[540] | 1 | func void start(string ai_name)
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| 2 | {
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| 3 | #Konoko temp spawn location.
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| 4 | chr_location 0 229 -90 -384
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| 5 | #Chair stuff
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| 6 | env_show 171 1
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| 7 | env_show 172 1
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| 8 | env_show 173 1
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| 9 | env_show 174 1
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| 10 | dprint start
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| 11 |
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| 12 |
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| 13 | setup_doors
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| 14 | fork laser_byebye
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| 15 | #trigvolume_enable trigger_volume_29 0
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| 16 | #trigvolume_enable trigger_volume_35 0
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| 17 | #trigvolume_enable trigger_volume_39 0
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| 18 | #trigvolume_enable trigger_volume_36 0
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| 19 | #trigvolume_enable trigger_volume_41 0
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| 20 |
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| 21 | my_save_point = save_point;
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| 22 |
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| 23 | env_show 403 0
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| 24 |
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| 25 | env_show 1010 0
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| 26 | dprint restore5
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| 27 | objective_set(4)
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| 28 | trigvolume_enable trigger_volume_42 0
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| 29 | trigvolume_enable trigger_volume_35 0
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| 30 | #Old Door locking
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| 31 | particle ZomShin_door_locklight01 do start
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| 32 | #door_lock 16
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| 33 |
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| 34 | #TCTF II cutscene "Base"
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| 35 | env_show 171 1
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| 36 | env_show 172 1
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| 37 | env_show 173 1
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| 38 | env_show 174 1
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| 39 | # particle Forcefield do start
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| 40 | # particle zombiesteam start
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| 41 | #sound_ambient_start zomshin_amb_loop 1.0
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| 42 | #music_zom
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| 43 |
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| 44 | #these next lines place griffin where he should be
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| 45 | dprint place_griffin_and_holster
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| 46 | ai2_spawn ZomGrif
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| 47 | ai2_makeignoreplayer ZomGrif 1
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| 48 | # make sure that griffin is aiming his weapon!
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| 49 | ai2_setmovementmode ZomGrif walk
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| 50 | # ai2_passive ZomGrif 1
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| 51 | playback ZomGrif ZomGrifDraw
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| 52 |
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| 53 | # don't call the GrifSpawn function again
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| 54 |
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| 55 | # create_zomshin
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| 56 | playback ZomShin BaseShin
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| 57 | chr_create 1202
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| 58 | chr_envanim 1202 IntroGriffinBox02
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| 59 |
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| 60 | # zombie_round_2
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| 61 | chr_wait_health 1202 0
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| 62 | #slowmo 1000
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| 63 | #this will be replaced with a low gravity ONCC
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| 64 | ai2_spawn l1
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| 65 | chr_invincible l1
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| 66 | chr_envanim l1 IntroGriffinBox03 norotation
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| 67 | }
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| 68 | func void laser_byebye {
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| 69 | #should probably be replaced with some BINATRIG mods, but this will do for now
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| 70 | dprint laser_go_bye_bye
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| 71 | trig_deactivate 1
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| 72 | trig_deactivate 2
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| 73 | trig_deactivate 3
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| 74 | trig_deactivate 4
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| 75 | trig_deactivate 5
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| 76 | trig_deactivate 8
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| 77 | trig_deactivate 303
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| 78 | trig_deactivate 100
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| 79 | trig_deactivate 101
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| 80 | trig_deactivate 500
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| 81 | trig_deactivate 400
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| 82 | sleep 15
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| 83 | trig_deactivate 503
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| 84 | sleep 5
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| 85 | trig_deactivate 502
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| 86 | sleep 5
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| 87 | trig_deactivate 501
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| 88 | sleep 15
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| 89 | trig_deactivate 510
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| 90 | sleep 5
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| 91 | trig_deactivate 511
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| 92 | sleep 5
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| 93 | trig_deactivate 512
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| 94 | sleep 15
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| 95 | trig_deactivate 520
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| 96 | sleep 5
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| 97 | trig_deactivate 521
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| 98 | sleep 5
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| 99 | trig_deactivate 522
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| 100 | sleep 15
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| 101 | trig_deactivate 320
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| 102 | sleep 15
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| 103 | trig_deactivate 315
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| 104 | sleep 15
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| 105 | trig_deactivate 302
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| 106 | }
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| 107 | func void setup_doors(void) {
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| 108 | #Old door locks
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| 109 | # door_unlock 65
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| 110 | # door_unlock 71
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| 111 | # door_unlock 59
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| 112 | # door_unlock 61
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| 113 | # door_unlock 67
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| 114 | # door_lock 7
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| 115 | # door_lock 4
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| 116 | # door_lock 5
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| 117 | # door_lock 8
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| 118 | # door_lock 6
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| 119 | # door_lock 9
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| 120 | # console_deactivate 3
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| 121 | chr_location 1 90 .5 -50
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| 122 | # incidental zombie shinatama dialog
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| 123 | trigvolume_enable shinzom_voice1 0
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| 124 | trigvolume_enable shinzom_voice2 0
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| 125 | trigvolume_enable shinzom_voice3 0
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| 126 | trigvolume_enable shinzom_voice4 0
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| 127 |
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| 128 | #Most of this needs to be activated with a console. More later.
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| 129 | #Triple door
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| 130 | particle lastdoor1_locklight01 do start
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| 131 | particle lastdoor2_locklight01 do start
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| 132 | particle lastdoor3_locklight01 do start
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| 133 | door_unlock 97
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| 134 |
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| 135 | #Blue door
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| 136 | #Look, ma! I broke the door!
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| 137 | #Needs sparks :P
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| 138 | door_open 28
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| 139 | door_jam 28
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| 140 | particle floor4_lock_locklight01 do stop
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| 141 |
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| 142 |
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| 143 | #First door
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| 144 | particle griffin_locklight01 do start
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| 145 |
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| 146 | #We three doors (yellow)
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| 147 | #particle door42_locklight01 do start
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| 148 | #particle stair_lock_locklight01 do start
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| 149 | #particle roof_doors_locklight01 do start
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| 150 | door_lock 19
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| 151 | door_lock 20
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| 152 | door_lock 24
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| 153 |
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| 154 | #Goodie Room
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| 155 | door_lock 36
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| 156 |
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| 157 | #TCTF and BGI seperation, lower floor
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| 158 | door_lock 22
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| 159 | }
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| 160 |
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| 161 | func void setup_lower(string ai_name) {
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| 162 | #Closes the stupid door
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| 163 | door_unjam 97
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| 164 | door_close 97
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| 165 | door_lock 97
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| 166 | particle lastdoor1_locklight01 do stop
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| 167 | particle lastdoor2_locklight01 do stop
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| 168 | particle lastdoor3_locklight01 do stop
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| 169 |
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| 170 | ai2_spawn jubei
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| 171 | chr_boss_shield jubei
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| 172 | chr_givepowerup jubei shield 1
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| 173 | ai2_doalarm jubei 13
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| 174 | }
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| 175 | var bool eggman;
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| 176 | func void open_yellow(string char) {
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| 177 |
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| 178 |
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| 179 | eggman = chr_is_player(char);
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| 180 |
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| 181 | if (eggman eq 0)
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| 182 | {
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| 183 | if (distracted eq 0)
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| 184 | {
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| 185 | #Places jubei in the proper position and anim
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| 186 | dprint robotnik
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| 187 | chr_animate(char, STRIKEconsole, 7777777);
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| 188 | console_reset 13
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| 189 | sleep 10
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| 190 | chr_freeze jubei 1
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| 191 | #This animation will be ended when konoko enters. Yes, I am OCD. He must type!
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| 192 | }
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| 193 | }
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| 194 |
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| 195 | if (eggman eq 1)
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| 196 | {
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| 197 | #If player, unlock the yellow doors ^_^
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| 198 | dprint sonic
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| 199 | particle door42_locklight01 do start
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| 200 | particle stair_lock_locklight01 do start
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| 201 | particle roof_doors_locklight01 do start
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| 202 | door_unlock 19
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| 203 | door_unlock 20
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| 204 | door_unlock 24
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| 205 | }
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| 206 | }
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| 207 | var bool eggman2;
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| 208 | var int distracted = 0;
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| 209 | func void distract_console(string char) {
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| 210 |
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| 211 | eggman2 = chr_is_player(char);
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| 212 | if (eggman2 eq 0)
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| 213 | {
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| 214 | #Make jubei go back to other console
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| 215 | dprint jubei_is_distracted
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| 216 | distracted = 1;
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| 217 | ai2_tripalarm jubei 0
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| 218 | #ai2_doalarm jubei 13
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| 219 | #ai2_movetoflag jubei 598
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| 220 | }
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| 221 | if (eggman2 eq 1)
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| 222 | {
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| 223 | ai2_boss_battle = 1;
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| 224 | #Make jubei go to this console
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| 225 | dprint distracting_jubei
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| 226 | chr_freeze jubei 0
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| 227 | chr_animate(jubei, STRIKEconsole, 7);
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| 228 | sleep 10
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| 229 | console_reset 2
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| 230 | #I need to make this a patrol path
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| 231 | #I could also set his team to Neutral and then make him get attacked by Konoko :> (TRAM derived particle)
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| 232 | #Even better.
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| 233 | ai2_tripalarm 1 0
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| 234 | #erm...much better :>
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| 235 | #ai2_comehere jubei
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| 236 | ai2_setmovementmode jubei run
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| 237 | sleep 10
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| 238 | ai2_attack jubei 0
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| 239 | sleep 10
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| 240 | ai2_forget jubei
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| 241 | #I need to set up a trigger volume still, but meh.
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| 242 | #ai2_doalarm jubei 2
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| 243 | fork jubei_loop
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| 244 | }
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| 245 | }
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| 246 |
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| 247 | func void jubei_loop(void) {
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| 248 | if(jubei_dead eq 0) {
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| 249 | ai2_tripalarm 1 0
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| 250 | #erm...much better :>
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| 251 | #ai2_comehere jubei
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| 252 | ai2_setmovementmode jubei run
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| 253 | sleep 10
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| 254 | ai2_attack jubei 0
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| 255 | sleep 10
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| 256 | ai2_forget jubei
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| 257 | fork jubei_loop
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| 258 | }
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| 259 | }
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| 260 | func void jubei_noticed(void) {
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| 261 | dprint jubei_noticed
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| 262 | ai2_inactive jubei
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| 263 | #ai2_comehere jubei
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| 264 | }
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| 265 |
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| 266 | var int jubei_dead = 0;
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| 267 | func void jubei_died(string ai_name) {
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| 268 | jubei_dead = 1
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| 269 | fork lsi_loop
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| 270 | }
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| 271 |
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| 272 | func void jubei_defeated(void) {
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| 273 | chr_inv_reset jubei
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| 274 | chr_givepowerup jubei lsi 2
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| 275 | chr_givepowerup hypo 2
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| 276 | chr_set_health jubei 0
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| 277 | }
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| 278 |
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| 279 | func void lsi_loop(void) {
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| 280 | #needs to quit after a certain amount of time.
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| 281 | if(chr_has_lsi(0)) {
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| 282 | chr_boss_shield 0
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| 283 | chr_givepowerup 0 shield 100
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| 284 | }
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| 285 | else {
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| 286 | sleep 30
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| 287 | fork lsi_loop
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| 288 | }
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| 289 | }
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| 290 | func void t33(string ai_name)
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| 291 | {
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| 292 | #Opens stupid door
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| 293 | dprint Open_stupid
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| 294 | sleep 20
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| 295 | door_open 97
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| 296 | door_jam 97
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| 297 |
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| 298 | fork BGI_died(BGI_lower1)
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| 299 | fork BGI_died(BGI_lower2)
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| 300 | fork BGI_died(BGI_lower3)
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| 301 | fork BGI_died(BGI_lower4)
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| 302 | fork BGI_died(BGI_lower5)
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| 303 | # fork BGI_died(BGI_lower6)
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| 304 | # fork BGI_died(BGI_lower7)
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| 305 | # fork BGI_died(BGI_lower8)
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| 306 |
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| 307 |
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| 308 | fork TCTF_died(TCTF_lower1)
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| 309 | fork TCTF_died(TCTF_lower2)
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| 310 | fork TCTF_died(TCTF_lower3)
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| 311 | fork TCTF_died(TCTF_lower4)
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| 312 | fork TCTF_died(TCTF_lower5)
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| 313 | # fork TCTF_died(TCTF_lower6)
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| 314 | # fork TCTF_died(TCTF_lower7)
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| 315 | # fork TCTF_died(TCTF_lower8)
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| 316 |
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| 317 |
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| 318 | }
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| 319 | func powersub1(string ai_name)
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| 320 | {
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| 321 | dprint powersub1_active
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| 322 | sub1 = 1;
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| 323 | particle spine1 start
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| 324 | particle spinesound1 start
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| 325 |
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| 326 | if(sub3 eq 0)
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| 327 | {
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| 328 | # target_set(594,30.0)
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| 329 | }
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| 330 | if(sub3 ne 0)
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| 331 | {
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| 332 | if(sub2 eq 0)
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| 333 | {
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| 334 | # target_set(595,30.0)
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| 335 | }
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| 336 | }
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| 337 | check_power
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| 338 | }
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| 339 |
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| 340 | func powersub2(string ai_name)
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| 341 | {
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| 342 | dprint powersub2_active
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| 343 | particle spine2 do start
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| 344 | particle spinesound2 start
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| 345 | sub2 = 1;
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| 346 | if(sub3 eq 0)
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| 347 | {
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| 348 | # target_set(594,30.0)
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| 349 | }
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| 350 | if(sub3 ne 0)
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| 351 | {
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| 352 | if(sub1 eq 0)
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| 353 | {
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| 354 | # target_set(587,30.0)
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| 355 | }
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| 356 | }
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| 357 | check_power
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| 358 | }
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| 359 |
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| 360 | func powersub3(string ai_name)
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| 361 | {
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| 362 | dprint powersub3_active
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| 363 | sub3 = 1;
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| 364 | particle spine3 do start
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| 365 | particle spinesound3 start
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| 366 | if(sub2 eq 0)
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| 367 | {
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| 368 | # target_set(595,30.0)
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| 369 | }
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| 370 |
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| 371 | if(sub2 ne 0)
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| 372 | {
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| 373 | if(sub1 eq 0)
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| 374 | {
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| 375 | # target_set(587,30.0)
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| 376 | }
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| 377 | }
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| 378 | check_power
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| 379 | }
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| 380 |
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| 381 | func check_power(string ai_name)
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| 382 | {
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| 383 | dprint check_power_active
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| 384 | counter = counter - 1
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| 385 | if (counter eq 1)
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| 386 | {
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| 387 | #sound_dialog_play c14_54_27konoko
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| 388 | #sound_dialog_play_block pause
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| 389 | }
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| 390 |
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| 391 | if (counter eq 0)
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| 392 | {
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| 393 | dprint defenses_active
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| 394 |
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| 395 | }
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| 396 | }
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| 397 |
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| 398 |
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| 399 | func void t9(string ai_name)
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| 400 | {
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| 401 | #Trigger after exit basement
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| 402 | dprint heyT9
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| 403 | }
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| 404 |
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| 405 | func void floor4_lock(string ai_name)
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| 406 | {
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| 407 |
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| 408 | door_unlock 36
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| 409 | door_open 36
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| 410 | door_jam 36
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| 411 | #trigvolume_enable trigger_volume_39 1
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| 412 |
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| 413 | }
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| 414 |
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| 415 | func void respawn(string ai_name)
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| 416 | {
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| 417 |
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| 418 | ai2_spawn(ai_name, force)
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| 419 |
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| 420 | }
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| 421 |
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| 422 | func void TCTF_spawned(string ai_name)
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| 423 | {
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| 424 | ai2_movetoflag(ai_name, 9101)
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| 425 | }
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| 426 |
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| 427 | func void BGI_spawned(string ai_name)
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| 428 | {
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| 429 | ai2_movetoflag(ai_name, 9101)
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| 430 | }
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| 431 |
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| 432 | var string last_BGI = "none";
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| 433 | var string last_TCTF = "none";
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| 434 | func void BGI_died(string ai_name)
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| 435 | {
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| 436 | last_BGI = ai_name;
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| 437 | if (jubei_dead eq 0) {
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| 438 | ai2_spawn(ai_name, force)
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| 439 | ai2_setmovementmode(ai_name, run)
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| 440 | ai2_movetoflag(ai_name, 9101)
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| 441 | sleep 200
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| 442 | ai2_movetoflag(ai_name, 9101)
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| 443 | ai2_makeaware(ai_name, last_TCTF)
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| 444 | }
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| 445 |
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| 446 | }
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| 447 |
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| 448 | func void TCTF_died(string ai_name)
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| 449 | {
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| 450 | last_TCTF = ai_name;
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| 451 | ai2_spawn(ai_name, force)
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| 452 | ai2_setmovementmode(ai_name, run)
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| 453 | ai2_movetoflag(ai_name, 9101)
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| 454 | sleep 200
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| 455 | ai2_movetoflag(ai_name, 9101)
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| 456 | ai2_makeaware(ai_name, last_BGI)
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| 457 | }
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