[185] | 1 | #################
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| 2 | ### VARIABLES ###
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| 3 | #################
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| 4 |
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| 5 | var int var_counter = 0;
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| 6 |
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| 7 | ############
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| 8 | ### MAIN ###
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| 9 | ############
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| 10 |
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| 11 | func void main(void)
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| 12 | {
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| 13 | gl_fog_red = 0
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| 14 | gl_fog_blue = 0
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| 15 | gl_fog_green = 0
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| 16 | gl_fog_start = .995
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| 17 | gs_farclipplane_set 5000
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| 18 | ui_suppress_prompt = 1
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| 19 | chr_auto_aim_dist = 0
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| 20 | start
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| 21 | }
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| 22 |
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| 23 | #############
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| 24 | ### START ###
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| 25 | #############
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| 26 |
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| 27 | func void start(string ai_name)
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| 28 | {
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| 29 | fork deactivate_stuff
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| 30 | if(save_point eq 0) save_point = 1
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| 31 | if(save_point eq 1) fork intro
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| 32 | if(save_point eq 2) restore_game
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| 33 | if(save_point eq 3) restore_game
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| 34 | sleep 5
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| 35 | fork sp_all
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| 36 | }
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| 37 |
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| 38 | func void deactivate_stuff(void)
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| 39 | {
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| 40 | #not used
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| 41 | console_deactivate 4
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| 42 | if(save_point > 1) chr_delete civ_victim_1
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| 43 | trigvolume_enable bayparticles1 0
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| 44 | trigvolume_enable bayparticles1_copy 0
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| 45 | trigvolume_enable exhaust 0
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| 46 | trigvolume_enable exhaust_copy 0
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| 47 | trigvolume_enable save_game_2 0
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| 48 | #used
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| 49 | console_deactivate 2
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| 50 | door_lock 3
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| 51 | particle fx1 do start
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| 52 | particle fx2 do start
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| 53 | particle fx3 do start
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| 54 | particle fx4 do start
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| 55 | particle fx5 do start
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| 56 | particle fx6 do start
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| 57 | particle exhaust create
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| 58 | particle tarmacfire do start
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| 59 | trigvolume_enable stop_booth_music_tv 1
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| 60 | }
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| 61 |
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| 62 | func void you_lose(string ai_name)
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| 63 | {
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| 64 | fade_out 0 0 0 30
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| 65 | sleep 30
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| 66 | lose
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| 67 | }
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| 68 |
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| 69 | ####################################
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| 70 | ### SEVERAL TIMES USED FUNCTIONS ###
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| 71 | ####################################
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| 72 |
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| 73 | func void sp_all(void)
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| 74 | {
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| 75 | co_message_display = 0
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| 76 | if(save_point eq 1) save_game 1 autosave
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| 77 | if(save_point eq 2) save_game 2 autosave
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| 78 | if(save_point eq 3) save_game 3 autosave
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| 79 | sleep 180
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| 80 | co_message_display = 1
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| 81 | }
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| 82 |
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| 83 | func void music_stop(void)
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| 84 | {
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| 85 | sound_music_stop mus_asian
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| 86 | sound_music_stop atm_gr06
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| 87 | sound_music_stop mus_fitec_hd
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| 88 | }
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| 89 |
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| 90 | #tv25 to tv41
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| 91 | func void fire_damage(string ai_name)
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| 92 | {
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| 93 | chr_poison (ai_name, 5, 30, 30);
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| 94 | }
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| 95 |
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| 96 | ##########
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| 97 | ### SP1 ###
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| 98 | ##########
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| 99 |
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| 100 | func void intro(void)
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| 101 | {
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| 102 | particle tctf1 do start
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| 103 | particle auto1 do start
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| 104 | particle auto1fire do start
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| 105 | particle auto1spark do start
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| 106 | particle door1spark do start
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| 107 | trigvolume_enable hidden1 1
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| 108 | trigvolume_enable hidden2 1
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| 109 | playback 0 IntroKonoko01
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| 110 | chr_inv_reset 0
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| 111 | ai2_spawn IntroStriker01
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| 112 | ai2_spawn IntroStriker02
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| 113 | objective_set 1 silent
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| 114 | target_set 1095 30
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| 115 | sleep 1
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| 116 | sound_music_start mus_asian 0.8 2.0
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| 117 | sound_dialog_play_block c00_01_22shinatama
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| 118 | sound_dialog_play c00_01_28shinatama
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| 119 | }
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| 120 |
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| 121 | #tv 17 and 18 - across the street near the burning car
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| 122 | func void hidden_civilian1(string ai_name)
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| 123 | {
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| 124 | ai2_spawn hidden_civ_1
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| 125 | }
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| 126 |
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| 127 | #hit func of IntroStriker01
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| 128 | func void hide_1(string char_index)
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| 129 | {
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| 130 | ai2_spawn civ_victim_5
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| 131 | playback_block civ_victim_5 civ_victim5_flee interp 30
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| 132 | ai2_dopath civ_victim_5 civ_victim_5
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| 133 | }
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| 134 |
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| 135 | #lose func of IntroStriker01
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| 136 | func void striker_lullaby_1(string ai_name)
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| 137 | {
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| 138 | striker_lullaby_2
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| 139 | }
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| 140 |
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| 141 | #lose func of IntroStriker02
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| 142 | func void striker_lullaby_2(string ai_name)
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| 143 | {
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| 144 | var_counter = var_counter + 1
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| 145 | if(var_counter eq 2)
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| 146 | {
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| 147 | if(save_point eq 3)
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| 148 | {
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| 149 | particle door3_locklight01 do start
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| 150 | door_unlock 14
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| 151 | }
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| 152 | music_stop
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| 153 | }
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| 154 | }
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| 155 |
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| 156 | #tv 22 - in some distance after the 1st passage
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| 157 | func void panic1a(string char_index)
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| 158 | {
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| 159 | ai2_spawn civ_victim_6
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| 160 | playback civ_victim_6 civ_victim6_flee interp 30
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| 161 | ai2_spawn civ_victim_4
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| 162 | playback civ_victim_4 civ_victim4_flee interp 30
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| 163 | sleep 30
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| 164 | ai2_spawn Intro_Striker_4
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| 165 | playback Intro_Striker_4 striker4_advance interp 30
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| 166 | ai2_spawn Intro_Comguy_1
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| 167 | }
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| 168 |
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| 169 | #tv10 - after the 2nd passage
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| 170 | func void panic1b(string char_index)
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| 171 | {
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| 172 | ai2_passive Intro_Striker_4 1
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| 173 | ai2_spawn civ_victim_2
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| 174 | ai2_spawn civ_victim_3
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| 175 | playback civ_victim_3 civ_victim3_flee interp 30
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| 176 | sleep 120
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| 177 | ai2_spawn Intro_Striker_3
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| 178 | ai2_attack Intro_Striker_3 civ_victim_2
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| 179 | ai2_spawn Friend_Thug_1
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| 180 | ai2_spawn Neutral_Thug_1
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| 181 | ai2_spawn Neutral_Thug_3
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| 182 | chr_delete civ_victim_4
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| 183 | chr_delete civ_victim_6
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| 184 | }
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| 185 |
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| 186 | #tv11 - after the 3rd passage
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| 187 | func void horror_1(string char_index)
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| 188 | {
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| 189 | ai2_passive Intro_Striker_4 0
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| 190 | ai2_spawn civ_victim_10
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| 191 | ai2_spawn civ_victim_11
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| 192 | ai2_spawn civ_victim_20
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| 193 | ai2_spawn civ_victim_21
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| 194 | }
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| 195 |
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| 196 | #console1
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| 197 | func void change_terminaldoor_light(void)
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| 198 | {
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| 199 | particle door1_locklight01 do start
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| 200 | door_unlock 3
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| 201 | music_stop
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| 202 | }
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| 203 |
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| 204 | #tv13 - after door 2
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| 205 | func void ambush_striker_1(string char_index)
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| 206 | {
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| 207 | ai2_spawn Terminal_Striker_1
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| 208 | ai2_spawn Terminal_Striker_2
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| 209 | ai2_spawn mad_bomber_1
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| 210 | obj_create 991 992
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| 211 | }
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| 212 |
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| 213 | #hit func of Terminal_Striker_1
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| 214 | func void civ_victim_20s_flee(string char_index)
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| 215 | {
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| 216 | ai2_dopath civ_victim_20 civ20s_flee1
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| 217 | ai2_dopath civ_victim_21 civ20s_flee2
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| 218 | }
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| 219 |
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| 220 | #tv14 - in some distance after door 3
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| 221 | func void mad_bomber_bait(string char_index)
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| 222 | {
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| 223 | ai2_dopath mad_bomber_1 bomber_flee 1
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| 224 | }
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| 225 |
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| 226 | func void patrolscript0200(string char_index)
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| 227 | {
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| 228 | chr_delete mad_bomber_1
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| 229 | }
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| 230 |
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| 231 | #tv4 - in some distance after tv14
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| 232 | func void LoadingBay1(string char_index)
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| 233 | {
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| 234 | ai2_spawn LoadingBay_Thug_1
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| 235 | ai2_spawn LoadingBay_Thug_2
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| 236 | ai2_spawn LoadingBay_Striker_2
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| 237 | ai2_spawn LoadingBay_Comguy_1
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| 238 | objective_set 2 silent
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| 239 | sound_dialog_play c00_01_19shinatama
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| 240 | }
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| 241 |
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| 242 | #tv15 - after tv14 in front of the ramp
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| 243 | func void bomber_boom(string char_index)
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| 244 | {
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| 245 | particle bomb1 do explode
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| 246 | obj_kill 991 992
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| 247 | sleep 300
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| 248 | particle bomb1 stop
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| 249 | }
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| 250 |
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| 251 | #tv8 - the complete floor of the hall
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| 252 | func void set_target_3(string chr_index)
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| 253 | {
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| 254 | particle door1_locklight01 do stop
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| 255 | door_lock 3
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| 256 | particle tctf1 do stop
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| 257 | particle auto1 do stop
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| 258 | particle auto1fire do stop
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| 259 | particle auto1spark do stop
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| 260 | particle door1spark do stop
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| 261 | chr_delete civ_victim_1
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| 262 | chr_delete civ_victim_2
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| 263 | chr_delete civ_victim_3
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| 264 | chr_delete civ_victim_5
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| 265 | chr_delete civ_victim_10
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| 266 | chr_delete civ_victim_11
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| 267 | chr_delete civ_victim_20
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| 268 | chr_delete civ_victim_21
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| 269 | target_set 1109 30
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| 270 | sound_dialog_play c00_01_26shinatama
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| 271 | }
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| 272 |
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| 273 | ##########
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| 274 | ### SP2 ###
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| 275 | ##########
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| 276 |
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| 277 | #tv3 - after the passage from the hall to the runway
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| 278 | func void save_point_2(string player_name)
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| 279 | {
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| 280 | if(save_point eq 2)
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| 281 | {
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| 282 | trigvolume_enable bomberboom 0
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| 283 | trigvolume_enable madbomberbait 0
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| 284 | trigvolume_enable trigger_volume_03 0
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| 285 | target_set 1109 30
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| 286 | objective_set 2 silent
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| 287 | sleep 1
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| 288 | sound_dialog_play_block c00_01_19shinatama
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| 289 | sound_dialog_play c00_01_26shinatama
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| 290 | }
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| 291 | else save_game 2 autosave
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| 292 | ai2_spawn Tarmac_Striker_1
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| 293 | ai2_spawn Tarmac_Striker_2
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| 294 | ai2_spawn Tarmac_Striker_3
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| 295 | ai2_spawn Tarmac_Striker_4
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| 296 | ai2_spawn Tarmac_Friend_1
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| 297 | ai2_spawn LoadingBay_Striker_1
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| 298 | sound_music_start atm_gr06 1
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| 299 | var_counter = -4
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| 300 | }
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| 301 |
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| 302 | #lose func of Tarmac_Striker_3
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| 303 | func void progress_check_1(string ai_name)
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| 304 | {
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| 305 | progress_check_4
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| 306 | }
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| 307 |
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| 308 | #lose func of Tarmac_Striker_2
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| 309 | func void progress_check_2(string ai_name)
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| 310 | {
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| 311 | progress_check_4
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| 312 | }
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| 313 |
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| 314 | #tv19 - on the left side; over the complete runway from left to right; in front of the nose of the airplane
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| 315 | func void back9a(string ai_name)
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| 316 | {
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| 317 | ai2_spawn hidden_striker1
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| 318 | }
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| 319 |
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| 320 | #tv23 - on the right side; over the complete runway from left to right; under the engines of the airplane
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| 321 | # (entry func: bay1_particles; exit func: bay2_particles); I've disabled it
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| 322 | #tv22 - after tv23 (entry func: bay2_particles; exit func: bay1_particles); I've disabled it
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| 323 |
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| 324 | #tv20 - in front of the first shack; over the complete runway from left to right
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| 325 | func void back9b(string ai_name)
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| 326 | {
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| 327 | ai2_spawn hidden_striker2
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| 328 | }
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| 329 |
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| 330 | #tv9 - big block; where the to ways down to the hall starts to the windows
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| 331 | func void set_target_4(string chr_index)
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| 332 | {
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| 333 | target_set 1112 30
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| 334 | sound_dialog_play c00_01_25shinatama
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| 335 | }
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| 336 |
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| 337 | #tv6 - in front of the passage to the hall
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| 338 | func void BayTwo1(string char_index)
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| 339 | {
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| 340 | ai2_dopath Tarmac_Striker_2 come_to_me 1
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| 341 | ai2_dopath Tarmac_Striker_3 come_to_me 1
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| 342 | ai2_dopath mad_bomber_2 come_to_me 1
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| 343 | ai2_spawn BayTwo_Striker_1
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| 344 | ai2_spawn hidden_friend2
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| 345 | ai2_spawn mad_bomber_2
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| 346 | music_stop
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| 347 | }
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| 348 |
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| 349 | #lose func of mad_bomber_2
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| 350 | func void progress_check_3(string ai_name)
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| 351 | {
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| 352 | progress_check_4
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| 353 | }
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| 354 |
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| 355 | #lose func of BayTwo_Striker_1
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| 356 | func void progress_check_4(string ai_name)
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| 357 | {
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| 358 | var_counter = var_counter + 1
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| 359 | }
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| 360 |
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| 361 | #tv42 - after tv6 (entry func: exhaust_off; exit func: exhaust_on); I've disabled it
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| 362 | #tv43 - after tv42 (entry func: exhaust_on; exit func: exhaust_off); I've disabled it
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| 363 | #tv16 - at the end of the ramp; in front of door 6 (entry func: set_target_5; inside func: save_point_3); I've disabled it
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| 364 |
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| 365 | ##########
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| 366 | ### SP3 ###
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| 367 | ##########
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| 368 |
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| 369 | #tv44 - at the same place as tv16
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| 370 | func void second_coming(string ai_name)
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| 371 | {
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| 372 | if(var_counter eq 0)
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| 373 | {
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| 374 | if(save_point eq 3)
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| 375 | {
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| 376 | trigvolume_enable back9 0
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| 377 | trigvolume_enable back9_copy 0
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| 378 | trigvolume_enable bomberboom 0
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| 379 | trigvolume_enable madbomberbait 0
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| 380 | trigvolume_enable tarmac 0
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| 381 | trigvolume_enable trigger_volume_03 0
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| 382 | trigvolume_enable trigger_volume_08 0
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| 383 | trigvolume_enable trigger_volume_10 0
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| 384 | trigvolume_enable trigger_volume_11 0
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| 385 | objective_set 2 silent
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| 386 | }
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| 387 | else save_game 3 autosave
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| 388 | trigvolume_enable secondcoming 0
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| 389 | ai2_spawn TerminalTwo_Striker_1
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| 390 | ai2_spawn TerminalTwo_Striker_2
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| 391 | door_unlock 6
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| 392 | particle door7_locklight01 do start
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| 393 | particle lock2_locklight01 do start
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| 394 | target_set 1115 30
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| 395 | sleep 1
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| 396 | sound_dialog_play c00_01_24shinatama
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| 397 | }
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| 398 | else
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| 399 | {
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| 400 | ai2_dopath Tarmac_Striker_2 come_to_me 1
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| 401 | ai2_dopath Tarmac_Striker_3 come_to_me 1
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| 402 | ai2_dopath mad_bomber_2 come_to_me 1
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| 403 | }
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| 404 | }
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| 405 |
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| 406 | func void patrolscript000(string ai_name)
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| 407 | {
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| 408 | particle lock2_locklight01 do start
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| 409 | door_unlock 6
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| 410 | }
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| 411 |
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| 412 | #tv1 - after door 7
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| 413 | func void Booth(string wazzzup)
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| 414 | {
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| 415 | ai2_spawn BoothStriker01
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| 416 | ai2_spawn BoothStriker02
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| 417 | playback BoothStriker01 BoothStriker01
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| 418 | playback BoothStriker02 BoothStriker02
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| 419 | sound_music_start mus_asian 0.8
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| 420 | target_set 0 0
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| 421 | door_lock 10
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| 422 | }
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| 423 |
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| 424 | #lose func of BoothStriker01
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| 425 | func void console_2_activate(string char_index)
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| 426 | {
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| 427 | console_activate 2
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| 428 | }
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| 429 |
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| 430 | #console 2
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| 431 | func void change_door2_light(void)
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| 432 | {
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| 433 | door_lock 7
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| 434 | particle door7_locklight01 do stop
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| 435 | particle door2_locklight01 do start
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| 436 | console_deactivate 2
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| 437 | objective_set 3 silent
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| 438 | target_set 1139 30
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| 439 | sound_dialog_play_block c00_01_18shinatama
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| 440 | sound_dialog_play c00_01_28shinatama
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| 441 | }
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| 442 |
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| 443 | #tv5 - after door 10
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| 444 | func void Repair1(string char_index)
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| 445 | {
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| 446 | ai2_spawn Repair_Striker_1
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| 447 | ai2_spawn Repair_Comguy_1
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| 448 | ai2_spawn alamo_thug_1
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| 449 | }
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| 450 |
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| 451 | #tv24 - after door 11
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| 452 | func void stop_booth_music(string who)
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| 453 | {
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| 454 | music_stop
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| 455 | }
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| 456 |
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| 457 | #tv21 - at the beginning of the stairs to door 13
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| 458 | func void Repair2(string char_index)
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| 459 | {
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| 460 | ai2_spawn Repair_Striker_2
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| 461 | ai2_spawn Repair_Comguy_2
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| 462 | }
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| 463 |
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| 464 | #console 3
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| 465 | func void final_ambush(string char_index)
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| 466 | {
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| 467 | sound_music_start mus_fitec_hd 0.91
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| 468 | particle door3_locklight01 do start
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| 469 | door_unlock 14
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| 470 | ai2_spawn finalam_striker_1
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| 471 | ai2_spawn finalam_striker_2
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| 472 | ai2_setmovementmode finalam_striker_1 walk
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| 473 | ai2_setmovementmode finalam_striker_2 walk
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| 474 | playback finalam_striker_1 finalam_striker1
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| 475 | playback finalam_striker_2 finalam_striker2
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| 476 | sleep 240
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| 477 | particle door3_locklight01 do stop
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| 478 | door_lock 14
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| 479 | ai2_dopath finalam_striker1 finalam_1 1
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| 480 | ai2_dopath finalam_striker2 finalam_2 1
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| 481 | }
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| 482 |
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| 483 | #for the open door func see func: striker_lullaby_2
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| 484 | #tv12 - on the stairs to door 12 (entry func: i_uh_heheheh); it's disabled and I didn't enabled it
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| 485 |
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| 486 | #tv7 - after door 14
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| 487 | func outro(string wazzup)
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| 488 | {
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| 489 | fade_out 0 0 0 30
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| 490 | sleep 30
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| 491 | win
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| 492 | }
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| 493 |
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| 494 | #####################
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| 495 | ### TEXT CONSOLES ###
|
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| 496 | #####################
|
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| 497 |
|
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| 498 | func void level_4a(void)
|
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| 499 | {
|
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| 500 | text_console level_4a
|
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| 501 | console_reset 7
|
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| 502 | }
|
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| 503 |
|
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| 504 | func void level_4b(void)
|
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| 505 | {
|
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| 506 | text_console level_4b
|
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| 507 | console_reset 7
|
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| 508 | }
|
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| 509 |
|
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| 510 | func void level_4c(void)
|
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| 511 | {
|
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| 512 | text_console level_4c
|
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| 513 | console_reset 8
|
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| 514 | }
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