[407] | 1 | #
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| 2 | # state_spawn_guards.bsl
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| 3 | #
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| 4 | # LEVEL LOGIC
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| 5 | #
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| 6 | ################## MUSIC TEST ################################
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| 7 | func void level_start(string ai_name)
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| 8 | {
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| 9 | # These functions are used when the game is restored.
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| 10 |
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| 11 | if (my_save_point eq 0)
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| 12 | {
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| 13 | dprint SAVE_POINT_0
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| 14 | # USE THIS FUNC TO SET UP TRAINING SEQUENCE AGAIN
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| 15 |
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| 16 | ai2_spawn neutral_1
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| 17 | ai2_spawn fl2_secguard_1
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| 18 | powerup_spawn ammo 131
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| 19 | powerup_spawn hypo 132
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| 20 | }
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| 21 |
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| 22 | if (my_save_point eq 1)
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| 23 | {
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| 24 | dprint RESTORE_SAVE_POINT_1
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| 25 | fl1_spawn_guards
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| 26 |
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| 27 | ai2_spawn neutral_1
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| 28 | ai2_spawn fl2_secguard_1
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| 29 | powerup_spawn ammo 131
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| 30 | powerup_spawn hypo 132
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| 31 |
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| 32 | objective_set(1);
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| 33 | particle(lock99_locklight01, do, start);
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| 34 | console_deactivate 10
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| 35 | trigvolume_enable(trigger_volume_09, 0);
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| 36 | restore_game
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| 37 | }
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| 38 |
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| 39 | if (my_save_point eq 2)
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| 40 | {
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| 41 | dprint RESTORE_SAVE_POINT_2
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| 42 |
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| 43 | particle obj1 create
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| 44 | particle obj1 start
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| 45 |
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| 46 | trigvolume_enable(Cut_dog, 1);
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| 47 | trigvolume_enable(trigger_volume_11, 1);
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| 48 | trigvolume_enable(trigger_volume_12, 1);
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| 49 | trigvolume_enable(trigger_volume_14, 1);
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| 50 | trigvolume_enable(trigger_volume_15, 1);
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| 51 | trigvolume_enable(trigger_volume_10, 1);
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| 52 |
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| 53 | trigvolume_enable(shut_off_vault_music, 0);
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| 54 | trigvolume_enable(trigger_volume_09, 0);
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| 55 | trigvolume_enable(trigger_volume_08, 0);
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| 56 | trigvolume_enable(trigger_volume_02, 0);
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| 57 | trigvolume_enable(trigger_volume_01, 0);
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| 58 |
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| 59 | trigvolume_enable(save_trig_right, 0);
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| 60 | trigvolume_enable(save_trig_left, 0);
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| 61 |
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| 62 | objective_set 4 silent
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| 63 |
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| 64 | target_set(267, 30.0)
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| 65 |
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| 66 | #change_flGUARD_CORRIDOR_lights
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| 67 |
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| 68 | door_lock(3);
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| 69 | door_lock(77);
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| 70 |
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| 71 | door_unlock(15);
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| 72 | door_unlock(14);
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| 73 | door_unlock(7);
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| 74 | door_unlock(5);
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| 75 | door_unlock(75);
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| 76 | door_unlock(59);
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| 77 | door_unlock(54);
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| 78 | door_unlock(67);
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| 79 | door_unlock(68);
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| 80 | door_unlock(76);
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| 81 | door_unlock(23);
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| 82 | door_unlock(42);
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| 83 |
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| 84 | trig_activate 1
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| 85 | trig_activate 2
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| 86 | #trig_activate 14
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| 87 |
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| 88 | #console_activate 6
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| 89 | #console_activate 7
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| 90 | #console_activate 9
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| 91 |
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| 92 | console_deactivate 11
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| 93 | console_deactivate 4
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| 94 | console_deactivate 88
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| 95 | console_deactivate 82
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| 96 | console_deactivate 5
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| 97 | console_deactivate 3
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| 98 | console_deactivate 6
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| 99 | console_deactivate 1
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| 100 | console_deactivate 2
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| 101 |
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| 102 | particle lock1_locklight01 do start
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| 103 | particle lock2_locklight01 do start
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| 104 | particle lock3_locklight01 do start
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| 105 | particle lock4_locklight01 do start
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| 106 | particle lock5a_locklight01 do start
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| 107 | particle lock5b_locklight01 do start
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| 108 | particle lock5c_locklight01 do start
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| 109 | particle lock99_locklight01 do start
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| 110 |
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| 111 | particle lock6_locklight01 do stop
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| 112 |
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| 113 | env_shade 271 272 .4 .4 .2
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| 114 |
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| 115 | restore_game
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| 116 | # objective_set(3);
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| 117 | }
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| 118 | }
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| 119 |
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| 120 | # This is an example of a save game console.
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| 121 |
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| 122 | func void save_game_1(string player_name)
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| 123 | {
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| 124 | dprint saveit_1
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| 125 | save_game 1 autosave
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| 126 | }
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| 127 |
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| 128 | func void save_game_2_right(string player_name)
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| 129 | {
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| 130 | dprint saveit_2
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| 131 | save_game 2 autosave
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| 132 | trigvolume_enable save_trig_left 0
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| 133 | }
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| 134 |
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| 135 | func void save_game_2_left(string player_name)
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| 136 | {
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| 137 | dprint saveit_2
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| 138 | save_game 2 autosave
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| 139 | trigvolume_enable save_trig_right 0
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| 140 | }
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| 141 |
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| 142 | ##############################################################
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| 143 | var int music_counter;
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| 144 |
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| 145 | func void music_force_stop(void)
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| 146 | {
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| 147 | sleep 4500
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| 148 |
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| 149 | if (0 ne music_counter)
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| 150 | {
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| 151 | dprint music_force_stop
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| 152 | music_counter = 0
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| 153 | all_music_counters
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| 154 | }
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| 155 | }
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| 156 | func void music_script_start(void)
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| 157 | {
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| 158 | music_counter = 2
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| 159 | }
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| 160 |
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| 161 | func void die_for_art_1(string ai_name)
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| 162 | {
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| 163 | dprint DFA_1
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| 164 | music_counter = music_counter - 1
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| 165 |
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| 166 | if (music_counter eq 0)
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| 167 | {
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| 168 | all_music_counters();
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| 169 | }
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| 170 |
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| 171 | }
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| 172 | func void die_for_art_2(string ai_name)
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| 173 | {
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| 174 | dprint DFA_2
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| 175 | music_counter = music_counter - 1
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| 176 |
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| 177 | if (music_counter eq 0)
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| 178 | {
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| 179 | all_music_counters();
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| 180 | }
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| 181 |
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| 182 | }
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| 183 | func void all_music_counters(void)
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| 184 | {
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| 185 | dprint STOP_THE_MUSIC
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| 186 | sound_music_stop mus_main02
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| 187 | sound_music_stop mus_heart
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| 188 | sound_music_stop mus_main02_hd
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| 189 | }
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| 190 |
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| 191 | func void fl1_spawn_guards(string ai_name)
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| 192 | {
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| 193 | # dprint FL1_SPAWN_GUARDS
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| 194 | ai2_spawn fl1_secguard_1
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| 195 | ai2_spawn fl1_secguard_2
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| 196 | ai2_spawn fl1_secguard_4
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| 197 | trigvolume_enable shut_off_vault_music 0
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| 198 | }
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| 199 |
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| 200 | func void fl2_spawn_secguard_2(string ai_name)
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| 201 | {
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| 202 | # dprint FL2_SPAWN_GUARDS
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| 203 | ai2_spawn fl2_secguard_2
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| 204 | ai2_spawn fl2_secguard_7
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| 205 | ai2_spawn fl2_balcony_2
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| 206 |
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| 207 | ai2_spawn neutral_2
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| 208 | ai2_spawn neutral_4
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| 209 | }
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| 210 |
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| 211 | func void fl2_spawn_secguard_3(string ai_name)
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| 212 | {
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| 213 | # dprint FL2_SPAWN_ASSAULT_GUARDS
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| 214 | ai2_spawn fl2_secguard_3
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| 215 | ai2_spawn fl2_secguard_6
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| 216 | ai2_spawn fl2_balcony_1
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| 217 | }
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| 218 |
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| 219 | # THESE ARE THE THIRD FLOOR/ROOF GUYS
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| 220 |
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| 221 | func void spawn_fl3_guards(string ai_name)
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| 222 | {
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| 223 | # dprint FLROOF_SPAWN_GUARDS
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| 224 | ai2_spawn fl3_secguard_1
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| 225 | ai2_spawn fl3_secguard_2
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| 226 | ai2_spawn fl3_secguard_6
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| 227 | ai2_spawn flROOF_sniper_1
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| 228 | ai2_spawn Roof_BOSWAT_1
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| 229 |
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| 230 | ai2_spawn neutral_3
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| 231 | ai2_spawn neutral_6
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| 232 | }
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| 233 |
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| 234 | # THESE ARE THE COMPUTER ROOM GUYS
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| 235 |
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| 236 | func void spawn_flBASEMENT_guards(string ai_name)
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| 237 | {
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| 238 | # dprint FLROOF_SPAWN_GUARDS
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| 239 | ai2_spawn flBASEMENT_guard_1
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| 240 | ai2_spawn flBASEMENT_guard_2
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| 241 | }
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| 242 |
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| 243 | # THESE ARE THE COMPUTER ROOM GUYS
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| 244 |
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| 245 | func void spawn_flRAMP_guards(string ai_name)
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| 246 | {
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| 247 | # dprint FLROOF_SPAWN_GUARDS
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| 248 | ai2_spawn flRAMP_guard_1
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| 249 | ai2_spawn flRAMP_guard_2
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| 250 | trigvolume_enable ninja_ambush_top_trig 0
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| 251 | trigvolume_enable ninja_ambush_bot_trig 0
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| 252 | particle lock46_locklight01 do start
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| 253 | }
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| 254 |
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| 255 | func void spawn_outside_left_snipers(string ai_name)
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| 256 | {
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| 257 | # dprint FL2_SPAWN_GUARDS
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| 258 | ai2_spawn flOUTSIDE_A_sniper_1
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| 259 | ai2_spawn flOUTSIDE_A_sniper_2
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| 260 | ai2_spawn flOUTSIDE_B_sniper_1
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| 261 | ai2_spawn flOUTSIDE_C_sniper_1
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| 262 | }
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| 263 |
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| 264 | func void spawn_outside_right_snipers(string ai_name)
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| 265 | {
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| 266 | # dprint FL2_SPAWN_GUARDS
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| 267 | ai2_spawn flOUTSIDE_E_sniper_1
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| 268 | ai2_spawn flOUTSIDE_E_sniper_2
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| 269 | ai2_spawn flOUTSIDE_D_sniper_1
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| 270 | ai2_spawn flOUTSIDE_D_sniper_2
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| 271 | }
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| 272 |
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| 273 | func void spawn_targets(string ai_name)
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| 274 | {
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| 275 | # dprint FL2_SPAWN_GUARDS
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| 276 | ai2_spawn fl2_target_2
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| 277 | }
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| 278 |
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| 279 | func void do_neutral_1_run(string ai_name)
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| 280 | {
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| 281 | ai2_neutralbehavior neutral_1 none
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| 282 | ai2_setmovementmode neutral_1 run_noaim
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| 283 | ai2_dopath neutral_1 neutral_1_run
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| 284 | ai2_setjobstate neutral_1
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| 285 | }
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| 286 |
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| 287 | func void do_neutral_2_run(string ai_name)
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| 288 | {
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| 289 | ai2_neutralbehavior neutral_2 none
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| 290 | ai2_dopath neutral_2 neutral_2_run
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| 291 | ai2_setjobstate neutral_2
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| 292 | }
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| 293 |
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| 294 | func void do_neutral_3_run(string ai_name)
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| 295 | {
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| 296 | ai2_neutralbehavior neutral_3 none
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| 297 | ai2_dopath neutral_3 neutral_3_run
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| 298 | ai2_setjobstate neutral_3
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| 299 | }
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| 300 |
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| 301 | func void unlock_secret_1(string ai_name)
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| 302 | {
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| 303 | input 0
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| 304 | cm_interpolate secret1 0
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| 305 | sleep 60
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| 306 | console_activate 7
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| 307 | #particle lock69a_locklight01 do start
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| 308 | sleep 150
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| 309 | cm_reset
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| 310 | input 1
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| 311 |
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| 312 | ai2_spawn secret_guard_1
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| 313 | ai2_spawn secret_guard_2
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| 314 | }
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| 315 |
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| 316 | func void unlock_secret_2(string ai_name)
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| 317 | {
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| 318 | door_unlock 34
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| 319 | door_unlock 36
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| 320 |
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| 321 | # CB: ensure ramp guards do not see ninja and go after him!
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| 322 | ai2_passive flRAMP_guard_1 1
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| 323 | ai2_passive flRAMP_guard_2 1
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| 324 |
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| 325 | ai2_spawn cutscene_ninja_1
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| 326 | input 0
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| 327 | cm_interpolate secret2 0
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| 328 | sleep 60
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| 329 | particle lock7_locklight01 do start
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| 330 | sleep 15
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| 331 | trig_deactivate 12
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| 332 | sleep 150
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| 333 | cm_reset
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| 334 | input 1
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| 335 |
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| 336 | chr_delete cutscene_ninja_1
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| 337 | ai2_passive flRAMP_guard_1 0
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| 338 | ai2_passive flRAMP_guard_2 0
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| 339 |
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| 340 | trigvolume_enable ninja_ambush_top_trig 1
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| 341 | trigvolume_enable ninja_ambush_bot_trig 1
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| 342 | }
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| 343 |
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| 344 | func void ninja_ambush(string ai_name)
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| 345 | {
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| 346 | trigvolume_enable ninja_ambush_top_trig 0
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| 347 | trigvolume_enable ninja_ambush_bot_trig 0
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| 348 |
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| 349 | ai2_spawn ambush_ninja_1
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| 350 | ai2_spawn creepy_ninja_1
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| 351 | ai2_spawn creepy_ninja_3
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| 352 | }
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| 353 |
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| 354 | func void hall_1(string ai_name)
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| 355 | {
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| 356 | input 0
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| 357 | cm_interpolate hall1 0
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| 358 | sleep 60
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| 359 | door_unlock 77
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| 360 | door_unlock 38
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| 361 | door_unlock 22
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| 362 | door_unlock 3
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| 363 | particle lock6_locklight01 do start
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| 364 | particle lock7_locklight01 do stop
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| 365 | sleep 150
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| 366 | cm_reset
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| 367 | input 1
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| 368 |
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| 369 | trig_deactivate 1
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| 370 | trig_deactivate 2
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| 371 | }
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| 372 |
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| 373 | func void top_1(string ai_name)
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| 374 | {
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| 375 | input 0
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| 376 | #cm_interpolate hall1 0
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| 377 | sleep 60
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| 378 | door_unlock 35
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| 379 | door_unlock 38
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| 380 | door_unlock 22
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| 381 | door_unlock 3
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| 382 | particle lock6_locklight01 do start
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| 383 | sleep 150
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| 384 | cm_reset
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| 385 | input 1
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| 386 |
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| 387 | trig_activate 12
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| 388 | trig_activate 13
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| 389 | trig_activate 14
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| 390 |
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| 391 | trig_deactivate 1
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| 392 | trig_deactivate 2
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| 393 | }
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| 394 |
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| 395 | func void downstairs(string ai_name)
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| 396 | {
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| 397 | trig_deactivate 14
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| 398 | door_unlock 8
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| 399 | door_unlock 9
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| 400 | particle lock23_locklight01 do start
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| 401 | ai2_spawn creepy_ninja_5
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| 402 | ai2_spawn creepy_ninja_6
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| 403 | }
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| 404 |
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| 405 | func void upstairs(string ai_name)
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| 406 | {
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| 407 | trig_deactivate 13
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| 408 | door_unlock 35
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| 409 | particle lock65_locklight01 do start
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| 410 | }
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| 411 |
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| 412 | var int door_counter=3;
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| 413 |
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| 414 | func void seclock_music_start(void)
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| 415 | {
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| 416 | if (door_counter eq 3)
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| 417 | {
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| 418 | sound_music_start mus_lz 0.75
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| 419 | }
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| 420 | }
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| 421 |
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| 422 | func void seclock_decrement_counter(void)
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| 423 | {
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| 424 | door_counter = door_counter - 1
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| 425 |
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| 426 |
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| 427 | if (door_counter eq 0)
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| 428 | {
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| 429 | sound_music_stop mus_lz
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| 430 | unlock_roof();
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| 431 | }
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| 432 | }
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| 433 |
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| 434 | func void seclock1(string ai_name)
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| 435 | {
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| 436 | seclock_music_start
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| 437 |
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| 438 | input 0
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| 439 | cm_interpolate security 0
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| 440 | sleep 60
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| 441 | particle lock5a_locklight01 do start
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| 442 | sleep 150
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| 443 | cm_reset
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| 444 | input 1
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| 445 |
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| 446 | seclock_decrement_counter
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| 447 | }
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| 448 |
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| 449 | func void seclock2(string ai_name)
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| 450 | {
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| 451 | seclock_music_start
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| 452 |
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| 453 | input 0
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| 454 | cm_interpolate security 0
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| 455 | sleep 60
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| 456 | particle lock5b_locklight01 do start
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| 457 | sleep 150
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| 458 | cm_reset
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| 459 | input 1
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| 460 |
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| 461 | seclock_decrement_counter
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| 462 | }
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| 463 |
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| 464 | func void seclock3(string ai_name)
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| 465 | {
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| 466 | seclock_music_start
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| 467 |
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| 468 | input 0
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| 469 | cm_interpolate security 0
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| 470 | sleep 60
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| 471 | particle lock5c_locklight01 do start
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| 472 | sleep 150
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| 473 | cm_reset
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| 474 | input 1
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| 475 |
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| 476 | seclock_decrement_counter
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| 477 | }
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| 478 |
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| 479 | func void unlock_roof(string ai_name)
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| 480 | {
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| 481 | door_unlock 23
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| 482 | door_unlock 42
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| 483 | }
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| 484 |
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| 485 | #
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| 486 | # state_door_lock_lights.bsl
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| 487 | #
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| 488 | # SCRIPTS TO CHANGE THE LOCKED LIGHTS ON DOORS
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| 489 | #
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| 490 | # TURN FROM GREEN TO RED: do stop
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| 491 |
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| 492 | func void change_fl2_lights(string ai_name)
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| 493 | {
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| 494 | # dprint WHATEVER YOU WANT
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| 495 | sleep 60
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| 496 | particle lock2_locklight01 do start
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| 497 | }
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| 498 |
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| 499 | func void change_fl3_lights(string ai_name)
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| 500 | {
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| 501 | particle lock3_locklight01 do start
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| 502 | ai2_spawn fl3_mook_1
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| 503 | ai2_spawn fl3_mook_2
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| 504 | }
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| 505 |
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| 506 | func void change_flDATA_ARCHIVE_lights(string ai_name)
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| 507 | {
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| 508 | sleep 60
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| 509 | particle lock4_locklight01 do start
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| 510 | }
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| 511 |
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| 512 | func void change_flCOMMAND_CENTER_lights(string ai_name)
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| 513 | {
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| 514 | particle lock5_locklight01 do start
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| 515 | }
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| 516 |
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| 517 | func void change_flGUARD_CORRIDOR_lights(string ai_name)
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| 518 | {
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| 519 | particle lock6_locklight01 do start
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| 520 | }
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| 521 |
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| 522 | func void change_flDIG_OFFICES_lights(string ai_name)
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| 523 | {
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| 524 | particle lock7_locklight01 do start
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| 525 | }
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| 526 |
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| 527 |
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| 528 | func void grifftext(string chr_index)
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| 529 | {
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| 530 | dprint text2a
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| 531 | text_console level_11a
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| 532 | console_reset 9
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| 533 | }
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| 534 |
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| 535 |
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| 536 | #
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| 537 | # state_spawn_guards.bsl
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| 538 | #
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| 539 | # SCRIPTS TO SPAWN SECURITY GUARDS
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| 540 | #
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| 541 |
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| 542 | func void set_objective_1(string ai_name)
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| 543 | {
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| 544 | # dprint WHATEVER I WANT
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| 545 | objective_set(1)
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| 546 | target_set(127, 30.0)
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| 547 | }
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| 548 |
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| 549 | func void set_objective_2(string ai_name)
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| 550 | {
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| 551 | # dprint WHATEVER I WANT
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| 552 | objective_set(2)
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| 553 | }
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| 554 |
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| 555 | func void set_objective_3(string ai_name)
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| 556 | {
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| 557 | # dprint WHATEVER I WANT
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| 558 | objective_set(3)
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| 559 | }
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| 560 |
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| 561 | func void set_objective_4(string ai_name)
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| 562 | {
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| 563 | # dprint WHATEVER I WANT
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| 564 | objective_set(4)
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| 565 | target_set(267, 30.0)
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| 566 | }
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| 567 |
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| 568 | func void set_objective_5(string ai_name)
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| 569 | {
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| 570 | # dprint WHATEVER I WANT
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| 571 | objective_set(5)
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| 572 | }
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| 573 |
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| 574 | func void set_objective_6(string ai_name)
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| 575 | {
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| 576 | # dprint WHATEVER I WANT
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| 577 | objective_set(6)
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| 578 | }
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| 579 |
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| 580 | func void set_target_1(string ai_name)
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| 581 | {
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| 582 | # dprint WHATEVER I WANT
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| 583 | target_set(267, 30.0)
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| 584 | }
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| 585 |
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| 586 | func void set_target_2(string ai_name)
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| 587 | {
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| 588 | # dprint WHATEVER I WANT
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| 589 | target_set(1030, 30.0)
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| 590 | }
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| 591 | ###wuscripts
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| 592 | func void check_outro(string ai_name)
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| 593 | {
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| 594 | trigvolume_enable tv_check_outro 0
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| 595 | if(trigvolume_count (24) eq 0)
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| 596 | {
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| 597 | trigvolume_enable Cut_outro 1
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| 598 | particle obj2 create
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| 599 | target_set(126,30.0)
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| 600 | }
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| 601 | if(trigvolume_count (24) ne 0)
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| 602 | {
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| 603 | sleep 60
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| 604 | trigvolume_enable tv_check_outro 1
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| 605 | }
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| 606 | }
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| 607 |
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