cond
 *.robage 0 =
start
 318 .out1 store
 -32000 32000 rnd .out2 store
stop

start
 40 *.eye5 sub 0 floor 2 mult 5 add *.refvelup 0 floor add *.vel sub 

.up store
 350 *.body sub dup *.nrg 3 div ceil .strbody store - .fdbody store
  -4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor 

mult *.eye1 *.eye7 sub sgn 0    floor mult *.eye1 *.eye6 sub sgn 0 

floor mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub   sgn 0 

floor mult *.eye1 *.eye3 sub sgn 0 floor mult *.eye1 *.eye2 sub sgn 0 

floor mult 4 *.eye9     *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub 

sgn 0 floor mult *.eye9 *.eye6 sub sgn 0 floor mult
 *.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult 

*.eye9 *.eye3 sub sgn 0 floor  mult *.eye9 *.eye2 sub sgn 0 floor mult 

*.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub   sgn ++ sgn 

mult *.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor 

mult *.eye2 *.eye6  sub sgn 0 floor mult *.eye2 *.eye5 sub sgn 0 floor 

mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2    *.eye3 sub sgn 0 

floor mult *.eye2 *.eye1 sub sgn ++ sgn mult add 3 *.eye8 *.eye9 sub 

sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub 

sgn 0 floor mult *.eye8 *.eye5 sub sgn 0   floor mult *.eye8 *.eye4 sub 

sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub   

sgn ++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 

sub sgn ++ sgn mult *.eye3    *.eye8 sub sgn ++ sgn mult *.eye3 *.eye7 

sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult
 *.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub sgn 0 floor mult 

*.eye3 *.eye2 sub sgn ++ sgn   mult *.eye3 *.eye1 sub sgn ++ sgn mult 

add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub     sgn ++ 

sgn mult *.eye7 *.eye7 sub sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 

floor mult *.eye7 *.eye5  sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ 

sgn mult *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7     *.eye1 sub sgn ++ 

sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn 

++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 

floor mult *.eye4 *.eye5 sub sgn 0    floor mult *.eye4 *.eye3 sub sgn 

++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub     sgn 

++ sgn mult add 1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub 

sgn ++ sgn mult *.eye4    *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub 

sgn ++ sgn mult *.eye4 *.eye5 sub sgn 0 floor mult
 *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult 

*.eye4 *.eye1 sub sgn ++ sgn     mult add 0 *.eye5 *.eye9 sub sgn ++ 

sgn mult *.eye5 *.eye8 sub sgn ++ sgn mult *.eye5 *.eye7 sub     sgn ++ 

sgn mult *.eye5 *.eye6 sub sgn ++ sgn mult *.eye5 *.eye4 sub sgn ++ sgn 

mult *.eye5 *.eye3   sub sgn ++ sgn mult *.eye5 *.eye2 sub sgn ++ sgn 

mult *.eye5 *.eye1 sub sgn ++ sgn mult add .focuseye store
stop

cond
 *.in1 *.out1 =
 *.in2 *.out2 !=
start
 *.maxvel .dx store
stop

cond
 *.eyef 0 =
 *.in1 *.out1 =
 *.in2 *.out2 != and or
 *.shflav 0 =
start
 .shflav store
 *.shang .setaim store
stop

cond
 *.eyef 0 >
 *.in1 *.out1 !=
 *.in2 *.out2 = or
start
 *.refxpos *.refypos angle *.refveldx sub .setaim store
 *.veldx .sx store
stop

cond
 *.eye5 40 >
 *.in1 *.out1 !=
 *.in2 *.out2 = or
start
 16 *.nrg 15 div ceil .shootval store
 -6 .shoot store
stop

cond
 *.nrg 5000 >
 *.body 350 >=
start
 50 .repro store
 628 .aimdx store
stop
stop