name		Cobra_Officer
health		100
speed		8
type		enemy
hostile		player npc
candamage	player npc
gfxshadow	1
noquake		1
dust		dust
risetime	250
icon		data/chars/Cobra_Officer/icon.png
diesound	data/sounds/die2.wav
animationscript	data/scripts/enemy.c

load		bullete  



anim	attack1
	range	0 65
	offset	62 110
	bbox	51 16 35 94
	delay	10
	frame	data/chars/Cobra_Officer/punch1.png
	sound	data/sounds/Cobra_Officera1.wav
	attack	92 23 48 20 10 0 0 0 10
	frame	data/chars/Cobra_Officer/punch2.png
	attack	0
	frame	data/chars/Cobra_Officer/punch1.png
		
anim	attack2
	range	40 100
	offset	62 110
	bbox	51 10 36 110
	delay	12
	frame	data/chars/Cobra_Officer/kick1.png
	attack	93 41 61 40 10 1 0 0 10
	dropv	2 4 0
	sound	data/sounds/Cobra_Officert.wav
	delay	30
	frame	data/chars/Cobra_Officer/kick2.png
	delay	12
	attack	0
	frame	data/chars/Cobra_Officer/kick1.png
		
anim	attack3
@script
    void self = getlocalvar("self");
    int Aggro = getentityproperty(self,"aggression");

    if(frame == 0){
      if(Aggro >= 20){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
      }
    }
	@end_script	
	range	100 250
	delay	1
	offset	62 110
	bbox	45 15 33 95
	frame	data/chars/Cobra_Officer/idle.png
	delay	60
	sound	data/sounds/draw.wav
	frame	data/chars/Cobra_Officer/gun1.png
	delay	8
	frame	data/chars/Cobra_Officer/gun2.png
	delay	20
	frame	data/chars/Cobra_Officer/gun2.png
	sound	data/chars/Cobra_Officer/pistol.wav
	@cmd	shoot "bulletE" 62 92 0
	frame	data/chars/Cobra_Officer/gun2.png
	frame	data/chars/Cobra_Officer/gun1.png
		
anim	fall
	delay	20
	landframe	2
	offset	62 110
	bbox	25 35 83 55
	frame	data/chars/Cobra_Officer/fall1.png
	delay	400
	frame	data/chars/Cobra_Officer/fall2.png
	delay	20
	frame	data/chars/Cobra_Officer/fall3.png
		
anim	follow1
	offset	62 110
	bbox	45 15 33 95
	delay	60
	sound	data/sounds/draw.wav
	frame	data/chars/Cobra_Officer/shoot1.png
	delay	8
	frame	data/chars/Cobra_Officer/shoot2.png
	delay	20
	frame	data/chars/Cobra_Officer/shoot2.png
	delay	10
	sound	data/chars/Cobra_Officer/pistol.wav
	@cmd	shoot "bulletE" 62 92 0
	frame	data/chars/Cobra_Officer/shoot2.png
	sound	data/chars/Cobra_Officer/pistol.wav
	@cmd	shoot "bulletE" 62 92 0
	frame	data/chars/Cobra_Officer/shoot2.png
	delay	20
	sound	data/chars/Cobra_Officer/pistol.wav
	@cmd	shoot "bulletE" 62 92 0
	frame	data/chars/Cobra_Officer/shoot2.png
	frame	data/chars/Cobra_Officer/shoot1.png
		
anim	idle
	loop	1
	delay	24
	offset	62 110
	bbox	45 15 33 95
	frame	data/chars/Cobra_Officer/idle.png
		
anim	pain
	delay	30
	offset	62 110
	bbox	45 15 33 95
	sound	data/sounds/Cobra_Officerh.wav
	frame	data/chars/Cobra_Officer/pain.png
		
anim	rise
	delay	50
	offset	62 110
	frame	data/chars/Cobra_Officer/crouch.png
		
anim	spawn
	jumpframe	0 4 2 0
	landframe	2
	delay	40
	offset	62 110
	sound	data/sounds/Cobra_Officers.wav
	frame	data/chars/Cobra_Officer/jump.png
	delay	200
	bbox	47 22 32 51
	frame	data/chars/Cobra_Officer/jump.png
	delay	25
	bbox	45 60 44 50
	frame	data/chars/Cobra_Officer/crouch.png
		
anim	walk
	loop	1
	delay	12
	offset	62 110
	bbox	45 15 33 95
	frame	data/chars/Cobra_Officer/walk1.png
	frame	data/chars/Cobra_Officer/walk2.png
	frame	data/chars/Cobra_Officer/walk3.png
		
#|edited by openBor Stats v 0.41
		
