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

.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 