# Too much code = slow

**URL:** <https://forum.kirupa.com/t/too-much-code-slow/162596>\
**Category:** Uncategorized\
**Created:** [September 14, 2005, 4:43pm UTC](https://forum.kirupa.com/t/too-much-code-slow/162596 "2005-09-14T16:43:32Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![jasonoda](https://avatars.discourse-cdn.com/v4/letter/j/db5fbb/32.png) [@jasonoda](https://forum.kirupa.com/u/jasonoda)\
**Post date:** [September 14, 2005, 4:43pm UTC](https://forum.kirupa.com/t/too-much-code-slow/162596/1 "2005-09-14T16:43:32Z")

</div>

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;  
}  
//
