Too much code = slow

i have too much code. This is the code for an enemy in a fighting game im making. are there any tricks i can use to make this code run faster? can i use functions?

thanks
jason

//
//
//
// AI
//
onClipEvent (load) {
attackmode = “notalerted”;
variation = random(2);
startwalk = 0;
}
onClipEvent (enterFrame) {
if (attackmode==“notalerted”) {
this.gotoAndStop(“walk”);
} else if (attackmode==“fight”&_parent.weapontype==“copgun”) {
this.gotoAndStop(“gun”);
} else if (attackmode==“fight”&_parent.weapontype==“uzi”) {
this.gotoAndStop(“gun”);
} else if (attackmode==“fight”&_parent.weapontype==“shotgun”) {
this.gotoAndStop(“shotgun”);
} else if (attackmode==“fight”&_parent.weapontype!=“copgun”&_parent.weapontype!=“uzi”&_parent.weapontype!=“shotgun”) {
this.gotoAndStop(“fight”);
}
}
onClipEvent (enterFrame) {
if (_parent.enstatus == “stand” & _level1.player.action != “fall” & _parent.flinchcounter<=0 & _parent.stratcounter<=0) {
if (attackmode == “notalerted”) {
// NOT ALERTED
if (startwalk == 0) {
_parent._parent.enxspeed = -1;
startwalk++;
}
// HE SEES YOU DOING SOMETHING
//
if (_level1.hickalert == “yes”) {
_parent.alerted = “yes”;
if (_parent.enstatus == “stand”) {
_parent.weapontype = “shotgun”;
attackmode = “fight”;
strategy = 7;
}
}
// ALERTED - COP PULLS NIGHTSTICK AND FIGHTS
} else if (attackmode == “fight”) {
if (strategy == 0) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -3-variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 3+variation;
}
timidcounter++;
if (timidcounter>40) {
strategy = random(_parent.strategyfactor);
variation = random(2);
}
} else if (strategy == 1) {
// timid
_parent._parent.enxspeed = 0;
stopcounter++;
if (stopcounter>40) {
strategy = random(_parent.strategyfactor);
variation = random(2);
}
} else if (strategy == 2) {
// coward
// facing
cowardcounter++;
if (cowardcounter>400) {
cowardcounter = 0;
strategy = random(_parent.strategyfactor);
variation = random(2);
}
if (_parent._parent.enside == _level1.face & _level1.player.action != “weapon” & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 5+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -5-variation;
}
} else if (_parent._parent.enside == _level1.face & _level1.player.action == “weapon”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -3-variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 3+variation;
}
} else if (_parent._parent.enside == _level1.face & _level1.player.action != “punch” & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 6+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -6-variation;
}
} else if (_parent._parent.enside == _level1.face & _level1.player.action == “punch”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -3-variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 3+variation;
}
// frombehind
} else if (_parent._parent.enside != _level1.face & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 8+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -8-variation;
}
}
} else if (strategy == 3) {
// attack slow
// facing
if (_parent._parent.enside == _level1.face & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 5+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -5-variation;
}
// frombehind
} else if (_parent._parent.enside != _level1.face & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 8+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -8-variation;
}
}
} else if (strategy == 4 or strategy == 5) {
// attack med
if (_level1.player.fighter.weapontype != “none”) {
strategy = 7;
} else {
// facing
if (_parent._parent.enside == _level1.face & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 7+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -7-variation;
}
// frombehind
} else if (_parent._parent.enside != _level1.face & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 10+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -10-variation;
}
}
}
} else if (strategy == 6 or strategy == 7) {
// attack fast
// facing
if (_parent._parent.enside == _level1.face & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 8+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -8-variation;
}
// frombehind
} else if (_parent._parent.enside != _level1.face & _parent.tooclose == “no”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = 13+variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = -13-variation;
}
}
}
} else if (strategy == “gun”) {
if (gunsetspeed>120) {
_parent._parent.enxspeed = (random(3)-1.5)/2;
gunsetspeed = 0;
} else {
gunsetspeed++;
}
}
} else if (_parent.enstatus == “stand” & _level1.player.action == “fall”) {
if (newmovecount == 1) {
variation = random(2);
}
newmovecount++;
if (newmovecount>40) {
strategy = random(_parent.strategyfactor);
variation = random(2);
newmovecount = 0;
}
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -1-variation;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 1+variation;
}
}
}
//
//
//
//
// HITTEST STUFF
//
//
onClipEvent (enterFrame) {
if (_parent._parent.enside == “left”) {
a = _level1.front._x+_parent.enx;
} else if (_parent._parent.enside == “right”) {
a = _level1.front._x+_parent.enx;
}
}
onClipEvent (enterFrame) {
b = _level1.front._y+_parent.eny-100;
}
//
//
//
//
//
//
onClipEvent (enterFrame) {
if (_level1.player.fighter.hit.hitTest(a, b-100, true) & _parent.enstatus == “stand” & _parent.alerted == “yes”&_level1.player.action!=“mount”) {
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -5;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 5;
}
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_level1.player.fighter) & _parent.enstatus != “fall” & _parent.alerted == “yes”&_level1.player.action!=“mount”) {
_parent.tooclose = “yes”;
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -5;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 5;
}
} else {
_parent.tooclose = “no”;
}
}
onClipEvent (enterFrame) {
if (_parent.enstatus == “stand” & _parent.weapontype == “none” & _parent.alerted == “yes”) {
if (_level1.front.weapground0.hitTest(a, b+100, true) or _level1.front.weapground1.hitTest(a, b+100, true) or _level1.front.weapground2.hitTest(a, b+100, true) or _level1.front.weapground3.hitTest(a, b+100, true) or _level1.front.weapground4.hitTest(a, b+100, true) or _level1.front.weapground5.hitTest(a, b+100, true) or _level1.front.weapground6.hitTest(a, b+100, true) or _level1.front.weapground7.hitTest(a, b+100, true) or _level1.front.weapground8.hitTest(a, b+100, true)) {
decision = random(40);
if (decision == 1) {
_parent.gotoAndPlay(“pickup”);
}
}
}
}
onClipEvent (enterFrame) {
if (_level1.player.action == “weapon” & _parent.enstatus != “duck” & _parent.enstatus != “flinch” & _parent.enstatus != “fall” & _parent.enstatus != “pickup”) {
if (_parent._parent.enside == “left”) {
if (_level1.player.fighter.weapon.hitTest(a, b-100, true)) {
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.weapon.hitTest(a-25, b-100, true)) {
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.weapon.hitTest(a-50, b-100, true)) {
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
}
} else if (_parent._parent.enside == “right”) {
if (_level1.player.fighter.weapon.hitTest(a, b-100, true)) {
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.weapon.hitTest(a+25, b-100, true)) {
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.weapon.hitTest(a+50, b-100, true)) {
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
}
}
}
}
onClipEvent (enterFrame) {
if (_level1.player.action == “uppercut” & _parent.enstatus != “duck” & _parent.enstatus != “flinch” & _parent.enstatus != “fall” & _parent.enstatus != “pickup”) {
if (_parent._parent.enside == “left”) {
if (_level1.player.fighter.uppercut.hitTest(a+25, b-20, true)) {
_parent._parent.enxspeed = -15;
_parent._parent.enyspeed = -27;
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.uppercut.hitTest(a, b-20, true)) {
_parent._parent.enxspeed = -15;
_parent._parent.enyspeed = -27;
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.uppercut.hitTest(a-20, b-20, true)) {
_parent._parent.enxspeed = -15;
_parent._parent.enyspeed = -27;
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.uppercut.hitTest(a-40, b-20, true)) {
_parent._parent.enxspeed = -15;
_parent._parent.enyspeed = -27;
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
}
} else if (_parent._parent.enside == “right”) {
if (_level1.player.fighter.uppercut.hitTest(a-25, b-20, true)) {
_parent._parent.enxspeed = -15;
_parent._parent.enyspeed = -27;
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.uppercut.hitTest(a, b-20, true)) {
_parent._parent.enxspeed = -15;
_parent._parent.enyspeed = -27;
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.uppercut.hitTest(a-20, b-20, true)) {
_parent._parent.enxspeed = -15;
_parent._parent.enyspeed = -27;
_parent.life -= 4;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.uppercut.hitTest(a-40, b-20, true)) {
parent.parent.enxspeed = -15;
parent.parent.enyspeed = -27;
parent.life -= 4;
parent.gotoAndPlay(“fall”);
}
}
}
}
// PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH

// PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH

// PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH__PUNCH

onClipEvent (enterFrame) {
if (_level1.player.action == “punch” & _parent.enstatus != “duck” & _parent.enstatus != “flinch” & _parent.enstatus != “fall” & _parent.enstatus != “pickup”) {
if (_parent._parent.enside == “left”) {
if (_level1.player.fighter.punch.hitTest(a, b-90, true)) {
_parent._parent.enxspeed = 0;
_parent.flinchtype = “punch”;
_parent.gotoAndPlay(“flinch”);
} else if (_level1.player.fighter.punch.hitTest(a+40, b-80, true)) {
_parent._parent.enxspeed = 0;
_parent.flinchtype = “punch”;
_parent.gotoAndPlay(“flinch”);
}
} else if (_parent._parent.enside == “right”) {
if (_level1.player.fighter.punch.hitTest(a, b-90, true)) {
_parent._parent.enxspeed = 0;
_parent.flinchtype = “punch”;
_parent.gotoAndPlay(“flinch”);
} else if (_level1.player.fighter.punch.hitTest(a-40, b-80, true)) {
_parent._parent.enxspeed = 0;
_parent.flinchtype = “punch”;
_parent.gotoAndPlay(“flinch”);
}
}
}
}
onClipEvent (enterFrame) {
if (_level1.player.action == “kick” & _parent.enstatus != “duck” & _parent.enstatus != “flinch” & _parent.enstatus != “fall” & _parent.enstatus != “pickup”) {
if (_parent._parent.enside == “left”) {
if (_level1.player.fighter.punch.hitTest(a, b-90, true)) {
_parent._parent.enxspeed = 0;
_parent.gotoAndPlay(“flinch”);
} else if (_level1.player.fighter.punch.hitTest(a+40, b-80, true)) {
_parent._parent.enxspeed = 0;
_parent.gotoAndPlay(“flinch”);
}
} else if (_parent._parent.enside == “right”) {
if (_level1.player.fighter.punch.hitTest(a, b-90, true)) {
_parent._parent.enxspeed = 0;
_parent.gotoAndPlay(“flinch”);
} else if (_level1.player.fighter.punch.hitTest(a-40, b-80, true)) {
_parent._parent.enxspeed = 0;
_parent.gotoAndPlay(“flinch”);
}
}
}
}
onClipEvent (enterFrame) {
if (_level1.player.action == “jumpkick” & _parent.enstatus != “duck” & _parent.enstatus != “flinch” & _parent.enstatus != “fall” & _parent.enstatus != “pickup”) {
if (_parent.weapontype == “none”) {
duckitcount = random(10);
if (duckitcount == 1 & _parent.alerted == “yes”) {
_parent.gotoAndPlay(“pickup”);
}
} else {
duckitcount = random(20);
if (duckitcount == 1 & _parent.alerted == “yes”) {
_parent.gotoAndPlay(“pickup”);
}
}
if (_level1.player.fighter.jumpkick.hitTest(a, b-90, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b-80, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b-60, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b-40, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b-20, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b+20, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b+40, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
} else if (_level1.player.fighter.jumpkick.hitTest(a, b+60, true)) {
_parent.life -= 2;
_parent.gotoAndPlay(“fall”);
}
}
}
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
onClipEvent (enterFrame) {
if (_parent.weapontype != “none” & _parent.weapontype != “copgun”&_parent.weapontype != “uzi”&_parent.weapontype != “shotgun” & _parent.alerted == “yes”&_level1.player.action!=“mount”) {
if (_parent._parent.enside == “left”) {
if (_level1.player.fighter.hit.hitTest(a+200, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
} else if (_level1.player.fighter.hit.hitTest(a+200, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
} else if (_level1.player.fighter.hit.hitTest(a+100, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
}
} else if (_parent._parent.enside == “right”) {
if (_level1.player.fighter.hit.hitTest(a-200, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
} else if (_level1.player.fighter.hit.hitTest(a-200, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
} else if (_level1.player.fighter.hit.hitTest(a-100, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
}
}
} else if (_parent.weapontype != “none” & _parent.weapontype != “copgun”&_parent.weapontype != “uzi”&_parent.weapontype != “shotgun” & _parent.alerted == “yes”&_level1.player.action==“mount”) {
if (_parent._parent.enside == “left”) {
if (_level1.player.fighter.hit.hitTest(a+100, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
}
} else if (_parent._parent.enside == “right”) {
if (_level1.player.fighter.hit.hitTest(a-100, b, true) & _parent.enstatus == “stand”) {
_parent.gotoAndPlay(“weapon”);
}
}
}
}
onClipEvent (load) {
waittime = random(100);
}
onClipEvent (enterFrame) {
if (_parent.weapontype == “copgun” & _parent.enstatus == “stand” & _parent.shootcheck == “yes”) {
strategy = “gun”;
if (shootwait>waittime) {
waittime = random(60);
shootwait = 0;
_parent.gotoAndPlay(“shoot”);
} else {
shootwait++;
}
} else if (_parent.weapontype == “uzi” & _parent.enstatus == “stand” & _parent.shootcheck == “yes”) {
strategy = “gun”;
if (shootwait>waittime) {
waittime = random(90);
shootwait = 0;
_parent.gotoAndPlay(“shootuzi”);
} else {
shootwait++;
}
} else if (_parent.weapontype == “shotgun” & _parent.enstatus == “stand” & _parent.shootcheck == “yes”) {
strategy = “gun”;
if (shootwait>waittime) {
waittime = random(110);
shootwait = 0;
_parent.gotoAndPlay(“shootshotgun”);
} else {
shootwait++;
}
} else if (_parent.weapontype == “copgun” & _parent.enstatus == “stand” & _parent.shootcheck == “no”) {
strategy = 7;
}
}
onClipEvent (enterFrame) {
if (_parent.flinchcounter<=0 & _level1.player.action != “flinch” & _parent.weapontype == “none” & _parent.alerted == “yes”) {
if (_parent._parent.enside == “left”) {
if (_level1.player.fighter.hit.hitTest(a+130, b, true) & _parent.enstatus == “stand” & _level1.player.action != “duck”& _level1.player.action != “mount”) {
_parent.gotoAndPlay(“punch”);
} else if (_level1.player.fighter.hit.hitTest(a+100, b, true) & _parent.enstatus == “stand” & _level1.player.action != “duck”& _level1.player.action != “mount”) {
_parent.gotoAndPlay(“punch”);
} else if (_level1.player.fighter.hit.hitTest(a+100, b, true) & _parent.enstatus == “stand” & _level1.player.action == “duck”) {
_parent.gotoAndPlay(“kick”);
} else if (_level1.player.fighter.hit.hitTest(a+50, b, true) & _parent.enstatus == “stand” & _level1.player.action == “duck”) {
_parent.gotoAndPlay(“kick”);
} else if (this.hitTest(_level1.player.fighter.hit) & _parent.enstatus == “stand” & _level1.player.action == “mount”) {
_parent.gotoAndPlay(“kick”);
}
} else if (_parent._parent.enside == “right”) {
if (_level1.player.fighter.hit.hitTest(a-130, b, true) & _parent.enstatus == “stand” & _level1.player.action != “duck”& _level1.player.action != “mount”) {
_parent.gotoAndPlay(“punch”);
} else if (_level1.player.fighter.hit.hitTest(a-100, b, true) & _parent.enstatus == “stand” & _level1.player.action != “duck”& _level1.player.action != “mount”) {
_parent.gotoAndPlay(“punch”);
} else if (_level1.player.fighter.hit.hitTest(a-100, b, true) & _parent.enstatus == “stand” & _level1.player.action == “duck”) {
_parent.gotoAndPlay(“kick”);
} else if (_level1.player.fighter.hit.hitTest(a-50, b, true) & _parent.enstatus == “stand” & _level1.player.action == “duck”) {
_parent.gotoAndPlay(“kick”);
} else if (this.hitTest(_level1.player.fighter.hit) & _parent.enstatus == “stand” & _level1.player.action == “mount”) {
_parent.gotoAndPlay(“kick”);
}
}
} else {
_parent.flinchcounter–;
}
}
onClipEvent (enterFrame) {
perc = (_parent.life/_parent.lifetotal)*100;
}
onClipEvent (enterFrame) {
if (perc>0 & perc<15) {
_parent.faceblood.gotoAndStop(6);
this.faceblood.gotoAndStop(6);
} else if (perc>15 & perc<30) {
_parent.faceblood.gotoAndStop(5);
this.faceblood.gotoAndStop(5);
} else if (perc>30 & perc<45) {
_parent.faceblood.gotoAndStop(4);
this.faceblood.gotoAndStop(4);
} else if (perc>45 & perc<60) {
_parent.faceblood.gotoAndStop(3);
this.faceblood.gotoAndStop(3);
} else if (perc>60 & perc<85) {
_parent.faceblood.gotoAndStop(2);
this.faceblood.gotoAndStop(2);
} else if (perc>85) {
_parent.faceblood.gotoAndStop(1);
this.faceblood.gotoAndStop(1);
} else if (perc<=0) {
_parent.faceblood.gotoAndStop(7);
this.faceblood.gotoAndStop(7);
}
}
onClipEvent (load) {
drawgun = 0;
}
onClipEvent (enterFrame) {
if (perc<15 & drawgun == 0) {
_parent.weapontype = “copgun”;
_parent.weaponenergy = 4;
drawgun++;
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_level1.bullet)&_parent.enstatus!=“fall”) {
_parent.life -= 12;
_parent.gotoAndPlay(“fall”);
} else if (this.hitTest(_level1.shotbullet)&_parent.enstatus!=“fall”) {
_parent.life -= 25;
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -40;
_parent._parent.enyspeed = -20;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 40;
_parent._parent.enyspeed = -20;
}
_level1.shotbull.gotoAndStop(1);
_parent.gotoAndPlay(“fall”);
} else if (this.hitTest(_level1.uzibullet.hit)&_parent.enstatus!=“fall”&_parent.enstatus!=“uzifall”) {
_parent.life -= 15;
if (_parent._parent.enside == “left”) {
_parent._parent.enxspeed = -3;
_parent._parent.enyspeed = -25;
} else if (_parent._parent.enside == “right”) {
_parent._parent.enxspeed = 3;
_parent._parent.enyspeed = -25;
}
_parent.gotoAndPlay(“uzifall”);
}
}
//
//
//
//
//
// tempcode
onClipEvent (enterFrame) {
_parent.amtest = strategy;
_parent.amtest2 = _parent.weaponenergy;
}
//