1 | #
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2 | # lab_cutscene.bsl
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3 | #
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4 |
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5 | func void shin_intro_dialogue(void)
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6 | {
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7 | sound_dialog_play c00_01_99shinatama
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8 | cinematic_start (SHINtalking, 180, 180, 15, 1, 20, false)
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9 | sound_dialog_play_block pause
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10 | cinematic_stop (SHINtalking, 15, 20)
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11 | }
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12 |
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13 | func void intro(void)
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14 | {
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15 | fade_out 0 0 0 0
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16 | cm_interpolate Camout01 0
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17 | sleep 13
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18 | begin_cutscene
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19 | #hide motorcycle gunk
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20 | env_show 8 0
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21 | env_show 9 0
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22 | env_show 10 0
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23 | chr_nocollision 0 1
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24 | chr_forceholster 0 1
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25 | sleep 60
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26 | fade_in 120
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27 | #fork camcontrol
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28 | cm_anim both Camout01
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29 | obj_create 8 10
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30 | env_anim 8 10
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31 | chr_envanim 0 KonBipedBox01
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32 | chr_animate 0 KONOKOcycle_ride 880
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33 | sleep 15
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34 | cutscene_sync mark
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35 | sound_ambient_start c02_02_01_motorcyclea
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36 | cm_wait
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37 | cm_anim both Camout02
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38 | cutscene_sync mark
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39 |
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40 | fork shin_intro_dialogue
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41 |
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42 | sound_ambient_start c02_02_01_motorcycleb 0.7
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43 |
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44 | cm_wait
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45 | cm_anim both Camout03
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46 | cutscene_sync mark
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47 |
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48 | sound_ambient_start c02_02_01_motorcyclec 0.7
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49 |
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50 | ai2_spawn Barabus
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51 | ai2_setmovementmode Barabus walk
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52 | playback Barabus IntroSubboss01
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53 | cm_wait
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54 | cm_anim both Camout04
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55 | sleep 20
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56 | cutscene_sync mark
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57 |
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58 | sound_ambient_start c02_14_27_jump_land_skid
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59 |
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60 | sleep 40
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61 | chr_animate Barabus STRIKElev3_startle
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62 | cm_wait
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63 | cm_anim both Camout05
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64 | chr_animate 0 KONOKOlev3_intro_stop
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65 | env_setanim 8 hubs_stop
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66 | env_setanim 9 hubs_rear_stop
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67 | env_setanim 10 motorcycle02_stop
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68 | chr_envanim 0 KonBipedBox02 norotation
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69 | cm_wait
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70 | cm_interpolate Camout06 0
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71 | #chr_create 1000 start
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72 | #chr_neutral 1000 1
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73 | cinematic_start (BOSS1talking, 180, 180, 20, 8, 20, false)
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74 | sleep 20
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75 | sound_dialog_play c03_10_01barabas
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76 | sound_dialog_play_block pause
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77 | sleep 20
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78 | cinematic_stop (BOSS1talking, 19, 20)
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79 | #hide motorcycle object
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80 | obj_kill 8 10
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81 | #unhide motorcycle gunk
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82 | env_show 10 1
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83 | env_show 9 1
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84 | env_show 8 1
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85 | #setup Konoko for scene
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86 | playback 0 IntroKonoko01
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87 | sleep 10
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88 | cm_reset
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89 | chr_nocollision 0 0
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90 | end_cutscene
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91 | set_objective_1
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92 | trigvolume_enable save_1_trig 1
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93 | ai2_attack Barabus konoko
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94 |
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95 | sound_music_start mus_main01_hd 0.8
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96 | }
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97 |
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98 | func void camcontrol(void)
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99 | {
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100 | cm_anim both Camout01
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101 | cm_anim both Camout02
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102 | cm_anim both Camout03
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103 | cm_anim both Camout04
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104 | cm_anim both Camout05
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105 | cm_wait
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106 | letterbox 0
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107 | cm_jello 1
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108 | cm_reset
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109 | chr_nocollision 0 0
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110 | input 1
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111 | }
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112 |
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113 | func void rocket(void)
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114 | {
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115 | sound_music_stop mus_main01_hd
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116 |
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117 | begin_cutscene jello
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118 | chr_animate Barabus STRIKEknockdown1
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119 | sleep 60
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120 | ai2_takecontrol 1
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121 | ai2_lookatchar 0 Barabus
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122 | chr_animate Barabus BARABstunned 1000
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123 | sound_dialog_play c03_10_02barabas
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124 | cinematic_start (BOSS1talking, 180, 180, 16, 1, 20, false)
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125 | sleep 280
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126 | chr_nocollision Barabus 1
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127 | chr_animate Barabus BARABrocket 250
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128 | sleep 130
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129 | cutscene_sync mark
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130 | sound_ambient_start c01_00_02barjet
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131 | #Barabas flies into the sky
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132 | chr_animate_block Barabus BARABlev3_rocket
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133 | chr_envanim Barabus RocketBox01
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134 | cm_anim both RocketCam01
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135 | sleep 90
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136 | sound_dialog_play c03_11_01barabas
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137 | sound_dialog_play_block pause
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138 | sound_dialog_play c03_11_02muro
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139 | cinematic_start (MUROtalking, 180, 180, 16, 3, 20, true)
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140 | sound_dialog_play_block pause
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141 | sound_dialog_play c03_11_03barabas
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142 | sound_dialog_play_block pause
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143 | sound_dialog_play c03_11_04muro
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144 | sound_dialog_play_block pause
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145 | sound_dialog_play c03_11_05barabas
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146 | sound_dialog_play_block pause
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147 | sleep 30
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148 | cinematic_stop (BOSS1talking, 15, 20)
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149 | cinematic_stop (MUROtalking, 16, 20)
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150 | sleep 10
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151 | cm_reset
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152 | end_cutscene
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153 | ai2_takecontrol 0
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154 | chr_delete Barabus
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155 | set_objective_2
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156 | trigvolume_enable floor1 1
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157 | trigvolume_enable outside_left 1
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158 | trigvolume_enable outside_right 1
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159 | trigvolume_enable outside_back 1
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160 |
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161 | target_set(143, 30.0)
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162 |
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163 | sleep 180
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164 |
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165 | sound_ambient_start c00_01_98shinatama
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166 |
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167 | # dprint savegame_1
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168 | # save_game 1
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169 | }
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170 |
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171 |
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172 | func void bomber(void)
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173 | {
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174 | chr_animate Tower_MB_1 STRIKEknockdown1
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175 | chr_invincible Tower_MB_1 1
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176 | chr_unstoppable Tower_MB_1 1
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177 | dprint(ainame);
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178 | begin_cutscene
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179 | #input 0
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180 | #cm_jello 0
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181 | #letterbox 1
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182 | #add dialogue "Help Konoko! We're pinned down!!"
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183 | sleep f60
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184 | sound_dialog_play c03_12_02tctfag1
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185 | door_unlock 60
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186 | door_unlock 61
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187 | sleep 60
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188 | cm_interpolate BomberCam01 0
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189 | cm_interpolate_block BomberCam02 300
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190 | ai2_spawn BombComguy
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191 | ai2_setmovementmode BombComguy run
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192 | playback BombComguy COMGUYfiring
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193 | sleep 180
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194 | #sound_dialog_play
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195 | ai2_spawn BombTCTF1
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196 | ai2_spawn BombTCTF2
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197 | chr_create 1004 start
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198 | ai2_setmovementmode BombTCTF1 run
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199 | ai2_setmovementmode BombTCTF2 run
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200 | playback BombTCTF1 TCTFfiring01
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201 | playback BombTCTF2 TCTFfiring02
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202 | playback 1004 TCTFradio
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203 | playback BombComguy COMGUYfiring
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204 | chr_animate 1004 COMGUYtalk_radio 380
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205 | sound_dialog_play_block pause
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206 | # CB: this sound file no longer exists (it was a duplicate)
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207 | sound_dialog_play c03_12_12TCTFAG1
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208 |
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209 | cinematic_start (TCTFshouting, 180, 180, 16, 3, 20, true)
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210 | sound_dialog_play_block pause
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211 | #env_show 777 1
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212 | #env_show 778 0
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213 | cinematic_stop (TCTFshouting, 16, 20)
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214 | #back in the tower Bomber man staggers to his feet
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215 | playback 0 KonBomb
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216 | chr_envanim Tower_MB_1 BomberBox01 norotation
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217 | chr_animate Tower_MB_1 BOMBlev3_stagger
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218 | cm_interpolate BomberCam03 0
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219 | cm_interpolate_block BomberCam04 330
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220 | cinematic_start (KONtalkangryfront, 180, 180, 18, 6, 20, true)
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221 | sleep 40
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222 | sound_dialog_play c03_12_03konoko
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223 | sound_dialog_play_block pause
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224 | sleep 60
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225 | cinematic_stop (KONtalkangryfront, 17, 20)
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226 | chr_envanim_block Tower_MB_1 BomberBox02 norotation
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227 | chr_animate Tower_MB_1 BOMBlev3_stand 1200
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228 | cm_interpolate_block BomberCam05 0
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229 | cinematic_start (BOMBbeatup, 180, 180, 18, 4, 30, false)
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230 | sound_dialog_play c03_12_04bombgreen
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231 | sound_dialog_play_block pause
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232 | cinematic_stop (BOMBbeatup, 17, 30)
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233 | playback BombComguy COMGUYfiring
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234 | chr_envanim 0 KonBomBox01
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235 | chr_animate 0 KONOKOlev3_bomber
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236 | cm_interpolate BomberCam06 0
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237 | sleep 195
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238 | cm_anim both BomberCam07
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239 | chr_envanim Tower_MB_1 BomberBox03 norotation
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240 | sleep 110
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241 | chr_animate Tower_MB_1 BOMBlev3_fall1 100
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242 | sleep 13
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243 | #break tower glass here
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244 | #env_show 776 1
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245 |
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246 | sound_impulse_play glass_big 1.0
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247 |
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248 | env_show 777 1
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249 | env_show 778 0
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250 | particle BomberCharge01 do explode
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251 | cm_wait
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252 | cm_anim both BomberCam08
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253 | chr_envanim Tower_MB_1 BomberBox04 norotation
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254 | chr_animate Tower_MB_1 BOMBlev3_fall2
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255 | sleep 50
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256 | #break atrium glass here
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257 | particle BomberCharge02 do explode
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258 | sleep 105
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259 | #explode bomber here
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260 | particle BomberExplosion create
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261 | chr_delete BombComguy
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262 | cm_wait
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263 | sleep 60
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264 | playback 0 KonBomb02
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265 | cm_interpolate BomberCam09 0
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266 | cinematic_start (TCTFtalking, 180, 180, 20, 9, 20, true)
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267 | sound_dialog_play c03_12_05tctfag1
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268 | sound_dialog_play_block pause
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269 | cinematic_stop (TCTFtalking, 20, 20)
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270 | # sounds of TCTF saying "uhhhh, we're not pinned down.
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271 | #cm_reset
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272 | #end_cutscene
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273 | set_objective_5
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274 | door_unlock 38
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275 | door_unlock 41
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276 | door_unlock 42
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277 | door_lock 60
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278 | door_lock 61
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279 | particle locktower_locklight01 do start
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280 | chr_delete BombTCTF1
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281 | chr_delete BombTCTF2
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282 | chr_delete BombComguy
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283 | chr_delete 1004
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284 | chr_delete Tower_MB_1
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285 | playback 0 BomberKonRun01
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286 | sleep 120
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287 | cm_interpolate BomberCamRun01 0
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288 | playback 0 BomberKonRun02
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289 | cm_interpolate_block BomberCamRun02 200
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290 | sleep 210
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291 | #begin_cutscene
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292 | sleep 30
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293 | chr_nocollision 0 1
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294 | cm_anim both ElevCam01
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295 | chr_envanim 0 ElevBox01
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296 | chr_animate 0 KONOKOidle1
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297 |
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298 | sound_ambient_start rl_elevator 1.0
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299 |
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300 | env_show 540 0
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301 | cm_wait
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302 | end_cutscene
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303 | cm_reset
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304 | chr_nocollision 0 0
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305 | obj_create 2 7
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306 | sapper_damage_off
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307 | # save_game_3
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308 | }
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309 |
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310 |
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311 | func void fallinthevat(string char)
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312 | {
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313 | var bool eggman;
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314 |
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315 | eggman = chr_is_player(char);
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316 |
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317 | if (eggman eq 0)
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318 | {
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319 | chr_animate(char, KONOKOacid);
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320 | sleep 10
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321 | chr_set_health(char, 0);
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322 | }
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323 |
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324 | if (eggman eq 1)
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325 | {
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326 | cm_detach
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327 |
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328 | sound_impulse_play konoko_gruesome_death
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329 |
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330 | chr_animate(char, KONOKOacid);
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331 | sleep 10
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332 | chr_set_health(char, 0);
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333 | }
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334 | }
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335 |
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336 | func void outro(void)
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337 | {
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338 | target_set(256, 0.0)
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339 | ai2_allpassive=1
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340 | #begin_cutscene
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341 | #ai2_takecontrol 1
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342 | #ai2_movetoflag 0 257
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343 | env_anim 2 7
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344 | sound_ambient_start truck_driveaway
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345 | #cm_interpolate OutroCam01 360
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346 | sound_dialog_play c03_13_01konoko
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347 | cinematic_start (KONintense, 180, 180, 19, 7, 15, true)
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348 | sound_dialog_play_block pause
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349 | cm_interpolate OutroCam01 200
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350 | sleep 30
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351 | cinematic_stop (KONintense, 19, 30)
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352 | begin_cutscene
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353 | ai2_takecontrol 1
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354 | ai2_movetoflag 0 257
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355 | #camera cut to van
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356 | sound_dialog_play c03_13_02synhench1
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357 | cinematic_start (COMGUYtalking, 180, 180, 15, 1, 20, false)
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358 | sound_dialog_play_block pause
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359 | sound_dialog_play c03_13_03muro
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360 | sleep 120
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361 | fade_out 0 0 0 60
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362 | cinematic_start (MUROtalking, 180, 180, 16, 3, 20, true)
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363 | sound_dialog_play_block pause
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364 | cinematic_stop (MUROtalking, 16, 15)
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365 | cinematic_stop (COMGUYtalking, 15, 15)
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366 | sleep 30
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367 | win
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368 | }
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