name		Jill2
health		120
speed		11
type		enemy
gfxshadow	1
diesound	data/chars/jill/jdie.wav
animationscript	data/scripts/harden.c

load		Bomb


anim idle
drawmethod 270 270
	loop	1
	delay	8
	offset	45 101
	bbox	16 4 21 50
	frame	data/chars/jill/idle01.gif
	frame   data/chars/jill/idle02.gif
	frame   data/chars/jill/idle03.gif
	frame   data/chars/jill/idle04.gif
	frame   data/chars/jill/idle05.gif
	frame   data/chars/jill/idle06.gif
	frame   data/chars/jill/idle07.gif
	frame   data/chars/jill/idle08.gif
	frame   data/chars/jill/idle09.gif

anim walk
drawmethod 270 270
	loop	1
	delay	7
	offset	50 89
	bbox	20 7 21 47
	frame	data/chars/jill/walk01.gif
	offset  44 90
	frame	data/chars/jill/walk02.gif
	offset  32 95
	frame   data/chars/jill/walk03.gif
	offset  18 94
	frame	data/chars/jill/walk04.gif
	offset  20 94
	frame	data/chars/jill/walk05.gif
	offset  24 92
	frame   data/chars/jill/walk06.gif
	offset  21 92
	frame   data/chars/jill/walk07.gif


anim pain
drawmethod 270 270
	offset	27 81
	delay	12
	sound   data/chars/jill/hurt.wav
	frame	data/chars/jill/hurt01.gif
	offset  38 91
	frame	data/chars/jill/hurt02.gif
	offset  36 89
	frame	data/chars/jill/hurt03.gif
	
anim fall
drawmethod 270 270
	offset	28 62	
	delay	7
	frame	data/chars/jill/fall01.gif
	frame	data/chars/jill/fall02.gif
	frame	data/chars/jill/fall03.gif
	frame	data/chars/jill/fall04.gif
	frame	data/chars/jill/fall05.gif
	offset  49 49
	frame	data/chars/jill/fall06.gif
	offset  55 30
	frame	data/chars/jill/fall07.gif
	frame	data/chars/jill/fall08.gif
	
anim rise
drawmethod 270 270
	offset	27 66
	delay	7
	frame	data/chars/jill/rise00.gif
	offset  21 66
	frame	data/chars/jill/rise01.gif
	offset  21 67
	frame   data/chars/jill/rise02.gif
	offset  20 62
	frame	data/chars/jill/rise03.gif
	offset  39 67
	frame	data/chars/jill/rise04.gif
	offset  32 54
	frame   data/chars/jill/rise05.gif
	offset  34 51
	frame	data/chars/jill/rise06.gif
	offset  31 59
	frame	data/chars/jill/rise07.gif
	offset  30 54
	frame   data/chars/jill/rise08.gif
	offset  22 64
	frame   data/chars/jill/rise09.gif	


anim attack2
@script
    if( frame == 0){
      void self = getlocalvar("self");
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
      }
    }
@end_script
drawmethod 270 270
	range	80 400
	rangez	-30 30
	delay	1
	offset	45 101
	bbox	16 4 21 50
	frame	data/chars/jill/idle01.gif
	offset	50 115
	delay	6
	bbox    23 25 62 104
	frame	data/chars/jill/gun01.gif
	frame	data/chars/jill/gun02.gif
	@cmd	target 3 1.5 65 0 0 1
	frame	data/chars/jill/gun03.gif
	frame   data/chars/jill/gun04.gif
	delay	3
	sound   data/chars/jill/pistol.wav
	@cmd	shootT "bulletE" 67 77 0
	frame	data/chars/jill/gun05.gif
	frame	data/chars/jill/gun06.gif
	frame	data/chars/jill/gun07.gif
	frame   data/chars/jill/gun08.gif
	frame	data/chars/jill/gun09.gif
	frame	data/chars/jill/gun10.gif
	frame	data/chars/jill/gun11.gif
	frame   data/chars/jill/gun12.gif
	frame	data/chars/jill/gun13.gif
	frame	data/chars/jill/gun14.gif
	delay	6
	frame   data/chars/jill/gun04.gif
	frame	data/chars/jill/gun03.gif
	frame	data/chars/jill/gun02.gif
	frame	data/chars/jill/gun01.gif
		
anim follow2
drawmethod 270 270
	delay	1
	offset	45 101
	bbox	16 4 21 50
	frame	data/chars/jill/idle01.gif
	offset	67 149
	delay	6
	bbox    42 67 42 82
	frame   data/chars/jill/spec1.gif
	frame   data/chars/jill/spec2.gif
	frame   data/chars/jill/spec3.gif
	frame	data/chars/jill/spec4.gif
	frame	data/chars/jill/spec5.gif
	delay	25
	@cmd	targetL 3 45 0 1
	frame	data/chars/jill/spec6.gif
	delay	6
	sound	data/sounds/grenadefall.wav
	@cmd	tossT "Bomb" 45 90 0 3
	frame   data/chars/jill/spec7.gif
	delay	20
	frame	data/chars/jill/spec8.gif
	delay	8
	frame   data/chars/jill/spec7.gif
	frame   data/chars/jill/spec6.gif
	frame   data/chars/jill/spec5.gif
	frame   data/chars/jill/spec4.gif
	frame   data/chars/jill/spec3.gif
	frame	data/chars/jill/spec2.gif
	frame	data/chars/jill/spec1.gif
 
