func void xxx_banditsloop()
{
var int randsay;
if(!Npc_IsDead(XXX_BDT_001))
{
XXX_BDT_001.wp = Npc_GetNearestWP(XXX_BDT_001);
if((Npc_GetDistToNpc(XXX_BDT_001, hero) > 2000) && (Npc_GetDistToNpc(XXX_BDT_001, hero) <= 3000) && (Npc_IsInFightMode(XXX_BDT_001, FMODE_NONE)) && (nowaypointspawn != 2))
{
AI_TurnToNpc(XXX_BDT_001, hero);
randsay = Hlp_Random(12);
if(randsay == 0)
{
B_Say(XXX_BDT_001,hero,"$KILLENEMY");
}
else if(randsay == 1)
{
B_Say(XXX_BDT_001,hero,"$DIESTUPIDBEAST");
}
else if(randsay == 2)
{
B_Say(XXX_BDT_001,hero,"$DIEENEMY");
}
else if(randsay == 3)
{
B_Say(XXX_BDT_001,hero,"$STUPIDBEASTKILLED");
}
else if(randsay == 4)
{
B_Say(XXX_BDT_001,hero,"$IGETYOUSTILL");
}
else if(randsay == 5)
{
B_Say(XXX_BDT_001,hero,"$YOUDAREHITME");
}
else if(randsay == 6)
{
B_Say_Overlay(XXX_BDT_001,hero,"$KILLENEMY");
}
else if(randsay == 7)
{
B_Say_Overlay(XXX_BDT_001,hero,"$DIESTUPIDBEAST");
}
else if(randsay == 8)
{
B_Say_Overlay(XXX_BDT_001,hero,"$DIEENEMY");
}
else if(randsay == 9)
{
B_Say_Overlay(XXX_BDT_001,hero,"$STUPIDBEASTKILLED");
}
else if(randsay == 10)
{
B_Say_Overlay(XXX_BDT_001,hero,"$IGETYOUSTILL");
}
else if(randsay == 11)
{
B_Say_Overlay(XXX_BDT_001,hero,"$YOUDAREHITME");
};
if (Npc_IsInFightMode(XXX_BDT_001, FMODE_NONE))
{
AI_ReadyMeleeWeapon(XXX_BDT_001);
ai_readyrangedweapon(XXX_BDT_001);
};
AI_SetWalkMode(XXX_BDT_001, NPC_RUN);
AI_GotoNpc(XXX_BDT_001, hero);
};
if(Npc_GetDistToNpc(XXX_BDT_001, hero) <= 2000)
{
B_Attack(XXX_BDT_001,hero,AR_KILL,0);
};
};