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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