1 |
################# |
2 |
### VARIABLES ### |
3 |
################# |
4 |
|
5 |
var int var_counter = 0; |
6 |
var int var_counter2 = 0; |
7 |
var int var_counter3 = 0; |
8 |
|
9 |
############ |
10 |
### MAIN ### |
11 |
############ |
12 |
|
13 |
func void main(void) |
14 |
{ |
15 |
gl_fog_red = 0 |
16 |
gl_fog_blue = 0 |
17 |
gl_fog_green = 0 |
18 |
gl_fog_start = .995 |
19 |
gs_farclipplane_set 5000 |
20 |
ui_suppress_prompt = 1 |
21 |
chr_auto_aim_dist = 0 |
22 |
start |
23 |
} |
24 |
|
25 |
############# |
26 |
### START ### |
27 |
############# |
28 |
|
29 |
func void start(string ai_name) |
30 |
{ |
31 |
fork deactivate_stuff |
32 |
if(save_point eq 0) save_point = 1 |
33 |
if(save_point eq 1) fork intro |
34 |
if(save_point eq 2) restore_game |
35 |
if(save_point eq 3) fork load_s3 |
36 |
if(save_point eq 4) restore_game |
37 |
if(save_point eq 5) fork load_s5 |
38 |
sleep 5 |
39 |
fork sp_all |
40 |
} |
41 |
|
42 |
func void deactivate_stuff(void) |
43 |
{ |
44 |
#not used |
45 |
trigvolume_enable trigger_volume_08_copy 0 |
46 |
trigvolume_enable trigger_volume_09 0 |
47 |
trigvolume_enable trigger_volume_10_copy 0 |
48 |
trigvolume_enable trigger_volume_10_copy_copy 0 |
49 |
trigvolume_enable trigger_volume_11_copy 0 |
50 |
trigvolume_enable trigger_volume_11_copy_copy 0 |
51 |
trigvolume_enable trigger_volume_14 0 |
52 |
#used |
53 |
env_show 802 0 |
54 |
env_show 822 0 |
55 |
particle power1 do start |
56 |
particle power2 do start |
57 |
trigvolume_enable trigger_volume_02 0 |
58 |
trigvolume_enable trigger_volume_06 0 |
59 |
trigvolume_enable trigger_volume_12 0 |
60 |
trigvolume_enable trigger_volume_13 0 |
61 |
trigvolume_enable trigger_volume_40 0 |
62 |
} |
63 |
|
64 |
func void you_lose(string ai_name) |
65 |
{ |
66 |
fade_out 0 0 0 30 |
67 |
sleep 30 |
68 |
lose |
69 |
} |
70 |
|
71 |
#################################### |
72 |
### SEVERAL TIMES USED FUNCTIONS ### |
73 |
#################################### |
74 |
|
75 |
func void sp_all(void) |
76 |
{ |
77 |
co_message_display = 0 |
78 |
if(save_point eq 1) save_game 1 autosave |
79 |
if(save_point eq 2) save_game 2 autosave |
80 |
if(save_point eq 3) save_game 3 autosave |
81 |
if(save_point eq 4) save_game 4 autosave |
82 |
if(save_point eq 5) save_game 5 autosave |
83 |
sleep 180 |
84 |
co_message_display = 1 |
85 |
} |
86 |
|
87 |
func void remove_ai(void) |
88 |
{ |
89 |
ai2_kill |
90 |
sleep 60 |
91 |
powerup_reset |
92 |
weapon_reset |
93 |
sleep 240 |
94 |
corpse_reset |
95 |
} |
96 |
|
97 |
func void music_stop(void) |
98 |
{ |
99 |
sound_music_stop mus_main01 |
100 |
sound_music_stop mus_sad1 |
101 |
sound_music_stop mus_space01 |
102 |
sound_music_stop mus_asian |
103 |
sound_music_stop mus_fiteb |
104 |
} |
105 |
|
106 |
########## |
107 |
### SP1 ### |
108 |
########## |
109 |
|
110 |
func void intro(void) |
111 |
{ |
112 |
playback 0 IntroKonokoSet01 |
113 |
ai2_spawn A1_intro01 |
114 |
ai2_spawn A1_intro02 |
115 |
ai2_spawn A1_bluedoorstriker |
116 |
objective_set 1 silent |
117 |
target_set 5007 30 |
118 |
sleep 1 |
119 |
sound_music_start mus_main01 .75 |
120 |
} |
121 |
|
122 |
#lose func of A1_intro01 and A1_intro02 |
123 |
func void die_for_art(string ai_name) |
124 |
{ |
125 |
var_counter = var_counter + 1 |
126 |
if(var_counter eq 2) music_stop |
127 |
} |
128 |
|
129 |
#console1 |
130 |
func void target02(string ai_name) |
131 |
{ |
132 |
particle blue_locklight01 do start |
133 |
particle b2_locklight01 do start |
134 |
target_set 2001 30 |
135 |
trigvolume_enable trigger_volume_12 1 |
136 |
music_stop |
137 |
} |
138 |
|
139 |
#tv12 - in front of door 30 |
140 |
func void target03(string ai_name) |
141 |
{ |
142 |
ai2_spawn A1_s_red01 |
143 |
ai2_spawn A1_s_red02 |
144 |
target_set 5007 30 |
145 |
} |
146 |
|
147 |
#called up, when A1_s_red02 gives you the hypo |
148 |
func void change_patrol(string ai_name) |
149 |
{ |
150 |
ai2_dopath A1_s_red02 patrol_45 |
151 |
ai2_setjobstate A1_s_red02 |
152 |
} |
153 |
|
154 |
#tv4 - in front of door 31 |
155 |
func void tv04(string ai_name) |
156 |
{ |
157 |
ai2_spawn A2_s_tank01 |
158 |
ai2_spawn A2_s_blue13 |
159 |
ai2_spawn A2_s_blue01 |
160 |
ai2_spawn A2_s_blue03 |
161 |
ai2_spawn A2_s_red03 |
162 |
ai2_spawn char_1 |
163 |
ai2_spawn A2_s_tank02 |
164 |
} |
165 |
|
166 |
#tv3 - in front of door 33 |
167 |
func void tv03(string ai_name) |
168 |
{ |
169 |
ai2_spawn A2_s_blue09 |
170 |
} |
171 |
|
172 |
#tv34 - at the beginning of the first pillar, which is nearby to the room with console3 |
173 |
func void tv34(string ai_name) |
174 |
{ |
175 |
ai2_spawn A2_s_red04 |
176 |
} |
177 |
|
178 |
#console3 |
179 |
func void ontv02(string ai_name) |
180 |
{ |
181 |
trigvolume_enable trigger_volume_02 1 |
182 |
particle el_red1 kill |
183 |
particle el_1_locklight01 do start |
184 |
target_set 108 30 |
185 |
} |
186 |
|
187 |
#called up, when A2_s_red04 gives you the w4_psm |
188 |
func void spawn_sniper1(string ai_name) |
189 |
{ |
190 |
ai2_spawn sniper1 |
191 |
ai2_makeignoreplayer sniper1 1 |
192 |
playback_block sniper1 sniper1_jump |
193 |
ai2_makeignoreplayer sniper1 0 |
194 |
ai2_dopath sniper1 patrol_52 |
195 |
ai2_setjobstate sniper1 |
196 |
sleep 600 |
197 |
ai2_makeignoreplayer sniper1 1 |
198 |
ai2_dopath sniper1 patrol_53 |
199 |
ai2_setjobstate sniper1 |
200 |
} |
201 |
|
202 |
#hit func of sniper1 |
203 |
func void hurt_sniper1(string ai_name) |
204 |
{ |
205 |
ai2_makeignoreplayer sniper1 1 |
206 |
ai2_dopath sniper1 patrol_53 |
207 |
ai2_setjobstate sniper1 |
208 |
} |
209 |
|
210 |
#in some distance after the room with console3, in front of the elevator |
211 |
func void tv33(string ai_name) |
212 |
{ |
213 |
ai2_makeignoreplayer A2_s_red04 1 |
214 |
ai2_dopath A2_s_red04 patrol_54 |
215 |
ai2_setjobstate A2_s_red04 |
216 |
} |
217 |
|
218 |
#tv2 - flat box on the elevator platform |
219 |
func void tv02(string ai_name) |
220 |
{ |
221 |
fade_out 0 0 0 30 |
222 |
sleep 30 |
223 |
fork remove_ai |
224 |
obj_kill 801 |
225 |
playback 0 Elev1KonokoSet |
226 |
load_s2 |
227 |
fade_in 30 |
228 |
var_counter = 0 |
229 |
} |
230 |
|
231 |
func void load_s2(void) |
232 |
{ |
233 |
env_show 802 1 |
234 |
ai2_spawn B1_s_blue05 |
235 |
ai2_spawn B1_s_green01 |
236 |
ai2_spawn new_dummy1 |
237 |
ai2_spawn C1_blue22 |
238 |
ai2_spawn C2_blue25 |
239 |
ai2_dopath B1_s_blue05 patrol_08_blue05b |
240 |
ai2_setjobstate B1_s_blue05 |
241 |
chr_teleport B1_s_blue05 1046 |
242 |
objective_set 1 silent |
243 |
target_set 1083 30 |
244 |
sleep 1 |
245 |
sound_music_start mus_sad1 0.3 |
246 |
sound_music_volume mus_sad1 0.8 2 |
247 |
} |
248 |
|
249 |
########## |
250 |
### SP2 ### |
251 |
########## |
252 |
|
253 |
#tv35 - after the elevator platform |
254 |
func void s2(string ai_name) |
255 |
{ |
256 |
if(save_point eq 2) |
257 |
{ |
258 |
fork remove_ai |
259 |
load_s2 |
260 |
} |
261 |
else save_game 2 autosave |
262 |
} |
263 |
|
264 |
#console12 |
265 |
func void target06(string ai_name) |
266 |
{ |
267 |
particle green_locklight01 do start |
268 |
target_set 2005 30 |
269 |
trigvolume_enable trigger_volume_13 1 |
270 |
} |
271 |
|
272 |
#tv13 - in front of door 34 |
273 |
func void target05(string ai_name) |
274 |
{ |
275 |
ai2_spawn B1_s_Red01 |
276 |
target_set 133 30 |
277 |
music_stop |
278 |
} |
279 |
|
280 |
#tv1 - in front of door 35 |
281 |
func void tv01(string ai_name) |
282 |
{ |
283 |
ai2_spawn whiteneut |
284 |
ai2_spawn C1_blue22 |
285 |
ai2_spawn B2_s_blue06 |
286 |
ai2_spawn B2_s_blue07 |
287 |
ai2_spawn B2_s_blue08 |
288 |
ai2_spawn B2_s_tank04 |
289 |
} |
290 |
|
291 |
#console4 |
292 |
func void target08(string ai_name) |
293 |
{ |
294 |
particle white_locklight01 do start |
295 |
target_set 3001 30 |
296 |
} |
297 |
|
298 |
#tv14 - in front of door 36 (the same func as tv13, so I've disabled it) |
299 |
|
300 |
#tv5 - in front of door 37 |
301 |
func void tv05(string ai_name) |
302 |
{ |
303 |
ai2_spawn B3_s_green02 |
304 |
ai2_spawn C1_blue20 |
305 |
} |
306 |
|
307 |
#tv15 - at the end of the both ways after door 37 |
308 |
func void target10(string ai_name) |
309 |
{ |
310 |
target_set 5008 30 |
311 |
} |
312 |
|
313 |
#tv16 - at the end of the passageway to the other side |
314 |
func void target11(string ai_name) |
315 |
{ |
316 |
target_set 5009 30 |
317 |
} |
318 |
|
319 |
#tv42 - huge box around the complete ways to the 2nd elevator (only used as a chara counter, see next funcs) |
320 |
|
321 |
#lose func of C2_blue25 and respawn1 |
322 |
func void script_respawn1(void) |
323 |
{ |
324 |
if(trigvolume_count(42) eq 0) |
325 |
{ |
326 |
var_counter2 = var_counter2 + 1 |
327 |
if(var_counter2 eq 1) |
328 |
{ |
329 |
ai2_spawn respawn1 |
330 |
chr_giveweapon respawn1 w7_scc |
331 |
} |
332 |
if(var_counter2 eq 2) |
333 |
{ |
334 |
ai2_spawn respawn1 |
335 |
chr_giveweapon respawn1 w3_phr |
336 |
ai2_dopath patrol_08_blue05 |
337 |
ai2_setjobstate respawn1 |
338 |
} |
339 |
if(var_counter2 eq 3) |
340 |
{ |
341 |
ai2_spawn respawn1 |
342 |
chr_giveweapon respawn1 w2_sap |
343 |
} |
344 |
} |
345 |
} |
346 |
|
347 |
#lose func of C1_blue20 and respawn2 |
348 |
func void script_respawn2(void) |
349 |
{ |
350 |
if(trigvolume_count(42) eq 0) |
351 |
{ |
352 |
var_counter3 = var_counter3 + 1 |
353 |
if(var_counter3 eq 1) |
354 |
{ |
355 |
ai2_spawn respawn2 |
356 |
chr_giveweapon respawn2 w3_phr |
357 |
} |
358 |
if(var_counter3 eq 2) |
359 |
{ |
360 |
ai2_spawn respawn2 |
361 |
chr_giveweapon respawn2 w2_sap |
362 |
ai2_dopath patrol_19_blue20b |
363 |
ai2_setjobstate respawn2 |
364 |
} |
365 |
if(var_counter3 eq 3) |
366 |
{ |
367 |
ai2_spawn respawn2 |
368 |
chr_giveweapon respawn2 w2_sap |
369 |
} |
370 |
} |
371 |
} |
372 |
|
373 |
#lose func of C1_blue22 |
374 |
func void script_respawn3(void) |
375 |
{ |
376 |
if(trigvolume_count(42) eq 0) ai2_spawn C1_red21 |
377 |
} |
378 |
|
379 |
#tv37 - box around the place, where you find the 2nd mercury bow |
380 |
func void t37(string ai_name) |
381 |
{ |
382 |
ai2_spawn new_1 |
383 |
ai2_spawn new_2 |
384 |
} |
385 |
|
386 |
#tv38 - about in the middle |
387 |
func void t38(string ai_name) |
388 |
{ |
389 |
ai2_spawn new_3 |
390 |
ai2_spawn new_4 |
391 |
} |
392 |
|
393 |
#console6 |
394 |
func void ontv06(string ai_name) |
395 |
{ |
396 |
trigvolume_enable trigger_volume_06 1 |
397 |
particle el_2_locklight01 do start |
398 |
target_set 119 30 |
399 |
} |
400 |
|
401 |
########## |
402 |
### SP3 ### |
403 |
########## |
404 |
|
405 |
#tv6 - flat box on the elevator platform |
406 |
func void tv06(string ai_name) |
407 |
{ |
408 |
fade_out 0 0 0 30 |
409 |
sleep 30 |
410 |
fork remove_ai |
411 |
load_s3 |
412 |
chr_teleport 0 120 |
413 |
chr_facetoflag 0 120 |
414 |
fade_in 30 |
415 |
if(save_point ne 3) save_game 3 autosave |
416 |
} |
417 |
|
418 |
func void load_s3(void) |
419 |
{ |
420 |
if(save_point eq 3) |
421 |
{ |
422 |
fork remove_ai |
423 |
restore_game |
424 |
} |
425 |
obj_kill 821 |
426 |
env_show 822 1 |
427 |
ai2_spawn D1_neut05 |
428 |
objective_set 2 silent |
429 |
target_set 128 30 |
430 |
sleep 1 |
431 |
sound_music_start mus_space01 0.75 |
432 |
} |
433 |
|
434 |
#console7 |
435 |
func void target14(string ai_name) |
436 |
{ |
437 |
particle red_locklight01 do start |
438 |
target_set 2085 30 |
439 |
} |
440 |
|
441 |
#tv20 - in front of door 38 |
442 |
func void tv25(string ai_name) |
443 |
{ |
444 |
ai2_spawn D1_red30 |
445 |
ai2_spawn D1_neut02 |
446 |
ai2_spawn D2_blue60 |
447 |
ai2_spawn D1_neut10 |
448 |
ai2_spawn new_5 |
449 |
ai2_spawn D2_blue61 |
450 |
music_stop |
451 |
} |
452 |
|
453 |
#called up, after you have talked to the guy |
454 |
func void power_deactivate(void) |
455 |
{ |
456 |
ai2_doalarm D1_neut02 9 |
457 |
ai2_dopath D1_neut02 patrol_80 |
458 |
ai2_setjobstate D1_neut02 |
459 |
} |
460 |
|
461 |
#console9 |
462 |
func void power_lull_1(string ai_name) |
463 |
{ |
464 |
music_stop |
465 |
ai2_neutralbehavior D1_neut02 none |
466 |
target_set 125 30 |
467 |
sound_music_start mus_asian .75 |
468 |
particle power1 do stop |
469 |
timer_start 20 power_lull_1b |
470 |
} |
471 |
|
472 |
func void power_lull_1b(void) |
473 |
{ |
474 |
music_stop |
475 |
particle power1 do start |
476 |
sleep 300 |
477 |
console_reset 9 |
478 |
} |
479 |
|
480 |
#tv17 - at the end of the pipe |
481 |
func void target13(string ai_name) |
482 |
{ |
483 |
target_set 128 30 |
484 |
} |
485 |
|
486 |
########## |
487 |
### SP4 ### |
488 |
########## |
489 |
|
490 |
#tv30 - in front of door 23 |
491 |
func void s4(string ai_name) |
492 |
{ |
493 |
if(save_point eq 4) |
494 |
{ |
495 |
fork remove_ai |
496 |
load_s4 |
497 |
} |
498 |
else save_game 4 autosave |
499 |
} |
500 |
|
501 |
func void load_s4(void) |
502 |
{ |
503 |
particle red_locklight01 do start |
504 |
ai2_spawn D2_blue61 |
505 |
ai2_spawn D2_blue60 |
506 |
ai2_spawn new_5 |
507 |
ai2_spawn D1_neut10 |
508 |
trigvolume_enable trigger_volume_17 0 |
509 |
trigvolume_enable trigger_volume_25 0 |
510 |
trigvolume_enable trigger_volume_30 0 |
511 |
objective_set 2 silent |
512 |
target_set 128 30 |
513 |
} |
514 |
|
515 |
#tv39 - box around the place, where D1_neut10 gives you a hypo |
516 |
func void t39(string ai_name) |
517 |
{ |
518 |
trigvolume_enable trigger_volume_40 1 |
519 |
} |
520 |
|
521 |
#tv40 - in the middle between tv39 and door 22 |
522 |
func void t40(string ai_name) |
523 |
{ |
524 |
ai2_spawn new_6 |
525 |
ai2_spawn new_7 |
526 |
} |
527 |
|
528 |
#console10 |
529 |
func void target17(string ai_name) |
530 |
{ |
531 |
particle yellow_locklight01 do start |
532 |
target_set 3094 30 |
533 |
} |
534 |
|
535 |
#tv41 - in front of door 24 |
536 |
func void spawn2tube(string ai_name) |
537 |
{ |
538 |
ai2_spawn D2_red62 |
539 |
ai2_spawn D2_tank63 |
540 |
ai2_spawn new_8 |
541 |
ai2_spawn sci_maniac |
542 |
} |
543 |
|
544 |
#console11 |
545 |
func void power_lull_2(string ai_name) |
546 |
{ |
547 |
sound_music_start mus_asian .75 |
548 |
particle power2 do stop |
549 |
ai2_spawn new_10 |
550 |
ai2_spawn new_67 |
551 |
ai2_spawn D3_tank65 |
552 |
timer_start 20 power_lull_2b |
553 |
} |
554 |
|
555 |
func void power_lull_2b(void) |
556 |
{ |
557 |
music_stop |
558 |
particle power2 do start |
559 |
sleep 300 |
560 |
console_reset 11 |
561 |
} |
562 |
|
563 |
#tv19 - on the pipe, in some distance in front of the platform with console13 |
564 |
func void target19(string ai_name) |
565 |
{ |
566 |
target_set 5010 30 |
567 |
} |
568 |
|
569 |
### POSSIBILITY 1: YOU RUN TO THE END OF THE PIPE ### |
570 |
|
571 |
#tv36 - box around the place, where you find the w5_sbg |
572 |
func void t36(string ai_name) |
573 |
{ |
574 |
ai2_spawn sbg_1 |
575 |
ai2_spawn sbg_2 |
576 |
ai2_spawn sbg_3 |
577 |
} |
578 |
|
579 |
### POSSIBILITY 2: YOU JUMP TO THE PLATFORM WITH CONSOLE 13 ### |
580 |
|
581 |
#tv7 - at the beginning of the staircase |
582 |
func void tv07(string ai_name) |
583 |
{ |
584 |
chr_delete new_1 |
585 |
chr_delete new_2 |
586 |
chr_delete new_3 |
587 |
chr_delete new_4 |
588 |
chr_delete new_5 |
589 |
chr_delete new_6 |
590 |
chr_delete new_7 |
591 |
chr_delete new_8 |
592 |
chr_delete sci_maniac |
593 |
chr_delete D1_blue50 |
594 |
chr_delete D2_blue60 |
595 |
chr_delete D2_blue61 |
596 |
chr_delete D1_neut02 |
597 |
chr_delete D1_neut05 |
598 |
chr_delete D1_neut10 |
599 |
chr_delete D1_red30 |
600 |
chr_delete D2_red62 |
601 |
chr_delete D3_red66 |
602 |
chr_delete D2_tank63 |
603 |
chr_delete D3_tank65 |
604 |
ai2_spawn F_friend |
605 |
ai2_spawn F_blue73 |
606 |
ai2_spawn F_blue1 |
607 |
target_set 5006 30 |
608 |
} |
609 |
|
610 |
########## |
611 |
### SP5 ### |
612 |
########## |
613 |
|
614 |
#console8 |
615 |
func void unlock_bwhite(string ai_name) |
616 |
{ |
617 |
if(save_point ne 5) save_game 5 autosave |
618 |
particle bwhite_locklight01 do start |
619 |
objective_set 3 silent |
620 |
} |
621 |
|
622 |
func void load_s5(void) |
623 |
{ |
624 |
if(save_point eq 5) |
625 |
{ |
626 |
fork remove_ai |
627 |
restore_game |
628 |
} |
629 |
particle bwhite_locklight01 do start |
630 |
door_unlock 4 |
631 |
ai2_spawn F_blue1 |
632 |
console_deactivate 8 |
633 |
trigvolume_enable trigger_volume_07 0 |
634 |
objective_set 3 silent |
635 |
target_set 5006 30 |
636 |
var_counter = 1 |
637 |
} |
638 |
|
639 |
#tv10 - in front of door 3 |
640 |
func void tv10(string ai_name) |
641 |
{ |
642 |
ai2_spawn F_blue69 |
643 |
ai2_spawn F_blue2 |
644 |
} |
645 |
|
646 |
#tv11 - in front of door 2 |
647 |
func void tv11(string ai_name) |
648 |
{ |
649 |
ai2_spawn F_tank70 |
650 |
} |
651 |
|
652 |
#tv8 - in front of door 1 |
653 |
func void tv08(string ai_name) |
654 |
{ |
655 |
ai2_spawn end01 |
656 |
ai2_spawn end02 |
657 |
ai2_spawn end03 |
658 |
sleep 60 |
659 |
ai2_dopath F_tank70 patrol_5004 |
660 |
ai2_setjobstate F_tank70 |
661 |
ai2_dopath F_blue69 patrol_5005 |
662 |
ai2_setjobstate F_blue69 |
663 |
ai2_dopath F_blue2 patrol_5004 |
664 |
ai2_setjobstate F_blue2 |
665 |
ai2_dopath F_blue1 patrol_5006 |
666 |
ai2_setjobstate F_blue1 |
667 |
ai2_dopath F_blue73 patrol_5006 |
668 |
ai2_setjobstate F_blue73 |
669 |
ai2_attack F_tank70 char_0 |
670 |
ai2_attack F_blue69 char_0 |
671 |
ai2_attack F_blue2 char_0 |
672 |
ai2_attack F_blue1 char_0 |
673 |
ai2_attack F_blue73 char_0 |
674 |
sound_music_start mus_fiteb .75 |
675 |
} |
676 |
|
677 |
#tv29 - after door 1 |
678 |
func void tv29(string ai_name) |
679 |
{ |
680 |
sound_music_start mus_fiteb .75 |
681 |
} |
682 |
|
683 |
#lose func of end01, end02, end03, F_blue1, F_blue2, F_blue69, F_blue73 and F_tank70 |
684 |
func check_death(string ai_name) |
685 |
{ |
686 |
var_counter = var_counter + 1 |
687 |
if(var_counter eq 8) |
688 |
{ |
689 |
fade_out 0 0 0 30 |
690 |
sleep 30 |
691 |
win |
692 |
} |
693 |
} |
694 |
|
695 |
##################### |
696 |
### TEXT CONSOLES ### |
697 |
##################### |
698 |
|
699 |
func void console_pipe(void) |
700 |
{ |
701 |
text_console level_9d |
702 |
console_reset 13 |
703 |
} |
704 |
|
705 |
func void text9a(void) |
706 |
{ |
707 |
text_console level_9a |
708 |
console_reset 2 |
709 |
} |
710 |
|
711 |
func void text9b(void) |
712 |
{ |
713 |
text_console level_9b |
714 |
console_reset 5 |
715 |
} |
716 |
|
717 |
func void text9c(void) |
718 |
{ |
719 |
text_console level_9c |
720 |
console_reset 14 |
721 |
} |