1) In 
actor APLAYER / ifaction PFROZEN:
oblivion.con
      ifp ponsteroids 
        {
          count SHRUNKCOUNT
          sound BIGBANG 
        }
      else
game.con 
      ifp ponsteroids
        count SHRUNKCOUNT
        sound BIGBANG
      else
2) In 
actor ORGANTIC TURRETSTRENGTH:
oblivion.con
   else
    ifcount 32
  { 
    sizeto 32 32
  }
game.con 
 else
  {
    ifcount 32
    sizeto 32 32
  }
3) In 
state pigshootenemystate:
oblivion.con
  ifcansee
game.con 
// ifcansee
4) 
Bracket fixes in state elder_spheredead / checkelder_spherenearplayer / elder_spheregetstate ([ ] replaced by { })
5) In 
useractor notenemy POISONFRUIT:
oblivion.con
        ifspawnedby POISONFRUIT
          {
            sound ZAXTOR_PAIN4
            state getcode
          }
        else
game.con 
        ifspawnedby POISONFRUIT
          sound ZAXTOR_PAIN4
          state getcode
        else
6) In 
useractor notenemy EXPLOSIONPLATE:
oblivion.con
ifaction AEXPLOSIONPLATED // if this action is playing
{
  ifactioncount 23 nullop else // if frames exceed this amount
  palfrom 64 64 64 64 // flash white
}
game.con 
ifaction AEXPLOSIONPLATED // if this action is playing
{
palfrom 64 64 64 64 // flash white
ifactioncount 23 // if frames exceed this amount
{
}
}
7) In 
state checkion_spherehitstate:
oblivion.con
        ifrnd 48
          {
            ai AIION_SPHEREDODGE
            ai AIION_SPHEREDODGEUP
          }
    else
game.con 
        ifrnd 48
          ai AIION_SPHEREDODGE
      ai AIION_SPHEREDODGEUP
    else
8) In 
actor DREADOOZE:
oblivion.con
    ifactor DREADOOZE
        ifpdistl RETRIEVEDISTANCE
          ifcount 10
              ifcanseetarget
               addphealth -1
  {
      {
       ifcount 32
       soundonce EARTHQUAKE
      }
      ifcount 64 ifrnd 6
game.con 
     ifactor DREADOOZE
        ifpdistl RETRIEVEDISTANCE
          ifcount 10
              ifcanseetarget
               addphealth -1
  {
      {
       soundonce EARTHQUAKE
        ifcount 32
      }
      ifcount 64 ifrnd 6
9) In 
useractor notenemy FAKEACCESSCARD:
oblivion.con
        ifspawnedby FAKEACCESSCARD
          {
            sound DUKE_HIT_STRIPPER1
            state getcode
          }
        else
game.con 
        ifspawnedby FAKEACCESSCARD
          sound DUKE_HIT_STRIPPER1
          state getcode
        else
10) In 
useractor notenemy FOSSA_GUENEY:
oblivion.con
        ifspawnedby FRUIT
//          state getcode
//      else
          state quikget
game.con 
        ifspawnedby FRUIT
//          state getcode
        else
          state quikget
11)
 Commented out/deactivated case DRILLBOSSEYE in line 14335 (was already defined elsewhere)
12) In 
useractor notenemy BOSS_SLAYED_GEM:
oblivion.con
        ifspawnedby BOSS_SLAYED_GEM
          {
            ifspritepal 10 { setvar SPD_BOSS1 1 }
            ifspritepal 11 { setvar SPD_BOSS2 1 }
            ifspritepal 12 { setvar SPD_BOSS3 1 }
            ifspritepal 13 { setvar SPD_BOSS4 1 }
            ifspritepal 14 { setvar SPD_BOSS5 1 }
            ifspritepal 15 { setvar SPD_BOSS6 1 }
            ifspritepal 16 { setvar SPD_BOSS7 1 }
            state getcode
          }
        else
game.con 
        ifspawnedby BOSS_SLAYED_GEM
          ifspritepal 10 { setvar SPD_BOSS1 1 }
          ifspritepal 11 { setvar SPD_BOSS2 1 }
          ifspritepal 12 { setvar SPD_BOSS3 1 }
          ifspritepal 13 { setvar SPD_BOSS4 1 }
          ifspritepal 14 { setvar SPD_BOSS5 1 }
          ifspritepal 15 { setvar SPD_BOSS6 1 }
          ifspritepal 16 { setvar SPD_BOSS7 1 }
          state getcode
        else
13) In 
actor HJZZY_EYEDMG3 HJZZY_EYESTRENGTH4:
oblivion.con
  ifhitweapon {
    ifstrength HJZZY_EYELEVEL1 nullop else
    {
      globalsound MTHRSCREAM
      state checkshjzzy_eye4hitstate
    }
  }
enda
game.con 
   ifhitweapon
    globalsound MTHRSCREAM
     state checkshjzzy_eye4hitstate
      ifstrength HJZZY_EYELEVEL1
enda
14) In 
actor FACIAL_DISTURBANCE:
oblivion.con
    ifactor FACIAL_DISTURBANCE
        ifpdistl RETRIEVEDISTANCE
          ifcount 10
              ifcanseetarget
               shoot GROWSPARK
  {
      {
       ifcount 32
       soundonce ACTOR_GROWING
      }
      ifcount 18 ifrnd 96
game.con 
    ifactor FACIAL_DISTURBANCE
        ifpdistl RETRIEVEDISTANCE
          ifcount 10
              ifcanseetarget
               shoot GROWSPARK
  {
      {
       soundonce ACTOR_GROWING
        ifcount 32
      }
      ifcount 18 ifrnd 96
15) In 
actor SKULL_OF_DEATH_ ANS_FORM2_HP:
oblivion.con
/*    
  else
      ifai AISKULL_OF_DEATHSHRUNK
      state skullofdeathshrunkstate
*/  
    else
    ifai AISKULL_OF_DEATHDODGE
game.con 
  else
/*    ifai AISKULL_OF_DEATHSHRUNK
      state skullofdeathshrunkstate
*/  else
    ifai AISKULL_OF_DEATHDODGE
16) In 
actor TORNADO_OF_DEATH ANS_FORM3_HP:
oblivion.con
    ifactor TORNADO_OF_DEATH
        ifpdistl RETRIEVEDISTANCE
          ifcount 10
              ifcanseetarget
               shoot GROWSPARK
  {
      {
       ifcount 32
       soundonce ANCIENTSPIRITSPK
      }
      ifcount 18 ifrnd 96
game.con 
    ifactor TORNADO_OF_DEATH
        ifpdistl RETRIEVEDISTANCE
          ifcount 10
              ifcanseetarget
               shoot GROWSPARK
  {
      {
       soundonce ANCIENTSPIRITSPK
        ifcount 32
      }
      ifcount 18 ifrnd 96
17) In 
useractor notenemy BRACELET_OF_HP:
oblivion.con
        ifspawnedby BRACELET_OF_HP
          {
            palfrom 56 63 23 1
            state getcode
          }
        else
game.con 
        ifspawnedby BRACELET_OF_HP
          palfrom 56 63 23 1
          state getcode
        else
18) In 
useractor notenemy AMULET_OF_CHAOS:
oblivion.con
        ifspawnedby AMULET_OF_CHAOS
          {
            sound GENERIC_AMBIENCE6
            state getcode
          }
        else
game.con 
         ifspawnedby AMULET_OF_CHAOS
          sound GENERIC_AMBIENCE6
          state getcode
        else