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{
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	if(!isObject(%obj)) return;
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   %obj.setstate($botstate_PathToNearest);
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	if(%obj.getstate() $="Dead")
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	{
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		//take finger off trigger
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		%obj.setImageTrigger(0, 0);
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		$curKills++;
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		updateKillScore();
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      tryUnlock();
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	}
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	%obj.clearAim();
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   %obj.enemy = -1;
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   %Decalposition = VectorAdd(getRandom()*2-1 SPC getRandom()*2-1 SPC "0", %obj.getPosition());
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   %normal[0] = "0.0 0.0 1.0";
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   %normal[1] = "0.0 1.0 0.0";
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   %normal[2] = "1.0 0.0 0.0";
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   %normal[3] = "0.0 0.0 -1.0";
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   %normal[4] = "0.0 -1.0 0.0";
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   %normal[5] = "-1.0 0.0 0.0";
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   %percentTrauma = %delta/%this.maxDamage;
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   for (%i=0;%i<6;%i++)
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	%decalObj = decalManagerAddDecal(%Decalposition, %normal[%i], getRandom()*90, (getRandom(%percentTrauma)+%percentTrauma)*10, TraumaZ_E, false);
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   %obj.damagemark+=%delta;
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   // If the pain is excessive, let's hear about it.
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   if ((%obj.damagemark > (%this.maxDamage/3))||(%delta > 10))
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   {
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      %obj.irritated = true;
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      %obj.damagemark  = 0;
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      %obj.playPain();
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   }
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}