[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 | sleep 5
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| 34 | fork sp_all
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| 35 | }
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| 36 |
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| 37 | func void deactivate_stuff(void)
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| 38 | {
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| 39 | #not used
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| 40 | trigvolume_enable Cut_dog 0
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| 41 | trigvolume_enable trigger_volume_07 0
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| 42 | trigvolume_enable trigger_volume_11 0
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| 43 | trigvolume_enable trigger_volume_12 0
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| 44 | trigvolume_enable trigger_volume_14 0
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| 45 | trigvolume_enable trigger_volume_15 0
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| 46 | #used
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| 47 | trigvolume_enable Cut_outro 0
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| 48 | trigvolume_enable shut_off_vault_music 0
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| 49 | trigvolume_enable ninja_ambush_bot_trig 0
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| 50 | trigvolume_enable ninja_ambush_top_trig 0
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| 51 | }
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| 52 |
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| 53 | func void you_lose(string ai_name)
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| 54 | {
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| 55 | fade_out 0 0 0 30
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| 56 | sleep 30
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| 57 | lose
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| 58 | }
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| 59 |
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| 60 | ####################################
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| 61 | ### SEVERAL TIMES USED FUNCTIONS ###
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| 62 | ####################################
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| 63 |
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| 64 | func void sp_all(void)
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| 65 | {
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| 66 | co_message_display = 0
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| 67 | if(save_point eq 1) save_game 1 autosave
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| 68 | if(save_point eq 2) save_game 2 autosave
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| 69 | sleep 180
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| 70 | co_message_display = 1
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| 71 | }
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| 72 |
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| 73 | func void remove_ai(void)
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| 74 | {
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| 75 | ai2_kill
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| 76 | sleep 60
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| 77 | powerup_reset
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| 78 | weapon_reset
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| 79 | sleep 240
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| 80 | corpse_reset
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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_main02
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| 86 | sound_music_stop mus_lz
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| 87 | sound_music_stop mus_heart
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| 88 | sound_music_stop mus_main02_hd
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| 89 | }
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| 90 |
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| 91 | #tv13, tv14, tv15, tv19 and tv 20
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| 92 | func void spawn_outside_left_snipers(string ai_name)
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| 93 | {
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| 94 | ai2_spawn flOUTSIDE_A_sniper_1
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| 95 | ai2_spawn flOUTSIDE_A_sniper_2
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| 96 | ai2_spawn flOUTSIDE_B_sniper_1
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| 97 | ai2_spawn flOUTSIDE_C_sniper_1
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| 98 | }
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| 99 |
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| 100 | #tv16, tv17 and tv18
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| 101 | func void spawn_outside_right_snipers(string ai_name)
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| 102 | {
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| 103 | ai2_spawn flOUTSIDE_D_sniper_1
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| 104 | ai2_spawn flOUTSIDE_D_sniper_2
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| 105 | ai2_spawn flOUTSIDE_E_sniper_1
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| 106 | ai2_spawn flOUTSIDE_E_sniper_2
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| 107 | }
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| 108 |
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| 109 | ##########
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| 110 | ### SP1 ###
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| 111 | ##########
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| 112 |
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| 113 | func void intro(void)
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| 114 | {
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| 115 | particle lock99_locklight01 do start
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| 116 | ai2_spawn IntroSec1
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| 117 | ai2_spawn IntroSec2
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| 118 | ai2_spawn neutral_1
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| 119 | ai2_spawn fl2_secguard_1
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| 120 | powerup_spawn ammo 131
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| 121 | powerup_spawn hypo 132
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| 122 | objective_set 1 silent
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| 123 | target_set 127 30
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| 124 | sleep 1
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| 125 | sound_music_start mus_main02_hd 1.0
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| 126 | }
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| 127 |
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| 128 | #lose func of IntroSec2
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| 129 | func void die_for_art_1(string ai_name)
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| 130 | {
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| 131 | die_for_art_2
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| 132 | }
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| 133 |
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| 134 | #lose func of IntroSec1
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| 135 | func void die_for_art_2(string ai_name)
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| 136 | {
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| 137 | var_counter = var_counter + 1
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| 138 | if(var_counter eq 2) music_stop
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| 139 | }
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| 140 |
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| 141 | ### GROUND FLOOR ###
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| 142 |
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| 143 | #tv7 - after door 59
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| 144 | func void save_game_1(string ai_name)
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| 145 | {
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| 146 | ai2_spawn fl1_secguard_1
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| 147 | ai2_spawn fl1_secguard_2
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| 148 | ai2_spawn fl1_secguard_4
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| 149 | }
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| 150 |
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| 151 | #hit func of neutral_1
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| 152 | func void do_neutral_1_run(string ai_name)
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| 153 | {
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| 154 | ai2_neutralbehavior neutral_1 none
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| 155 | ai2_setmovementmode neutral_1 run_noaim
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| 156 | ai2_dopath neutral_1 neutral_1_run
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| 157 | ai2_setjobstate neutral_1
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| 158 | }
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| 159 |
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| 160 | #console2
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| 161 | func void change_fl2_lights(string ai_name)
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| 162 | {
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| 163 | particle lock1_locklight01 do start
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| 164 | particle lock2_locklight01 do start
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| 165 | door_unlock 54
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| 166 | objective_set 2 silent
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| 167 | }
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| 168 |
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| 169 | ### 1ST FLOOR ###
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| 170 |
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| 171 | #tv2 - after door 67, the complete room plus all rooms behind it
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| 172 | func void fl2_spawn_secguard_3(string ai_name)
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| 173 | {
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| 174 | ai2_spawn fl2_secguard_3
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| 175 | ai2_spawn fl2_secguard_6
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| 176 | ai2_spawn fl2_balcony_1
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| 177 | }
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| 178 |
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| 179 | #tv1 - after door 75, the complete room plus all rooms behind it
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| 180 | func void fl2_spawn_secguard_2(string ai_name)
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| 181 | {
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| 182 | ai2_spawn fl2_secguard_2
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| 183 | ai2_spawn fl2_secguard_7
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| 184 | ai2_spawn fl2_balcony_2
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| 185 | ai2_spawn neutral_2
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| 186 | ai2_spawn neutral_4
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| 187 | }
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| 188 |
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| 189 | #hit func of neutral_2
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| 190 | func void do_neutral_2_run(string ai_name)
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| 191 | {
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| 192 | ai2_neutralbehavior neutral_2 none
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| 193 | ai2_dopath neutral_2 neutral_2_run
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| 194 | ai2_setjobstate neutral_2
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| 195 | }
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| 196 |
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| 197 | #console3
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| 198 | func void change_fl3_lights(string ai_name)
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| 199 | {
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| 200 | particle lock3_locklight01 do start
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| 201 | ai2_spawn fl3_mook_1
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| 202 | ai2_spawn fl3_mook_2
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| 203 | }
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| 204 |
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| 205 | ### 2ND FLOOR ###
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| 206 |
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| 207 | #tv6 - in front of door 68 and door 76
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| 208 | func void spawn_fl3_guards(string ai_name)
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| 209 | {
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| 210 | ai2_spawn fl3_secguard_1
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| 211 | ai2_spawn fl3_secguard_2
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| 212 | ai2_spawn fl3_secguard_6
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| 213 | ai2_spawn flROOF_sniper_1
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| 214 | ai2_spawn Roof_BOSWAT_1
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| 215 | ai2_spawn neutral_3
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| 216 | ai2_spawn neutral_6
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| 217 | objective_set 3 silent
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| 218 | var_counter = 0
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| 219 | }
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| 220 |
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| 221 | #hit func of neutral_3
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| 222 | func void do_neutral_3_run(string ai_name)
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| 223 | {
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| 224 | ai2_neutralbehavior neutral_3 none
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| 225 | ai2_dopath neutral_3 neutral_3_run
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| 226 | ai2_setjobstate neutral_3
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| 227 | }
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| 228 |
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| 229 | #console4
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| 230 | func void seclock2(string ai_name)
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| 231 | {
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| 232 | particle lock5b_locklight01 do start
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| 233 | console_check
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| 234 | }
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| 235 |
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| 236 | #console82
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| 237 | func void seclock3(string ai_name)
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| 238 | {
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| 239 | particle lock5c_locklight01 do start
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| 240 | console_check
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| 241 | }
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| 242 |
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| 243 | #console88
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| 244 | func void seclock1(string ai_name)
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| 245 | {
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| 246 | particle lock5a_locklight01 do start
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| 247 | console_check
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| 248 | }
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| 249 |
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| 250 | func void console_check(void)
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| 251 | {
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| 252 | var_counter = var_counter + 1
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| 253 | if(var_counter eq 1) sound_music_start mus_lz 0.75
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| 254 | if(var_counter eq 3)
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| 255 | {
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| 256 | music_stop
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| 257 | door_unlock 23
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| 258 | door_unlock 42
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| 259 | }
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| 260 | }
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| 261 |
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| 262 | ### ROOF ###
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| 263 |
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| 264 | #console5
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| 265 | func void DataArchiveUnlock(string ai_name)
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| 266 | {
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| 267 | sound_music_start mus_heart
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| 268 | particle lock4_locklight01 do start
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| 269 | door_unlock 7
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| 270 | ai2_spawn fl1_target_1
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| 271 | ai2_spawn fl2_target_2
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| 272 | objective_set 4 silent
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| 273 | target_set 267 30
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| 274 | trigvolume_enable shut_off_vault_music 1
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| 275 | }
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| 276 |
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| 277 | ### BACK TO GROUND FLOOR ###
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| 278 |
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| 279 | #tv22 - between door 7 and door 14
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| 280 | func void all_music_counters(void)
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| 281 | {
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| 282 | music_stop
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| 283 | }
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| 284 |
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| 285 | ##########
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| 286 | ### SP2 ###
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| 287 | ##########
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| 288 |
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| 289 | ### BASMENT ###
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| 290 |
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| 291 | #tv24 - after door 15 (which is on the left side)
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| 292 | func void save_game_2_right(string player_name)
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| 293 | {
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| 294 | save_game_2_left
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| 295 | }
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| 296 |
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| 297 | #tv23 - after door 5 (which is on the right side)
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| 298 | func void save_game_2_left(string player_name)
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| 299 | {
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| 300 | if(save_point eq 2) fork load_s2
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| 301 | else
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| 302 | {
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| 303 | save_game 2 autosave
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| 304 | fork remove_ai
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| 305 | }
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| 306 | trigvolume_enable save_trig_left 0
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| 307 | trigvolume_enable save_trig_right 0
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| 308 | ai2_spawn flBASEMENT_guard_1
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| 309 | ai2_spawn flBASEMENT_guard_2
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| 310 | console_activate 1
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| 311 | console_activate 6
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| 312 | }
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| 313 |
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| 314 | func void load_s2(void)
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| 315 | {
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| 316 | particle lock1_locklight01 do start
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| 317 | particle lock2_locklight01 do start
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| 318 | particle lock3_locklight01 do start
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| 319 | particle lock4_locklight01 do start
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| 320 | particle lock5a_locklight01 do start
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| 321 | particle lock5b_locklight01 do start
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| 322 | particle lock5c_locklight01 do start
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| 323 | particle lock99_locklight01 do start
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| 324 | door_unlock 5
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| 325 | door_unlock 7
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| 326 | door_unlock 14
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| 327 | door_unlock 15
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| 328 | door_unlock 23
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| 329 | door_unlock 42
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| 330 | door_unlock 54
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| 331 | door_unlock 59
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| 332 | door_unlock 67
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| 333 | door_unlock 68
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| 334 | door_unlock 75
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| 335 | door_unlock 76
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| 336 | trig_activate 1
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| 337 | trig_activate 2
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| 338 | console_deactivate 2
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| 339 | console_deactivate 3
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| 340 | console_deactivate 5
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| 341 | console_deactivate 4
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| 342 | console_deactivate 11
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| 343 | console_deactivate 82
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| 344 | console_deactivate 88
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| 345 | trigvolume_enable trigger_volume_09 0
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| 346 | trigvolume_enable trigger_volume_08 0
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| 347 | trigvolume_enable trigger_volume_02 0
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| 348 | trigvolume_enable trigger_volume_01 0
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| 349 | ai2_spawn neutral_1
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| 350 | ai2_spawn neutral_2
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| 351 | ai2_spawn neutral_3
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| 352 | ai2_spawn neutral_4
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| 353 | ai2_spawn neutral_5
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| 354 | ai2_spawn neutral_6
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| 355 | ai2_neutralbehavior neutral_1 none
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| 356 | ai2_neutralbehavior neutral_2 none
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| 357 | ai2_neutralbehavior neutral_3 none
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| 358 | objective_set 4 silent
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| 359 | target_set 267 30
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| 360 | }
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| 361 |
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| 362 | #console6
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| 363 | func void hall_1(string ai_name)
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| 364 | {
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| 365 | particle lock6_locklight01 do start
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| 366 | door_unlock 3
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| 367 | door_unlock 22
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| 368 | door_unlock 38
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| 369 | door_unlock 77
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| 370 | trig_deactivate 1
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| 371 | trig_deactivate 2
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| 372 | }
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| 373 |
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| 374 | #console1
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| 375 | func void unlock_secret_1(string ai_name)
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| 376 | {
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| 377 | console_activate 7
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| 378 | ai2_spawn secret_guard_1
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| 379 | ai2_spawn secret_guard_2
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| 380 | trig_activate 12
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| 381 | trig_activate 13
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| 382 | trig_activate 14
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| 383 | door_unlock 82
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| 384 | objective_set 5 silent
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| 385 | target_set 1030 30
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| 386 | }
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| 387 |
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| 388 | #tv8 - in front of door 3 and door 77
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| 389 | func void spawn_flRAMP_guards(string ai_name)
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| 390 | {
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| 391 | particle lock46_locklight01 do start
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| 392 | ai2_spawn flRAMP_guard_1
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| 393 | ai2_spawn flRAMP_guard_2
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| 394 | }
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| 395 |
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| 396 | ### BACK TO 2ND FLOOR ###
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| 397 |
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| 398 | #console7
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| 399 | func void unlock_secret_2(string ai_name)
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| 400 | {
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| 401 | particle lock7_locklight01 do start
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| 402 | door_unlock 34
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| 403 | door_unlock 36
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| 404 | trig_deactivate 12
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| 405 | trigvolume_enable ninja_ambush_top_trig 1
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| 406 | trigvolume_enable ninja_ambush_bot_trig 1
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| 407 | }
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| 408 |
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| 409 | #tv29 - after door 3 and door 77
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| 410 | #tv25 - after door 22 and door 38
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| 411 | func void ninja_ambush(string ai_name)
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| 412 | {
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| 413 | trigvolume_enable ninja_ambush_top_trig 0
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| 414 | trigvolume_enable ninja_ambush_bot_trig 0
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| 415 | ai2_spawn ambush_ninja_1
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| 416 | ai2_spawn creepy_ninja_1
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| 417 | ai2_spawn creepy_ninja_3
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| 418 | }
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| 419 |
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| 420 | ### NEXT PART OF THE BUILDING - 1ST FLOOR ###
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| 421 |
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| 422 | #console8
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| 423 | func void upstairs(string ai_name)
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| 424 | {
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| 425 | particle lock23_locklight01 do start
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| 426 | particle lock65_locklight01 do start
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| 427 | door_unlock 8
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| 428 | door_unlock 9
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| 429 | door_unlock 35
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| 430 | trig_deactivate 13
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| 431 | trig_deactivate 14
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| 432 | ai2_spawn creepy_ninja_5
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| 433 | ai2_spawn creepy_ninja_6
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| 434 | }
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| 435 |
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| 436 | ### 2ND FLOOR ###
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| 437 |
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| 438 | #tv4 - in front of door 37
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| 439 | func void window_ninja(string ai_name)
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| 440 | {
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| 441 | trigvolume_enable Cut_outro 0
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| 442 | ai2_spawn creepy_ninja_4
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| 443 | chr_teleport creepy_ninja_4 289
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| 444 | ai2_lookatme creepy_ninja_4
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| 445 | chr_animate creepy_ninja_4 NINJArun_kick
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| 446 | chr_create 1030 start
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| 447 | chr_neutral 1030 1
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| 448 | playback 1030 WindowNinjaSet
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| 449 | sound_music_start mus_pursuit_hd
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| 450 | obj_create 481 481
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| 451 | obj_show 481 481
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| 452 | env_anim 481 481
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| 453 | env_setanim 481 Disk02
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| 454 | chr_envanim 1030 WindowNinjaBox01 norotation
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| 455 | chr_animate 1030 NINJAlev11_window
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| 456 | sleep 185
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| 457 | sound_impulse_play glass_big
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| 458 | particle WindowCharge do explode
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| 459 | sleep 60
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| 460 | chr_delete 1030
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| 461 | ai2_spawn WindowNinjaRun
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| 462 | ai2_passive WindowNinjaRun 1
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| 463 | chr_unstoppable WindowNinjaRun 1
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| 464 | chr_lock_active WindowNinjaRun
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| 465 | playback WindowNinjaRun WindowNinjaRun
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| 466 | obj_kill 481 481
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| 467 | target_set 1030 0
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| 468 | sleep 210
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| 469 | playback WindowNinjaRun JumpNinjaSet
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| 470 | #sleep 10
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| 471 | #playback WindowNinjaRun JumpNinjaSet
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| 472 | }
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| 473 |
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| 474 | ### OUTSIDE ON THE ROOF ###
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| 475 |
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| 476 | #tv27 - complete roof
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| 477 | func void check_outro(string ai_name)
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| 478 | {
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| 479 | trigvolume_enable tv_check_outro 0
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| 480 | if(trigvolume_count(24) eq 0)
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| 481 | {
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| 482 | trigvolume_enable Cut_outro 1
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| 483 | particle obj2 create
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| 484 | target_set 126 30
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| 485 | }
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| 486 | else
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| 487 | {
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| 488 | sleep 60
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| 489 | trigvolume_enable tv_check_outro 1
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| 490 | }
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| 491 | }
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| 492 |
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| 493 | #tv28 - complete roof too; used to count the enemies inside it; see func above
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| 494 |
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| 495 | #tv21 - after the window, from the first left box to the right wall
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| 496 | func void FaceSet(string ai_name)
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| 497 | {
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| 498 | playback WindowNinjaRun
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| 499 | ai2_spawn FaceNinja
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| 500 | ai2_spawn FaceNinja2
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| 501 | playback FaceNinja FaceNinjaSet
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| 502 | playback FaceNinja FaceNinjaJump
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| 503 | }
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| 504 |
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| 505 | #tv26 - passage between the two boxes
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| 506 | func void JumpNinja(string ai_name)
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| 507 | {
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| 508 | chr_nocollision WindowNinjaRun 1
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| 509 | chr_animate WindowNinjaRun KONOKOlev11_jump -1
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| 510 | sleep 135
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| 511 | chr_delete WindowNinjaRun
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| 512 | }
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| 513 |
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| 514 | #tv5 - the place with the yellow flashing circle
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| 515 | func void outro(string ai_name)
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| 516 | {
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| 517 | fade_out 0 0 0 30
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| 518 | sleep 30
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| 519 | win
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| 520 | }
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| 521 |
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| 522 | #####################
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| 523 | ### TEXT CONSOLES ###
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| 524 | #####################
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| 525 |
|
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| 526 | func void grifftext(string chr_index)
|
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| 527 | {
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| 528 | text_console level_11a
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| 529 | console_reset 9
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| 530 | }
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