0,0);
        }
        //Note - physics changes type to PHYS_Walking by default for landed pawns
        PlayLanded(Velocity.Z);
        TakeFallingDamage();
        if (Velocity.Z < -1.4 * JumpZ)
        {
            if ( health > 0 )
                GotoState('FallingState', 'Landed');
        }
        else 
            GotoState('FallingState', 'Done');
    }
    
    function SeePlayer(Actor SeenPlayer)
    {
        Global.SeePlayer(SeenPlayer);
        disable('SeePlayer');
        disable('HearNoise');
    }

    function EnemyNotVisible()
    {
        enable('SeePlayer');
        enable('HearNoise');
    }

    function SetFall()
    {
        if (!bUpAndOut)
            GotoState('FallingState');
    }
    
    function EnemyAcquired()
    {
        NextState = 'Acquisition';
        NextLabel = 'Begin';
    }

    function FindNewJumpDest()
    {
        local NavigationPoint N, Best;
        local float BestRating, Rating;
        local vector Dist;

        // look for pathnode below current location and visible
        BestRating = 1;
        for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
            if ( N.Location.Z + 100 < Location.Z )
            {
                Dist = Location - N.Location;
                Rating = Dist.Z * Dist.Z/(Dist.X * Dist.X + Dist.Y * Dist.Y); 
                if ( (Rating > BestRating) && FastTrace(N.Location, Location) )
                {
                    BestRating = Rating;
                    Best = N;
                }
            }
                

        if ( Best != None )
            Destination = Best.Location;
    }

    function BeginState()
    {
        if (Enemy == None)
            Disable('EnemyNotVisible');
        else
        {
            Disable('HearNoise');
            Disable('SeePlayer');
        }
        if ( (bFire > 0) || (bAltFire > 0) || (Skill == 3) )
            SetTimer(0.01, false);
    }

    function EndState()
    {
        //log(self$" left falling state ");
        bUpAndOut = false;
        bJumpOffPawn = false;
        bBigJump = false;
        if ( bImpactJumping )
        {
            bImpactJumping = false;
            SwitchToBestWeapon();
        }
        if ( (MoveTarget != None) && (MoveTarget.Location.Z - Location.Z > 256) )
            MoveTarget = None;
    }

FireWhileFalling:
    Disable('HearNoise');
    Disable('SeePlayer');
    if ( Physics != PHYS_Falling )
        Goto('Done');
    if ( Enemy == None )
        Goto('LongFall');
    TurnToward(Enemy);
    if ( CanFireAtEnemy() )
        FireWeapon();
    if ( Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z )
    {
        if ( (Velocity.Z < 0) && (Destination.Z > Location.Z + MaxStepHeight + CollisionHeight) )
            FindNewJumpDest();          
        StrafeFacing(Destination, Enemy);
    }
    else
        Sleep(0.5 + 0.2 * FRand());
    if ( LineOfSightTo(Enemy) )
        Goto('FireWhileFalling');
            
LongFall:
    if ( (Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z)
        && (Velocity.Z < 0) && (Destination.Z > Location.Z + MaxStepHeight + CollisionHeight) )
    {
        FindNewJumpDest();
        MoveTo(Destination);
    }           
    if ( bCanFly )
    {
        SetPhysics(PHYS_Flying);
        Goto('Done');
    }
    Sleep(0.7);
    if ( Enemy != None )
    {
        TurnToward(Enemy);
        if ( CanFireAtEnemy() )
        {
            PlayRangedAttack();
        }
    }
    if ( (Velocity.Z > -150) && (Region.Zone.ZoneGravity.Z <= Region.Zone.Default.ZoneGravity.Z) ) //stuck
    {
        SetPhysics(PHYS_Falling);
        if ( Enemy != None )
            Velocity = groundspeed * normal(Enemy.Location - Location);
        else
            Velocity = groundspeed * VRand();

        Velocity.Z = FMax(JumpZ, 250);
    }
    Goto('LongFall');   

Landed:
    //log("Playing"@animsequence@"at"@animframe);
    Disable('AnimEnd');
    FinishAnim();
    //log("Finished"@animsequence@"at"@animframe);
Done:
    //log("After fall"@NextState@NextLabel);
    if ( NextAnim == '' )
    {
        bUpAndOut = false;
        if ( (NextState != '') && (NextState != 'FallingState') )
            GotoState(NextState, NextLabel);
        else 
            GotoState('Attacking');
    }
    if ( !bUpAndOut )
    {
        if ( NextAnim == 'Fighter' )
            TweenToFighter(0.2);
        else
            TweenAnim(NextAnim, 0.12);
    } 

Splash:
    bUpAndOut = false;
    if ( NextState != '' )
        GotoState(NextState, NextLabel);
    else 
        GotoState('Attacking');
            
Begin:
    if (Enemy == None)
        Disable('EnemyNotVisible');
    else
    {
        Disable('HearNoise');
        Disable('SeePlayer');
    }
    if ( !bUpAndOut ) // not water jump
    {   
        if ( Region.Zone.bWaterZone )
        {
            SetPhysics(PHYS_Swimming);
            GotoState(NextState, NextLabel);
        }   
        if ( !bJumpOffPawn )
            AdjustJump();
PlayFall:
        if ( (Velocity.Z > 300) && (MoveTarget != None)
            && ((FRand() < 0.13) || ((Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z) && (FRand() < 0.2)))
            && (VSize(Destination - Location) > 160)
            && ((Vector(Rotation) Dot (Destination - Location)) > 0) )
            PlayFlip();
        else
            TweenToFalling();
    }
    if (Physics != PHYS_Falling)
        Goto('Done');
    if ( !bNovice && (Enemy != None) && (Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z) )
    {
        Acceleration = AccelRate * Normal(Destination - Location);
        Goto('FireWhileFalling');
    }

    if ( bJumpOffPawn )
    {
        if ( bBigJump )
        {
            While( bBigJump )
            {
                Sleep(0.25);
                Acceleration = AccelRate * Normal(Destination - Location);
            }
        }
        else
        {
            Sleep(0.2);
            While ( (Abs(Velocity.X) < 60) && (Abs(Velocity.Y) < 60) )
                Sleep(0.1);
            Acceleration = vect(0,0,0);
            Sleep(1.5);
        }
        bBigJump = false;
        bJumpOffPawn = false;
    }
    else
        Sleep(2);

    Goto('LongFall');

Ducking:
    if ( Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z )
    {
        Acceleration = AccelRate * Normal(Destination - Location);
        if ( bNovice )
            Sleep(0.4);
        PlayInAir();
        if ( Enemy != None )
            Goto('FireWhileFalling');
    }
}

state RangedAttack
{
ignores SeePlayer, HearNoise, Bump;

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if (NextState == 'TakeHit')
        {
            NextState = 'RangedAttack';
            NextLabel = 'Begin';
        }
    }

    function StopFiring()
    {
        Super.StopFiring();
        GotoState('Attacking');
    }

    function StopWaiting()
    {
        Timer();
    }

    function EnemyNotVisible()
    {
        ////log("enemy not visible");
        //let attack animation complete
        if ( bComboPaused || bFiringPaused )
            return;
        if ( (Weapon == None) || Weapon.bMeleeWeapon
            || (FRand() < 0.13) )
        {
            bReadyToAttack = true;
            GotoState('Attacking');
            return;
        }
    }

    function KeepAttacking()
    {
        local TranslocatorTarget T;
        local int BaseSkill;

        if ( bComboPaused || bFiringPaused )
        {
            if ( TimerRate <= 0.0 )
            {
                TweenToRunning(0.12);
                GotoState(NextState, NextLabel);
            }
            if ( bComboPaused )
                return;

            T = TranslocatorTarget(Target);
            if ( (T != None) && !T.Disrupted() && LineOfSightTo(T) )
                return;
            if ( (Enemy == None) || (Enemy.Health <= 0) || !LineOfSightTo(Enemy) )
            {
                bFire = 0;
                bAltFire = 0; 
                TweenToRunning(0.12);
                GotoState(NextState, NextLabel);
            }
        }
        if ( (Enemy == None) || (Enemy.Health <= 0) || !LineOfSightTo(Enemy) )
        {
            bFire = 0;
            bAltFire = 0; 
            GotoState('Attacking');
            return;
        }
        if ( (Weapon != None) && Weapon.bMeleeWeapon )
        {
            bReadyToAttack = true;
            GotoState('TacticalMove');
            return;
        }
        BaseSkill = Skill;
        if ( !bNovice )
            BaseSkill += 3;
        if ( (Enemy.Weapon != None) && Enemy.Weapon.bMeleeWeapon 
            && (VSize(Enemy.Location - Location) < 500) )
            BaseSkill += 3;
        if ( (BaseSkill > 3 * FRand() + 2)
            || ((bFire == 0) && (bAltFire == 0) && (BaseSkill > 6 * FRand() - 1)) )
        {
            bReadyToAttack = true;
            GotoState('TacticalMove');
        }
    }

    function Timer()
    {
        if ( bComboPaused || bFiringPaused )
        {
            TweenToRunning(0.12);
            GotoState(NextState, NextLabel);
        }
    }

    function AnimEnd()
    {
        local float decision;

        if ( (Weapon == None) || Weapon.bMeleeWeapon
            || ((bFire == 0) && (bAltFire == 0)) )
        {
            GotoState('Attacking');
            return;
        }
        decision = FRand() - 0.2 * skill;
        if ( !bNovice )
            decision -= 0.5;
        if ( decision < 0 )
            GotoState('RangedAttack', 'DoneFiring');
        else
        {
            PlayWaiting();
            FireWeapon();
        }
    }
    
    // ASMD combo move
    function SpecialFire()
    {
        if ( Enemy == None )
            return;
        bComboPaused = true;
        SetTimer(0.75 + VSize(Enemy.Location - Location)/Weapon.AltProjectileSpeed, false);
        SpecialPause = 0.0;
        NextState = 'Attacking';
        NextLabel = 'Begin'; 
    }
    
    function BeginState()
    {
        Disable('AnimEnd');
        if ( bComboPaused || bFiringPaused )
        {
            SetTimer(SpecialPause, false);
            SpecialPause = 0;
        }
        else
            Target = Enemy;
    }
    
    function EndState()
    {
        bFiringPaused = false;
        bComboPaused = false;
    }

Challenge:
    Disable('AnimEnd');
    Acceleration = vect(0,0,0); //stop
    DesiredRotation = Rotator(Enemy.Location - Location);
    PlayChallenge();
    FinishAnim();
    TweenToFighter(0.1);
    Goto('FaceTarget');

Begin:
    if ( Target == None )
    {
        Target = Enemy;
        if ( Target == None )
            GotoState('Attacking');
    }
    Acceleration = vect(0,0,0); //stop
    DesiredRotation = Rotator(Target.Location - Location);
    TweenToFighter(0.16 - 0.2 * Skill);
    
FaceTarget:
    Disable('AnimEnd');
    if ( NeedToTurn(Target.Location) )
    {
        PlayTurning();
        TurnToward(Target);
        TweenToFighter(0.1);
    }
    FinishAnim();

ReadyToAttack:
    DesiredRotation = Rotator(Target.Location - Location);
    PlayRangedAttack();
    if ( Weapon.bMeleeWeapon )
        GotoState('Attacking');
    Enable('AnimEnd');
Firing:
    if ( Target == None )
        GotoState('Attacking');
    TurnToward(Target);
    Goto('Firing');
DoneFiring:
    Disable('AnimEnd');
    KeepAttacking();  
    Goto('FaceTarget');
}

state VictoryDance
{
ignores EnemyNotVisible; 

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        SetEnemy(instigatedBy);
        if ( Enemy == None )
            return;
        if ( NextState == 'TakeHit' )
        {
            NextState = 'Attacking'; //default
            NextLabel = 'Begin';
            GotoState('TakeHit'); 
        }
        else if (health > 0)
            GotoState('Attacking');
    }

    function EnemyAcquired()
    {
        GotoState('Acquisition');
    }
    
    function BeginState()
    {
        SpecialGoal = None;
        SpecialPause = 0.0;
        SetAlertness(-0.3);
    }

Begin:
    Acceleration = vect(0,0,0);
    TweenToFighter(0.2);
    FinishAnim();
    PlayTurning();
    TurnToward(Target);
    DesiredRotation = rot(0,0,0);
    DesiredRotation.Yaw = Rotation.Yaw;
    setRotation(DesiredRotation);
    TweenToFighter(0.2);
    FinishAnim();
    PlayVictoryDance();
    FinishAnim(); 
    WhatToDoNext('Waiting','TurnFromWall');
}

state GameEnded
{
ignores SeePlayer, EnemyNotVisible, HearNoise, TakeDamage, Died, Bump, Trigger, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, PainTimer;

    function SpecialFire()
    {
    }
    function TryToDuck(vector duckDir, bool bReversed)
    {
    }
    function SetFall()
    {
    }
    function LongFall()
    {
    }
    function Killed(pawn Killer, pawn Other, name damageType)
    {
    }
    function ClientDying(name DamageType, vector HitLocation)
    {
    }

    function BeginState()
    {
        AnimRate = 0.0;
        bFire = 0;
        bAltFire = 0;
        SimAnim.Y = 0;
        SetCollision(false,false,false);
        SetPhysics(PHYS_None);
        Velocity = vect(0,0,0);
    }
}

state Dying
{
ignores SeePlayer, EnemyNotVisible, HearNoise, Died, Bump, Trigger, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, LongFall, SetFall, PainTimer;

    function ReStartPlayer()
    {
        if( bHidden && Level.Game.RestartPlayer(self) )
        {
            if ( bNovice )
                bDumbDown = ( FRand() < 0.5 );
            else
                bDumbDown = ( FRand() < 0.35 );
            Velocity = vect(0,0,0);
            Acceleration = vect(0,0,0);
            ViewRotation = Rotation;
            ReSetSkill();
            SetPhysics(PHYS_Falling);
            SetOrders(BotReplicationInfo(PlayerReplicationInfo).RealOrders, BotReplicationInfo(PlayerReplicationInfo).RealOrderGiver, true);
            GotoState('Roaming');
        }
        else if ( !IsInState('GameEnded') )
            GotoState('Dying', 'TryAgain');
    }
    
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        if ( !bHidden )
            Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
    }
    
    function BeginState()
    {
        if ( (Level.NetMode != NM_Standalone) 
            && Level.Game.IsA('DeathMatchPlus')
            && DeathMatchPlus(Level.Game).TooManyBots() )
        {
            Destroy();
            return;
        }
        SetTimer(0, false);
        Enemy = None;
        if ( bSniping && (AmbushSpot != None) )
            AmbushSpot.taken = false;
        AmbushSpot = None;
        PointDied = -1000;
        bFire = 0;
        bAltFire = 0;
        bSniping = false;
        bKamikaze = false;
        bDevious = false;
        bDumbDown = false;
        BlockedPath = None;
        bInitLifeMessage = false;
        MyTranslocator = None;
    }


Begin:
    if ( Level.Game.bGameEnded )
        GotoState('GameEnded');
    Sleep(0.2);
    if ( !bHidden )
        SpawnCarcass();
TryAgain:
    if ( !bHidden )
        HidePlayer();
    Sleep(0.25 + DeathMatchPlus(Level.Game).SpawnWait(self));
    ReStartPlayer();
    Goto('TryAgain');
WaitingForStart:
    bHidden = true;
}

state FindAir
{
ignores SeePlayer, HearNoise, Bump;

    function HeadZoneChange(ZoneInfo newHeadZone)
    {
        Global.HeadZoneChange(newHeadZone);
        if (!newHeadZone.bWaterZone)
            GotoState('Attacking');
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
    {
        Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if ( NextState == 'TakeHit' )
        {
            NextState = 'FindAir'; 
            NextLabel = 'TakeHit';
            GotoState('TakeHit'); 
        }
    }

    function HitWall(vector HitNormal, actor Wall)
    {
        //change directions
        Destination = 200 * (Normal(Destination - Location) + HitNormal);
    }

    function AnimEnd() 
    {
        if (Enemy != None)
            PlayCombatMove();
        else if ( (Physics == PHYS_Falling) && (Velocity.Z < -300) )
            FastInAir();
        else
            PlayRunning();
    }

    function Timer()
    {
        bReadyToAttack = True;
        settimer(0.5, false);
    }

    function EnemyNotVisible()
    {
        ////log("enemy not visible");
        bReadyToAttack = false;
    }

/* PickDestination()
*/
    function PickDestination(bool bNoCharge)
    {
        Destination = VRand();
        Destination.Z = 1;
        Destination = Location + 200 * Destination;             
    }

Begin:
    //log("Find air");
    TweenToRunning(0.2);
    Enable('AnimEnd');
    PickDestination(false);

DoMove: 
    if ( Enemy == None )
        MoveTo(Destination);
    else
    {
        bCanFire = true;
        StrafeFacing(Destination, Enemy);   
    }
    GotoState('Attacking');

TakeHit:
    TweenToRunning(0.12);
    Goto('DoMove');

}

/* Skin Stuff */
static function GetMultiSkin( Actor SkinActor, out string SkinName, out string FaceName )
{
    local string ShortSkinName, FullSkinName, ShortFaceName, FullFaceName;

    FullSkinName  = String(SkinActor.Multiskins[default.FixedSkin]);
    ShortSkinName = SkinActor.GetItemName(FullSkinName);

    FullFaceName = String(SkinActor.Multiskins[default.FaceSkin]);
    ShortFaceName = SkinActor.GetItemName(FullFaceName);

    SkinName = Left(FullSkinName, Len(FullSkinName) - Len(ShortSkinName)) $ Left(ShortSkinName, 4);
    FaceName = Left(FullFaceName, Len(FullFaceName) - Len(ShortFaceName)) $Mid(ShortFaceName, 5);
}

static function SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum)
{
    local string MeshName, FacePackage, SkinItem, FaceItem, SkinPackage;

    MeshName = SkinActor.GetItemName(string(SkinActor.Mesh));

    SkinItem = SkinActor.GetItemName(SkinName);
    FaceItem = SkinActor.GetItemName(FaceName);
    FacePackage = Left(FaceName, Len(FaceName) - Len(FaceItem));
    SkinPackage = Left(FaceName, Len(SkinName) - Len(SkinItem));

    if(SkinPackage == "")
    {
        SkinPackage=default.DefaultPackage;
        SkinName=SkinPackage$SkinName;
    }
    if(FacePackage == "")
    {
        FacePackage=default.DefaultPackage;
        FaceName=FacePackage$FaceName;
    }
    // Set the fixed skin element.  If it fails, go to default skin & no face.
    if(!SetSkinElement(SkinActor, default.FixedSkin, SkinName$string(default.FixedSkin+1), default.DefaultSkinName$string(default.FixedSkin+1)))
    {
        SkinName = default.DefaultSkinName;
        FaceName = "";
    }

    // Set the face - if it fails, set the default skin for that face element.
    SetSkinElement(SkinActor, default.FaceSkin, FacePackage$SkinItem$String(default.FaceSkin+1)$FaceItem, SkinName$String(default.FaceSkin+1));
    // Set the team elements
    if( TeamNum != 255 )
    {
        SetSkinElement(SkinActor, default.TeamSkin1, SkinName$string(default.TeamSkin1+1)$"T_"$String(TeamNum), SkinName$string(default.TeamSkin1+1));
        SetSkinElement(SkinActor, default.TeamSkin2, SkinName$string(default.TeamSkin2+1)$"T_"$String(TeamNum), SkinName$string(default.TeamSkin2+1));
    }
    else
    {
        SetSkinElement(SkinActor, default.TeamSkin1, SkinName$string(default.TeamSkin1+1), "");
        SetSkinElement(SkinActor, default.TeamSkin2, SkinName$string(default.TeamSkin2+1), "");
    }
    // Set the talktexture
    if(Pawn(SkinActor) != None)
    {
        if(FaceName != "")
            Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = Texture(DynamicLoadObject(FacePackage$SkinItem$"5"$FaceItem, class'Texture'));
        else
            Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = None;
    }
}

defaultproperties
{
     CarcassType=Class'Engine.Carcass'
     TimeBetweenAttacks=0.600000
     Aggressiveness=0.300000
     BaseAggressiveness=0.300000
     WalkingSpeed=0.350000
     RefireRate=0.900000
     bLeadTarget=True
     PointDied=-1000.000000
     StatusDoll=Texture'Botpack.Icons.Man'
     StatusBelt=Texture'Botpack.Icons.ManBelt'
     VoicePackMetaClass="BotPack.ChallengeVoicePack"
     bIsPlayer=True
     bCanStrafe=True
     bAutoActivate=True
     bIsMultiSkinned=True
     MeleeRange=40.000000
     GroundSpeed=400.000000
     AirSpeed=400.000000
     AccelRate=2048.000000
     AirControl=0.350000
     SightRadius=5000.000000
     HearingThreshold=0.300000
     BaseEyeHeight=23.000000
     EyeHeight=23.000000
     UnderWaterTime=20.000000
     Intelligence=BRAINS_HUMAN
     Land=Sound'UnrealShare.Generic.Land1'
     WaterStep=Sound'UnrealShare.Generic.LSplash'
     CombatStyle=0.100000
     VoiceType="BotPack.VoiceMaleTwo"
     PlayerReplicationInfoClass=Class'Botpack.BotReplicationInfo'
     bStasis=False
     DrawType=DT_Mesh
     AmbientGlow=17
     LightBrightness=70
     LightHue=40
     LightSaturation=128
     LightRadius=6
     Buoyancy=100.000000
     RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
     NetPriority=3.000000
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:15:32.106 - Created with UnCodeX