1 | #
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2 | # state_cutscene.bsl
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3 | #
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4 |
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5 | var int face_count_dead;
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6 |
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7 | func void
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8 | state_cs_intro(
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9 | void)
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10 | {
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11 | trigvolume_enable trig_vol_17 0
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12 | trigvolume_enable trig_vol_19 0
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13 | trigvolume_enable trigger_volume_99 0
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14 | begin_cutscene
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15 | cutscene_sync off
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16 | fade_out 0 0 0 0
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17 | sleep 120
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18 | #Griffin talks
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19 | cinematic_start(GRIFtalkangry, 180, 180, 16, 3, 30, true)
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20 | sound_dialog_play c10_34_01griffin
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21 | sound_dialog_play_block pause
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22 | #Kerr responds
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23 | sleep 20
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24 | #cinematic_start(KERRtalking, 180, 180, 19, 7, 10, false)
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25 | cinematic_start(KERRtalking, 180, 180, 15, 1, 10, false)
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26 | sound_dialog_play c10_34_02kerr
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27 | sound_dialog_play_block pause
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28 | #Griffin talks again
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29 | sleep 20
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30 | sound_dialog_play c10_34_03griffin
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31 | sleep 400
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32 |
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33 | #Make characters for cut-scene
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34 | sound_music_start mus_main02_hd 1.0
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35 | chr_create 102 start
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36 | sleep 10
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37 | #ninja runs out of scene
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38 | playback 102 IntroNinja
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39 | playback 0 IntroKonoko
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40 | chr_nocollision 0 1
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41 | fade_in 120
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42 | cm_anim both Camout01
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43 | sleep 120
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44 | cinematic_stop (GRIFtalkangry, 16, 10)
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45 | cinematic_stop (KERRtalking, 15, 10)
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46 | cm_wait
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47 | chr_delete 102
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48 | cm_anim both Camout02
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49 | cm_wait
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50 | cm_interpolate Camin03 0
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51 | #change this amount to work with cutscene
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52 | sleep 170
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53 | sleep 60
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54 | #security shows up behind Konoko
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55 | ai2_spawn IntroSec1
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56 | ai2_spawn IntroSec2
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57 | sleep 10
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58 | cm_interpolate Camin04 0
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59 | playback 0 IntroKonoko02
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60 | sleep 30
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61 | sound_dialog_play c10_34_05secguard2
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62 | sound_dialog_play_block pause
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63 | chr_animate IntroSec2 SECURIlev11_intro
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64 | cm_interpolate Camin05 0
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65 | #put security guard talking here
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66 | cinematic_start(SEC2talking, 180, 180, 15, 1, 30, true)
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67 | sound_dialog_play c10_34_04secguard1
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68 | sound_dialog_play_block pause
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69 | #Konoko says I don't have time for this
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70 | cm_interpolate IntroCamNotime 0
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71 | cinematic_start (KONintense, 180, 180, 20, 8, 20, true)
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72 | sound_dialog_play c10_34_06konoko
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73 | sound_dialog_play_block pause
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74 | #Security says something
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75 | sound_dialog_play c10_34_07secguard1
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76 | sound_dialog_play_block pause
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77 | cinematic_stop (SEC2talking, 15, 30)
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78 | #your call
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79 | cm_interpolate IntroCamCall01 0
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80 | cm_interpolate_block IntroCamCall02 90
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81 | sleep 70
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82 | sound_dialog_play c10_34_08konoko
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83 | sound_dialog_play_block pause
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84 | cinematic_stop (KONintense, 20,20)
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85 | sleep 20
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86 | cm_reset 0
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87 | #chr_delete 102
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88 | chr_nocollision 0 0
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89 | trigvolume_enable trig_vol_17 1
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90 | trigvolume_enable trig_vol_19 1
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91 | trigvolume_enable trigger_volume_99 1
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92 | end_cutscene
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93 | set_objective_1
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94 | }
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95 |
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96 |
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97 | func void
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98 | dog(string ai_name)
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99 | {
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100 | particle obj1 kill
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101 | begin_cutscene
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102 | chr_forceholster 0 1
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103 | chr_nocollision 0 1
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104 | sleep 30
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105 | #Konoko uses console
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106 | playback 0 DogKonokoSet
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107 | cm_interpolate DogCamLeftHigh 0
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108 | cm_interpolate_block DogCamRightHigh 400
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109 | sleep 10
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110 | chr_animate 0 KONOKOlev11_cnsl_start 68
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111 | chr_animate_block 0 KONOKOlev11_cnsl_idle 300
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112 | #sleep 30
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113 | #Konoko talks
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114 | cinematic_start (KONintense, 180, 180, 19, 7, 20, false)
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115 | sound_dialog_play c10_35_01aKonoko
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116 | sleep 90
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117 | chr_animate 0 KONOKOlev11_cnsl_type 120
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118 | chr_animate_block 0 KONOKOlev11_cnsl_idle 800 8
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119 | sleep 120
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120 | cm_interpolate DogCamRight 0
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121 | cm_interpolate_block DogCamLeft 500
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122 | #Konoko senses the watchdog
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123 | sound_dialog_play_block c10_35_01bKonoko
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124 | chr_animate 0 KONOKOlev11_cnsl_type 120
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125 | chr_animate_block 0 KONOKOlev11_cnsl_type 800 8
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126 | #camera switches to show Ninja
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127 | chr_create 1030 start
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128 | playback 1030 DogNinjaSet
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129 | chr_animate 1030 NINJAlev11_cnsl_type 400
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130 | cm_interpolate DogCamNinjaRight 0
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131 | cm_interpolate_block DogCamNinjaLeft 360
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132 | sleep 360
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133 | #Konoko says no
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134 | cm_interpolate DogCamLeftHigh 0
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135 | cm_interpolate_block DogCamRight 800
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136 | sound_dialog_play_block c10_35_01cKonoko
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137 | chr_animate 0 KONOKOlev11_cnsl_idle 240 8
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138 | sleep 180
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139 | #Konoko wonders who hacker was
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140 | chr_animate_block 0 KONOKOlev11_cnsl_stop
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141 | #Gameplay resumes
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142 | chr_delete 1030
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143 | sound_dialog_play_block pause
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144 | cinematic_stop (KONintense, 15, 30)
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145 | end_cutscene
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146 | cm_reset
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147 | chr_nocollision 0 0
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148 | playback DogKonokoEnd
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149 | # save_game_2
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150 |
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151 | trig_activate 12
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152 | trig_activate 13
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153 | trig_activate 14
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154 |
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155 | door_unlock 82
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156 |
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157 | set_objective_5
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158 | set_target_2
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159 |
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160 | console_activate 1
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161 | console_activate 6
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162 | }
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163 |
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164 | func void
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165 | Nwindow_ninja(string ai_name)
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166 | {
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167 | #spawn character 1030 before Konoko enters the room
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168 | chr_create 1030 start
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169 | chr_neutral 1030 1
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170 | playback 1030 WindowNinjaSet
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171 | }
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172 |
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173 | func void
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174 | window_ninja(string ai_name)
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175 | {
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176 | trigvolume_enable Cut_outro 0
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177 | chr_create 1030 start
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178 | chr_neutral 1030 1
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179 | playback 1030 WindowNinjaSet
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180 | begin_cutscene
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181 | cm_interpolate WindowCamSet 70
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182 | ai2_takecontrol 1
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183 | ai2_setmovementmode 0 walk
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184 | ai2_movetoflag 0 289
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185 | sleep f60
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186 | cm_interpolate WindowCamStart 120
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187 | sound_music_start mus_pursuit_hd
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188 | sleep 120
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189 | #Ninja turns around
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190 | cm_anim both WindowCam00
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191 | ai2_takecontrol 0
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192 | chr_envanim 1030 WindowNinjaBox02 norotation
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193 | chr_animate 1030 NINJAlev11_windowturn
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194 | obj_create 481 481
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195 | obj_show 481 481
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196 | env_anim 481 481
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197 | #Konoko says give me back those files
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198 | cm_wait
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199 | playback 0 WindowKonoko01
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200 | cm_interpolate WindowCam02 0
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201 | sleep 30
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202 | #cinematic_start (KONintense, 180, 180, 17, 6, 30, false)
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203 | #sound_dialog_play lev11_WindowKon
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204 | #sound_dialog_play_block pause
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205 | #cinematic_stop (KONintense, 18, 30)
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206 | sleep 60
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207 | playback 0 WindowKonoko02
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208 | #Ninja backs towards window and flies out)
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209 | env_setanim 481 Disk02
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210 | chr_envanim 1030 WindowNinjaBox01 norotation
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211 | chr_animate 1030 NINJAlev11_window
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212 | cm_anim both WindowCam03
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213 | sleep 185
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214 | #break glass here
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215 | sound_impulse_play glass_big
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216 | particle WindowCharge do explode
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217 | cm_wait
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218 | cm_reset
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219 | end_cutscene
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220 | sleep 60
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221 | chr_delete 1030
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222 | ai2_spawn WindowNinjaRun
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223 | ai2_passive WindowNinjaRun 1
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224 | chr_unstoppable WindowNinjaRun 1
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225 | ai2_spawn creepy_ninja_4
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226 | chr_lock_active WindowNinjaRun
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227 | #make ninja no collision with particles
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228 | playback WindowNinjaRun WindowNinjaRun
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229 | obj_kill 481 481
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230 | target_set(1030, 0.0)
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231 | sleep f210
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232 | playback WindowNinjaRun JumpNinjaSet
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233 | sleep f10
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234 | playback WindowNinjaRun JumpNinjaSet
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235 | #chr_delete WindowNinjaRun
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236 | }
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237 |
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238 | func void
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239 | WindowNinjaDelete(string ai_name)
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240 | {
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241 | #chr_delete WindowNinjaRun
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242 | }
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243 |
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244 | func void
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245 | FaceSet(string ai_name)
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246 | {
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247 | playback WindowNinjaRun
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248 | ai2_spawn FaceNinja
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249 | ai2_spawn FaceNinja2
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250 | ai2_passive FaceNinja 1
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251 | ai2_passive FaceNinja2 1
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252 | ai2_passive FaceNinja3 1
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253 | playback FaceNinja FaceNinjaSet
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254 | playback FaceNinja FaceNinjaJump
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255 | sleep 60
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256 | #chr_delete WindowNinjaRun
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257 | ai2_passive FaceNinja 0
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258 | ai2_passive FaceNinja2 0
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259 | ai2_passive FaceNinja3 0
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260 | trigvolume_enable Cut_outro 0
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261 | }
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262 |
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263 | func void
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264 | JumpNinja(string ai_name)
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265 | {
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266 | chr_nocollision WindowNinjaRun 1
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267 | chr_animate WindowNinjaRun KONOKOlev11_jump -1
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268 | sleep f135
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269 | chr_delete WindowNinjaRun
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270 | }
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271 |
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272 | func void
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273 | JumpKonoko(string ai_name)
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274 | {
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275 | begin_cutscene
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276 | chr_animate 0 KONOKOlev11_jump -1
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277 | sleep f135
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278 | }
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279 |
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280 | #func void
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281 | #Face(string ai_name)
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282 | #{
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283 | # playback FaceNinja FaceNinjaJump
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284 | # sleep 60
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285 | # #chr_delete WindowNinjaRun
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286 | # ai2_passive FaceNinja 0
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287 | # sleep 60
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288 | #}
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289 |
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290 |
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291 | func void
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292 | outro_makeNinja(string ai_name)
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293 | {
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294 | chr_create 111 start
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295 | chr_create 110 start
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296 | chr_neutral 110 1
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297 | chr_neutral 111 1
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298 | playback 110 OutroNinja
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299 | playback 111 OutroSuperNinja
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300 | }
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301 |
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302 | func void
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303 | outro(string ai_name)
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304 | {
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305 | particle obj2 kill
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306 | sound_music_stop mus_pursuit_hd
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307 | begin_cutscene
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308 | sleep f30
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309 | chr_nocollision 0 1
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310 | chr_create 111 start
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311 | chr_create 110 start
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312 | chr_neutral 110 1
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313 | chr_neutral 111 1
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314 | playback 110 OutroNinja
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315 | playback 111 OutroSuperNinja
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316 | cm_interpolate JumpCamKonoko01 0
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317 | playback 0 JumpKonokoSet
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318 | cm_interpolate_block JumpCamKonoko02 90
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319 | sleep f10
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320 | chr_animate 0 KONOKOlev11_jump -1
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321 | sleep f100
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322 | chr_nocollision 0 0
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323 | sleep f10
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324 | playback 0 JumpKonokoDown
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325 | cm_interpolate OutroCamSet 0
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326 | #chr_forceholster 0 1
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327 | sleep f90
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328 | cm_interpolate OutroCam01 140
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329 | sleep 60
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330 | chr_animate 111 NINCOMstartle_bk1
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331 | sleep 80
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332 | cinematic_start (BOSS2face, 180, 180, 17, 6, 30, false)
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333 | sound_dialog_play c10_37_01superninja
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334 | sound_dialog_play_block pause
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335 | cinematic_stop(BOSS2face, 17, 30)
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336 | #ninja jumps onto line
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337 | obj_create 71 71
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338 | cm_anim both OutroCam02
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339 | env_anim 71 71
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340 | chr_envanim 111 OutroNinjaBox01 norotation
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341 | chr_animate 111 NINJAlev11_outrozip01
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342 | playback 110 OutroNinja02
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343 | cutscene_sync_mark
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344 | sound_ambient_start c12_14_07zipa
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345 | sleep 170
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346 | cm_interpolate OutroCam03 0
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347 | playback 0 OutroKonoko
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348 | #kill character 111 here
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349 | chr_delete 111
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350 | sleep 60
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351 | #KONOKO jumps on back of Ninja
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352 | env_anim 71 71
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353 | chr_envanim_block 110 OutroNinjaBox01 norotation
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354 | chr_animate 110 NINJAlev11_outrozip01
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355 | chr_envanim 0 OutroKonBox01 norotation
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356 | chr_animate 0 KONOKOlev11_outrozip01
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357 | cm_anim both OutroCam04
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358 | cutscene_sync_mark
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359 | sound_ambient_start c12_14_07zipb
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360 | cm_wait
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361 | cm_anim both OutroCam05
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362 | env_setanim 71 Zipthing02
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363 | chr_envanim 110 OutroNinjaBox02 norotation
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364 | chr_animate 110 NINJAlev11_outrozip02
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365 | chr_envanim 0 OutroKonBox02 norotation
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366 | chr_animate 0 KONOKOlev11_outrozip02
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367 | sleep 60
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368 | fade_out 0 0 0 60
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369 | sleep 90
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370 | win
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371 | }
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372 |
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373 | func void
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374 | Floor2Unlock(string ai_name)
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375 | {
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376 | input 0
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377 | cm_interpolate Floor2Unlock 0
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378 | sleep 150
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379 | cm_reset
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380 | door_unlock 54
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381 | particle lock1_locklight01 do start
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382 | input 1
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383 | }
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384 |
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385 | func void
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386 | DataArchiveUnlock(string ai_name)
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387 | {
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388 | door_unlock 7
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389 | ai2_spawn fl1_target_1
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390 | input 0
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391 | sound_music_start mus_heart
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392 | fork music_force_stop
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393 | cm_interpolate DataArchiveUnlock 0
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394 | trigvolume_enable shut_off_vault_music 1
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395 | particle obj1 create
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396 | sleep 150
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397 | cm_reset
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398 | input 1
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399 | }
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400 |
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401 | func void
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402 | you_lose(string ai_name)
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403 | {
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404 | sound_music_stop mus_main02_hd
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405 | sound_music_stop mus_heart
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406 | sound_music_stop mus_pursuit
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407 | sleep 240
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408 | fade_out 0 0 0 180
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409 | sleep 240
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410 | lose
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411 | }
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