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root/Oni2/nikanabo/current/bsl/onilight/IGMD/Airport_III/airport2.bsl
Revision: 185
Committed: Mon May 21 18:48:22 2007 UTC (18 years, 5 months ago) by geyser
File size: 18636 byte(s)
Log Message:

File Contents

# Content
1 #################
2 ### VARIABLES ###
3 #################
4
5 var int var_counter = 0;
6 var int var_counter2 = 0;
7
8 ############
9 ### MAIN ###
10 ############
11
12 func void main(void)
13 {
14 gl_fog_red = 0
15 gl_fog_blue = 0
16 gl_fog_green = 0
17 gl_fog_start = .995
18 gs_farclipplane_set 5000
19 ui_suppress_prompt = 1
20 chr_auto_aim_dist = 0
21 start
22 }
23
24 #############
25 ### START ###
26 #############
27
28 func void start(string ai_name)
29 {
30 fork deactivate_stuff
31 if(save_point eq 0) save_point = 1
32 if(save_point eq 1) fork intro
33 if(save_point eq 2) restore_game
34 if(save_point eq 3)
35 {
36 restore_game
37 sleep 1
38 if(trigvolume_count(5) eq 0) fork save_point_2
39 }
40 if(save_point eq 4) restore_game
41 if(save_point eq 5) fork save_point_5
42 sleep 5
43 fork sp_all
44 }
45
46 func void deactivate_stuff(void)
47 {
48 #not used
49 trigvolume_enable ratend 0
50 trigvolume_enable trigger_volume_03 0
51 trigvolume_enable trigger_volume_04 0
52 trigvolume_enable trigger_volume_40 0
53 trigvolume_enable trigger_volume_41_copy 0
54 trigvolume_enable unfinishedbusiness 0
55 #used
56 door_lock 35
57 particle gas2 do stop
58 particle gaslight1 do stop
59 trig_hide 1
60 trig_hide 2
61 trig_hide 3
62 trig_hide 4
63 trigvolume_enable rappel_point 0
64 trigvolume_enable trigger_volume_08 1
65 trigvolume_enable tripwire 1
66 }
67
68 func void you_lose(string ai_name)
69 {
70 fade_out 0 0 0 30
71 sleep 30
72 lose
73 }
74
75 ####################################
76 ### SEVERAL TIMES USED FUNCTIONS ###
77 ####################################
78
79 func void sp_all(void)
80 {
81 co_message_display = 0
82 if(save_point eq 1) save_game 1 autosave
83 if(save_point eq 2) save_game 2 autosave
84 if(save_point eq 3) save_game 3 autosave
85 if(save_point eq 4) save_game 4 autosave
86 if(save_point eq 5) save_game 5 autosave
87 sleep 180
88 co_message_display = 1
89 }
90
91 func void remove_ai(void)
92 {
93 ai2_kill
94 sleep 60
95 powerup_reset
96 weapon_reset
97 sleep 240
98 corpse_reset
99 }
100
101 func void music_stop(void)
102 {
103 sound_music_stop mus_om03
104 sound_music_stop atm_gr09
105 sound_music_stop mus_asian
106 sound_music_stop atm_cl09
107 sound_music_stop mus_space01
108 }
109
110 #tv43, 46 and 47
111 func void fire_damage(string ai_name)
112 {
113 chr_poison(ai_name, 5, 30, 30);
114 }
115
116 ##########
117 ### SP1 ###
118 ##########
119
120 func void intro(void)
121 {
122 playback 0 IntroKonokoSet
123 sleep 5
124 ai2_spawn Start_Friend_1
125 ai2_spawn Start_Striker_5
126 ai2_makeaware Start_Striker_5 Start_Friend_1
127 particle room1 do start
128 sleep 15
129 sound_dialog_play c00_01_28shinatama
130 sleep 30
131 objective_set 1 silent
132 target_set 7124 30
133 sound_music_start mus_om03
134 }
135
136 func void patrolscript0200(string char_index)
137 {
138 playback_block Start_Friend_1 roll fromhere
139 ai2_dopath Start_Friend_1 Start_Friend_1b 1
140 ai2_setjobstate Start_Friend_1
141 }
142
143 #tv9 - in the middle of the passage from the start room to the hall
144 func void Start1(string char_index)
145 {
146 ai2_spawn Start_Striker_1
147 ai2_spawn Start_Striker_2
148 ai2_spawn Start_Comguy_1
149 }
150
151 #tv11- at the end of the passage
152 func void mad_bomber1(string ai_name)
153 {
154 ai2_spawn mad_bomber1
155 sleep 150
156 particle bomb1 do explode
157 particle squib1a do explode
158 particle squib1b do explode
159 sleep 60
160 particle bomb2 do explode
161 particle squib2 do explode
162 sleep 30
163 particle bomb_damage1 do start
164 }
165
166 #lose func of Start_Striker_5 and Start_Comguy_1 and Hangar1_A_Striker_3
167 func void striker_lullaby_1(string ai_name)
168 {
169 var_counter = var_counter + 1
170 if(var_counter eq 2)
171 {
172 music_stop
173 var_counter = 0
174 }
175 }
176
177 #tv14 - in some distance in front of the corner of the right wall; from left to right
178 func void victim_thug1(string ai_name)
179 {
180 ai2_spawn victim_thug1
181 ai2_spawn cruel_striker1
182 }
183
184 #console11
185 func void lock2(string ai_name)
186 {
187 particle lock2_locklight01 do start
188 trigvolume_enable hidden_friends1 1
189 music_stop
190 }
191
192 #tv15 - in the middle of the passage to door 41
193 func void hidden_thugs(string ai_name)
194 {
195 ai2_spawn Start_Friend_2
196 ai2_spawn Start_Friend_3
197 }
198
199 #console 12
200 func void lock1(void)
201 {
202 particle lock1_locklight01 do start
203 target_set 7125 30
204 }
205
206 ##########
207 ### SP2 ###
208 ##########
209
210 #tv1 - in some distance after door 11
211 func void tarmac(string ai_name)
212 {
213 if(save_point ne 2)
214 {
215 fork remove_ai
216 save_game 2 autosave
217 particle lock1_locklight01 do stop
218 door_close 11
219 door_lock 11
220 particle room1 do stop
221 particle bomb_damage1 do stop
222 }
223 particle compound create
224 ai2_spawn tarmac_striker_1
225 ai2_spawn tarmac_striker_2
226 ai2_spawn tarmac_striker_3
227 ai2_spawn tarmac_tanker_1
228 ai2_spawn tarmac_tanker_2
229 ai2_spawn tarmac_commguy_1
230 objective_set 2 silent
231 target_set 7037 30
232 sleep 1
233 sound_music_start atm_gr09 0.75
234 sound_dialog_play c00_01_18shinatama
235 }
236
237 #tv18 - big box around the entrance of the area which is fenced in (where the mad bomber waits)
238 func void striker_tee_off(string ai_name)
239 {
240 ai2_dopath tarmac_striker_4 tarmac_striker_3b 1
241 }
242
243 #tv19 - compled area which is fenced in (where the mad bomber waits)
244 #hit func of tarmac_striker_3
245 func void tanker_backup(string ai_name)
246 {
247 ai2_dopath tarmac_tanker_2 tarmac_tanker_2b 1
248 }
249
250 #tv17 - after door 46; from left to right
251 func void unlock_commguy(string ai_name)
252 {
253 ai2_dopath tarmac_commguy_1 tarmac_commguy_2 1
254 ai2_dopath tarmac_tanker_2 tarmac_tanker_2c 1
255 music_stop
256 }
257
258 #console 1
259 func void Hangar1_A(void)
260 {
261 particle lock3_locklight01 do start
262 door_unlock 12
263 target_set 7085 30
264 }
265
266 #tv12 and 45 - in some distance after door 12
267 func void muro_bait(string ai_name)
268 {
269 trigvolume_enable murobait_a 0
270 trigvolume_enable murobait_b 0
271 particle compound kill
272 door_close 12
273 door_lock 12
274 ai2_spawn muro1
275 ai2_spawn escort_striker1
276 ai2_spawn escort_striker2
277 playback muro1 muro1 interp 30
278 playback escort_striker1 escort_striker1 interp 30
279 playback escort_striker2 escort_striker2 interp 30
280 sound_music_start mus_asian 0.75
281 particle garage1_locklight02 do start
282 door_open 26
283 door_jam 26
284 ai2_spawn Hangar1_A_Striker_1
285 ai2_spawn Hangar1_A_Striker_2
286 ai2_spawn Hangar1_A_Striker_3
287 playback Hangar1_A_Striker_2 hangar1_striker2 interp 30
288 playback Hangar1_A_Striker_3 hangar1_striker3 interp 30
289 playback Hangar1_A_Striker_1 hangar1_striker1 interp 30
290 sleep 30
291 sound_dialog_play c00_01_20shinatama
292 objective_set 3 silent
293 target_set 0 0
294 sleep 600
295 chr_delete muro1
296 chr_delete escort_striker1
297 chr_delete escort_striker2
298 }
299
300 #lose func of Hangar1_A_Striker_1
301 func void striker_lullaby_2(string ai_name)
302 {
303 striker_lullaby_1
304 }
305
306 ### WAY TO THE GAS TUNNEL ###
307
308 #console13
309 func void rat_door(string ai_name)
310 {
311 particle lock9_locklight02 do start
312 door_unlock 24
313 }
314
315 #tv48 - after door 26
316 func void low_target_clear(string ai_name)
317 {
318 target_set 0 0
319 }
320
321 #tv49 - after tv48
322 func void low_target_set(string ai_name)
323 {
324 target_set 7085 30
325 }
326
327 #tv2 - in some distance after tv49
328 func void hangar1a(string char_index)
329 {
330 ai2_spawn Hangar1_B_Striker_1
331 ai2_spawn Hangar1_B_Striker_4
332 }
333
334 #lose func of Hangar1_B_Striker_1 and Hangar1_B_Striker_4
335 func void hangar1d_var(string ai_name)
336 {
337 var_counter = var_counter + 1
338 if(var_counter eq 2)
339 {
340 particle garage2_locklight02 do start
341 door_unlock 19
342 door_open 19
343 door_jam 19
344 ai2_spawn hangar1d_enemy_1
345 ai2_spawn hangar1d_enemy_2
346 }
347 }
348
349 #lose func of hangar1d_enemy_1 and hangar1d_enemy_2
350 func void hangar1f_var(string ai_name)
351 {
352 var_counter = var_counter + 1
353 if (var_counter eq 4)
354 {
355 particle garage3_locklight02 do start
356 door_unlock 20
357 door_open 20
358 door_jam 20
359 ai2_spawn hangar1f_enemy_1
360 ai2_spawn hangar1f_enemy_3
361 ai2_spawn rat_thug_4
362 var_counter = 0
363 }
364 }
365
366 #tv39 - after door 20 (entry func: skip_ratscene); I've disabled it
367
368 #hit func of hangar1f_enemy_3
369 func void hangar1d_backup(string ai_name)
370 {
371 ai2_spawn hangar1f_enemy_2
372 }
373
374 func void patrolscript0500(string ai_name)
375 {
376 playback_block hangar1f_enemy_2 bomber_jump interp 30
377 }
378
379 #tv31 - after the beginning of the ramp
380 func void gas_trig_show(string ai_name)
381 {
382 trig_show 1
383 trig_show 2
384 trig_show 3
385 trig_show 4
386 console_deactivate 14
387 console_deactivate 15
388 door_open 48
389 door_jam 48
390 }
391
392 ### WAY TO THE ROOF ###
393
394 #tv13 - from the left wall (at the end of the right side of door 26) to the right wall
395 func void hangar1b(string ai_name)
396 {
397 ai2_spawn superball_striker
398 }
399
400 #tv50 - at the beginning of the first plattform; at the end of the first ramp
401 func void high_target_clear(string ai_name)
402 {
403 target_set 0 0
404 }
405
406 #tv51 - after tv50
407 func void high_target_set(string ai_name)
408 {
409 target_set 7126 30
410 }
411
412 #console 8
413 func void lock5(void)
414 {
415 particle lock5c_locklight01 do start
416 lock_check
417 }
418
419 #tv30 - after the room with console 3; left side; at the end of the ramp
420 func void hangar1c(string char_index)
421 {
422 ai2_spawn Hangar1_B_Striker_5
423 ai2_spawn Hangar1_B_Striker_9
424 ai2_spawn Hangar1_A_Tanker_1
425 ai2_spawn Hangar1_B_Comguy_12
426 }
427
428 #console 3
429 func void lock5a_var(string ai_name)
430 {
431 particle lock5a_locklight01 do start
432 lock_check
433 }
434
435 #tv4 - the platform with door 21 and door 22; first half of the platform (tv without any func); I've disabled it
436
437 #console 33
438 func void lock5b_var(string ai_name)
439 {
440 particle lock5b_locklight01 do start
441 lock_check
442 }
443
444 func void lock_check(void)
445 {
446 var_counter2 = var_counter2 + 1
447 if(var_counter2 eq 1) music_stop
448 if(var_counter2 eq 3)
449 {
450 door_unlock 21
451 door_unlock 22
452 roof_guys
453 }
454 }
455
456 func void roof_guys(void)
457 {
458 #particles
459 particle carpool create
460 particle carpool do start
461 particle roof2 do start
462 particle roof3 do start
463 #roof1
464 ai2_spawn ahah_badman_1
465 ai2_spawn ahah_badman_2
466 ai2_spawn Roof1_Striker_1
467 ai2_spawn Roof1_Striker_2
468 #roof2
469 ai2_spawn carpool_striker_1
470 ai2_spawn Roof2_Striker_1
471 ai2_spawn Roof2_Striker_2
472 ai2_spawn Roof2_Striker_3
473 #tv
474 trigvolume_enable trigger_volume_08 0
475 }
476
477 ##########
478 ### SP3 ###
479 ##########
480
481 ### GAS TUNNEL ###
482
483 #tv5 - in some distance after door 24
484 func void save_point_3(string ai_name)
485 {
486 if(save_point eq 3)
487 {
488 gas_trig_show
489 objective_set 3 silent
490 target_set 7085 30
491 }
492 else
493 {
494 fork remove_ai
495 save_game 3 autosave
496 particle lock9_locklight02 do stop
497 door_close 24
498 door_lock 24
499 }
500 ai2_spawn Rat_Tanker_1
501 ai2_spawn Rat_Comguy_1
502 sleep 1
503 sound_music_start atm_cl09 0.75
504 trigvolume_enable save2 0
505 trigvolume_enable save3 0
506 }
507
508 #tv28 - the complete volume of the tunnel (tv name: gas)
509 func void poison_konoko(string ai_name)
510 {
511 chr_poison(0, 10, 60, 90);
512 }
513
514 #fired off by touching the triggers (lasers)
515 func void gas(string ai_name)
516 {
517 particle gas1 do start
518 particle gas2 do start
519 particle gaslight1 do start
520 console_activate 14
521 console_activate 15
522 door_unjam 48
523 door_close 48
524 door_jam 48
525 trigvolume_enable gas 1
526 }
527
528 #console 14 and console 15
529 func void gas_off(string ai_name)
530 {
531 particle gas1 do stop
532 particle gas2 do stop
533 particle gaslight1 do stop
534 console_reset 14
535 console_reset 15
536 console_deactivate 14
537 console_deactivate 15
538 door_unjam 48
539 door_open 48
540 door_jam 48
541 trigvolume_enable gas 0
542 }
543
544 #tv27 - in some distance in front of door 48 (entry func: Rat_Guards); I've disabled it
545
546 #tv29 - after door 48
547 func void gas_kill(string ai_name)
548 {
549 particle gas1 do stop
550 particle gas2 do stop
551 particle gaslight1 do stop
552 door_unjam 48
553 door_close 48
554 trig_hide 1
555 trig_hide 2
556 trig_hide 3
557 trig_hide 4
558 }
559
560 #tv32 - in some distance in front of door 35
561 func void gas_trig_hide(string ai_name)
562 {
563 roof_guys
564 }
565
566 ### ROOF ###
567
568 #tv26 - long volume after door 21 and door 22
569 func void save_point_2(string ai_name)
570 {
571 if(save_point eq 3)
572 {
573 fork roof_guys
574 objective_set 3 silent
575 }
576 else
577 {
578 save_game 3 autosave
579 particle lock5a_locklight01 do stop
580 particle lock5b_locklight01 do stop
581 particle lock5c_locklight01 do stop
582 door_close 21
583 door_close 22
584 door_lock 21
585 door_lock 22
586 }
587 target_set 7085 30
588 trigvolume_enable save2 0
589 trigvolume_enable save3 0
590 sleep 1
591 sound_music_start atm_cl09 1.0
592 }
593
594 #tv21 - complete left end of the roof
595 #tv20 - at the beginning of the cul-de-sac
596 func void secret_striker(string char_index)
597 {
598 ai2_spawn secret_striker_1
599 }
600
601 #notice func of secret_striker_1
602 func void secret_tanker(string char_index)
603 {
604 ai2_spawn secret_tanker_1
605 }
606
607 #tv22 - complete front end of the roof
608 #tv23 - complete right end of the roof
609 #tv24 - at the roof of the gas tunnel; from the left to the right; start left: at the beginning of the first short ramp
610 func void low_roadies_1(string ai_name)
611 {
612 ai2_spawn Back_Striker_1
613 ai2_spawn Back_Striker_2
614 ai2_spawn Back_Striker_3
615 ai2_spawn Back_Thug_1
616 }
617
618 #notice func of Back_Striker_3
619 func void sos_2(string char_index)
620 {
621 ai2_spawn sos_badman_2
622 }
623
624 #tv25 - at the end of the underpass of the gas tunnel
625 func void low_roadies_2(string ai_name)
626 {
627 ai2_spawn Back_Tanker_1
628 ai2_spawn Back_Thug_2
629 ai2_spawn Back_Thug_3
630 }
631
632 ### BOTH WAYS FUSE ###
633
634 func void carpool_backup(string char_index)
635 {
636 ai2_spawn carpool_striker_2
637 }
638
639 #tv42 - huge box around the carpool (entry func: carpool_start; exit func: carpool_stop); I've disabled it
640
641 #tv6 - on the roof of the underpass to console 10; at the beginning (top) of the ramp
642 func void Back3(string char_index)
643 {
644 ai2_spawn Roof3_Striker_1
645 ai2_spawn Roof3_Striker_2
646 ai2_spawn Roof3_Tanker_1
647 }
648
649 #hit func of Roof3_Tanker_1
650 func void roof3_backup1(string char_index)
651 {
652 ai2_dopath Roof3_Striker_1 Roof3_Striker_1b 1
653 }
654
655 #tv33 - huge box around the underpass to console 10; includes the roof of the underpass
656 func void back_compound(string char_index)
657 {
658 ai2_spawn compound_tanker_1
659 ai2_spawn compound_bomber_1
660 }
661
662 #tv41 - huge wall from left to right over the complete area below and the roof; starts in some distance after the stiarway to door 27
663 func void remote_parking(string ai_name)
664 {
665 ai2_spawn hostage_thug_1
666 ai2_spawn hostage_thug_2
667 ai2_spawn hostage_thug_3
668 ai2_spawn squad_tanker_1
669 ai2_spawn squad_tanker_2
670 var_counter2 = 10
671 }
672
673 #lose func of squad_tanker_1
674 func void remote_backup_1(string ai_name)
675 {
676 ai2_spawn hostage_striker_1
677 }
678
679 #lose func of squad_tanker_2
680 func void remote_backup_2(string ai_name)
681 {
682 ai2_spawn hostage_striker_2
683 }
684
685 ##########
686 ### SP4 ###
687 ##########
688
689 #console 10
690 func void save_point_4(string ai_name)
691 {
692 trigvolume_enable trigger_volume_08 1
693 particle lock6_locklight01 do start
694 door_unlock 27
695 if(save_point eq 4)
696 {
697 console_deactivate 10
698 particle carpool create
699 particle carpool do start
700 particle roof2 do start
701 particle roof3 do start
702 trigvolume_enable backcompound 0
703 trigvolume_enable hidden1a 0
704 trigvolume_enable hidden1b 0
705 trigvolume_enable lowroad1 0
706 trigvolume_enable lowroad2 0
707 trigvolume_enable lowroad3 0
708 trigvolume_enable lowroad4 0
709 trigvolume_enable remote 0
710 trigvolume_enable save2 0
711 trigvolume_enable trigger_volume_07 0
712 }
713 else
714 {
715 fork remove_ai
716 music_stop
717 fade_out 0 0 0 30
718 sleep 30
719 chr_teleport 0 2020
720 chr_peace 0
721 fade_in 30
722 save_game 4 autosave
723 }
724 target_set 7060 30
725 objective_set 4 silent
726 sound_dialog_play c00_01_19shinatama
727 }
728
729 #tv7 - in front of door 27
730 func void Office1(string char_index)
731 {
732 if(var_counter2 ne 10) fork save_point_4
733 ai2_spawn Office1_Comguy_1
734 ai2_spawn Office1_Comguy_11
735 ai2_spawn Office2_Striker_1
736 ai2_spawn Office2_Striker_3
737 ai2_spawn Office3_Tanker_12
738 ai2_spawn neutral_1
739 ai2_spawn neutral_2
740 sleep 1
741 sound_music_start atm_gr09
742 }
743
744 #tv44 - around the box with the lsi
745 func void objective_check(string ai_name)
746 {
747 if(chr_has_lsi(0))
748 {
749 trigvolume_enable objectivecheck 0
750 objective_set 5 silent
751 target_set 7127 30
752 particle lock6_locklight01 do stop
753 door_lock 27
754 particle carpool do stop
755 particle carpool kill
756 particle roof2 do stop
757 particle roof3 do stop
758 }
759 }
760
761 #tv36 - in the middle of the stairs to door 33
762 func void lsi_check_1(string ai_name)
763 {
764 if(chr_has_lsi(0))
765 {
766 trigvolume_enable tripwire 1
767 music_stop
768 }
769 }
770
771 #tv34 - in some distance in front of door 36
772 func void ambush(string ai_name)
773 {
774 ai2_spawn ambush_striker_1
775 if(save_point ne 5)
776 {
777 particle lock7_locklight01 do start
778 door_unlock 36
779 ai2_spawn ambush_commguy_1
780 sleep 220
781 ai2_doalarm ambush_commguy_1 4
782 }
783 sleep 1
784 sound_music_start mus_space01 0.75
785 }
786
787 ##########
788 ### SP5 ###
789 ##########
790
791 #tv8 - after door 36
792 func void save_point_5(string ai_name)
793 {
794 trigvolume_enable hangar2_setup 0
795 if(save_point eq 5)
796 {
797 restore_game
798 ambush
799 objective_set 5 silent
800 }
801 else
802 {
803 save_game 5 autosave
804 particle lock7_locklight01 do stop
805 door_close 36
806 door_lock 36
807 }
808 particle muroplane_prop do start
809 particle rotorwash do start
810 ai2_spawn Hangar2_tanker_1
811 ai2_spawn alarm_striker_1
812 target_set 1054 30
813 }
814
815 #console 4
816 func void raise_alarm(string char_index)
817 {
818 ai2_dopath alarm_striker_1 alarm_striker_1a 1
819 fork alarm_sound_script
820 }
821
822 func void alarm_sound_script(void)
823 {
824 sound_ambient_start alarm_loop
825 sleep 900
826 sound_ambient_stop alarm_loop
827 }
828
829 #tv35 - in front of door 42
830 func void alarm_patrol(string char_index)
831 {
832 ai2_dopath alarm_striker_1 alarm_striker_1b 1
833 }
834
835 #tv37 - in some distance after door 42
836 func void final_muro(string char_index)
837 {
838 ai2_spawn muro2
839 ai2_spawn escort_striker3
840 ai2_spawn escort_striker4
841 playback escort_striker3 final_escort3
842 playback escort_striker4 final_escort4
843 playback muro2 final_muro
844 sleep 960
845 chr_delete muro2
846 chr_delete escort_striker3
847 sleep 60
848 chr_delete escort_striker4
849 }
850
851 #tv38 - on the last but one platform; at the beginning of the last part of the ramp
852 func void Hangar2b(string char_index)
853 {
854 ai2_spawn Hangar2_Striker_3
855 ai2_spawn Hangar2_Striker_4
856 ai2_spawn Hangar2_Striker_5
857 }
858
859 #lose func of Hangar2_Striker_5
860 func void striker_showdown_1(string ai_name)
861 {
862 striker_showdown_3
863 }
864
865 #lose func of Hangar2_Striker_4
866 func void striker_showdown_2(string ai_name)
867 {
868 striker_showdown_3
869 }
870
871 #lose func of Hangar2_Striker_3
872 func void striker_showdown_3(string ai_name)
873 {
874 var_counter = var_counter + 1
875 if(var_counter eq 3)
876 {
877 trigvolume_enable rappel_point 1
878 particle rappel create
879 target_set 1054 30
880 music_stop
881 }
882 }
883
884 #tv10 - at the rappel point
885 func void lsi_check_2(string ai_name)
886 {
887 fade_out 0 0 0 30
888 sleep 30
889 win
890 }
891
892 #####################
893 ### TEXT CONSOLES ###
894 #####################
895
896 func void level6a(void)
897 {
898 text_console level_6a
899 console_reset 16
900 }
901
902 func void level6b(void)
903 {
904 text_console level_6b
905 console_reset 9
906 }
907
908 func void level6c(void)
909 {
910 text_console level_6c
911 console_reset 13
912 }
913
914 func void level6d(void)
915 {
916 text_console level_6d
917 console_reset 17
918 }
919
920 func void level6e(void)
921 {
922 text_console level_6e
923 console_reset 5
924 }
925
926 func void level6f(void)
927 {
928 text_console level_6f
929 console_reset 2
930 }