Index: AE/packages/Globalize/bsl/manplant/manplant_cutscene.bsl
===================================================================
--- AE/packages/Globalize/bsl/manplant/manplant_cutscene.bsl	(revision 495)
+++ AE/packages/Globalize/bsl/manplant/manplant_cutscene.bsl	(revision 495)
@@ -0,0 +1,427 @@
+#
+# manplant_cutscene.bsl
+#
+
+func void
+manplant_cs_intro(void)
+{
+
+}
+
+
+func void intro(void)
+{
+	fade_out 0 0 0 0
+	#cm_interpolate Camout01 0
+	env_show 561 0
+	sleep f14
+	begin_cutscene
+	sleep f30
+	#Outside shot of cops walking in
+	ai2_spawn partner_cop_1
+	ai2_spawn partner_cop_2
+	ai2_spawn Recep
+	ai2_takecontrol 1
+
+	chr_envanim Recep IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_prehello 300
+	chr_envanim Recep IntroSecBox01 norotation
+
+	sleep f2
+	chr_focus 3
+	cm_distance = 300
+	cm_orbit 0.07 720
+
+	playback 0 IntroKonoko01
+	playback partner_cop_1 IntroCop01
+	playback partner_cop_2 IntroCop02
+	#cm_interpolate Camout01 0
+
+
+	sound_music_start mus_ambgrv1b 0.90
+	#music_script_start();
+
+	fade_in 120
+
+	sleep f240
+	#cops enter building, shot behind the receptionist
+	cm_anim both Camin02
+	chr_envanim Recep IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_prehello 540
+	chr_lock_active Recep
+	chr_lock_active partner_cop_1
+	chr_lock_active partner_cop_2
+	#receptionist looks up and Cop introduces himself
+	cm_interpolate_block Camin03 0
+	chr_envanim Recep IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_prehello 120
+	chr_animate_block Recep SECRETsit_hello 90
+
+	sound_music_volume mus_ambgrv1b 0.6 1
+
+	chr_animate_block Recep SECRETsit_talk 600
+	chr_envanim Recep IntroSecBox01 norotation
+
+	sound_dialog_play c01_04_01receptionist
+	cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
+	sound_dialog_play_block pause
+	cinematic_stop (RECEPtalking, 20, 20)
+	cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false)
+	sound_dialog_play c01_04_02tctfag1
+	chr_envanim Recep IntroSecBox01 norotation
+	#Konoko interrupts Cop guy
+	playback 0 IntroKonokoInt
+	sleep f100
+	#sound_dialog_play_block pause
+	chr_envanim Recep IntroSecBox01 norotation
+	cm_interpolate IntroCamInterrupt 0
+	cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false)
+	playback partner_cop_1 IntroCopInt
+	sound_dialog_play_interrupt c01_04_03konoko
+	cinematic_stop (TCTFtalking, 19, 20)
+	sound_dialog_play_block pause
+	cinematic_stop (KONpsychedup, 19, 20)
+	#Receptionis says ok officer
+	cm_interpolate Camin03 0
+	chr_envanim Recep IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_talk 400
+	sleep f30
+	cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
+	sound_dialog_play c01_04_04receptionist
+	sleep f90
+	#Restore original values after cutscene
+	chr_focus 0
+	ai2_takecontrol 0
+	cm_distance=33
+	#Receptionis hits alarm
+	cm_anim both IntroCamAlarm
+	chr_envanim Recep IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_alarm 400
+	sleep f110
+	particle IntroLight01 create
+	particle IntroLight01 do start
+	cinematic_stop (RECEPtalking, 20, 20)
+	#Bad guys see alarm is hit
+	cm_wait
+	chr_create 1050 start
+	ai2_spawn Barabus
+	chr_neutral 1050 1
+	#chr_neutral 1051 1
+	playback 1050 IntroMuroSet
+	playback Barabus IntroBossSet
+	cm_interpolate IntroCamBadGuys00 0
+
+	sound_ambient_start alarm_loop
+
+	cm_interpolate_block IntroCamBadGuys01 240
+	sleep f120
+	cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false)
+	sound_dialog_play c02_05_01barabas
+
+	sound_ambient_volume alarm_loop .35 1.0
+	
+	sound_dialog_play_block pause
+	#Muro turns to Bossman
+	playback 1050 IntroMuro01
+	cm_interpolate IntroCamMuro01 0
+	cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false)	
+	sound_dialog_play c02_05_02muro
+	sound_dialog_play_block pause
+	#Bossman and Muro talk
+	cm_interpolate IntroCamBothLt 0
+	cm_interpolate_block IntroCamBothRt 500
+	sound_dialog_play c02_05_03barabas
+	sound_dialog_play_block pause
+	sound_dialog_play c02_05_04muro
+	sound_dialog_play_block pause
+	sound_dialog_play c02_05_05barabas
+	sound_dialog_play_block pause
+	#Muro talks
+	cm_interpolate IntroCamMuro02 0
+
+	sound_ambient_volume alarm_loop 0.0 1.0
+	sound_ambient_stop alarm_loop
+
+	sound_dialog_play c02_05_06muro
+	sound_dialog_play_block pause
+	#Bossman and Muro talk
+	cm_interpolate IntroCamBothRtHigh 0
+	cm_interpolate_block IntroCamBothLtHigh 500
+	sound_dialog_play c02_05_07muro
+	sound_dialog_play_block pause
+	sound_dialog_play c02_05_08barabas
+	sound_dialog_play_block pause
+	sound_dialog_play c02_05_09muro
+	sound_dialog_play_block pause
+	sound_dialog_play c02_05_10barabas
+	sound_dialog_play_block pause
+	#Muro talks
+	cm_interpolate IntroCamMuro01 0
+	sound_dialog_play c02_05_11muro
+	sound_dialog_play_block pause
+	cinematic_stop (MUROnametag, 15,20)
+	cinematic_stop (BOSS1nametag, 16,20)
+	#Receptionist says hold on
+	cm_interpolate Camin03 0
+	chr_envanim Recep IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_unalarm 180
+	chr_animate_block Recep SECRETsit_talk 500
+	sound_dialog_play c02_05_12receptionist
+	cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
+	sound_dialog_play_block pause
+	cinematic_stop (RECEPtalking, 20,20)
+	#Strikers Rush in
+
+	sound_ambient_volume mus_ambgrv1b 0 .5
+
+	music_script_start();
+
+	ai2_spawn ambush_striker_3
+	ai2_spawn ambush_striker_2
+	#chr_neutral ambush_striker_3 1
+	#chr_neutral ambush_striker_2 1
+	
+	door_open 21
+	door_jam 21
+
+	playback ambush_striker_3 IntroStrikerRight01
+	playback ambush_striker_2 IntroStrikerRight02
+	cm_interpolate IntroCamDoorRight01 0
+	sleep f180
+	#Cop says what the?
+	playback partner_cop_2 IntroCop02Surprise
+	chr_envanim 1003 IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_talk 400
+	cm_interpolate IntroCamSurprise 0
+	cm_interpolate_block IntroCamSurprise02 90
+	sound_dialog_play c02_05_13tctfag1
+	ai2_spawn ambush_striker_1
+	#chr_neutral ambush_striker_1 1
+
+	door_unlock 4
+	door_open 4
+	door_jam 4
+	
+	playback ambush_striker_1 IntroStrikerLeft01
+	sleep f60
+	#Konoko looks around
+	chr_envanim Recep IntroSecBox01 norotation
+	chr_animate Recep SECRETsit_talk 180
+	cm_reset
+	playback 0 IntroKonokoLook
+	sleep f30
+	cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false)
+	sleep f170
+	#Konoko says we got company
+	playback Recep IntroRecepRun
+	cm_interpolate IntroCamCompany 0
+	sound_dialog_play c02_05_14konoko
+	sleep f30
+	playback Recep IntroRecepRun
+	sound_dialog_play_block pause
+	cinematic_stop (KONangryfront, 19 ,20)
+	#gameplay resumes
+	cm_reset
+	env_show 561 1
+	env_show 560 0
+	end_cutscene
+
+	ai2_attack partner_cop_1 ambush_striker_1
+	ai2_attack partner_cop_2 ambush_striker_3
+
+	chr_delete 1050
+	chr_delete Barabus
+	particle IntroLight01 kill
+	sleep f90
+	#chr_delete Recep
+	
+	door_lock 1
+	door_unjam 4
+	door_lock 4
+	door_unjam 21
+	set_objective_1
+	
+	save_point_1
+}
+
+func void
+Chase(
+	void)
+{
+	sleep 60
+	begin_cutscene jello
+#	sleep f10
+#	cm_orbit .1
+	sleep f30
+	chr_animate 0 KONOKOwatch_start 60
+	sleep f40
+	cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
+	cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
+	sleep f19
+	chr_animate 0 KONOKOwatch_idle 3000
+
+	sound_music_volume atm_low_perc1 0.35 1.0
+
+	sound_dialog_play c02_06_01konoko
+	sound_dialog_play_block pause
+	sound_dialog_play c02_06_02griffin
+	sound_dialog_play_block pause
+	sound_dialog_play c02_06_03konoko
+	sound_dialog_play_block pause
+	sound_dialog_play c02_06_04griffin
+	sound_dialog_play_block pause
+	sound_dialog_play c02_06_05konoko
+	sound_dialog_play_block pause
+	sound_dialog_play c02_06_06griffin
+	sound_dialog_play_block pause
+	sound_dialog_play c02_06_07konoko
+	sound_dialog_play_block pause
+	cinematic_stop (KONtalking, 15,20)
+	cinematic_stop (GRIFtalking, 16,20)
+	chr_animate 0 KONOKOwatch_stop
+	sleep f15
+	cm_reset
+	end_cutscene
+
+	sound_music_volume atm_low_perc1 .90 1.0
+	
+	striker_counter = striker_counter + 2
+	particle save1b_locklight01 do start
+	door_unlock 11
+	console_deactivate 15
+	
+	if (alarm_counter eq 1)		
+		{
+		ai2_spawn hall_striker_2
+		ai2_tripalarm konoko 1
+		}
+}
+
+
+func void
+Griffin_1(
+	void)
+{
+	begin_cutscene jello
+	sound_ambient_stop alarm_loop
+	sleep f30
+	chr_animate 0 KONOKOwatch_start 60
+	sleep 40
+	cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
+	cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
+	sleep f19
+	chr_animate 0 KONOKOwatch_idle 3000
+	sound_dialog_play c02_07_01griffin
+	sound_dialog_play_block pause
+	sound_dialog_play c02_07_02konoko
+	sound_dialog_play_block pause
+	chr_animate 0 KONOKOwatch_stop
+	cinematic_stop (KONtalking, 15,20)
+	cinematic_stop (GRIFtalking, 16,20)
+	sleep f15
+	cm_reset
+	end_cutscene
+}
+
+
+func void
+outro(
+	void)
+{
+	begin_cutscene
+	env_show 555 1
+	env_show 556 0
+	#Konok talks on watch radio to Griffin
+	#playback 0 OutroKonokoSet
+	##cm_interpolate OutroCam00 0
+	##cm_interpolate_block OutroCam01 180
+	fork soundplay
+	gl_fog_blue=0
+	gl_fog_red=0
+	gl_fog_green=0
+	gl_fog_end=.999
+	gl_fog_start_changeto 0.92 60
+	sleep f60
+	sleep f30
+	playback 0 OutroKonokoRun
+	cm_interpolate OutroCam00 0
+	cm_interpolate_block OutroCam01 180
+	sleep f120
+	#Konoko jumps out of room
+	playback 0 OutroKonoko01
+	cm_interpolate OutroCam02 0
+	sleep f60
+	#cm_interpolate_block OutroCam03 180
+	sleep f40
+	particle OutroCharge do explode
+	sleep f200
+	#Konoko runs out of room
+	playback 0 OutroKonoko02
+	door_open 4
+	door_jam 4
+	cm_interpolate OutroCam04 0
+	sleep f90
+	cm_interpolate_block OutroCam05 180
+	sleep f180
+	#Konoko runs out of front door
+	cm_interpolate OutroCam06 0
+	cm_interpolate_block OutroCam07 180
+	sleep f100
+	door_open 1
+	door_jam 1
+	sleep f140
+	fade_out 0 0 0 120
+	#win
+}
+
+func void
+soundplay(
+	void)
+{
+	cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false)
+	sound_dialog_play c02_09_01griffin
+	sleep f60
+	sound_dialog_play_block pause
+	sound_dialog_play c02_09_02kerr
+	cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true)	
+	sound_dialog_play_block pause
+	sound_dialog_play c02_09_03griffin
+	sound_dialog_play_block pause
+	sound_dialog_play c02_09_04kerr
+	sound_dialog_play_block pause
+	sound_dialog_play c02_09_05griffin
+	sound_dialog_play_block pause
+	sound_dialog_play c02_09_06kerr
+	sound_dialog_play_block pause
+	sound_dialog_play c02_09_07griffin
+	sound_dialog_play_block pause
+	cinematic_stop (KERRtalking, 16,20)
+	cinematic_stop (GRIFtalking, 15,20)
+	sleep f100
+	gl_fog_end=1
+	gl_fog_start=.975
+	win
+}
+
+
+
+func void
+animate(
+	void)
+{
+	env_anim 1101 1
+	env_anim 1102 1
+	env_anim 1103 1
+	env_anim 1104 1
+	env_anim 1105 1
+	env_anim 1106 1
+	env_anim 1107 1
+	env_anim 1108 1
+	env_anim 1109 1
+	env_anim 1110 1
+	env_anim 1111 1
+	env_anim 1201 1
+	env_anim 1202 1
+	env_anim 1203 1
+	env_anim 1204 1
+}
