{ 88095546 } Initializing Memory Manager [Line 423 in .\sgp.c]
{ 88095546 } Initializing Mutex Manager [Line 432 in .\sgp.c]
{ 88095546 } Initializing File Manager [Line 441 in .\sgp.c]
{ 88095546 } Initializing Containers Manager [Line 449 in .\sgp.c]
{ 88095546 } Initializing Input Manager [Line 452 in .\sgp.c]
{ 88095562 } Initializing Video Manager [Line 460 in .\sgp.c]
{ 88095625 } Initializing Video Object Manager [Line 469 in .\sgp.c]
{ 88095625 } Initializing Video Surface Manager [Line 477 in .\sgp.c]
{ 88095734 } Warning in InitializeFileDatabase( ): Library Id #13 (Music.slf) is to be loaded but cannot be found.
 [Line 154 in .\LibraryDataBase.c]
{ 88095843 } Warning in InitializeFileDatabase( ): Library Id #21 (Intro.slf) is to be loaded but cannot be found.
 [Line 154 in .\LibraryDataBase.c]
{ 88095953 } Initializing the Font Manager [Line 500 in .\sgp.c]
{ 88095953 } Initializing Sound Manager [Line 510 in .\sgp.c]
{ 88096812 } Initializing Random [Line 520 in .\sgp.c]
{ 88096828 } Initializing Game Manager [Line 524 in .\sgp.c]
Reg
Reg JA2 Debug
Version Label: v.1.01
Version #:     Build 02.12.01
Tracking #:    Y
{ 88096921 } Running Game [Line 715 in .\sgp.c]
World Screen Width 3160 Height 1540
Music New Mode -1 2
StartMusicBasedOnMode() -1 2
TILESETS\0\l_cliff.JSD
TILESETS\0\drum_01.JSD
TILESETS\0\drum_02.JSD
TILESETS\0\dump.JSD
TILESETS\0\mdrock.JSD
TILESETS\0\montbush.JSD
TILESETS\0\weeds_1.JSD
TILESETS\23\chfurn1.JSD
TILESETS\0\nogobush.JSD
TILESETS\23\gtree2.JSD
TILESETS\23\ctree2.JSD
TILESETS\0\tree2_t.JSD
TILESETS\0\tree2_t.JSD
TILESETS\23\build_24.JSD
TILESETS\23\build37c.JSD
TILESETS\23\build_11.JSD
TILESETS\23\build_17.JSD
TILESETS\0\door1.JSD
TILESETS\23\door_02.JSD
TILESETS\23\door_03.JSD
TILESETS\23\door_10.JSD
TILESETS\0\walldec1.JSD
TILESETS\0\walldec2.JSD
TILESETS\0\walldec3.JSD
TILESETS\0\walldec3.JSD
TILESETS\0\w_dec01.JSD
TILESETS\0\w_dec02.JSD
TILESETS\0\w_dec03.JSD
TILESETS\0\w_dec04.JSD
TILESETS\0\flat_r1.JSD
TILESETS\0\flat_r2.JSD
TILESETS\0\flat_r3.JSD
TILESETS\0\flat_r4.JSD
TILESETS\23\slant_07.JSD
TILESETS\23\slant_13.JSD
TILESETS\0\furn_6.JSD
TILESETS\0\furn_7.JSD
TILESETS\0\furn_8.JSD
TILESETS\0\furn_9.JSD
TILESETS\23\basefrn1.JSD
TILESETS\0\dirtroad.JSD
TILESETS\0\lakeobj.JSD
TILESETS\0\oldfence.JSD
TILESETS\0\truck.JSD
TILESETS\0\truck.JSD
TILESETS\0\damgdeb.JSD
TILESETS\0\deb_02.JSD
TILESETS\0\f_weed.JSD
TILESETS\23\furn_mix.JSD
TILESETS\0\drum_01.JSD
TILESETS\0\drum_01.JSD
TILESETS\23\lawless.JSD
TILESETS\23\lawless2.JSD
TILESETS\23\lawles3b.JSD
TILESETS\23\lawless4.JSD
TILESETS\0\flat_r4.JSD
TILESETS\0\flat_r4.JSD
TILESETS\0\w_dec01.JSD
TILESETS\23\w_dec05.JSD
TILESETS\23\a-sign3.JSD
TILESETS\23\w_dec06.JSD
TILESETS\0\switches.JSD
TILESETS\0\slant_01.JSD
TILESETS\0\flat_r4.JSD
TILESETS\0\flat_r4.JSD
TILESETS\0\r_key.JSD
Tileset 23 has no callback function for movement costs. Using default.
Type: TEXTURE1 Size: 35 Index: 0
Type: TEXTURE2 Size: 35 Index: 35
Type: TEXTURE3 Size: 35 Index: 70
Type: TEXTURE4 Size: 35 Index: 105
Type: TEXTURE5 Size: 35 Index: 140
Type: TEXTURE6 Size: 37 Index: 175
Type: TEXTURE7 Size: 49 Index: 212
Type: WATER1 Size: 50 Index: 261
Type: DEEP WATER Size: 37 Index: 311
Type: FIRSTCLIFFHANG Size: 17 Index: 348
Type: FIRSTCLIFF Size: 17 Index: 365
Type: FIRSTCLIFFSHADOW Size: 17 Index: 382
Type: OSTRUCT1 Size: 12 Index: 399
Type: OSTRUCT2 Size: 12 Index: 411
Type: OSTRUCT3 Size: 12 Index: 423
Type: OSTRUCT4 Size: 12 Index: 435
Type: OSTRUCT5 Size: 12 Index: 447
Type: OSTRUCT6 Size: 12 Index: 459
Type: OSTRUCT7 Size: 12 Index: 471
Type: OSTRUCT8 Size: 12 Index: 483
Type: OFSTRUCT1 Size: 12 Index: 495
Type: OFSTRUCT2 Size: 12 Index: 507
Type: PLACEHOLDER1 Size: 2 Index: 519
Type: PLACEHOLDER2 Size: 2 Index: 521
Type: SHADOW1 Size: 12 Index: 523
Type: SHADOW2 Size: 12 Index: 535
Type: SHADOW3 Size: 12 Index: 547
Type: SHADOW4 Size: 12 Index: 559
Type: SHADOW5 Size: 12 Index: 571
Type: SHADOW6 Size: 12 Index: 583
Type: SHADOW7 Size: 12 Index: 595
Type: SHADOW8 Size: 12 Index: 607
Type: FSHADOW1 Size: 12 Index: 619
Type: FSHADOW2 Size: 12 Index: 631
Type: PLACEHOLDER3 Size: 2 Index: 643
Type: PLACEHOLDER4 Size: 2 Index: 645
Type: WALL1 Size: 65 Index: 647
Type: WALL2 Size: 65 Index: 712
Type: WALL3 Size: 65 Index: 777
Type: WALL4 Size: 65 Index: 842
Type: DOOR1 Size: 20 Index: 907
Type: DOOR2 Size: 20 Index: 927
Type: DOOR3 Size: 20 Index: 947
Type: DOOR4 Size: 20 Index: 967
Type: DOORSH1 Size: 20 Index: 987
Type: DOORSH2 Size: 20 Index: 1007
Type: DOORSH3 Size: 20 Index: 1027
Type: DOORSH4 Size: 20 Index: 1047
Type: SLANTFLATPEICE Size: 2 Index: 1067
Type: ANOTHERDEBRIS Size: 10 Index: 1069
Type: ROADPIECES Size: 400 Index: 1079
Type: WINDOW4 Size: 2 Index: 1479
Type: DECORATIONS1 Size: 10 Index: 1481
Type: DECORATIONS2 Size: 10 Index: 1491
Type: DECORATIONS3 Size: 10 Index: 1501
Type: DECORATIONS4 Size: 10 Index: 1511
Type: WALLDECAL1 Size: 10 Index: 1521
Type: WALLDECAL2 Size: 10 Index: 1531
Type: WALLDECAL3 Size: 10 Index: 1541
Type: WALLDECAL4 Size: 10 Index: 1551
Type: FLOOR1 Size: 8 Index: 1561
Type: FLOOR2 Size: 8 Index: 1569
Type: FLOOR3 Size: 8 Index: 1577
Type: FLOOR4 Size: 8 Index: 1585
Type: ROOF1 Size: 14 Index: 1593
Type: ROOF2 Size: 14 Index: 1607
Type: ROOF3 Size: 14 Index: 1621
Type: ROOF4 Size: 14 Index: 1635
Type: SROOF1 Size: 20 Index: 1649
Type: SROOF2 Size: 20 Index: 1669
Type: ONROOF1 Size: 12 Index: 1689
Type: ONROOF2 Size: 12 Index: 1701
Type: MOCKF1 Size: 1 Index: 1713
Type: ISTRUCT1 Size: 24 Index: 1714
Type: ISTRUCT2 Size: 24 Index: 1738
Type: ISTRUCT3 Size: 24 Index: 1762
Type: ISTRUCT4 Size: 24 Index: 1786
Type: FIRSTCISTRCUT Size: 24 Index: 1810
Type: FIRSTROAD Size: 35 Index: 1834
Type: ROCKS Size: 10 Index: 1869
Type: WOOD Size: 10 Index: 1879
Type: WEEDS Size: 10 Index: 1889
Type: GRASS Size: 10 Index: 1899
Type: SAND Size: 10 Index: 1909
Type: MISC Size: 10 Index: 1919
Type: ANIOSTRUCT Size: 20 Index: 1929
Type: FENCESTRUCT Size: 22 Index: 1949
Type: FENCESHADOW Size: 22 Index: 1971
Type: FIRSTVEHICLE Size: 12 Index: 1993
Type: SECONDVEHICLE Size: 12 Index: 2005
Type: FIRSTVEHICLESHADOW Size: 12 Index: 2017
Type: SECONDVEHICLESHADOW Size: 12 Index: 2029
Type: MISC2 Size: 10 Index: 2041
Type: FIRSTDEBRISSTRUCT Size: 10 Index: 2051
Type: SECONDDEBRISSTRUCT Size: 10 Index: 2061
Type: FIRSTDEBRISSTRUCTSHADOW Size: 10 Index: 2071
Type: SECONDDEBRISSTRUCTSHADOW Size: 10 Index: 2081
Type: NINTHOSTRUCT Size: 12 Index: 2091
Type: TENTHOSTRUCT Size: 12 Index: 2103
Type: NINTHOSTRUCTSHADOW Size: 12 Index: 2115
Type: TENTHOSTRUCTSHADOW Size: 12 Index: 2127
Type: FIRSTEXPLODEDEBRIS Size: 40 Index: 2139
Type: SECONDEXPLODEDEBRIS Size: 40 Index: 2179
Type: FIRSTLARGEEXPLODEDEBRIS Size: 10 Index: 2219
Type: SECONDLARGEEXPLODEDEBRIS Size: 10 Index: 2229
Type: FIRSTLARGEEXPLODEDEBRISSHADOW Size: 10 Index: 2239
Type: SECONDLARGEEXPLODEDEBRISSHADOW Size: 10 Index: 2249
Type: FIFTHISTRUCT Size: 24 Index: 2259
Type: SIXTHISTRUCT Size: 24 Index: 2283
Type: SEVENTHISTRUCT Size: 24 Index: 2307
Type: EIGHTISTRUCT Size: 24 Index: 2331
Type: FIRSTHIGHROOF Size: 15 Index: 2355
Type: SECONDHIGHROOF Size: 15 Index: 2370
Type: WALLDECAL5 Size: 10 Index: 2385
Type: WALLDECAL6 Size: 10 Index: 2395
Type: WALLDECAL7 Size: 10 Index: 2405
Type: WALLDECAL8 Size: 10 Index: 2415
Type: HUMANBLOOD Size: 16 Index: 2425
Type: CREATUREBLOOD Size: 16 Index: 2441
Type: FIRSTSWITCHES Size: 21 Index: 2457
Type: REVEALEDSLANTROOF Size: 8 Index: 2478
Type: 1stREVEALEDHIGHROOF Size: 11 Index: 2486
Type: 2ndREVEALEDHIGHROOF Size: 11 Index: 2497
Type: GUNS Size: 60 Index: 2508
Type: ITEMS Size: 149 Index: 2568
Type: ITEMS2 Size: 45 Index: 2717
Type: GLASSSHATTER Size: 20 Index: 2762
Type: ITEMS3 Size: 16 Index: 2782
Type: BODYBLOW Size: 15 Index: 2798
Type: EXITTEXTURE Size: 35 Index: 2813
Type: FOOTPRINTS Size: 80 Index: 2848
Type: POINTERS Size: 24 Index: 2928
Type: POINTERS2 Size: 8 Index: 2952
Type: POINTERS3 Size: 3 Index: 2960
Type: GOODRUN Size: 11 Index: 2963
Type: GOODWALK Size: 11 Index: 2974
Type: GOODSWAT Size: 11 Index: 2985
Type: GOODSCOOT Size: 11 Index: 2996
Type: CONFIRMMOVE Size: 11 Index: 3007
Type: VEHICLEMOVE Size: 10 Index: 3018
Type: ACTIONTWO Size: 11 Index: 3028
Type: BADMARKER Size: 11 Index: 3039
Type: GRING Size: 10 Index: 3050
Type: ROTATINGKEY Size: 8 Index: 3060
Type: SELRING Size: 10 Index: 3068
Type: SPECIAL Size: 6 Index: 3078
Type: BULLET Size: 2 Index: 3084
Type: MISS1 Size: 5 Index: 3086
Type: MISS2 Size: 5 Index: 3091
Type: MISS3 Size: 14 Index: 3096
Type: WIREFRAME Size: 15 Index: 3110
Database Sizes: 3125 vs 3125
Database Types: 151
Database Item Mem:		137500
Database Item Total Mem:		9237615
World Screen Width 3160 Height 1540
Setting attack busy count to 0 from load
Music New Mode -1 5
StartMusicBasedOnMode() -1 5
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
Soldier 7: Get new path
Handling New gridNo for 7: Old CROUCHED, New CROUCH TO SWAT
Deduct Points (7 at 15293) 4 10
Deduct Points (7 at 15452) 4 10
Deduct Points (7 at 15291) 2 10
Soldier 7: Get new path
Handling New gridNo for 7: Old STANDING, New RUN
Deduct Points (7 at 15291) 2 15
Deduct Points (7 at 15291) 1 0
Deduct Points (7 at 15130) 2 10
Deduct Points (20 at 9879) 0 -1000
Deduct Points (21 at 7943) 0 -2000
Deduct Points (22 at 7459) 0 -1400
Deduct Points (25 at 9662) 0 -1000
Deduct Points (26 at 10455) 0 -1000
Deduct Points (27 at 12218) 0 -2400
Deduct Points (29 at 11778) 0 0
Deduct Points (30 at 15916) 0 0
Deduct Points (37 at 10660) 0 -3200
Giving control to 30
30 does TOSS PROJECTILE (a.d. 14969) in 15916 with 23 APs left
30 does TOSS PROJECTILE (a.d. 14969) at time 130042060
Deduct Points (30 at 15916) 2 10
Deduct Points (30 at 15916) 14 0
Incrementing Attack: Explosion gone off, COunt now 2
@@@@@@@ Reducing attacker busy count..., PHYSICS OBJECT DONE effect gone off
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 1
Incrementing Attack: Explosion dishing out damage, Count now 2
!!!!!!! Person got hit, attack count now 3
!!!!!!! Ending attack, attack count now 2
!!!!!!! Tried to free up attacker, attack count now 2
Deduct Points (7 at 15130) 0 5565
Deduct Points (7 at 15130) 4 250
@@@@@@@ Reducing attacker busy count..., EXPLOSION effect gone off
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 1
@@@@@@@ Releasesoldierattacker, code 497 = check for death
@@@@@@@ Freeing up attacker of 7 (attacker is 30) - releasesoldierattacker num to free is 1
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 0
>>Not to enter combat from this attack
Event Pump: Noise from 30 at 14969/0, type 9 volume 13
Event Pump: Noise from 7 at 15130/0, type 7 volume 2
Event Pump: Noise from 156 at 14969/0, type 6 volume 0
Soldier Ani: unconscious hit sequence needed for animation 62
30 does CHG STANCE (a.d. 3) in 15916 with 7 APs left
30 does CHG STANCE (a.d. 3) at time 130047210
Deduct Points (30 at 15916) 2 10
30 does END TURN (a.d. 0) in 15916 with 5 APs left
30 does END TURN (a.d. 0) at time 130047680
Ending control for 30
Giving control to 20
Ending turn for 20 because doing no-action
Ending control for 20
Giving control to 21
Ending turn for 21 because doing no-action
Ending control for 21
Giving control to 22
22 does SEEK FRIEND (a.d. 6969) in 7459 with 25 APs left
22 does SEEK FRIEND (a.d. 6969) at time 130047780
Soldier 22: Get new path
Deduct Points (22 at 7459) 2 10
Handling New gridNo for 22: Old BIGMERC CROUCH TRANS OUTOF, New RUN
Deduct Points (22 at 7459) 1 15
Deduct Points (22 at 7459) 1 0
Deduct Points (22 at 7458) 1 15
Deduct Points (22 at 7457) 1 15
Deduct Points (22 at 7456) 2 15
Deduct Points (22 at 7295) 1 15
Deduct Points (22 at 7294) 1 15
Deduct Points (22 at 7293) 2 15
Deduct Points (22 at 7132) 1 15
Deduct Points (22 at 7131) 2 15
Deduct Points (22 at 6970) 1 15
22 does SEEK OPPONENT (a.d. 7131) in 6969 with 9 APs left
22 does SEEK OPPONENT (a.d. 7131) at time 130049340
Soldier 22: Get new path
Handling New gridNo for 22: Old STANDING, New RUN
Deduct Points (22 at 6969) 1 15
Deduct Points (22 at 6969) 1 0
Deduct Points (22 at 6970) 2 15
Ending turn for 22 because doing no-action
Ending control for 22
Giving control to 25
Ending turn for 25 because doing no-action
Ending control for 25
Giving control to 26
Ending turn for 26 because doing no-action
Ending control for 26
Giving control to 27
27 does TAKE COVER (a.d. 12536) in 12218 with 25 APs left
27 does TAKE COVER (a.d. 12536) at time 130049750
Soldier 27: Get new path
Handling New gridNo for 27: Old STANDING, New RUN
Deduct Points (27 at 12218) 2 15
Deduct Points (27 at 12218) 1 0
Deduct Points (27 at 12377) 2 15
27 does CHG STANCE (a.d. 3) in 12536 with 20 APs left
27 does CHG STANCE (a.d. 3) at time 130050200
Deduct Points (27 at 12536) 2 10
Ending turn for 27 because doing no-action
Ending control for 27
Giving control to 29
29 does TAKE COVER (a.d. 11618) in 11778 with 24 APs left
29 does TAKE COVER (a.d. 11618) at time 130050450
Soldier 29: Get new path
Deduct Points (29 at 11778) 2 10
Handling New gridNo for 29: Old KNEEL UP, New RUN
Deduct Points (29 at 11778) 1 15
Deduct Points (29 at 11778) 1 0
29 does SEEK OPPONENT (a.d. 11777) in 11618 with 20 APs left
29 does SEEK OPPONENT (a.d. 11777) at time 130050760
Soldier 29: Get new path
Deduct Points (29 at 11618) 2 10
Handling New gridNo for 29: Old KNEEL DOWN, New CROUCH TO SWAT
Deduct Points (29 at 11618) 4 10
29 does TAKE COVER (a.d. 11778) in 11777 with 14 APs left
29 does TAKE COVER (a.d. 11778) at time 130051290
Soldier 29: Get new path
Deduct Points (29 at 11777) 2 10
Handling New gridNo for 29: Old KNEEL UP, New RUN
Deduct Points (29 at 11777) 1 15
Deduct Points (29 at 11777) 1 0
29 does TAKE COVER (a.d. 11618) in 11778 with 10 APs left
29 does TAKE COVER (a.d. 11618) at time 130051670
Soldier 29: Get new path
Deduct Points (29 at 11778) 2 10
Handling New gridNo for 29: Old KNEEL DOWN, New CROUCH TO SWAT
Deduct Points (29 at 11778) 3 10
Ending turn for 29 because doing no-action
Ending control for 29
Giving control to 37
37 does TAKE COVER (a.d. 10661) in 10660 with 25 APs left
37 does TAKE COVER (a.d. 10661) at time 130052140
Soldier 37: Get new path
Deduct Points (37 at 10660) 2 10
Handling New gridNo for 37: Old KNEEL UP, New RUN
Deduct Points (37 at 10660) 1 15
Deduct Points (37 at 10660) 1 0
37 does TAKE COVER (a.d. 10660) in 10661 with 21 APs left
37 does TAKE COVER (a.d. 10660) at time 130052530
Soldier 37: Get new path
Deduct Points (37 at 10661) 2 10
Handling New gridNo for 37: Old KNEEL DOWN, New CROUCH TO SWAT
Deduct Points (37 at 10661) 3 10
37 does TAKE COVER (a.d. 10661) in 10660 with 16 APs left
37 does TAKE COVER (a.d. 10661) at time 130053000
37 in movement loop, aborting turn
Ending control for 37
Ending AI turn

Deduct Points (0 at 14987) 0 -1000
Deduct Points (1 at 12918) 0 -1552
Deduct Points (2 at 13237) 0 -1000
Deduct Points (3 at 25601) 0 -1068
Deduct Points (4 at 15150) 0 -1000
Deduct Points (5 at 15296) 0 0
Deduct Points (6 at 14361) 0 -1000
Deduct Points (7 at 15291) 0 0
Deduct Points (8 at 25601) 0 -1521
Deduct Points (9 at 25601) 0 -810
Deduct Points (10 at 25601) 0 -480
Deduct Points (11 at 25601) 0 -1180
Deduct Points (12 at 15935) 0 -1000
Deduct Points (13 at 16096) 0 -1000
Deduct Points (14 at 25601) 0 -1400
Music New Mode -1 4
StartMusicBasedOnMode() -1 4
Deduct Points (7 at 15291) 2 10
Deduct Points (7 at 15291) 2 10
Soldier 7: Get new path
Handling New gridNo for 7: Old CROUCHED, New CROUCH TO SWAT
Deduct Points (7 at 15291) 4 10
Deduct Points (7 at 15452) 4 10
HandleGotoNewGridNo() Failed: No APs 4 3
NO AP TO FINISH MOVE for 7 (3 APs left)
Deduct Points (20 at 9879) 0 -1000
Deduct Points (21 at 7943) 0 -1000
Deduct Points (22 at 7131) 0 0
Deduct Points (25 at 9662) 0 -1000
Deduct Points (26 at 10455) 0 -1000
Deduct Points (27 at 12536) 0 -2400
Deduct Points (29 at 11618) 0 0
Deduct Points (30 at 15916) 0 0
Deduct Points (37 at 10660) 0 -2800
Giving control to 30
30 does CHG FACING (a.d. 2) in 15916 with 25 APs left
30 does CHG FACING (a.d. 2) at time 130093760
Event Pump: SetDesiredDirection: Dir( 2 )
Deduct Points (30 at 15916) 2 0
30 does CHG STANCE (a.d. 1) in 15916 with 23 APs left
30 does CHG STANCE (a.d. 1) at time 130094140
Deduct Points (30 at 15916) 2 10
30 does FIRE GUN (a.d. 15613) in 15916 with 21 APs left
30 does FIRE GUN (a.d. 15613) at time 130094340
Event Pump: Begin Fire Weapon
!!!!!!! Starting attack, attack count now 1
!!!!!!! Starting attack, bullets left 1
Deduct Points (30 at 15916) 2 0
!!!!! Incrementing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 ) : Count now 2
Event Pump: FireWeapon
Deduct Points (30 at 15916) 11 0
@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 )
!!!!!!! Ending attack, attack count now 1
!!!!!!! Ending bullet, bullets left 0
!!!!!!! Person got hit, attack count now 2
!!!!!!! Ending attack, attack count now 1
!!!!!!! Tried to free up attacker, attack count now 1
Deduct Points (7 at 15613) 0 502
@@@@@@@ Releasesoldierattacker, normal hit animation ended NEW: CROUCHED ( 3 ) OLD: GENERIC HIT CROUCH ( 43 )
@@@@@@@ Freeing up attacker of 7 (attacker is 30) - releasesoldierattacker num to free is 1
!!!!!!! Ending attack, attack count now 0
>>Not to enter combat from this attack
Event Pump: Noise from 30 at 15916/0, type 5 volume 77
Event Pump: Noise from 30 at 15611/0, type 4 volume 8
Event Pump: Noise from 30 at 15613/0, type 4 volume 8
Event Pump: Noise from 7 at 15613/0, type 7 volume 1
30 does FIRE GUN (a.d. 15613) in 15916 with 8 APs left
30 does FIRE GUN (a.d. 15613) at time 130095790
Event Pump: Begin Fire Weapon
!!!!!!! Starting attack, attack count now 1
!!!!!!! Starting attack, bullets left 1
!!!!! Incrementing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 ) : Count now 2
Event Pump: FireWeapon
Deduct Points (30 at 15916) 8 0
@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 )
!!!!!!! Ending attack, attack count now 1
!!!!!!! Ending bullet, bullets left 0
!!!!!!! Person got hit, attack count now 2
!!!!!!! Ending attack, attack count now 1
!!!!!!! Tried to free up attacker, attack count now 1
Deduct Points (7 at 15613) 1 448
@@@@@@@ Releasesoldierattacker, normal hit animation ended NEW: CROUCHED ( 3 ) OLD: GENERIC HIT CROUCH ( 43 )
@@@@@@@ Freeing up attacker of 7 (attacker is 30) - releasesoldierattacker num to free is 1
!!!!!!! Ending attack, attack count now 0
>>Not to enter combat from this attack
Event Pump: Noise from 30 at 15916/0, type 5 volume 77
Event Pump: Noise from 30 at 15613/0, type 4 volume 8
Event Pump: Noise from 7 at 15613/0, type 7 volume 1
Ending turn for 30 because doing no-action
Ending control for 30
Giving control to 20
Ending turn for 20 because doing no-action
Ending control for 20
Giving control to 21
Ending turn for 21 because doing no-action
Ending control for 21
Giving control to 22
22 does SEEK OPPONENT (a.d. 7456) in 7131 with 25 APs left
22 does SEEK OPPONENT (a.d. 7456) at time 130097320
Soldier 22: Get new path
Handling New gridNo for 22: Old STANDING, New RUN
Deduct Points (22 at 7131) 1 15
Deduct Points (22 at 7131) 1 0
Deduct Points (22 at 7132) 2 15
Deduct Points (22 at 7293) 1 15
Deduct Points (22 at 7294) 1 15
Deduct Points (22 at 7295) 2 15
Ending turn for 22 because doing no-action
Ending control for 22
Giving control to 25
Ending turn for 25 because doing no-action
Ending control for 25
Giving control to 26
Ending turn for 26 because doing no-action
Ending control for 26
Giving control to 27
27 does SEEK FRIEND (a.d. 12218) in 12536 with 25 APs left
27 does SEEK FRIEND (a.d. 12218) at time 130098480
Soldier 27: Get new path
Handling New gridNo for 27: Old CROUCHED, New CROUCH TO SWAT
Deduct Points (27 at 12536) 4 10
Deduct Points (27 at 12377) 4 10
27 does TAKE COVER (a.d. 12538) in 12218 with 17 APs left
27 does TAKE COVER (a.d. 12538) at time 130099230
Soldier 27: Get new path
Handling New gridNo for 27: Old SWAT TO CROUCH, New CROUCH TO SWAT
Deduct Points (27 at 12218) 3 10
Deduct Points (27 at 12378) 3 10
Ending turn for 27 because doing no-action
Ending control for 27
Giving control to 29
29 does SEEK OPPONENT (a.d. 11777) in 11618 with 25 APs left
29 does SEEK OPPONENT (a.d. 11777) at time 130099780
Soldier 29: Get new path
Deduct Points (29 at 11618) 2 10
Handling New gridNo for 29: Old KNEEL UP, New RUN
Deduct Points (29 at 11618) 2 15
Deduct Points (29 at 11618) 1 0
29 does TAKE COVER (a.d. 11778) in 11777 with 20 APs left
29 does TAKE COVER (a.d. 11778) at time 130100400
Soldier 29: Get new path
Handling New gridNo for 29: Old STANDING, New RUN
Deduct Points (29 at 11777) 1 15
Deduct Points (29 at 11777) 1 0
29 does TAKE COVER (a.d. 11619) in 11778 with 18 APs left
29 does TAKE COVER (a.d. 11619) at time 130100750
Soldier 29: Get new path
Deduct Points (29 at 11778) 2 10
Handling New gridNo for 29: Old KNEEL DOWN, New CROUCH TO SWAT
Deduct Points (29 at 11778) 4 10
29 does SEEK OPPONENT (a.d. 11778) in 11619 with 12 APs left
29 does SEEK OPPONENT (a.d. 11778) at time 130101390
Soldier 29: Get new path
Handling New gridNo for 29: Old SWAT TO CROUCH, New CROUCH TO SWAT
Deduct Points (29 at 11619) 4 10
29 does TAKE COVER (a.d. 11619) in 11778 with 8 APs left
29 does TAKE COVER (a.d. 11619) at time 130101860
29 in movement loop, aborting turn
Ending control for 29
Giving control to 37
37 does TAKE COVER (a.d. 10662) in 10660 with 25 APs left
37 does TAKE COVER (a.d. 10662) at time 130101920
Soldier 37: Get new path
Deduct Points (37 at 10660) 2 10
Handling New gridNo for 37: Old KNEEL UP, New RUN
Deduct Points (37 at 10660) 1 15
Deduct Points (37 at 10660) 1 0
Deduct Points (37 at 10661) 1 15
37 does TAKE COVER (a.d. 10661) in 10662 with 20 APs left
37 does TAKE COVER (a.d. 10661) at time 130102590
Soldier 37: Get new path
Deduct Points (37 at 10662) 2 10
Handling New gridNo for 37: Old KNEEL DOWN, New CROUCH TO SWAT
Deduct Points (37 at 10662) 3 10
37 does TAKE COVER (a.d. 10662) in 10661 with 15 APs left
37 does TAKE COVER (a.d. 10662) at time 130103230
Soldier 37: Get new path
Deduct Points (37 at 10661) 2 10
Handling New gridNo for 37: Old KNEEL UP, New RUN
Deduct Points (37 at 10661) 1 15
Deduct Points (37 at 10661) 1 0
37 does TAKE COVER (a.d. 10661) in 10662 with 11 APs left
37 does TAKE COVER (a.d. 10661) at time 130103710
37 in movement loop, aborting turn
Ending control for 37
Ending AI turn

Deduct Points (5 at 15296) 11 -550
Deduct Points (0 at 14987) 0 -1000
Deduct Points (1 at 12918) 0 -1552
Deduct Points (2 at 13237) 0 -1000
Deduct Points (3 at 25601) 0 -1068
Deduct Points (4 at 15150) 0 -1000
Deduct Points (5 at 15296) 0 0
Deduct Points (6 at 14361) 0 -1000
Deduct Points (7 at 15613) 0 0
Deduct Points (8 at 25601) 0 -1521
Deduct Points (9 at 25601) 0 -810
Deduct Points (10 at 25601) 0 -480
Deduct Points (11 at 25601) 0 -1180
Deduct Points (12 at 15935) 0 -1000
Deduct Points (13 at 16096) 0 -1000
Deduct Points (14 at 25601) 0 -1400
Soldier 7: Get new path
Handling New gridNo for 7: Old CROUCHED, New CROUCH TO SWAT
Deduct Points (7 at 15613) 3 10
Deduct Points (7 at 15614) 3 10
Deduct Points (7 at 15615) 3 10
Deduct Points (7 at 15616) 3 10
Deduct Points (20 at 9879) 0 -1000
Deduct Points (21 at 7943) 0 -1000
Deduct Points (22 at 7456) 0 -2600
Deduct Points (25 at 9662) 0 -1000
Deduct Points (26 at 10455) 0 -1000
Deduct Points (27 at 12538) 0 -3800
Deduct Points (29 at 11778) 0 -4400
Deduct Points (30 at 15916) 0 0
Deduct Points (37 at 10662) 0 -3800
Giving control to 20
Ending turn for 20 because doing no-action
Ending control for 20
Giving control to 21
Ending turn for 21 because doing no-action
Ending control for 21
Giving control to 22
Ending turn for 22 because doing no-action
Ending control for 22
Giving control to 25
Ending turn for 25 because doing no-action
Ending control for 25
Giving control to 26
Ending turn for 26 because doing no-action
Ending control for 26
Giving control to 27
Ending turn for 27 because doing no-action
Ending control for 27
Giving control to 29
29 does SEEK FRIEND (a.d. 11301) in 11778 with 25 APs left
29 does SEEK FRIEND (a.d. 11301) at time 130107010
Soldier 29: Get new path
Handling New gridNo for 29: Old CROUCHED, New CROUCH TO SWAT
Deduct Points (29 at 11778) 4 10
Deduct Points (29 at 11619) 4 10
Deduct Points (29 at 11460) 4 10
29 does TAKE COVER (a.d. 11778) in 11301 with 13 APs left
29 does TAKE COVER (a.d. 11778) at time 130108710
Soldier 29: Get new path
Handling New gridNo for 29: Old SWAT TO CROUCH, New CROUCH TO SWAT
Deduct Points (29 at 11301) 4 10
Deduct Points (29 at 11460) 4 10
Deduct Points (29 at 11619) 4 10
Ending turn for 29 because doing no-action
Ending control for 29
Giving control to 30
30 does TOSS PROJECTILE (a.d. 15615) in 15916 with 22 APs left
30 does TOSS PROJECTILE (a.d. 15615) at time 130110260
Deduct Points (30 at 15916) 2 10
Deduct Points (30 at 15916) 2 10
Deduct Points (30 at 15916) 14 0
Incrementing Attack: Explosion gone off, COunt now 2
@@@@@@@ Reducing attacker busy count..., PHYSICS OBJECT DONE effect gone off
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 1
Incrementing Attack: Explosion dishing out damage, Count now 2
!!!!!!! Person got hit, attack count now 3
!!!!!!! Ending attack, attack count now 2
!!!!!!! Tried to free up attacker, attack count now 2
Deduct Points (5 at 15296) 1 745
Deduct Points (5 at 15296) 4 250
Incrementing Attack: Explosion dishing out damage, Count now 3
!!!!!!! Person got hit, attack count now 4
!!!!!!! Ending attack, attack count now 3
!!!!!!! Tried to free up attacker, attack count now 3
Deduct Points (7 at 15617) 2 598
Deduct Points (7 at 15617) 4 250
Incrementing Attack: Explosion dishing out damage, Count now 4
!!!!!!! Person got hit, attack count now 5
!!!!!!! Ending attack, attack count now 4
!!!!!!! Tried to free up attacker, attack count now 4
Deduct Points (13 at 16096) 1 313
Deduct Points (13 at 16096) 4 250
Incrementing Attack: Explosion dishing out damage, Count now 5
!!!!!!! Person got hit, attack count now 6
!!!!!!! Ending attack, attack count now 5
!!!!!!! Tried to free up attacker, attack count now 5
Deduct Points (12 at 15935) 0 598
Audio Gap List Deleted
Audio Gap List Deleted
Audio Gap List Deleted
@@@@@@@ Releasesoldierattacker, code 497 = check for death
@@@@@@@ Freeing up attacker of 5 (attacker is 30) - releasesoldierattacker num to free is 1
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 4
Soldier Ani: unconscious hit sequence needed for animation 62
@@@@@@@ Releasesoldierattacker, code 497 = check for death
@@@@@@@ Freeing up attacker of 7 (attacker is 30) - releasesoldierattacker num to free is 1
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 3
Soldier Ani: unconscious hit sequence needed for animation 62
@@@@@@@ Releasesoldierattacker, code 497 = check for death
@@@@@@@ Freeing up attacker of 13 (attacker is 30) - releasesoldierattacker num to free is 1
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 2
Soldier Ani: unconscious hit sequence needed for animation 62
@@@@@@@ Releasesoldierattacker, code 497 = check for death
@@@@@@@ Freeing up attacker of 12 (attacker is 30) - releasesoldierattacker num to free is 1
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 1
Soldier Ani: unconscious hit sequence needed for animation 66
@@@@@@@ Reducing attacker busy count..., EXPLOSION effect gone off
>>Target ptr is null!
!!!!!!! Ending attack, attack count now 0
>>Not to enter combat from this attack
Event Pump: Noise from 30 at 15615/0, type 9 volume 11
Event Pump: Noise from 5 at 15296/0, type 7 volume 1
Event Pump: Noise from 7 at 15617/0, type 7 volume 1
Event Pump: Noise from 13 at 16096/0, type 7 volume 1
Event Pump: Noise from 12 at 15935/0, type 7 volume 1
Event Pump: Noise from 156 at 15615/0, type 6 volume 25
Event Pump: Noise from 13 at 16256/0, type 1 volume 4
30 does CHG STANCE (a.d. 3) in 15916 with 4 APs left
30 does CHG STANCE (a.d. 3) at time 130119860
Deduct Points (30 at 15916) 2 10
Ending turn for 30 because doing no-action
Ending control for 30
Giving control to 37
37 does TAKE COVER (a.d. 10661) in 10662 with 25 APs left
37 does TAKE COVER (a.d. 10661) at time 130120320
Soldier 37: Get new path
Deduct Points (37 at 10662) 2 10
Handling New gridNo for 37: Old KNEEL DOWN, New CROUCH TO SWAT
Deduct Points (37 at 10662) 3 10
37 does TAKE COVER (a.d. 10660) in 10661 with 20 APs left
37 does TAKE COVER (a.d. 10660) at time 130121260
Soldier 37: Get new path
Deduct Points (37 at 10661) 2 10
Handling New gridNo for 37: Old KNEEL UP, New RUN
Deduct Points (37 at 10661) 1 15
Deduct Points (37 at 10661) 1 0
37 does TAKE COVER (a.d. 10661) in 10660 with 16 APs left
37 does TAKE COVER (a.d. 10661) at time 130122010
Soldier 37: Get new path
Deduct Points (37 at 10660) 2 10
Handling New gridNo for 37: Old KNEEL DOWN, New CROUCH TO SWAT
Deduct Points (37 at 10660) 3 10
37 does TAKE COVER (a.d. 10660) in 10661 with 11 APs left
37 does TAKE COVER (a.d. 10660) at time 130122930
37 in movement loop, aborting turn
Ending control for 37
Ending AI turn

Deduct Points (0 at 14987) 0 -1000
Deduct Points (1 at 12918) 0 -1552
Deduct Points (2 at 13237) 0 -1000
Deduct Points (3 at 25601) 0 -1068
Deduct Points (4 at 15150) 0 -1000
Deduct Points (5 at 15137) 0 0
Deduct Points (6 at 14361) 0 -1000
Deduct Points (7 at 15618) 0 0
Deduct Points (8 at 25601) 0 -1521
Deduct Points (9 at 25601) 0 -810
Deduct Points (10 at 25601) 0 -480
Deduct Points (11 at 25601) 0 -1180
Deduct Points (12 at 15935) 0 -1000
Deduct Points (12 at 15935) 2 10
Deduct Points (13 at 16256) 0 -2000
Deduct Points (14 at 25601) 0 -1400
Deduct Points (13 at 16256) 2 10
Deduct Points (13 at 16256) 2 10
Soldier 7: Get new path
Deduct Points (7 at 15618) 2 10
Handling New gridNo for 7: Old PRONE UP, New CROUCH TO SWAT
HandleGotoNewGridNo() Failed: Out of Breath
Deduct Points (7 at 15618) 2 125
@@@@@@@ Releasesoldierattacker, code 497 = check for death
Soldier Ani: unconscious hit sequence needed for animation 65
Audio Gap List Deleted
Deduct Points (13 at 16256) 2 10
Soldier 13: Get new path
Handling New gridNo for 13: Old STANDING, New RUN
Deduct Points (13 at 16256) 2 15
Deduct Points (13 at 16256) 1 0
Deduct Points (13 at 16415) 1 15
Deduct Points (13 at 16414) 1 15
Deduct Points (13 at 16413) 1 15
Audio Gap List Deleted
Soldier 13: Get new path
Handling New gridNo for 13: Old RUN, New RUN
Deduct Points (13 at 16412) 1 15
Deduct Points (13 at 16252) 1 15
Deduct Points (13 at 16092) 2 10
Deduct Points (20 at 9879) 0 -1000
Deduct Points (21 at 7943) 0 -1000
Deduct Points (22 at 7456) 0 -1000
Deduct Points (25 at 9662) 0 -1000
Deduct Points (26 at 10455) 0 -1000
Deduct Points (27 at 12538) 0 -1000
Deduct Points (29 at 11778) 0 0
Deduct Points (30 at 15916) 0 0
Deduct Points (37 at 10661) 0 -3800
Giving control to 20
Ending turn for 20 because doing no-action
Ending control for 20
Giving control to 21
Ending turn for 21 because doing no-action
Ending control for 21
Giving control to 22
Ending turn for 22 because doing no-action
Ending control for 22
Giving control to 25
25 does RED ALERT (a.d. 25601) in 9662 with 25 APs left
25 does RED ALERT (a.d. 25601) at time 130140200
Deduct Points (25 at 9662) 5 0
Ending turn for 25 because doing no-action
Ending control for 25
Giving control to 26
Ending turn for 26 because doing no-action
Ending control for 26
Giving control to 27
Ending turn for 27 because doing no-action
Ending control for 27
Giving control to 29
29 does SEEK FRIEND (a.d. 11451) in 11778 with 23 APs left
29 does SEEK FRIEND (a.d. 11451) at time 130140320
Soldier 29: Get new path
Handling New gridNo for 29: Old CROUCHED, New CROUCH TO SWAT
Deduct Points (29 at 11778) 4 10
Deduct Points (29 at 11617) 4 10
Deduct Points (29 at 11456) 3 10
Deduct Points (29 at 11455) 3 10
Deduct Points (29 at 11454) 3 10
Deduct Points (29 at 11453) 3 10
Deduct Points (29 at 11452) 3 10
Ending turn for 29 because doing no-action
Ending control for 29
Giving control to 30
30 does SEEK OPPONENT (a.d. 16080) in 15916 with 24 APs left
30 does SEEK OPPONENT (a.d. 16080) at time 130142760
Soldier 30: Get new path
Deduct Points (30 at 15916) 2 10
Handling New gridNo for 30: Old BIGMERC CROUCH TRANS OUTOF, New RUN
Deduct Points (30 at 15916) 2 15
Deduct Points (30 at 15916) 1 0
Deduct Points (30 at 15757) 1 15
30 does CHG STANCE (a.d. 3) in 15758 with 18 APs left
30 does CHG STANCE (a.d. 3) at time 130143680
Deduct Points (30 at 15758) 2 10
30 does FIRE GUN (a.d. 16092) in 15758 with 16 APs left
30 does FIRE GUN (a.d. 16092) at time 130144290
Event Pump: Begin Fire Weapon
!!!!!!! Starting attack, attack count now 1
!!!!!!! Starting attack, bullets left 1
Deduct Points (30 at 15758) 2 0
!!!!! Incrementing attacker busy count..., CODE FROM ANIMATION SHOOT (R) CROUCH ( 28 ) : Count now 2
Event Pump: FireWeapon
Deduct Points (30 at 15758) 11 0
@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION SHOOT (R) CROUCH ( 28 )
!!!!!!! Ending attack, attack count now 1
!!!!!!! Ending bullet, bullets left 0
@@@@@@@ Freeing up attacker - bullet hit same structure twice
!!!!!!! Ending attack, attack count now 0
>>Not to enter combat from this attack
Event Pump: Noise from 30 at 15758/0, type 5 volume 77
Event Pump: Noise from 30 at 16095/0, type 4 volume 8
Ending turn for 30 because doing no-action
Ending control for 30
Giving control to 37
37 does TAKE COVER (a.d. 10662) in 10661 with 25 APs left
37 does TAKE COVER (a.d. 10662) at time 130146420
Soldier 37: Get new path
Deduct Points (37 at 10661) 2 10
Handling New gridNo for 37: Old KNEEL UP, New RUN
Deduct Points (37 at 10661) 1 15
Deduct Points (37 at 10661) 1 0
37 does TAKE COVER (a.d. 10661) in 10662 with 21 APs left
37 does TAKE COVER (a.d. 10661) at time 130147110
Soldier 37: Get new path
Handling New gridNo for 37: Old STANDING, New RUN
Deduct Points (37 at 10662) 1 15
Deduct Points (37 at 10662) 1 0
37 does TAKE COVER (a.d. 10662) in 10661 with 19 APs left
37 does TAKE COVER (a.d. 10662) at time 130147530
37 in movement loop, aborting turn
Ending control for 37
Ending AI turn

Deduct Points (0 at 14987) 0 -1000
Deduct Points (1 at 12918) 0 -1552
Deduct Points (2 at 13237) 0 -1000
Deduct Points (3 at 25601) 0 -1068
Deduct Points (4 at 15150) 0 -1000
Deduct Points (6 at 14361) 0 -1000
Deduct Points (7 at 15618) 0 0
Deduct Points (8 at 25601) 0 -1521
Deduct Points (9 at 25601) 0 -810
Deduct Points (10 at 25601) 0 -480
Deduct Points (11 at 25601) 0 -1180
Deduct Points (12 at 15935) 0 -1400
Deduct Points (13 at 16092) 0 -4200
Deduct Points (14 at 25601) 0 -1400
Audio Gap List Deleted
Event Pump: Begin Fire Weapon
!!!!!!! Starting attack, attack count now 1
!!!!!!! Starting attack, bullets left 1
Deduct Points (13 at 16092) 2 0
!!!!! Incrementing attacker busy count..., CODE FROM ANIMATION SHOOT (R) CROUCH ( 28 ) : Count now 2
Event Pump: FireWeapon
Deduct Points (13 at 16092) 13 0
@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION SHOOT (R) CROUCH ( 28 )
!!!!!!! Ending attack, attack count now 1
!!!!!!! Ending bullet, bullets left 0
!!!!!!! Person got hit, attack count now 2
!!!!!!! Ending attack, attack count now 1
!!!!!!! Tried to free up attacker, attack count now 1
Deduct Points (30 at 15758) 5 1909
Deduct Points (30 at 15758) 2 0
@@@@@@@ Releasesoldierattacker, normal hit animation ended NEW: READY (R) CROUCH ( 26 ) OLD: GENERIC HIT CROUCH ( 43 )
@@@@@@@ Freeing up attacker of 30 (attacker is 13) - releasesoldierattacker num to free is 1
!!!!!!! Ending attack, attack count now 0
Event Pump: Noise from 13 at 16092/0, type 5 volume 80
Event Pump: Noise from 13 at 15760/0, type 4 volume 8
Event Pump: Noise from 13 at 15758/0, type 4 volume 8
Event Pump: Noise from 30 at 15758/0, type 7 volume 2
Event Pump: Begin Fire Weapon
!!!!!!! Starting attack, attack count now 1
!!!!!!! Starting attack, bullets left 1
!!!!! Incrementing attacker busy count..., CODE FROM ANIMATION SHOOT (R) CROUCH ( 28 ) : Count now 2
Event Pump: FireWeapon
Deduct Points (13 at 16092) 10 0
@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION SHOOT (R) CROUCH ( 28 )
!!!!!!! Ending attack, attack count now 1
Audio Gap List Deleted
!!!!!!! Ending bullet, bullets left 0
@@@@@@@ Freeing up attacker - bullet hit same structure twice
!!!!!!! Ending attack, attack count now 0
Event Pump: Noise from 13 at 16092/0, type 5 volume 80
Event Pump: Noise from 13 at 15411/0, type 4 volume 8
Event Pump: Noise from 13 at 14737/0, type 4 volume 8
Deduct Points (20 at 9879) 0 -1000
Deduct Points (21 at 7943) 0 -1000
Deduct Points (22 at 7456) 0 -1000
Deduct Points (25 at 9662) 0 -2000
Deduct Points (26 at 10455) 0 -1000
Deduct Points (27 at 12538) 0 -1000
Deduct Points (29 at 11451) 0 0
Deduct Points (30 at 15758) 0 0
Deduct Points (37 at 10661) 0 -2200
Giving control to 30
30 does CHG STANCE (a.d. 1) in 15758 with 17 APs left
30 does CHG STANCE (a.d. 1) at time 130163860
Deduct Points (30 at 15758) 2 10
30 does FIRE GUN (a.d. 16092) in 15758 with 15 APs left
30 does FIRE GUN (a.d. 16092) at time 130164450
Event Pump: Begin Fire Weapon
!!!!!!! Starting attack, attack count now 1
!!!!!!! Starting attack, bullets left 1
Deduct Points (30 at 15758) 2 0
!!!!! Incrementing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 ) : Count now 2
Event Pump: FireWeapon
Deduct Points (30 at 15758) 7 0
@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 )
!!!!!!! Ending attack, attack count now 1
!!!!!!! Ending bullet, bullets left 0
!!!!!!! Person got hit, attack count now 2
!!!!!!! Ending attack, attack count now 1
!!!!!!! Tried to free up attacker, attack count now 1
Deduct Points (13 at 16092) 0 1268
Deduct Points (13 at 16092) 5 0
@@@@@@@ Releasesoldierattacker, normal hit animation ended NEW: READY (R) CROUCH ( 26 ) OLD: GENERIC HIT CROUCH ( 43 )
@@@@@@@ Freeing up attacker of 13 (attacker is 30) - releasesoldierattacker num to free is 1
!!!!!!! Ending attack, attack count now 0
>>Not to enter combat from this attack
Event Pump: Noise from 30 at 15758/0, type 5 volume 77
Event Pump: Noise from 30 at 16091/0, type 4 volume 8
Event Pump: Noise from 30 at 16092/0, type 4 volume 8
Event Pump: Noise from 13 at 16092/0, type 7 volume 1
30 does FIRE GUN (a.d. 16092) in 15758 with 6 APs left
30 does FIRE GUN (a.d. 16092) at time 130166530
Event Pump: Begin Fire Weapon
!!!!!!! Starting attack, attack count now 1
!!!!!!! Starting attack, bullets left 1
!!!!! Incrementing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 ) : Count now 2
Event Pump: FireWeapon
Deduct Points (30 at 15758) 6 0
Audio Gap List Deleted
@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION SHOOT (R) PRONE ( 20 )
!!!!!!! Ending attack, attack count now 1
!!!!!!! Ending bullet, bullets left 0
!!!!!!! Person got hit, attack count now 2
Handling morale event 5 for  at X=9, Y=12, Z=0
!!!!!!! Ending attack, attack count now 1
!!!!!!! Tried to free up attacker, attack count now 1
Deduct Points (13 at 16092) 12 1308
Deduct Points (13 at 16092) 5 0
@@@@@@@ Releasesoldierattacker, normal hit animation ended NEW: READY (R) CROUCH ( 26 ) OLD: GENERIC HIT CROUCH ( 43 )
@@@@@@@ Freeing up attacker of 13 (attacker is 30) - releasesoldierattacker num to free is 1
!!!!!!! Ending attack, attack count now 0
>>Not to enter combat from this attack
Event Pump: Noise from 30 at 15758/0, type 5 volume 77
Event Pump: Noise from 30 at 16092/0, type 4 volume 8
Event Pump: Noise from 13 at 16092/0, type 7 volume 4
Ending turn for 30 because doing no-action
Ending control for 30
Giving control to 20
20 does RED ALERT (a.d. 25601) in 9879 with 25 APs left
20 does RED ALERT (a.d. 25601) at time 130168210
Deduct Points (20 at 9879) 5 0
Ending turn for 20 because doing no-action
Ending control for 20
Giving control to 21
Ending turn for 21 because doing no-action
Ending control for 21
Giving control to 22
Ending turn for 22 because doing no-action
Ending control for 22
Giving control to 25
Ending turn for 25 because doing no-action
Ending control for 25
Giving control to 26
Ending turn for 26 because doing no-action
Ending control for 26
Giving control to 27
Ending turn for 27 because doing no-action
Ending control for 27
Giving control to 29
29 does SEEK OPPONENT (a.d. 11771) in 11451 with 22 APs left
29 does SEEK OPPONENT (a.d. 11771) at time 130170140
Soldier 29: Get new path
Handling New gridNo for 29: Old CROUCHED, New CROUCH TO SWAT
Deduct Points (29 at 11451) 3 10
{ 88388125 } Exiting Game [Line 748 in .\sgp.c]
{ 88388781 } ShutDownFileDatabase( ): 2657 bytes of ram used for the Library #  0, path '',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388781 } ShutDownFileDatabase( ): 555 bytes of ram used for the Library #  1, path 'Ambient\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388796 } ShutDownFileDatabase( ): 20796 bytes of ram used for the Library #  2, path 'Anims\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388796 } ShutDownFileDatabase( ): 33934 bytes of ram used for the Library #  3, path 'battlesnds\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388843 } ShutDownFileDatabase( ): 6960 bytes of ram used for the Library #  4, path 'BigItems\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388843 } ShutDownFileDatabase( ): 1290 bytes of ram used for the Library #  5, path 'BinaryData\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388843 } ShutDownFileDatabase( ): 2014 bytes of ram used for the Library #  6, path 'cursors\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388843 } ShutDownFileDatabase( ): 8612 bytes of ram used for the Library #  7, path 'faces\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388843 } ShutDownFileDatabase( ): 1002 bytes of ram used for the Library #  8, path 'fonts\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388843 } ShutDownFileDatabase( ): 6268 bytes of ram used for the Library #  9, path 'Interface\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388843 } ShutDownFileDatabase( ): 8712 bytes of ram used for the Library # 10, path 'Laptop\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388859 } ShutDownFileDatabase( ): 852 bytes of ram used for the Library # 11, path 'campaigns\unfinished business\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388859 } ShutDownFileDatabase( ): 1792 bytes of ram used for the Library # 12, path 'MercEdt\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388859 } ShutDownFileDatabase( ): 1353 bytes of ram used for the Library # 14, path 'npc_speech\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388859 } ShutDownFileDatabase( ): 6909 bytes of ram used for the Library # 15, path 'npcdata\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388859 } ShutDownFileDatabase( ): 812 bytes of ram used for the Library # 16, path 'radarmaps\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388859 } ShutDownFileDatabase( ): 12839 bytes of ram used for the Library # 17, path 'sounds\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88388859 } ShutDownFileDatabase( ): 274759 bytes of ram used for the Library # 18, path 'Speech\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88390359 } ShutDownFileDatabase( ): 211872 bytes of ram used for the Library # 19, path 'tilesets\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88391484 } ShutDownFileDatabase( ): 1412 bytes of ram used for the Library # 20, path 'loadscreens\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
{ 88391484 } ShutDownFileDatabase( ): 2248 bytes of ram used for the Library # 22, path 'Editor\',  in the File Database System
 [Line 1029 in .\LibraryDataBase.c]
