Do ZS_Poisoned:
// *****************************
// B_StopPoisoned
// *****************************
func void B_StopPoisoned()
{	
	Npc_ClearAIQueue(self);
	AI_StandUp		(self);
	if (self.guild < GIL_SEPERATOR_HUM)
	{
		B_AssessDamage();
	}
	else
	{
		Npc_SetTempAttitude (self, ATT_HOSTILE); 
	};
	
	
};
// **************************
// ZS_Poisoned
// **************************
func int ZS_Poisoned()
{
	
	self.aivar[AIV_FreezeStateTime] = 0;
 };
func int ZS_Poisoned_Loop ()
{	
	// EXIT LOOP IF...
	
	if (Npc_GetStateTime(self) > 500)
	{
		B_StopPoisoned();
		return LOOP_END;
	};
	
	// LOOP FUNC
	if (Npc_GetStateTime(self) != self.aivar[AIV_FreezeStateTime])
	{
		self.aivar[AIV_FreezeStateTime] = Npc_GetStateTime(self);
	
		// ------ Damage abziehen, aber NICHT sterben (immer mindeststens 1 LE behalten) ------
		if (self.attribute[ATR_HITPOINTS] > (self.attribute[ATR_HITPOINTS] - 5))
		{
			B_MagicHurtNpc(other, self, SPL_FREEZE_DAMAGE);
			AI_StartState (self , ZS_Attack, 0, ""); //TUTAJ
		};
	};
	
	return				LOOP_CONTINUE;
};
func void ZS_Poisoned_End()
{
};