| 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 = .30 | 
 
 
 
 
 
 | 14 | 
 gl_fog_blue = .15 | 
 
 
 
 
 
 | 15 | 
 gl_fog_green = .17 | 
 
 
 
 
 
 | 16 | 
 gl_fog_start = .995 | 
 
 
 
 
 
 | 17 | 
 gs_farclipplane_set 5000 | 
 
 
 
 
 
 | 18 | 
 ui_suppress_prompt = 1 | 
 
 
 
 
 
 | 19 | 
 chr_auto_aim_dist = 0 | 
 
 
 
 
 
 | 20 | 
 start | 
 
 
 
 
 
 | 21 | 
 } | 
 
 
 
 
 
 | 22 | 
  | 
 
 
 
 
 
 | 23 | 
 ############# | 
 
 
 
 
 
 | 24 | 
 ### START ### | 
 
 
 
 
 
 | 25 | 
 ############# | 
 
 
 
 
 
 | 26 | 
  | 
 
 
 
 
 
 | 27 | 
 func void start(string ai_name) | 
 
 
 
 
 
 | 28 | 
 { | 
 
 
 
 
 
 | 29 | 
 if(save_point eq 0) save_point = 1  | 
 
 
 
 
 
 | 30 | 
 if(save_point eq 1) fork intro | 
 
 
 
 
 
 | 31 | 
 if (save_point eq 2) restore_game | 
 
 
 
 
 
 | 32 | 
 if (save_point eq 3) restore_game | 
 
 
 
 
 
 | 33 | 
 sleep 5 | 
 
 
 
 
 
 | 34 | 
 fork sp_all | 
 
 
 
 
 
 | 35 | 
 } | 
 
 
 
 
 
 | 36 | 
  | 
 
 
 
 
 
 | 37 | 
 func void deactivate_stuff(void) | 
 
 
 
 
 
 | 38 | 
 { | 
 
 
 
 
 
 | 39 | 
 #not used | 
 
 
 
 
 
 | 40 | 
 trigvolume_enable floor1 0 | 
 
 
 
 
 
 | 41 | 
 trigvolume_enable save_1_trig 0 | 
 
 
 
 
 
 | 42 | 
 trigvolume_enable save_3_trig 0 | 
 
 
 
 
 
 | 43 | 
 trigvolume_enable sapperdamageon 0 | 
 
 
 
 
 
 | 44 | 
 trigvolume_enable trigger_volume_36 0 | 
 
 
 
 
 
 | 45 | 
 trigvolume_enable trigger_volume_36_copy 0 | 
 
 
 
 
 
 | 46 | 
 trigvolume_enable trigger_volume_36_copy_copy 0 | 
 
 
 
 
 
 | 47 | 
 #used | 
 
 
 
 
 
 | 48 | 
 trigvolume_enable outro_volume_1 0 | 
 
 
 
 
 
 | 49 | 
 trigvolume_enable attack_trigger 0 | 
 
 
 
 
 
 | 50 | 
 trigvolume_enable final_ambush 0 | 
 
 
 
 
 
 | 51 | 
 env_show 776 0 | 
 
 
 
 
 
 | 52 | 
 env_show 777 0 | 
 
 
 
 
 
 | 53 | 
 obj_create 2 7 | 
 
 
 
 
 
 | 54 | 
 } | 
 
 
 
 
 
 | 55 | 
  | 
 
 
 
 
 
 | 56 | 
 func void you_lose(string ai_name) | 
 
 
 
 
 
 | 57 | 
 { | 
 
 
 
 
 
 | 58 | 
 fade_out 0 0 0 30 | 
 
 
 
 
 
 | 59 | 
 sleep 30 | 
 
 
 
 
 
 | 60 | 
 lose | 
 
 
 
 
 
 | 61 | 
 } | 
 
 
 
 
 
 | 62 | 
  | 
 
 
 
 
 
 | 63 | 
 #################################### | 
 
 
 
 
 
 | 64 | 
 ### SEVERAL TIMES USED FUNCTIONS ### | 
 
 
 
 
 
 | 65 | 
 #################################### | 
 
 
 
 
 
 | 66 | 
  | 
 
 
 
 
 
 | 67 | 
 func void sp_all(void) | 
 
 
 
 
 
 | 68 | 
 { | 
 
 
 
 
 
 | 69 | 
 co_message_display = 0 | 
 
 
 
 
 
 | 70 | 
 if(save_point eq 1) save_game 1 autosave | 
 
 
 
 
 
 | 71 | 
 if(save_point eq 2) save_game 2 autosave | 
 
 
 
 
 
 | 72 | 
 if(save_point eq 3) save_game 3 autosave | 
 
 
 
 
 
 | 73 | 
 sleep 180 | 
 
 
 
 
 
 | 74 | 
 co_message_display = 1 | 
 
 
 
 
 
 | 75 | 
 } | 
 
 
 
 
 
 | 76 | 
  | 
 
 
 
 
 
 | 77 | 
 func void remove_ai(void) | 
 
 
 
 
 
 | 78 | 
 { | 
 
 
 
 
 
 | 79 | 
 ai2_kill | 
 
 
 
 
 
 | 80 | 
 sleep 60 | 
 
 
 
 
 
 | 81 | 
 powerup_reset | 
 
 
 
 
 
 | 82 | 
 weapon_reset | 
 
 
 
 
 
 | 83 | 
 sleep 240 | 
 
 
 
 
 
 | 84 | 
 corpse_reset | 
 
 
 
 
 
 | 85 | 
 } | 
 
 
 
 
 
 | 86 | 
  | 
 
 
 
 
 
 | 87 | 
 func void music_stop(void) | 
 
 
 
 
 
 | 88 | 
 { | 
 
 
 
 
 
 | 89 | 
 sound_music_stop mus_main01_hd | 
 
 
 
 
 
 | 90 | 
 sound_music_stop mus_main03 | 
 
 
 
 
 
 | 91 | 
 } | 
 
 
 
 
 
 | 92 | 
  | 
 
 
 
 
 
 | 93 | 
 ########## | 
 
 
 
 
 
 | 94 | 
 ### SP1 ### | 
 
 
 
 
 
 | 95 | 
 ########## | 
 
 
 
 
 
 | 96 | 
  | 
 
 
 
 
 
 | 97 | 
 func void intro(void) | 
 
 
 
 
 
 | 98 | 
 { | 
 
 
 
 
 
 | 99 | 
 ai2_spawn Barabus | 
 
 
 
 
 
 | 100 | 
 ai2_attack Barabus konoko | 
 
 
 
 
 
 | 101 | 
 playback 0 IntroKonoko01 | 
 
 
 
 
 
 | 102 | 
 chr_inv_reset 0 | 
 
 
 
 
 
 | 103 | 
 env_show 8 1 | 
 
 
 
 
 
 | 104 | 
 env_show 9 1 | 
 
 
 
 
 
 | 105 | 
 env_show 10 1 | 
 
 
 
 
 
 | 106 | 
 objective_set 1 silent | 
 
 
 
 
 
 | 107 | 
 sleep 1 | 
 
 
 
 
 
 | 108 | 
 sound_music_start mus_main01_hd 0.8 | 
 
 
 
 
 
 | 109 | 
 } | 
 
 
 
 
 
 | 110 | 
  | 
 
 
 
 
 
 | 111 | 
 #tv31 - at the place, where Konoko gets off the bike (inside func: save_game_1); I've disabled it | 
 
 
 
 
 
 | 112 | 
  | 
 
 
 
 
 
 | 113 | 
 #lose func of Barabus | 
 
 
 
 
 
 | 114 | 
 func void rocket(void) | 
 
 
 
 
 
 | 115 | 
 { | 
 
 
 
 
 
 | 116 | 
 music_stop | 
 
 
 
 
 
 | 117 | 
 chr_animate Barabus STRIKEknockdown1 | 
 
 
 
 
 
 | 118 | 
 fade_out 0 0 0 30 | 
 
 
 
 
 
 | 119 | 
 sleep 30 | 
 
 
 
 
 
 | 120 | 
 chr_animate_block Barabus BARABlev3_rocket | 
 
 
 
 
 
 | 121 | 
 chr_envanim Barabus RocketBox01 | 
 
 
 
 
 
 | 122 | 
 sound_ambient_start c01_00_02barjet | 
 
 
 
 
 
 | 123 | 
 particle lock99_locklight01 do start | 
 
 
 
 
 
 | 124 | 
 door_unlock 43 | 
 
 
 
 
 
 | 125 | 
 objective_set 2 silent | 
 
 
 
 
 
 | 126 | 
 target_set 143 30 | 
 
 
 
 
 
 | 127 | 
 fade_in 30 | 
 
 
 
 
 
 | 128 | 
 sleep 360 | 
 
 
 
 
 
 | 129 | 
 chr_delete Barabus | 
 
 
 
 
 
 | 130 | 
 sleep 600 | 
 
 
 
 
 
 | 131 | 
 sound_dialog_play c00_01_98shinatama | 
 
 
 
 
 
 | 132 | 
 } | 
 
 
 
 
 
 | 133 | 
  | 
 
 
 
 
 
 | 134 | 
 #tv22 - if you look to the gate, on the left, around the place where you find the plasma gun | 
 
 
 
 
 
 | 135 | 
 func void spawn_right_patrol(string ai_name) | 
 
 
 
 
 
 | 136 | 
 { | 
 
 
 
 
 
 | 137 | 
 ai2_spawn right_patrol_striker_1 | 
 
 
 
 
 
 | 138 | 
 } | 
 
 
 
 
 
 | 139 | 
  | 
 
 
 
 
 
 | 140 | 
 #tv23 - between the last pillar and the 5 glass doors | 
 
 
 
 
 
 | 141 | 
 func void spawn_back_patrol(string ai_name) | 
 
 
 
 
 
 | 142 | 
 { | 
 
 
 
 
 
 | 143 | 
 ai2_spawn back_patrol_striker_1 | 
 
 
 
 
 
 | 144 | 
 ai2_spawn back_patrol_striker_2 | 
 
 
 
 
 
 | 145 | 
 } | 
 
 
 
 
 
 | 146 | 
  | 
 
 
 
 
 
 | 147 | 
 #tv21 - if you look to the gate, on the right, nearly at the end of the way | 
 
 
 
 
 
 | 148 | 
 func void spawn_left_patrol(string ai_name) | 
 
 
 
 
 
 | 149 | 
 { | 
 
 
 
 
 
 | 150 | 
 ai2_spawn left_patrol_striker_1 | 
 
 
 
 
 
 | 151 | 
 } | 
 
 
 
 
 
 | 152 | 
  | 
 
 
 
 
 
 | 153 | 
 #tv8 - in front of door 43 (func: spawn_floor1_guards); I've disabled it | 
 
 
 
 
 
 | 154 | 
  | 
 
 
 
 
 
 | 155 | 
 ########## | 
 
 
 
 
 
 | 156 | 
 ### SP2 ### | 
 
 
 
 
 
 | 157 | 
 ########## | 
 
 
 
 
 
 | 158 | 
  | 
 
 
 
 
 
 | 159 | 
 ### GROUND FLOOR ### | 
 
 
 
 
 
 | 160 | 
  | 
 
 
 
 
 
 | 161 | 
 #tv33 - after door 43 | 
 
 
 
 
 
 | 162 | 
 func void turnoffcompass(string ai_name) | 
 
 
 
 
 
 | 163 | 
 { | 
 
 
 
 
 
 | 164 | 
 if(save_point ne 2) | 
 
 
 
 
 
 | 165 | 
         { | 
 
 
 
 
 
 | 166 | 
         save_game 2 autosave     | 
 
 
 
 
 
 | 167 | 
         target_set 143 0 | 
 
 
 
 
 
 | 168 | 
         } | 
 
 
 
 
 
 | 169 | 
 ai2_spawn Floor1_Striker_1 | 
 
 
 
 
 
 | 170 | 
 ai2_spawn Floor1_Striker_2 | 
 
 
 
 
 
 | 171 | 
 ai2_spawn Floor1_Sci_1 | 
 
 
 
 
 
 | 172 | 
 ai2_spawn Floor1_Sci_2 | 
 
 
 
 
 
 | 173 | 
 ai2_spawn Floor1_Sci_3 | 
 
 
 
 
 
 | 174 | 
 ai2_spawn Floor1_Sci_4 | 
 
 
 
 
 
 | 175 | 
 objective_set 3 silent | 
 
 
 
 
 
 | 176 | 
 tr_write_animation KONCOMpunch_heavy tramph.txt | 
 
 
 
 
 
 | 177 | 
 } | 
 
 
 
 
 
 | 178 | 
  | 
 
 
 
 
 
 | 179 | 
 #tv35 - complete room with console 2 (no funcs); I've disabled it | 
 
 
 
 
 
 | 180 | 
  | 
 
 
 
 
 
 | 181 | 
 #console 2 | 
 
 
 
 
 
 | 182 | 
 func void unlock_floor1_doors(string ai_name) | 
 
 
 
 
 
 | 183 | 
 { | 
 
 
 
 
 
 | 184 | 
 particle lock1_locklight01 do start | 
 
 
 
 
 
 | 185 | 
 particle lock4a_locklight01 do start | 
 
 
 
 
 
 | 186 | 
 door_unlock 3 | 
 
 
 
 
 
 | 187 | 
 door_unlock 8 | 
 
 
 
 
 
 | 188 | 
 door_unlock 11 | 
 
 
 
 
 
 | 189 | 
 door_unlock 14 | 
 
 
 
 
 
 | 190 | 
 door_unlock 17 | 
 
 
 
 
 
 | 191 | 
 door_unlock 20 | 
 
 
 
 
 
 | 192 | 
 door_unlock 23 | 
 
 
 
 
 
 | 193 | 
 door_unlock 26 | 
 
 
 
 
 
 | 194 | 
 check_doors | 
 
 
 
 
 
 | 195 | 
 } | 
 
 
 
 
 
 | 196 | 
  | 
 
 
 
 
 
 | 197 | 
 #tv3 - long box in some distance after door 3, door 14, door 20 and door 26 | 
 
 
 
 
 
 | 198 | 
 func void spawn_floor1_striker_11(string ai_name) | 
 
 
 
 
 
 | 199 | 
 { | 
 
 
 
 
 
 | 200 | 
 ai2_spawn Floor1_Striker_11 | 
 
 
 
 
 
 | 201 | 
 ai2_spawn Floor1_Striker_12 | 
 
 
 
 
 
 | 202 | 
 } | 
 
 
 
 
 
 | 203 | 
  | 
 
 
 
 
 
 | 204 | 
 #tv4 - long box in some distance after door 8, door 11, door 17 and door 23 | 
 
 
 
 
 
 | 205 | 
 func void spawn_floor1_striker_10(string ai_name) | 
 
 
 
 
 
 | 206 | 
 { | 
 
 
 
 
 
 | 207 | 
 ai2_spawn Floor1_Striker_10 | 
 
 
 
 
 
 | 208 | 
 ai2_spawn Floor1_Striker_12 | 
 
 
 
 
 
 | 209 | 
 } | 
 
 
 
 
 
 | 210 | 
  | 
 
 
 
 
 
 | 211 | 
 #tv1 - in front of the stairs | 
 
 
 
 
 
 | 212 | 
 func void spawn_floor2_guards(string ai_name) | 
 
 
 
 
 
 | 213 | 
 { | 
 
 
 
 
 
 | 214 | 
 ai2_spawn Floor2_Striker_2 | 
 
 
 
 
 
 | 215 | 
 ai2_spawn Floor2_Striker_3 | 
 
 
 
 
 
 | 216 | 
 ai2_spawn Floor2_Striker_4 | 
 
 
 
 
 
 | 217 | 
 sleep 15 | 
 
 
 
 
 
 | 218 | 
 ai2_spawn Floor2_Striker_1 | 
 
 
 
 
 
 | 219 | 
 ai2_doalarm Floor2_Striker_1 3 | 
 
 
 
 
 
 | 220 | 
 sleep 15 | 
 
 
 
 
 
 | 221 | 
 ai2_spawn Floor2_Sci_1 | 
 
 
 
 
 
 | 222 | 
 ai2_spawn Floor2_Sci_2 | 
 
 
 
 
 
 | 223 | 
 ai2_spawn Floor2_Sci_3 | 
 
 
 
 
 
 | 224 | 
 ai2_spawn Floor2_Sci_4 | 
 
 
 
 
 
 | 225 | 
 ai2_spawn Floor2_Sci_5 | 
 
 
 
 
 
 | 226 | 
 } | 
 
 
 
 
 
 | 227 | 
  | 
 
 
 
 
 
 | 228 | 
 #tv10 - on the platform between the ground floor and the first floor | 
 
 
 
 
 
 | 229 | 
 func void set_target_4(string chr_index) | 
 
 
 
 
 
 | 230 | 
 { | 
 
 
 
 
 
 | 231 | 
 sound_dialog_play c00_01_26shinatama | 
 
 
 
 
 
 | 232 | 
 target_set 253 30 | 
 
 
 
 
 
 | 233 | 
 } | 
 
 
 
 
 
 | 234 | 
  | 
 
 
 
 
 
 | 235 | 
 ### FIRST FLOOR ### | 
 
 
 
 
 
 | 236 | 
  | 
 
 
 
 
 
 | 237 | 
 #tv36 - complete room with console 3 (no funcs); I've disabled it | 
 
 
 
 
 
 | 238 | 
  | 
 
 
 
 
 
 | 239 | 
 #console 3 | 
 
 
 
 
 
 | 240 | 
 func void unlock_floor2_doors(void) | 
 
 
 
 
 
 | 241 | 
 { | 
 
 
 
 
 
 | 242 | 
 trigvolume_enable attack_trigger 1 | 
 
 
 
 
 
 | 243 | 
 particle lock2_locklight01 do start | 
 
 
 
 
 
 | 244 | 
 particle lock4b_locklight01 do start | 
 
 
 
 
 
 | 245 | 
 door_unlock 2 | 
 
 
 
 
 
 | 246 | 
 door_unlock 9 | 
 
 
 
 
 
 | 247 | 
 door_unlock 12 | 
 
 
 
 
 
 | 248 | 
 door_unlock 15 | 
 
 
 
 
 
 | 249 | 
 door_unlock 18 | 
 
 
 
 
 
 | 250 | 
 door_unlock 21 | 
 
 
 
 
 
 | 251 | 
 door_unlock 24 | 
 
 
 
 
 
 | 252 | 
 door_unlock 27 | 
 
 
 
 
 
 | 253 | 
 check_doors | 
 
 
 
 
 
 | 254 | 
 sleep 60 | 
 
 
 
 
 
 | 255 | 
 ai2_dopath Floor2_Striker_1 Floor2_Stk_1 | 
 
 
 
 
 
 | 256 | 
 ai2_setjobstate Floor2_Striker_1 | 
 
 
 
 
 
 | 257 | 
 } | 
 
 
 
 
 
 | 258 | 
  | 
 
 
 
 
 
 | 259 | 
 #tv24 - after door 6; outside of the room with console 3 (tv name: attack_trigger) | 
 
 
 
 
 
 | 260 | 
 func void commence_attack(string ai_name) | 
 
 
 
 
 
 | 261 | 
 { | 
 
 
 
 
 
 | 262 | 
 ai2_setalert Floor2_Striker_2 high | 
 
 
 
 
 
 | 263 | 
 ai2_setalert Floor2_Striker_3 high | 
 
 
 
 
 
 | 264 | 
 ai2_setalert Floor2_Striker_4 high | 
 
 
 
 
 
 | 265 | 
 ai2_dopath Floor2_Striker_1 Floor2_Stk_1 | 
 
 
 
 
 
 | 266 | 
 ai2_dopath Floor2_Striker_2 scram_path | 
 
 
 
 
 
 | 267 | 
 ai2_dopath Floor2_Striker_3 attack_path_1 | 
 
 
 
 
 
 | 268 | 
 ai2_dopath Floor2_Striker_4 attack_path_2 | 
 
 
 
 
 
 | 269 | 
 ai2_setjobstate Floor2_Striker_1 | 
 
 
 
 
 
 | 270 | 
 ai2_setjobstate Floor2_Striker_2 | 
 
 
 
 
 
 | 271 | 
 ai2_setjobstate Floor2_Striker_3 | 
 
 
 
 
 
 | 272 | 
 ai2_setjobstate Floor2_Striker_4 | 
 
 
 
 
 
 | 273 | 
 ai2_attack Floor2_Striker_4 Floor2_Sci_4 | 
 
 
 
 
 
 | 274 | 
 ai2_attack Floor2_Striker_3 Floor2_Sci_1 | 
 
 
 
 
 
 | 275 | 
 } | 
 
 
 
 
 
 | 276 | 
  | 
 
 
 
 
 
 | 277 | 
 #lose func of Floor2_Sci_4 | 
 
 
 
 
 
 | 278 | 
 func void death_sentence_1(string ai_name) | 
 
 
 
 
 
 | 279 | 
 { | 
 
 
 
 
 
 | 280 | 
 ai2_attack Floor2_Striker_4 Floor2_Sci_5 | 
 
 
 
 
 
 | 281 | 
 } | 
 
 
 
 
 
 | 282 | 
  | 
 
 
 
 
 
 | 283 | 
 #lose func of Floor2_Sci_1 | 
 
 
 
 
 
 | 284 | 
 func void death_sentence_2(string ai_name) | 
 
 
 
 
 
 | 285 | 
 { | 
 
 
 
 
 
 | 286 | 
 ai2_attack Floor2_Striker_3 Floor2_Sci_2 | 
 
 
 
 
 
 | 287 | 
 } | 
 
 
 
 
 
 | 288 | 
  | 
 
 
 
 
 
 | 289 | 
 #lose func of Floor2_Sci_2 | 
 
 
 
 
 
 | 290 | 
 func void death_sentence_3(string ai_name) | 
 
 
 
 
 
 | 291 | 
 { | 
 
 
 
 
 
 | 292 | 
 ai2_attack Floor2_Striker_3 Floor2_Sci_3 | 
 
 
 
 
 
 | 293 | 
 } | 
 
 
 
 
 
 | 294 | 
  | 
 
 
 
 
 
 | 295 | 
 #tv2 - in front of the stairs | 
 
 
 
 
 
 | 296 | 
 func void spawn_floor3_guards(string ai_name) | 
 
 
 
 
 
 | 297 | 
 { | 
 
 
 
 
 
 | 298 | 
 ai2_spawn Floor3_Striker_1 | 
 
 
 
 
 
 | 299 | 
 ai2_spawn Floor3_Striker_2 | 
 
 
 
 
 
 | 300 | 
 ai2_spawn Floor3_Striker_3 | 
 
 
 
 
 
 | 301 | 
 ai2_spawn Floor3_Comguy_1 | 
 
 
 
 
 
 | 302 | 
 } | 
 
 
 
 
 
 | 303 | 
  | 
 
 
 
 
 
 | 304 | 
 #tv11 - on the platform between the first and the second floor | 
 
 
 
 
 
 | 305 | 
 func void set_target_5(string chr_index) | 
 
 
 
 
 
 | 306 | 
 { | 
 
 
 
 
 
 | 307 | 
 sound_dialog_play c00_01_28shinatama | 
 
 
 
 
 
 | 308 | 
 target_set 254 30 | 
 
 
 
 
 
 | 309 | 
 } | 
 
 
 
 
 
 | 310 | 
  | 
 
 
 
 
 
 | 311 | 
 ### SECOND FLOOR ### | 
 
 
 
 
 
 | 312 | 
  | 
 
 
 
 
 
 | 313 | 
 #tv37 - complete room with console 4 (no funcs); I've disabled it | 
 
 
 
 
 
 | 314 | 
  | 
 
 
 
 
 
 | 315 | 
 #console 4 | 
 
 
 
 
 
 | 316 | 
 func void unlock_floor3_doors(string ai_name) | 
 
 
 
 
 
 | 317 | 
 { | 
 
 
 
 
 
 | 318 | 
 particle lock3_locklight01 do start | 
 
 
 
 
 
 | 319 | 
 particle lock4c_locklight01 do start | 
 
 
 
 
 
 | 320 | 
 door_unlock 1 | 
 
 
 
 
 
 | 321 | 
 door_unlock 10 | 
 
 
 
 
 
 | 322 | 
 door_unlock 13 | 
 
 
 
 
 
 | 323 | 
 door_unlock 16 | 
 
 
 
 
 
 | 324 | 
 door_unlock 19 | 
 
 
 
 
 
 | 325 | 
 door_unlock 22 | 
 
 
 
 
 
 | 326 | 
 door_unlock 25 | 
 
 
 
 
 
 | 327 | 
 door_unlock 28 | 
 
 
 
 
 
 | 328 | 
 check_doors | 
 
 
 
 
 
 | 329 | 
 } | 
 
 
 
 
 
 | 330 | 
  | 
 
 
 
 
 
 | 331 | 
 ### ROOF ### | 
 
 
 
 
 
 | 332 | 
  | 
 
 
 
 
 
 | 333 | 
 #tv12 - in front of door 4 | 
 
 
 
 
 
 | 334 | 
 func void set_objective_4(string chr_index) | 
 
 
 
 
 
 | 335 | 
 { | 
 
 
 
 
 
 | 336 | 
 sound_dialog_play c00_01_19shinatama | 
 
 
 
 
 
 | 337 | 
 objective_set 4 silent | 
 
 
 
 
 
 | 338 | 
 target_set 110 30 | 
 
 
 
 
 
 | 339 | 
 } | 
 
 
 
 
 
 | 340 | 
  | 
 
 
 
 
 
 | 341 | 
 #tv30 - in some distance after the ramp to the lower roof; box from left to right | 
 
 
 
 
 
 | 342 | 
 func void roof_surprise(string ai_name) | 
 
 
 
 
 
 | 343 | 
 { | 
 
 
 
 
 
 | 344 | 
 ai2_dopath Roof_Striker_3 Roof_Striker_3b | 
 
 
 
 
 
 | 345 | 
 ai2_setjobstate Roof_Striker_3 | 
 
 
 
 
 
 | 346 | 
 } | 
 
 
 
 
 
 | 347 | 
  | 
 
 
 
 
 
 | 348 | 
 #tv5 - after door 39 | 
 
 
 
 
 
 | 349 | 
 func void spawn_tower_guards(string ai_name) | 
 
 
 
 
 
 | 350 | 
 { | 
 
 
 
 
 
 | 351 | 
 ai2_spawn Tower_Striker_1 | 
 
 
 
 
 
 | 352 | 
 ai2_spawn Tower_Striker_2 | 
 
 
 
 
 
 | 353 | 
 } | 
 
 
 
 
 
 | 354 | 
  | 
 
 
 
 
 
 | 355 | 
 #tv18 - after door 41; on the right side | 
 
 
 
 
 
 | 356 | 
 func void tower_lock_1(string chr_index) | 
 
 
 
 
 
 | 357 | 
 { | 
 
 
 
 
 
 | 358 | 
 ai2_spawn Tower_MB_1 | 
 
 
 
 
 
 | 359 | 
 particle sapper do start | 
 
 
 
 
 
 | 360 | 
 music_stop | 
 
 
 
 
 
 | 361 | 
 } | 
 
 
 
 
 
 | 362 | 
  | 
 
 
 
 
 
 | 363 | 
 #tv17 - right next to the furniture in the middle of the tower; from left to right (entry func: sapper_damage_on); I've disabled it | 
 
 
 
 
 
 | 364 | 
  | 
 
 
 
 
 
 | 365 | 
 #lose func of Tower_MB_1 | 
 
 
 
 
 
 | 366 | 
 func void bomber(void) | 
 
 
 
 
 
 | 367 | 
 { | 
 
 
 
 
 
 | 368 | 
 fade_out 0 0 0 30 | 
 
 
 
 
 
 | 369 | 
 sleep 30 | 
 
 
 
 
 
 | 370 | 
 chr_delete Tower_MB_1 | 
 
 
 
 
 
 | 371 | 
 fork remove_ai | 
 
 
 
 
 
 | 372 | 
 particle sapper do stop | 
 
 
 
 
 
 | 373 | 
 chr_teleport 0 99 | 
 
 
 
 
 
 | 374 | 
 chr_facetoflag 0 90 | 
 
 
 
 
 
 | 375 | 
 fade_in 30 | 
 
 
 
 
 
 | 376 | 
 } | 
 
 
 
 
 
 | 377 | 
  | 
 
 
 
 
 
 | 378 | 
 ########## | 
 
 
 
 
 
 | 379 | 
 ### SP3 ### | 
 
 
 
 
 
 | 380 | 
 ########## | 
 
 
 
 
 
 | 381 | 
  | 
 
 
 
 
 
 | 382 | 
 ### LOBBY - GROUND FLOOR ### | 
 
 
 
 
 
 | 383 | 
  | 
 
 
 
 
 
 | 384 | 
 #tv9 - in front of door 35; in the elevator shaft | 
 
 
 
 
 
 | 385 | 
 func void spawn_lobby_tctf(string ai_name) | 
 
 
 
 
 
 | 386 | 
 { | 
 
 
 
 
 
 | 387 | 
 if(save_point ne 3) | 
 
 
 
 
 
 | 388 | 
         { | 
 
 
 
 
 
 | 389 | 
         sleep 30 | 
 
 
 
 
 
 | 390 | 
         save_game 3 autosave | 
 
 
 
 
 
 | 391 | 
         } | 
 
 
 
 
 
 | 392 | 
 env_show 540 0 | 
 
 
 
 
 
 | 393 | 
 env_show 777 1 | 
 
 
 
 
 
 | 394 | 
 env_show 778 0 | 
 
 
 
 
 
 | 395 | 
 ai2_spawn Lobby_TCL_1 | 
 
 
 
 
 
 | 396 | 
 ai2_spawn Lobby_TCL_2 | 
 
 
 
 
 
 | 397 | 
 ai2_spawn Lobby_TCS_1 | 
 
 
 
 
 
 | 398 | 
 objective_set 5 silent | 
 
 
 
 
 
 | 399 | 
 target_set 142 30 | 
 
 
 
 
 
 | 400 | 
 } | 
 
 
 
 
 
 | 401 | 
  | 
 
 
 
 
 
 | 402 | 
 #tv34 - after door 35 (inside func: save_game_3); I've disabled it | 
 
 
 
 
 
 | 403 | 
  | 
 
 
 
 
 
 | 404 | 
 #tv13 - big box from door 59 and door 60 to the opposite wall; includes console 1 | 
 
 
 
 
 
 | 405 | 
 func void spawn_lobby_synd(string ai_name) | 
 
 
 
 
 
 | 406 | 
 { | 
 
 
 
 
 
 | 407 | 
 ai2_spawn Lobby_Striker_1 | 
 
 
 
 
 
 | 408 | 
 ai2_spawn Lobby_Striker_2 | 
 
 
 
 
 
 | 409 | 
 ai2_spawn Lobby_Striker_3 | 
 
 
 
 
 
 | 410 | 
 ai2_spawn Lobby_Striker_4 | 
 
 
 
 
 
 | 411 | 
 } | 
 
 
 
 
 
 | 412 | 
  | 
 
 
 
 
 
 | 413 | 
 #hit func of Lobby_TCL_1 | 
 
 
 
 
 
 | 414 | 
 func void Lobby_Hurt_TCL_1(string ai_name) | 
 
 
 
 
 
 | 415 | 
 { | 
 
 
 
 
 
 | 416 | 
 ai2_dopath Lobby_TCL_1 Lobby_Hurt_TCL_1 | 
 
 
 
 
 
 | 417 | 
 } | 
 
 
 
 
 
 | 418 | 
  | 
 
 
 
 
 
 | 419 | 
 #hit func of Lobby_TCL_2 | 
 
 
 
 
 
 | 420 | 
 func void Lobby_Hurt_TCL_2(string ai_name) | 
 
 
 
 
 
 | 421 | 
 { | 
 
 
 
 
 
 | 422 | 
 sleep 120 | 
 
 
 
 
 
 | 423 | 
 ai2_dopath Lobby_TCL_2 Lobby_Hurt_TCL_2 | 
 
 
 
 
 
 | 424 | 
 } | 
 
 
 
 
 
 | 425 | 
  | 
 
 
 
 
 
 | 426 | 
 #tv32 - at the end of the stairs to the lower floor with console 11; big box from left to right | 
 
 
 
 
 
 | 427 | 
 func void backdoor(string ai_name) | 
 
 
 
 
 
 | 428 | 
 { | 
 
 
 
 
 
 | 429 | 
 ai2_spawn backdoor_striker_1 | 
 
 
 
 
 
 | 430 | 
 ai2_spawn backdoor_striker_3 | 
 
 
 
 
 
 | 431 | 
 } | 
 
 
 
 
 
 | 432 | 
  | 
 
 
 
 
 
 | 433 | 
 #console 11 | 
 
 
 
 
 
 | 434 | 
 func void passage_1(string ai_name) | 
 
 
 
 
 
 | 435 | 
 { | 
 
 
 
 
 
 | 436 | 
 particle lock69a_locklight01 do start | 
 
 
 
 
 
 | 437 | 
 check_doors | 
 
 
 
 
 
 | 438 | 
 } | 
 
 
 
 
 
 | 439 | 
  | 
 
 
 
 
 
 | 440 | 
 ### LOBBY - FIRST FLOOR ### | 
 
 
 
 
 
 | 441 | 
  | 
 
 
 
 
 
 | 442 | 
 #tv28 - long box; starts in some after door 53 and ends in front of console 9 | 
 
 
 
 
 
 | 443 | 
 func void spawn_lively_2(string ai_name) | 
 
 
 
 
 
 | 444 | 
 { | 
 
 
 
 
 
 | 445 | 
 ai2_spawn lively_striker_2 | 
 
 
 
 
 
 | 446 | 
 } | 
 
 
 
 
 
 | 447 | 
  | 
 
 
 
 
 
 | 448 | 
 #console 9 | 
 
 
 
 
 
 | 449 | 
 func void passage_2(string ai_name) | 
 
 
 
 
 
 | 450 | 
 { | 
 
 
 
 
 
 | 451 | 
 particle lock69b_locklight01 do start | 
 
 
 
 
 
 | 452 | 
 check_doors | 
 
 
 
 
 
 | 453 | 
 } | 
 
 
 
 
 
 | 454 | 
  | 
 
 
 
 
 
 | 455 | 
 #tv26 - in some distance after door 37 | 
 
 
 
 
 
 | 456 | 
 func void spawn_opposite_striker_1(string ai_name) | 
 
 
 
 
 
 | 457 | 
 { | 
 
 
 
 
 
 | 458 | 
 ai2_spawn opposite_striker_1 | 
 
 
 
 
 
 | 459 | 
 } | 
 
 
 
 
 
 | 460 | 
  | 
 
 
 
 
 
 | 461 | 
 #tv27 - in some distance after door 31 | 
 
 
 
 
 
 | 462 | 
 func void spawn_opposite_striker_2(string ai_name) | 
 
 
 
 
 
 | 463 | 
 { | 
 
 
 
 
 
 | 464 | 
 ai2_spawn opposite_striker_2 | 
 
 
 
 
 
 | 465 | 
 } | 
 
 
 
 
 
 | 466 | 
  | 
 
 
 
 
 
 | 467 | 
 ### LOBBY - SECOND FLOOR ### | 
 
 
 
 
 
 | 468 | 
  | 
 
 
 
 
 
 | 469 | 
 #tv25 - around the green energy clip; in the room with door 46 | 
 
 
 
 
 
 | 470 | 
 func void spawn_lively_1(string ai_name) | 
 
 
 
 
 
 | 471 | 
 { | 
 
 
 
 
 
 | 472 | 
 ai2_spawn lively_striker_1 | 
 
 
 
 
 
 | 473 | 
 } | 
 
 
 
 
 
 | 474 | 
  | 
 
 
 
 
 
 | 475 | 
 #tv29 - at the end of the room with door 29; from left to right; includes the hypo | 
 
 
 
 
 
 | 476 | 
 func void spawn_lively_3(string ai_name) | 
 
 
 
 
 
 | 477 | 
 { | 
 
 
 
 
 
 | 478 | 
 ai2_spawn lively_striker_3 | 
 
 
 
 
 
 | 479 | 
 ai2_spawn lively_striker_4 | 
 
 
 
 
 
 | 480 | 
 } | 
 
 
 
 
 
 | 481 | 
  | 
 
 
 
 
 
 | 482 | 
 #console 8 | 
 
 
 
 
 
 | 483 | 
 func void passage_3(string ai_name) | 
 
 
 
 
 
 | 484 | 
 { | 
 
 
 
 
 
 | 485 | 
 particle lock69c_locklight01 do start | 
 
 
 
 
 
 | 486 | 
 check_doors | 
 
 
 
 
 
 | 487 | 
 } | 
 
 
 
 
 
 | 488 | 
  | 
 
 
 
 
 
 | 489 | 
 func void check_doors(void) | 
 
 
 
 
 
 | 490 | 
 { | 
 
 
 
 
 
 | 491 | 
 var_counter = var_counter + 1 | 
 
 
 
 
 
 | 492 | 
 if(var_counter eq 3) | 
 
 
 
 
 
 | 493 | 
         { | 
 
 
 
 
 
 | 494 | 
         if(save_point eq 2) | 
 
 
 
 
 
 | 495 | 
                 { | 
 
 
 
 
 
 | 496 | 
                 door_unlock 4 | 
 
 
 
 
 
 | 497 | 
                 ai2_spawn Roof_Striker_1 | 
 
 
 
 
 
 | 498 | 
                 ai2_spawn Roof_Striker_2 | 
 
 
 
 
 
 | 499 | 
                 ai2_spawn Roof_Striker_3 | 
 
 
 
 
 
 | 500 | 
                 sound_music_start mus_main03 | 
 
 
 
 
 
 | 501 | 
                 } | 
 
 
 
 
 
 | 502 | 
         if(save_point eq 3) | 
 
 
 
 
 
 | 503 | 
                 { | 
 
 
 
 
 
 | 504 | 
                 door_unlock 48 | 
 
 
 
 
 
 | 505 | 
                 sound_music_start mus_main03 1.0 | 
 
 
 
 
 
 | 506 | 
                 } | 
 
 
 
 
 
 | 507 | 
         var_counter = 0 | 
 
 
 
 
 
 | 508 | 
         } | 
 
 
 
 
 
 | 509 | 
 } | 
 
 
 
 
 
 | 510 | 
  | 
 
 
 
 
 
 | 511 | 
 #tv20 - in front of door 48 | 
 
 
 
 
 
 | 512 | 
 func void miseenscene_start(string ai_name) | 
 
 
 
 
 
 | 513 | 
 { | 
 
 
 
 
 
 | 514 | 
 particle scene create | 
 
 
 
 
 
 | 515 | 
 ai2_spawn scene_thug_1 | 
 
 
 
 
 
 | 516 | 
 ai2_spawn scene_thug_2 | 
 
 
 
 
 
 | 517 | 
 } | 
 
 
 
 
 
 | 518 | 
  | 
 
 
 
 
 
 | 519 | 
 #tv6 - in the middle between door 48 and door 55 | 
 
 
 
 
 
 | 520 | 
 func void spawn_vats(string ai_name) | 
 
 
 
 
 
 | 521 | 
 { | 
 
 
 
 
 
 | 522 | 
 ai2_spawn Vat_Striker_1 | 
 
 
 
 
 
 | 523 | 
 ai2_spawn Vat_Striker_2 | 
 
 
 
 
 
 | 524 | 
 ai2_spawn Vat_Striker_3 | 
 
 
 
 
 
 | 525 | 
 ai2_spawn Vat_Striker_4 | 
 
 
 
 
 
 | 526 | 
 ai2_spawn Vat_Striker_5 | 
 
 
 
 
 
 | 527 | 
 } | 
 
 
 
 
 
 | 528 | 
  | 
 
 
 
 
 
 | 529 | 
 #console 10 (text console) | 
 
 
 
 
 
 | 530 | 
 func void day_264(string ai_name) | 
 
 
 
 
 
 | 531 | 
 { | 
 
 
 
 
 
 | 532 | 
 ai2_idle scene_thug_1 | 
 
 
 
 
 
 | 533 | 
 ai2_movetoflag scene_thug_1 7010 | 
 
 
 
 
 
 | 534 | 
 ai2_setmovementmode scene_thug_1 run | 
 
 
 
 
 
 | 535 | 
 sleep 300 | 
 
 
 
 
 
 | 536 | 
 particle day264 create | 
 
 
 
 
 
 | 537 | 
 particle dayafter create | 
 
 
 
 
 
 | 538 | 
 particle dayafter do start | 
 
 
 
 
 
 | 539 | 
 chr_animate scene_thug_1 STRIKEknockdown3 | 
 
 
 
 
 
 | 540 | 
 ai2_dopath scene_thug_1 scene_flee_1 | 
 
 
 
 
 
 | 541 | 
 ai2_dopath scene_thug_2 scene_flee_2 | 
 
 
 
 
 
 | 542 | 
 sleep 300 | 
 
 
 
 
 
 | 543 | 
 ai2_spawn arcy | 
 
 
 
 
 
 | 544 | 
 sleep 1000 | 
 
 
 
 
 
 | 545 | 
 chr_delete scene_thug_1 | 
 
 
 
 
 
 | 546 | 
 chr_delete scene_thug_2 | 
 
 
 
 
 
 | 547 | 
 sleep 500 | 
 
 
 
 
 
 | 548 | 
 chr_delete arcy | 
 
 
 
 
 
 | 549 | 
 } | 
 
 
 
 
 
 | 550 | 
  | 
 
 
 
 
 
 | 551 | 
 #tv19 - in front of door 55 | 
 
 
 
 
 
 | 552 | 
 func void set_objective_6(string chr_index) | 
 
 
 
 
 
 | 553 | 
 { | 
 
 
 
 
 
 | 554 | 
 sound_dialog_play c00_01_22shinatama | 
 
 
 
 
 
 | 555 | 
 objective_set 6 silent | 
 
 
 
 
 
 | 556 | 
 target_set 256 30 | 
 
 
 
 
 
 | 557 | 
 } | 
 
 
 
 
 
 | 558 | 
  | 
 
 
 
 
 
 | 559 | 
 ### HALL ### | 
 
 
 
 
 
 | 560 | 
  | 
 
 
 
 
 
 | 561 | 
 #tv16 - the complete acid volume | 
 
 
 
 
 
 | 562 | 
 func void fallinthevat(string character) | 
 
 
 
 
 
 | 563 | 
 { | 
 
 
 
 
 
 | 564 | 
 if(chr_is_player(character) eq 1) | 
 
 
 
 
 
 | 565 | 
         { | 
 
 
 
 
 
 | 566 | 
         cm_detach | 
 
 
 
 
 
 | 567 | 
         chr_animate 0 KONOKOacid | 
 
 
 
 
 
 | 568 | 
         sleep 10 | 
 
 
 
 
 
 | 569 | 
         sound_impulse_play konoko_gruesome_death | 
 
 
 
 
 
 | 570 | 
         chr_set_health 0 0 | 
 
 
 
 
 
 | 571 | 
         } | 
 
 
 
 
 
 | 572 | 
 else | 
 
 
 
 
 
 | 573 | 
         { | 
 
 
 
 
 
 | 574 | 
         chr_animate(character, KONOKOacid); | 
 
 
 
 
 
 | 575 | 
         sleep 10 | 
 
 
 
 
 
 | 576 | 
         chr_set_health(character, 0); | 
 
 
 
 
 
 | 577 | 
         } | 
 
 
 
 
 
 | 578 | 
 } | 
 
 
 
 
 
 | 579 | 
  | 
 
 
 
 
 
 | 580 | 
 #console 5 | 
 
 
 
 
 
 | 581 | 
 func void unlock_end_door(string ai_name) | 
 
 
 
 
 
 | 582 | 
 { | 
 
 
 
 
 
 | 583 | 
 trigvolume_enable final_ambush 1 | 
 
 
 
 
 
 | 584 | 
 particle lockend_locklight02 do start | 
 
 
 
 
 
 | 585 | 
 door_unlock 56 | 
 
 
 
 
 
 | 586 | 
 target_set 52 30 | 
 
 
 
 
 
 | 587 | 
 ai2_spawn Vat_MB_1 | 
 
 
 
 
 
 | 588 | 
 } | 
 
 
 
 
 
 | 589 | 
  | 
 
 
 
 
 
 | 590 | 
 #tv7 - in some distance in front three pillars; from left to right | 
 
 
 
 
 
 | 591 | 
 func void final_ambush(string ai_name) | 
 
 
 
 
 
 | 592 | 
 { | 
 
 
 
 
 
 | 593 | 
 ai2_spawn Ambush_Striker_1 | 
 
 
 
 
 
 | 594 | 
 ai2_spawn Ambush_Striker_2 | 
 
 
 
 
 
 | 595 | 
 } | 
 
 
 
 
 
 | 596 | 
  | 
 
 
 
 
 
 | 597 | 
 #hit func of Ambush_Striker_1 | 
 
 
 
 
 
 | 598 | 
 func void gethelp(string ai_name) | 
 
 
 
 
 
 | 599 | 
 { | 
 
 
 
 
 
 | 600 | 
 trigvolume_enable outro_volume_1 1 | 
 
 
 
 
 
 | 601 | 
 particle lock177_locklight01 do start | 
 
 
 
 
 
 | 602 | 
 door_unlock 49 | 
 
 
 
 
 
 | 603 | 
 door_unlock 50 | 
 
 
 
 
 
 | 604 | 
 ai2_attack Ambush_Striker_2 Konoko | 
 
 
 
 
 
 | 605 | 
 music_stop | 
 
 
 
 
 
 | 606 | 
 } | 
 
 
 
 
 
 | 607 | 
  | 
 
 
 
 
 
 | 608 | 
 #tv14 - after door 50 | 
 
 
 
 
 
 | 609 | 
 #tv15 - after door 49 | 
 
 
 
 
 
 | 610 | 
 func void outro(void) | 
 
 
 
 
 
 | 611 | 
 { | 
 
 
 
 
 
 | 612 | 
 fade_out 0 0 0 30 | 
 
 
 
 
 
 | 613 | 
 sleep 30 | 
 
 
 
 
 
 | 614 | 
 win | 
 
 
 
 
 
 | 615 | 
 } | 
 
 
 
 
 
 | 616 | 
  | 
 
 
 
 
 
 | 617 | 
 ##################### | 
 
 
 
 
 
 | 618 | 
 ### TEXT CONSOLES ### | 
 
 
 
 
 
 | 619 | 
 ##################### | 
 
 
 
 
 
 | 620 | 
  | 
 
 
 
 
 
 | 621 | 
 func void level3a(string chr_index) | 
 
 
 
 
 
 | 622 | 
 { | 
 
 
 
 
 
 | 623 | 
 text_console level_3a | 
 
 
 
 
 
 | 624 | 
 console_reset 7 | 
 
 
 
 
 
 | 625 | 
 } | 
 
 
 
 
 
 | 626 | 
  | 
 
 
 
 
 
 | 627 | 
 func void level3b(string chr_index) | 
 
 
 
 
 
 | 628 | 
 { | 
 
 
 
 
 
 | 629 | 
 text_console level_3b | 
 
 
 
 
 
 | 630 | 
 console_reset 6 | 
 
 
 
 
 
 | 631 | 
 } | 
 
 
 
 
 
 | 632 | 
  | 
 
 
 
 
 
 | 633 | 
 func void level3c(string chr_index) | 
 
 
 
 
 
 | 634 | 
 { | 
 
 
 
 
 
 | 635 | 
 text_console level_3c | 
 
 
 
 
 
 | 636 | 
 console_reset 1 | 
 
 
 
 
 
 | 637 | 
 } | 
 
 
 
 
 
 | 638 | 
  | 
 
 
 
 
 
 | 639 | 
 func void level3d(string chr_index) | 
 
 
 
 
 
 | 640 | 
 { | 
 
 
 
 
 
 | 641 | 
 text_console level_3d | 
 
 
 
 
 
 | 642 | 
 day_264 | 
 
 
 
 
 
 | 643 | 
 } |