| 1 |
################# |
| 2 |
### VARIABLES ### |
| 3 |
################# |
| 4 |
|
| 5 |
var int var_counter = 0; |
| 6 |
|
| 7 |
############ |
| 8 |
### MAIN ### |
| 9 |
############ |
| 10 |
|
| 11 |
func void main(void) |
| 12 |
{ |
| 13 |
gl_fog_red = .15 |
| 14 |
gl_fog_blue = .15 |
| 15 |
gl_fog_green = .15 |
| 16 |
gl_fog_start = .995 |
| 17 |
gs_farclipplane_set 5000 |
| 18 |
ui_suppress_prompt = 1 |
| 19 |
chr_auto_aim_dist = 0 |
| 20 |
if(save_point > 0) start |
| 21 |
} |
| 22 |
|
| 23 |
############# |
| 24 |
### START ### |
| 25 |
############# |
| 26 |
|
| 27 |
func void start(string ai_name) |
| 28 |
{ |
| 29 |
fork deactivate_stuff |
| 30 |
splash_screen warehouse_splash_screen |
| 31 |
if(save_point eq 1) save_point = 2 |
| 32 |
if(save_point eq 2) fork intro |
| 33 |
if(save_point eq 3) restore_game |
| 34 |
if(save_point eq 4) restore_game |
| 35 |
if(save_point eq 5) restore_game |
| 36 |
sleep 5 |
| 37 |
fork sp_all |
| 38 |
} |
| 39 |
|
| 40 |
func void deactivate_stuff(void) |
| 41 |
{ |
| 42 |
#not used |
| 43 |
trigvolume_enable tv_train_movement 0 |
| 44 |
console_deactivate 4 |
| 45 |
trigvolume_enable alarm_trigvol 0 |
| 46 |
trigvolume_enable mid_warehouse_target 0 |
| 47 |
trigvolume_enable setup_bay3_tv 0 |
| 48 |
trigvolume_enable trigger_volume_01 0 |
| 49 |
trigvolume_enable trigger_volume_06 0 |
| 50 |
trigvolume_enable trigger_volume_63 0 |
| 51 |
trigvolume_enable trigger_volume_64 0 |
| 52 |
trigvolume_enable trigger_volume_65 0 |
| 53 |
trigvolume_enable trigger_volume_68 0 |
| 54 |
trigvolume_enable trigger_volume_70 0 |
| 55 |
trigvolume_enable trigger_volume_76 0 |
| 56 |
trigvolume_enable trigger_volume_77 0 |
| 57 |
trigvolume_enable trigger_volume_80 0 |
| 58 |
trigvolume_enable tv_66 0 |
| 59 |
#used |
| 60 |
door_unlock 108 |
| 61 |
env_show 2010 0 |
| 62 |
obj_create 20 20 |
| 63 |
trigvolume_enable gotLSI_tv 0 |
| 64 |
} |
| 65 |
|
| 66 |
func void you_lose(string ai_name) |
| 67 |
{ |
| 68 |
fade_out 0 0 0 30 |
| 69 |
sleep 30 |
| 70 |
lose |
| 71 |
} |
| 72 |
|
| 73 |
#################################### |
| 74 |
### SEVERAL TIMES USED FUNCTIONS ### |
| 75 |
#################################### |
| 76 |
|
| 77 |
func void sp_all(void) |
| 78 |
{ |
| 79 |
co_message_display = 0 |
| 80 |
if(save_point eq 2) save_game 2 autosave |
| 81 |
if(save_point eq 3) save_game 3 autosave |
| 82 |
if(save_point eq 4) save_game 4 autosave |
| 83 |
if(save_point eq 5) save_game 5 autosave |
| 84 |
sleep 180 |
| 85 |
co_message_display = 1 |
| 86 |
} |
| 87 |
|
| 88 |
func void remove_ai(void) |
| 89 |
{ |
| 90 |
ai2_kill |
| 91 |
sleep 60 |
| 92 |
powerup_reset |
| 93 |
weapon_reset |
| 94 |
sleep 240 |
| 95 |
corpse_reset |
| 96 |
} |
| 97 |
|
| 98 |
func void music_stop(void) |
| 99 |
{ |
| 100 |
#training |
| 101 |
sound_music_stop atm_gr06 |
| 102 |
sound_music_stop atm_ft68 |
| 103 |
#warehoue |
| 104 |
sound_music_volume mus_ambgrv1 0.0 2.0 |
| 105 |
sound_music_stop mus_ambgrv1 |
| 106 |
sound_music_stop atm_low1 |
| 107 |
sound_music_volume mus_chase 0.0 3.0 |
| 108 |
sound_music_stop mus_chase |
| 109 |
} |
| 110 |
|
| 111 |
########## |
| 112 |
### SP1 ### |
| 113 |
########## |
| 114 |
|
| 115 |
func void intro(void) |
| 116 |
{ |
| 117 |
playback 0 SwingKonokoSet |
| 118 |
chr_inv_reset 0 |
| 119 |
ai2_spawn A_t48 |
| 120 |
objective_set 1 silent |
| 121 |
} |
| 122 |
|
| 123 |
#tv55 - the complete area of the platform where Konoko starts (no funcs); I've disabled it |
| 124 |
#lose func of A_t48 (func: t48_dead); I don't use it |
| 125 |
|
| 126 |
#console 1 |
| 127 |
func void unlock6(string ai_name) |
| 128 |
{ |
| 129 |
particle d1_locklight01 do start |
| 130 |
door_unlock 6 |
| 131 |
target_set 44 30 |
| 132 |
ai2_spawn A_t50 |
| 133 |
trigvolume_enable trigger_volume_65 1 |
| 134 |
} |
| 135 |
|
| 136 |
#tv57 - in front of door 6 (entry func: t65; exit func: t65b); I've diabled it |
| 137 |
|
| 138 |
### FIRST HALL - GROUND FLOOR ### |
| 139 |
|
| 140 |
#tv56 - after door 6 (entry func: t64); I've diabled it |
| 141 |
#tv72 - right side; in the right corner (entry func: t77); I've diabled it |
| 142 |
|
| 143 |
#tv12 - left side; after the box near the left wall |
| 144 |
func void rat3(void) |
| 145 |
{ |
| 146 |
particle rat3 pulse |
| 147 |
} |
| 148 |
|
| 149 |
#tv11 - in front of door 16; right side; around the small drum |
| 150 |
func void bug0(void) |
| 151 |
{ |
| 152 |
particle bug0 pulse |
| 153 |
} |
| 154 |
|
| 155 |
### FIRST HALL - FIRST FLOOR ### |
| 156 |
|
| 157 |
#console 2 |
| 158 |
func void unlock1(string ai_name) |
| 159 |
{ |
| 160 |
particle lock1_locklight01 do start |
| 161 |
door_unlock 15 |
| 162 |
door_unlock 16 |
| 163 |
target_set 33 15 |
| 164 |
sleep 120 |
| 165 |
ai2_spawn Bay1_Thug_1 |
| 166 |
} |
| 167 |
|
| 168 |
### FIRST HALL - SECOND FLOOR ### |
| 169 |
|
| 170 |
#tv74 - on the top of the crane cabin |
| 171 |
func void t02(string ai_name) |
| 172 |
{ |
| 173 |
ai2_spawn secret2 |
| 174 |
ai2_dopath A_t50 patrol_secret1 |
| 175 |
ai2_setjobstate A_t50 |
| 176 |
fork health_check |
| 177 |
} |
| 178 |
|
| 179 |
func void health_check(void) |
| 180 |
{ |
| 181 |
chr_wait_health secret2 0 |
| 182 |
train_fathealth |
| 183 |
} |
| 184 |
|
| 185 |
#tv58 - in front of door 4 (entry func: t01); I've disabled it |
| 186 |
|
| 187 |
### SECOND HALL - GROUND FLOOR ### |
| 188 |
|
| 189 |
#tv80 - the complete volume of the hall (no funcs); I've disabled it |
| 190 |
|
| 191 |
#tv1 - high box after door 16 and door 15 |
| 192 |
func void intro_enemies(string ai_name) |
| 193 |
{ |
| 194 |
ai2_spawn Bay2_Thug_1 |
| 195 |
ai2_spawn Bay2_Thug_2 |
| 196 |
sound_music_start mus_ambgrv1 0 |
| 197 |
sound_music_volume mus_ambgrv1 0.75 3.0 |
| 198 |
} |
| 199 |
|
| 200 |
#lose func of Bay2_Thug_1 |
| 201 |
func void train_fathealth(string ai_name) |
| 202 |
{ |
| 203 |
if(var_counter eq 0) |
| 204 |
{ |
| 205 |
var_counter = 1 |
| 206 |
sleep 90 |
| 207 |
sound_dialog_play c00_01_93shinatama |
| 208 |
sound_dialog_play_block pause |
| 209 |
sleep 40 |
| 210 |
sound_dialog_play c00_01_94shinatama |
| 211 |
} |
| 212 |
} |
| 213 |
|
| 214 |
#tv19 - after one third of the hall; from left to right; ends right in some distance in front of door 18 |
| 215 |
func void rat1(void) |
| 216 |
{ |
| 217 |
particle rat1 pulse |
| 218 |
} |
| 219 |
|
| 220 |
#tv13 - after door 18 |
| 221 |
func void bug8(void) |
| 222 |
{ |
| 223 |
particle bug8 pulse |
| 224 |
} |
| 225 |
|
| 226 |
#console 3 |
| 227 |
func void unlock2(string ai_name) |
| 228 |
{ |
| 229 |
particle lock2_locklight01 do start |
| 230 |
door_unlock 24 |
| 231 |
door_unlock 26 |
| 232 |
target_set 84 15 |
| 233 |
music_stop |
| 234 |
} |
| 235 |
|
| 236 |
#tv4 - in front of door 26 and door 24 (entry func: setup_bay3); I've disabled it |
| 237 |
|
| 238 |
### SECOND HALL - FIRST FLOOR ### |
| 239 |
|
| 240 |
#nothing here; no second floor |
| 241 |
|
| 242 |
### THIRD HALL - GROUND FLOOR ### |
| 243 |
|
| 244 |
#tv15 - after door 26; right side; in front of the first box |
| 245 |
func void rat6(void) |
| 246 |
{ |
| 247 |
particle rat6 pulse |
| 248 |
} |
| 249 |
|
| 250 |
#tv14 - next to tv15; in front of the second box |
| 251 |
func void bug4(void) |
| 252 |
{ |
| 253 |
particle bug4 pulse |
| 254 |
} |
| 255 |
|
| 256 |
#tv16 - in some distance after door 31 |
| 257 |
func void rat4(void) |
| 258 |
{ |
| 259 |
particle rat4 pulse |
| 260 |
} |
| 261 |
|
| 262 |
### THIRD HALL - FIRST FLOOR ### |
| 263 |
|
| 264 |
#tv5 - around Chung |
| 265 |
func void Chung(void) |
| 266 |
{ |
| 267 |
sound_music_start atm_low1 0.7 |
| 268 |
trigvolume_enable gotLSI_tv 1 |
| 269 |
target_set 1 0 |
| 270 |
} |
| 271 |
|
| 272 |
#tv30 - around the lsi |
| 273 |
func void checkLSI(string ai_name) |
| 274 |
{ |
| 275 |
trigvolume_enable gotLSI_tv 0 |
| 276 |
if(chr_has_lsi(0) eq 1) |
| 277 |
{ |
| 278 |
particle lock3_locklight01 do start |
| 279 |
door_unlock 37 |
| 280 |
music_stop |
| 281 |
ai2_spawn Ambush_Striker_1 |
| 282 |
ai2_spawn Mid_Thug_1 |
| 283 |
ai2_spawn Mid_Thug_2 |
| 284 |
objective_set 2 silent |
| 285 |
target_set 7053 30 |
| 286 |
var_counter = 0 |
| 287 |
} |
| 288 |
if(chr_has_lsi(0) eq 0) |
| 289 |
{ |
| 290 |
sleep 60 |
| 291 |
trigvolume_enable gotLSI_tv 1 |
| 292 |
} |
| 293 |
} |
| 294 |
|
| 295 |
### THIRD HALL - SECOND FLOOR ### |
| 296 |
|
| 297 |
#tv75 - in front of door 32 |
| 298 |
func void t05(string ai_name) |
| 299 |
{ |
| 300 |
ai2_spawn ambush_striker |
| 301 |
} |
| 302 |
|
| 303 |
########## |
| 304 |
### SP2 ### |
| 305 |
########## |
| 306 |
|
| 307 |
#tv59 - after door 37 |
| 308 |
func void s2(string player_name) |
| 309 |
{ |
| 310 |
if(save_point eq 3) |
| 311 |
{ |
| 312 |
ai2_spawn Mid_Thug_1 |
| 313 |
ai2_spawn Mid_Thug_2 |
| 314 |
objective_set 2 silent |
| 315 |
target_set 7053 30 |
| 316 |
} |
| 317 |
else save_game 3 autosave |
| 318 |
} |
| 319 |
|
| 320 |
#tv76 - in front of door 36 |
| 321 |
func void t09(string ai_name) |
| 322 |
{ |
| 323 |
target_set 62 30 |
| 324 |
} |
| 325 |
|
| 326 |
#tv63 - after door 35 |
| 327 |
func void t07(string ai_name) |
| 328 |
{ |
| 329 |
ai2_spawn Top_Thug_5 |
| 330 |
} |
| 331 |
|
| 332 |
#tv64 - after door 34; near the end of the way; near the corner of the left wall |
| 333 |
func void t69(string ai_name) |
| 334 |
{ |
| 335 |
ai2_spawn Top_Striker_1 |
| 336 |
ai2_spawn Top_Comguy_1 |
| 337 |
ai2_spawn Top_Thug_3 |
| 338 |
} |
| 339 |
|
| 340 |
#tv6 - in front of door 61 |
| 341 |
func void spawn_mid2(string ai_name) |
| 342 |
{ |
| 343 |
ai2_spawn Mid2_Striker_1 |
| 344 |
ai2_spawn Mid2_Striker_2 |
| 345 |
target_set 66 15 |
| 346 |
} |
| 347 |
|
| 348 |
#console 5 |
| 349 |
func void unlock4(string ai_name) |
| 350 |
{ |
| 351 |
particle lock4_locklight01 do start |
| 352 |
door_unlock 65 |
| 353 |
target_set 7054 15 |
| 354 |
} |
| 355 |
|
| 356 |
########## |
| 357 |
### SP3 ### |
| 358 |
########## |
| 359 |
|
| 360 |
#tv62 - after door 65 (entry func: s3); I've disabled it |
| 361 |
|
| 362 |
#tv2 - after door 65; nearly at the same position as tv62 |
| 363 |
func void train_alarm(string ai_name) |
| 364 |
{ |
| 365 |
if(save_point eq 4) |
| 366 |
{ |
| 367 |
objective_set 2 silent |
| 368 |
target_set 7054 15 |
| 369 |
} |
| 370 |
else |
| 371 |
{ |
| 372 |
fork remove_ai |
| 373 |
save_game 4 autosave |
| 374 |
door_lock 60 |
| 375 |
} |
| 376 |
ai2_spawn Bay4_Comguy_1 |
| 377 |
} |
| 378 |
|
| 379 |
### FIRST HALL - GROUND FLOOR ### |
| 380 |
|
| 381 |
#tv18 - in front of door 68 |
| 382 |
func void rat5(void) |
| 383 |
{ |
| 384 |
particle rat5 pulse |
| 385 |
} |
| 386 |
|
| 387 |
#console 7 ==> see second floor |
| 388 |
|
| 389 |
### FIRST HALL - FIRST FLOOR ### |
| 390 |
|
| 391 |
#hit func of Bay4_Comguy_1 |
| 392 |
func void hurt1(string ai_name) |
| 393 |
{ |
| 394 |
ai2_makeignoreplayer Bay4_Comguy_1 1 |
| 395 |
ai2_doalarm Bay4_Comguy_1 6 |
| 396 |
ai2_dopath Bay4_Comguy_1 Run_To_Alarm |
| 397 |
ai2_setjobstate Bay4_Comguy_1 |
| 398 |
sleep 60 |
| 399 |
sound_dialog_play c00_01_96shinatama |
| 400 |
} |
| 401 |
|
| 402 |
func void patrolscript0001(string ai_name) |
| 403 |
{ |
| 404 |
ai2_doalarm Bay4_Comguy_1 6 |
| 405 |
} |
| 406 |
|
| 407 |
### FIRST HALL - SECOND FLOOR ### |
| 408 |
|
| 409 |
#console 7 |
| 410 |
func void unlock5(string ai_name) |
| 411 |
{ |
| 412 |
particle lock4_locklight01 do stop |
| 413 |
door_lock 65 |
| 414 |
particle lock5_locklight01 do start |
| 415 |
door_unlock 73 |
| 416 |
door_unlock 74 |
| 417 |
door_unlock 81 |
| 418 |
door_unlock 82 |
| 419 |
target_set 72 30 |
| 420 |
console_deactivate 7 |
| 421 |
var_counter = 1 |
| 422 |
} |
| 423 |
|
| 424 |
#tv7 - in front of console 6 (entry func: alarm_warning; exit func: alarm_warningb); I've disabled it |
| 425 |
|
| 426 |
#console 6 |
| 427 |
func void alarm_trig(string ai_name) |
| 428 |
{ |
| 429 |
fork do_alarm_sound |
| 430 |
if(var_counter eq 0) unlock5 |
| 431 |
ai2_makeignoreplayer Bay4_Comguy_1 0 |
| 432 |
ai2_dopath Bay4_Comguy_1 patrol_42 |
| 433 |
ai2_setjobstate Bay4_Comguy_1 |
| 434 |
ai2_spawn Alarm_Bay4_Striker_1 |
| 435 |
chr_teleport Alarm_Bay4_Striker_1 7033 |
| 436 |
ai2_attack Alarm_Bay4_Striker_1 char_0 |
| 437 |
ai2_spawn Alarm_Bay4_Striker_2 |
| 438 |
chr_teleport Alarm_Bay4_Striker_2 7033 |
| 439 |
ai2_attack Alarm_Bay4_Striker_2 char_0 |
| 440 |
} |
| 441 |
|
| 442 |
func void do_alarm_sound(void) |
| 443 |
{ |
| 444 |
sound_ambient_start alarm_loop |
| 445 |
sleep 900 |
| 446 |
sound_ambient_stop alarm_loop |
| 447 |
} |
| 448 |
|
| 449 |
#console 4 (func: unlock_alarm); I've disabled it |
| 450 |
|
| 451 |
### SECOND HALL - GROUND FLOOR ### |
| 452 |
|
| 453 |
#tv31 - high box after door 73 and door 74 |
| 454 |
func void t47(string ai_name) |
| 455 |
{ |
| 456 |
ai2_spawn Bay5_Thug_1 |
| 457 |
ai2_spawn Bay5_Thug_2 |
| 458 |
} |
| 459 |
|
| 460 |
### SECOND HALL - FIRST FLOOR ### |
| 461 |
|
| 462 |
#nothing, no second floor |
| 463 |
|
| 464 |
### THIRD HALL - GROUND FLOOR ### |
| 465 |
|
| 466 |
#tv32 - after door 81 |
| 467 |
func void spawn_bay6_bot(string ai_name) |
| 468 |
{ |
| 469 |
trigvolume_enable spawn_bay6_top_tv 0 |
| 470 |
ai2_spawn Bay6_Striker_1b |
| 471 |
ai2_spawn Bay6_Neutral_1b |
| 472 |
ai2_spawn Bay6_Neutral_2 |
| 473 |
ai2_spawn guard1 |
| 474 |
train_neutral |
| 475 |
} |
| 476 |
|
| 477 |
func void train_neutral(string ai_name) |
| 478 |
{ |
| 479 |
target_set 92 15 |
| 480 |
sound_dialog_play c00_01_97shinatama |
| 481 |
} |
| 482 |
|
| 483 |
### THIRD HALL - FIRST FLOOR ### |
| 484 |
|
| 485 |
#tv60 - complete volume of the first floor (no funcs); I've disabled it |
| 486 |
|
| 487 |
#tv3 - after door 82 |
| 488 |
func void spawn_bay6_top(string ai_name) |
| 489 |
{ |
| 490 |
trigvolume_enable spawn_bay6_bot_tv 0 |
| 491 |
ai2_spawn Bay6_Striker_1 |
| 492 |
ai2_spawn Bay6_Neutral_1 |
| 493 |
ai2_spawn Bay6_Neutral_2 |
| 494 |
ai2_spawn guard1 |
| 495 |
train_neutral |
| 496 |
} |
| 497 |
|
| 498 |
#tv79 - after door 87 |
| 499 |
func void t10(string ai_name) |
| 500 |
{ |
| 501 |
ai2_makeignoreplayer Bay6_Neutral_1 1 |
| 502 |
ai2_makeignoreplayer Bay6_Neutral_1b 1 |
| 503 |
ai2_dopath Bay6_Neutral_1 Bay6_Thug_1 |
| 504 |
ai2_dopath Bay6_Neutral_1b Bay6_Thug_1_copy |
| 505 |
sleep 240 |
| 506 |
ai2_makeignoreplayer Bay6_Neutral_1 0 |
| 507 |
ai2_makeignoreplayer Bay6_Neutral_1b 0 |
| 508 |
} |
| 509 |
|
| 510 |
### THIRD HALL - SECOND FLOOR ### |
| 511 |
|
| 512 |
#tv61 - after door 88 |
| 513 |
func void t67(string ai_name) |
| 514 |
{ |
| 515 |
chr_changeteam guard1 Syndicate |
| 516 |
} |
| 517 |
|
| 518 |
#neutral func of Bay6_Neutral_2 |
| 519 |
func void gotoconsole(string ai_name) |
| 520 |
{ |
| 521 |
console_activate 9 |
| 522 |
sleep 7 |
| 523 |
ai2_doalarm Bay6_Neutral_2 9 |
| 524 |
sleep 180 |
| 525 |
trigvolume_enable trigger_volume_06 1 |
| 526 |
} |
| 527 |
|
| 528 |
#tv77 - around console 9 (exit func: t06); I've disabled it |
| 529 |
|
| 530 |
#console 9 |
| 531 |
func void open_warehouse(string ai_name) |
| 532 |
{ |
| 533 |
if(save_point eq 4) |
| 534 |
{ |
| 535 |
particle lock7_locklight01 do start |
| 536 |
door_unlock 86 |
| 537 |
ai2_spawn Final_Thug_1 |
| 538 |
ai2_spawn Final_Thug_2 |
| 539 |
ai2_spawn Final_Thug_3 |
| 540 |
ai2_spawn Final_Thug_5 |
| 541 |
ai2_dopath Bay6_Neutral_2 Open_Warehouse |
| 542 |
ai2_setjobstate Bay6_Neutral_2 |
| 543 |
objective_set 3 silent |
| 544 |
target_set 93 15 |
| 545 |
} |
| 546 |
particle bigdoor_locklight02 do start |
| 547 |
ai2_spawn WH_Thug_A |
| 548 |
ai2_dopath WH_Thug_A WH_Thug_A |
| 549 |
ai2_setjobstate WH_Thug_A |
| 550 |
ai2_spawn WH_Striker_B |
| 551 |
ai2_dopath WH_Striker_B WH_Striker_B |
| 552 |
ai2_setjobstate WH_Striker_B |
| 553 |
ai2_spawn WH_Striker_C |
| 554 |
ai2_spawn WH_Striker_D |
| 555 |
ai2_dopath WH_Striker_D WH_Striker_D |
| 556 |
ai2_setjobstate WH_Striker_D |
| 557 |
} |
| 558 |
|
| 559 |
#tv8 - in front of door 48 (entry func: train_timer); I've diabled it |
| 560 |
|
| 561 |
########## |
| 562 |
### SP4 ### |
| 563 |
########## |
| 564 |
|
| 565 |
#tv73 - after door 48 |
| 566 |
func void s4(string ai_name) |
| 567 |
{ |
| 568 |
if(save_point eq 5) open_warehouse |
| 569 |
else save_game 5 autosave |
| 570 |
objective_set 4 silent |
| 571 |
target_set 96 15 |
| 572 |
sleep 1 |
| 573 |
timer_start 180 you_lose |
| 574 |
sound_music_start mus_chase 0 |
| 575 |
sound_music_volume mus_chase 0.50 1.0 |
| 576 |
sound_dialog_play c00_01_95shinatama |
| 577 |
sound_dialog_play_block pause |
| 578 |
sound_music_volume mus_chase 0.75 1.0 |
| 579 |
} |
| 580 |
|
| 581 |
#tv17 - after door 48; right next to the box at 10 past 12 |
| 582 |
func void rat2(void) |
| 583 |
{ |
| 584 |
particle rat2 pulse |
| 585 |
} |
| 586 |
|
| 587 |
#tv9 - after door 56 |
| 588 |
func void stair1_target(string ai_name) |
| 589 |
{ |
| 590 |
target_set 31 15 |
| 591 |
} |
| 592 |
|
| 593 |
#tv10 - in front of door 58 |
| 594 |
func void stair2_target(string ai_name) |
| 595 |
{ |
| 596 |
target_set 81 15 |
| 597 |
} |
| 598 |
|
| 599 |
#tv71 - big box around console 8 (no funcs); I've disabld it |
| 600 |
#tv65 - not so big box around console 8 (inside func: t70); I've disabld it |
| 601 |
|
| 602 |
#lose func of WH_Striker_C |
| 603 |
func void end_striker(string ai_name) |
| 604 |
{ |
| 605 |
music_stop |
| 606 |
} |
| 607 |
|
| 608 |
#console 8 |
| 609 |
func void end_console(string ai_name) |
| 610 |
{ |
| 611 |
timer_stop |
| 612 |
fade_out 0 0 0 30 |
| 613 |
sleep 30 |
| 614 |
win |
| 615 |
} |
| 616 |
|
| 617 |
##################### |
| 618 |
### TEXT CONSOLES ### |
| 619 |
##################### |
| 620 |
|
| 621 |
func void console_evidence1(string ai_name) |
| 622 |
{ |
| 623 |
text_console level_1a |
| 624 |
console_reset 19 |
| 625 |
} |
| 626 |
|
| 627 |
func void console_evidence2(string ai_name) |
| 628 |
{ |
| 629 |
text_console level_1b |
| 630 |
console_reset 20 |
| 631 |
} |