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 = .15
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14 | gl_fog_blue = .15
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15 | gl_fog_green = .15
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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 | if(save_point > 0) 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 | splash_screen warehouse_splash_screen
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31 | if(save_point eq 1) save_point = 2
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32 | if(save_point eq 2) fork intro
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33 | if(save_point eq 3) restore_game
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34 | if(save_point eq 4) restore_game
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35 | if(save_point eq 5) restore_game
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36 | sleep 5
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37 | fork sp_all
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38 | }
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39 |
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40 | func void deactivate_stuff(void)
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41 | {
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42 | #not used
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43 | trigvolume_enable tv_train_movement 0
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44 | console_deactivate 4
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45 | trigvolume_enable alarm_trigvol 0
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46 | trigvolume_enable mid_warehouse_target 0
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47 | trigvolume_enable setup_bay3_tv 0
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48 | trigvolume_enable trigger_volume_01 0
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49 | trigvolume_enable trigger_volume_06 0
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50 | trigvolume_enable trigger_volume_63 0
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51 | trigvolume_enable trigger_volume_64 0
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52 | trigvolume_enable trigger_volume_65 0
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53 | trigvolume_enable trigger_volume_68 0
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54 | trigvolume_enable trigger_volume_70 0
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55 | trigvolume_enable trigger_volume_76 0
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56 | trigvolume_enable trigger_volume_77 0
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57 | trigvolume_enable trigger_volume_80 0
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58 | trigvolume_enable tv_66 0
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59 | #used
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60 | door_unlock 108
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61 | env_show 2010 0
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62 | obj_create 20 20
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63 | trigvolume_enable gotLSI_tv 0
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64 | }
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65 |
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66 | func void you_lose(string ai_name)
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67 | {
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68 | fade_out 0 0 0 30
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69 | sleep 30
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70 | lose
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71 | }
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72 |
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73 | ####################################
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74 | ### SEVERAL TIMES USED FUNCTIONS ###
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75 | ####################################
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76 |
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77 | func void sp_all(void)
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78 | {
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79 | co_message_display = 0
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80 | if(save_point eq 2) save_game 2 autosave
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81 | if(save_point eq 3) save_game 3 autosave
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82 | if(save_point eq 4) save_game 4 autosave
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83 | if(save_point eq 5) save_game 5 autosave
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84 | sleep 180
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85 | co_message_display = 1
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86 | }
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87 |
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88 | func void remove_ai(void)
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89 | {
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90 | ai2_kill
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91 | sleep 60
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92 | powerup_reset
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93 | weapon_reset
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94 | sleep 240
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95 | corpse_reset
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96 | }
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97 |
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98 | func void music_stop(void)
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99 | {
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100 | #training
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101 | sound_music_stop atm_gr06
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102 | sound_music_stop atm_ft68
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103 | #warehoue
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104 | sound_music_volume mus_ambgrv1 0.0 2.0
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105 | sound_music_stop mus_ambgrv1
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106 | sound_music_stop atm_low1
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107 | sound_music_volume mus_chase 0.0 3.0
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108 | sound_music_stop mus_chase
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109 | }
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110 |
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111 | ##########
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112 | ### SP1 ###
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113 | ##########
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114 |
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115 | func void intro(void)
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116 | {
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117 | playback 0 SwingKonokoSet
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118 | chr_inv_reset 0
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119 | ai2_spawn A_t48
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120 | objective_set 1 silent
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121 | }
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122 |
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123 | #tv55 - the complete area of the platform where Konoko starts (no funcs); I've disabled it
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124 | #lose func of A_t48 (func: t48_dead); I don't use it
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125 |
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126 | #console 1
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127 | func void unlock6(string ai_name)
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128 | {
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129 | particle d1_locklight01 do start
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130 | door_unlock 6
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131 | target_set 44 30
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132 | ai2_spawn A_t50
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133 | trigvolume_enable trigger_volume_65 1
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134 | }
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135 |
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136 | #tv57 - in front of door 6 (entry func: t65; exit func: t65b); I've diabled it
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137 |
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138 | ### FIRST HALL - GROUND FLOOR ###
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139 |
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140 | #tv56 - after door 6 (entry func: t64); I've diabled it
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141 | #tv72 - right side; in the right corner (entry func: t77); I've diabled it
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142 |
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143 | #tv12 - left side; after the box near the left wall
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144 | func void rat3(void)
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145 | {
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146 | particle rat3 pulse
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147 | }
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148 |
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149 | #tv11 - in front of door 16; right side; around the small drum
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150 | func void bug0(void)
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151 | {
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152 | particle bug0 pulse
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153 | }
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154 |
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155 | ### FIRST HALL - FIRST FLOOR ###
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156 |
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157 | #console 2
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158 | func void unlock1(string ai_name)
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159 | {
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160 | particle lock1_locklight01 do start
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161 | door_unlock 15
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162 | door_unlock 16
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163 | target_set 33 15
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164 | sleep 120
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165 | ai2_spawn Bay1_Thug_1
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166 | }
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167 |
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168 | ### FIRST HALL - SECOND FLOOR ###
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169 |
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170 | #tv74 - on the top of the crane cabin
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171 | func void t02(string ai_name)
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172 | {
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173 | ai2_spawn secret2
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174 | ai2_dopath A_t50 patrol_secret1
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175 | ai2_setjobstate A_t50
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176 | fork health_check
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177 | }
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178 |
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179 | func void health_check(void)
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180 | {
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181 | chr_wait_health secret2 0
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182 | train_fathealth
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183 | }
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184 |
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185 | #tv58 - in front of door 4 (entry func: t01); I've disabled it
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186 |
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187 | ### SECOND HALL - GROUND FLOOR ###
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188 |
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189 | #tv80 - the complete volume of the hall (no funcs); I've disabled it
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190 |
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191 | #tv1 - high box after door 16 and door 15
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192 | func void intro_enemies(string ai_name)
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193 | {
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194 | ai2_spawn Bay2_Thug_1
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195 | ai2_spawn Bay2_Thug_2
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196 | sound_music_start mus_ambgrv1 0
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197 | sound_music_volume mus_ambgrv1 0.75 3.0
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198 | }
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199 |
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200 | #lose func of Bay2_Thug_1
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201 | func void train_fathealth(string ai_name)
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202 | {
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203 | if(var_counter eq 0)
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204 | {
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205 | var_counter = 1
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206 | sleep 90
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207 | sound_dialog_play c00_01_93shinatama
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208 | sound_dialog_play_block pause
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209 | sleep 40
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210 | sound_dialog_play c00_01_94shinatama
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211 | }
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212 | }
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213 |
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214 | #tv19 - after one third of the hall; from left to right; ends right in some distance in front of door 18
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215 | func void rat1(void)
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216 | {
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217 | particle rat1 pulse
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218 | }
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219 |
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220 | #tv13 - after door 18
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221 | func void bug8(void)
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222 | {
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223 | particle bug8 pulse
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224 | }
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225 |
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226 | #console 3
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227 | func void unlock2(string ai_name)
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228 | {
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229 | particle lock2_locklight01 do start
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230 | door_unlock 24
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231 | door_unlock 26
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232 | target_set 84 15
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233 | music_stop
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234 | }
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235 |
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236 | #tv4 - in front of door 26 and door 24 (entry func: setup_bay3); I've disabled it
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237 |
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238 | ### SECOND HALL - FIRST FLOOR ###
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239 |
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240 | #nothing here; no second floor
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241 |
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242 | ### THIRD HALL - GROUND FLOOR ###
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243 |
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244 | #tv15 - after door 26; right side; in front of the first box
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245 | func void rat6(void)
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246 | {
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247 | particle rat6 pulse
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248 | }
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249 |
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250 | #tv14 - next to tv15; in front of the second box
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251 | func void bug4(void)
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252 | {
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253 | particle bug4 pulse
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254 | }
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255 |
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256 | #tv16 - in some distance after door 31
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257 | func void rat4(void)
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258 | {
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259 | particle rat4 pulse
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260 | }
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261 |
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262 | ### THIRD HALL - FIRST FLOOR ###
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263 |
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264 | #tv5 - around Chung
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265 | func void Chung(void)
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266 | {
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267 | sound_music_start atm_low1 0.7
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268 | trigvolume_enable gotLSI_tv 1
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269 | target_set 1 0
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270 | }
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271 |
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272 | #tv30 - around the lsi
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273 | func void checkLSI(string ai_name)
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274 | {
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275 | trigvolume_enable gotLSI_tv 0
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276 | if(chr_has_lsi(0) eq 1)
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277 | {
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278 | particle lock3_locklight01 do start
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279 | door_unlock 37
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280 | music_stop
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281 | ai2_spawn Ambush_Striker_1
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282 | ai2_spawn Mid_Thug_1
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283 | ai2_spawn Mid_Thug_2
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284 | objective_set 2 silent
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285 | target_set 7053 30
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286 | var_counter = 0
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287 | }
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288 | if(chr_has_lsi(0) eq 0)
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289 | {
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290 | sleep 60
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291 | trigvolume_enable gotLSI_tv 1
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292 | }
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293 | }
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294 |
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295 | ### THIRD HALL - SECOND FLOOR ###
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296 |
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297 | #tv75 - in front of door 32
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298 | func void t05(string ai_name)
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299 | {
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300 | ai2_spawn ambush_striker
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301 | }
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302 |
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303 | ##########
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304 | ### SP2 ###
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305 | ##########
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306 |
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307 | #tv59 - after door 37
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308 | func void s2(string player_name)
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309 | {
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310 | if(save_point eq 3)
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311 | {
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312 | ai2_spawn Mid_Thug_1
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313 | ai2_spawn Mid_Thug_2
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314 | objective_set 2 silent
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315 | target_set 7053 30
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316 | }
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317 | else save_game 3 autosave
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318 | }
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319 |
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320 | #tv76 - in front of door 36
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321 | func void t09(string ai_name)
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322 | {
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323 | target_set 62 30
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324 | }
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325 |
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326 | #tv63 - after door 35
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327 | func void t07(string ai_name)
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328 | {
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329 | ai2_spawn Top_Thug_5
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330 | }
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331 |
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332 | #tv64 - after door 34; near the end of the way; near the corner of the left wall
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333 | func void t69(string ai_name)
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334 | {
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335 | ai2_spawn Top_Striker_1
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336 | ai2_spawn Top_Comguy_1
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337 | ai2_spawn Top_Thug_3
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338 | }
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339 |
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340 | #tv6 - in front of door 61
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341 | func void spawn_mid2(string ai_name)
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342 | {
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343 | ai2_spawn Mid2_Striker_1
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344 | ai2_spawn Mid2_Striker_2
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345 | target_set 66 15
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346 | }
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347 |
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348 | #console 5
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349 | func void unlock4(string ai_name)
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350 | {
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351 | particle lock4_locklight01 do start
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352 | door_unlock 65
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353 | target_set 7054 15
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354 | }
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355 |
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356 | ##########
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357 | ### SP3 ###
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358 | ##########
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359 |
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360 | #tv62 - after door 65 (entry func: s3); I've disabled it
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361 |
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362 | #tv2 - after door 65; nearly at the same position as tv62
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363 | func void train_alarm(string ai_name)
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364 | {
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365 | if(save_point eq 4)
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366 | {
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367 | objective_set 2 silent
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368 | target_set 7054 15
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369 | }
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370 | else
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371 | {
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372 | fork remove_ai
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373 | save_game 4 autosave
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374 | door_lock 60
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375 | }
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376 | ai2_spawn Bay4_Comguy_1
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377 | }
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378 |
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379 | ### FIRST HALL - GROUND FLOOR ###
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380 |
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381 | #tv18 - in front of door 68
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382 | func void rat5(void)
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383 | {
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384 | particle rat5 pulse
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385 | }
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386 |
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387 | #console 7 ==> see second floor
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388 |
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389 | ### FIRST HALL - FIRST FLOOR ###
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390 |
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391 | #hit func of Bay4_Comguy_1
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392 | func void hurt1(string ai_name)
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393 | {
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394 | ai2_makeignoreplayer Bay4_Comguy_1 1
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395 | ai2_doalarm Bay4_Comguy_1 6
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396 | ai2_dopath Bay4_Comguy_1 Run_To_Alarm
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397 | ai2_setjobstate Bay4_Comguy_1
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398 | sleep 60
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399 | sound_dialog_play c00_01_96shinatama
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400 | }
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401 |
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402 | func void patrolscript0001(string ai_name)
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403 | {
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404 | ai2_doalarm Bay4_Comguy_1 6
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405 | }
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406 |
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407 | ### FIRST HALL - SECOND FLOOR ###
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408 |
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409 | #console 7
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410 | func void unlock5(string ai_name)
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411 | {
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412 | particle lock4_locklight01 do stop
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413 | door_lock 65
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414 | particle lock5_locklight01 do start
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415 | door_unlock 73
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416 | door_unlock 74
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417 | door_unlock 81
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418 | door_unlock 82
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419 | target_set 72 30
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420 | console_deactivate 7
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421 | var_counter = 1
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422 | }
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423 |
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424 | #tv7 - in front of console 6 (entry func: alarm_warning; exit func: alarm_warningb); I've disabled it
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425 |
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426 | #console 6
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427 | func void alarm_trig(string ai_name)
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428 | {
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429 | fork do_alarm_sound
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430 | if(var_counter eq 0) unlock5
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431 | ai2_makeignoreplayer Bay4_Comguy_1 0
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432 | ai2_dopath Bay4_Comguy_1 patrol_42
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433 | ai2_setjobstate Bay4_Comguy_1
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434 | ai2_spawn Alarm_Bay4_Striker_1
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435 | chr_teleport Alarm_Bay4_Striker_1 7033
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436 | ai2_attack Alarm_Bay4_Striker_1 char_0
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437 | ai2_spawn Alarm_Bay4_Striker_2
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438 | chr_teleport Alarm_Bay4_Striker_2 7033
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439 | ai2_attack Alarm_Bay4_Striker_2 char_0
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440 | }
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441 |
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442 | func void do_alarm_sound(void)
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443 | {
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444 | sound_ambient_start alarm_loop
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445 | sleep 900
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446 | sound_ambient_stop alarm_loop
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447 | }
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448 |
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449 | #console 4 (func: unlock_alarm); I've disabled it
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450 |
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451 | ### SECOND HALL - GROUND FLOOR ###
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452 |
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453 | #tv31 - high box after door 73 and door 74
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454 | func void t47(string ai_name)
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455 | {
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456 | ai2_spawn Bay5_Thug_1
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457 | ai2_spawn Bay5_Thug_2
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458 | }
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459 |
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460 | ### SECOND HALL - FIRST FLOOR ###
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461 |
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462 | #nothing, no second floor
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463 |
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464 | ### THIRD HALL - GROUND FLOOR ###
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465 |
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466 | #tv32 - after door 81
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467 | func void spawn_bay6_bot(string ai_name)
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468 | {
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469 | trigvolume_enable spawn_bay6_top_tv 0
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470 | ai2_spawn Bay6_Striker_1b
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471 | ai2_spawn Bay6_Neutral_1b
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472 | ai2_spawn Bay6_Neutral_2
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473 | ai2_spawn guard1
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474 | train_neutral
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475 | }
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476 |
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477 | func void train_neutral(string ai_name)
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478 | {
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479 | target_set 92 15
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480 | sound_dialog_play c00_01_97shinatama
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481 | }
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482 |
|
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483 | ### THIRD HALL - FIRST FLOOR ###
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484 |
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485 | #tv60 - complete volume of the first floor (no funcs); I've disabled it
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486 |
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487 | #tv3 - after door 82
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488 | func void spawn_bay6_top(string ai_name)
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489 | {
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490 | trigvolume_enable spawn_bay6_bot_tv 0
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491 | ai2_spawn Bay6_Striker_1
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492 | ai2_spawn Bay6_Neutral_1
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493 | ai2_spawn Bay6_Neutral_2
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494 | ai2_spawn guard1
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495 | train_neutral
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496 | }
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497 |
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498 | #tv79 - after door 87
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499 | func void t10(string ai_name)
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500 | {
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501 | ai2_makeignoreplayer Bay6_Neutral_1 1
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502 | ai2_makeignoreplayer Bay6_Neutral_1b 1
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503 | ai2_dopath Bay6_Neutral_1 Bay6_Thug_1
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504 | ai2_dopath Bay6_Neutral_1b Bay6_Thug_1_copy
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505 | sleep 240
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---|
506 | ai2_makeignoreplayer Bay6_Neutral_1 0
|
---|
507 | ai2_makeignoreplayer Bay6_Neutral_1b 0
|
---|
508 | }
|
---|
509 |
|
---|
510 | ### THIRD HALL - SECOND FLOOR ###
|
---|
511 |
|
---|
512 | #tv61 - after door 88
|
---|
513 | func void t67(string ai_name)
|
---|
514 | {
|
---|
515 | chr_changeteam guard1 Syndicate
|
---|
516 | }
|
---|
517 |
|
---|
518 | #neutral func of Bay6_Neutral_2
|
---|
519 | func void gotoconsole(string ai_name)
|
---|
520 | {
|
---|
521 | console_activate 9
|
---|
522 | sleep 7
|
---|
523 | ai2_doalarm Bay6_Neutral_2 9
|
---|
524 | sleep 180
|
---|
525 | trigvolume_enable trigger_volume_06 1
|
---|
526 | }
|
---|
527 |
|
---|
528 | #tv77 - around console 9 (exit func: t06); I've disabled it
|
---|
529 |
|
---|
530 | #console 9
|
---|
531 | func void open_warehouse(string ai_name)
|
---|
532 | {
|
---|
533 | if(save_point eq 4)
|
---|
534 | {
|
---|
535 | particle lock7_locklight01 do start
|
---|
536 | door_unlock 86
|
---|
537 | ai2_spawn Final_Thug_1
|
---|
538 | ai2_spawn Final_Thug_2
|
---|
539 | ai2_spawn Final_Thug_3
|
---|
540 | ai2_spawn Final_Thug_5
|
---|
541 | ai2_dopath Bay6_Neutral_2 Open_Warehouse
|
---|
542 | ai2_setjobstate Bay6_Neutral_2
|
---|
543 | objective_set 3 silent
|
---|
544 | target_set 93 15
|
---|
545 | }
|
---|
546 | particle bigdoor_locklight02 do start
|
---|
547 | ai2_spawn WH_Thug_A
|
---|
548 | ai2_dopath WH_Thug_A WH_Thug_A
|
---|
549 | ai2_setjobstate WH_Thug_A
|
---|
550 | ai2_spawn WH_Striker_B
|
---|
551 | ai2_dopath WH_Striker_B WH_Striker_B
|
---|
552 | ai2_setjobstate WH_Striker_B
|
---|
553 | ai2_spawn WH_Striker_C
|
---|
554 | ai2_spawn WH_Striker_D
|
---|
555 | ai2_dopath WH_Striker_D WH_Striker_D
|
---|
556 | ai2_setjobstate WH_Striker_D
|
---|
557 | }
|
---|
558 |
|
---|
559 | #tv8 - in front of door 48 (entry func: train_timer); I've diabled it
|
---|
560 |
|
---|
561 | ##########
|
---|
562 | ### SP4 ###
|
---|
563 | ##########
|
---|
564 |
|
---|
565 | #tv73 - after door 48
|
---|
566 | func void s4(string ai_name)
|
---|
567 | {
|
---|
568 | if(save_point eq 5) open_warehouse
|
---|
569 | else save_game 5 autosave
|
---|
570 | objective_set 4 silent
|
---|
571 | target_set 96 15
|
---|
572 | sleep 1
|
---|
573 | timer_start 180 you_lose
|
---|
574 | sound_music_start mus_chase 0
|
---|
575 | sound_music_volume mus_chase 0.50 1.0
|
---|
576 | sound_dialog_play c00_01_95shinatama
|
---|
577 | sound_dialog_play_block pause
|
---|
578 | sound_music_volume mus_chase 0.75 1.0
|
---|
579 | }
|
---|
580 |
|
---|
581 | #tv17 - after door 48; right next to the box at 10 past 12
|
---|
582 | func void rat2(void)
|
---|
583 | {
|
---|
584 | particle rat2 pulse
|
---|
585 | }
|
---|
586 |
|
---|
587 | #tv9 - after door 56
|
---|
588 | func void stair1_target(string ai_name)
|
---|
589 | {
|
---|
590 | target_set 31 15
|
---|
591 | }
|
---|
592 |
|
---|
593 | #tv10 - in front of door 58
|
---|
594 | func void stair2_target(string ai_name)
|
---|
595 | {
|
---|
596 | target_set 81 15
|
---|
597 | }
|
---|
598 |
|
---|
599 | #tv71 - big box around console 8 (no funcs); I've disabld it
|
---|
600 | #tv65 - not so big box around console 8 (inside func: t70); I've disabld it
|
---|
601 |
|
---|
602 | #lose func of WH_Striker_C
|
---|
603 | func void end_striker(string ai_name)
|
---|
604 | {
|
---|
605 | music_stop
|
---|
606 | }
|
---|
607 |
|
---|
608 | #console 8
|
---|
609 | func void end_console(string ai_name)
|
---|
610 | {
|
---|
611 | timer_stop
|
---|
612 | fade_out 0 0 0 30
|
---|
613 | sleep 30
|
---|
614 | win
|
---|
615 | }
|
---|
616 |
|
---|
617 | #####################
|
---|
618 | ### TEXT CONSOLES ###
|
---|
619 | #####################
|
---|
620 |
|
---|
621 | func void console_evidence1(string ai_name)
|
---|
622 | {
|
---|
623 | text_console level_1a
|
---|
624 | console_reset 19
|
---|
625 | }
|
---|
626 |
|
---|
627 | func void console_evidence2(string ai_name)
|
---|
628 | {
|
---|
629 | text_console level_1b
|
---|
630 | console_reset 20
|
---|
631 | }
|
---|