| 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 |
} |