| 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 = 0 | 
 
 
 
 
 
 | 14 | 
 gl_fog_blue = 0 | 
 
 
 
 
 
 | 15 | 
 gl_fog_green = 0 | 
 
 
 
 
 
 | 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 | 
 fork deactivate_stuff | 
 
 
 
 
 
 | 30 | 
 if(save_point eq 0) fork intro | 
 
 
 
 
 
 | 31 | 
 if(save_point eq 1) restore_game | 
 
 
 
 
 
 | 32 | 
 if(save_point eq 2) fork save_point_2 | 
 
 
 
 
 
 | 33 | 
 if(save_point eq 3) restore_game | 
 
 
 
 
 
 | 34 | 
 sleep 5 | 
 
 
 
 
 
 | 35 | 
 fork sp_all | 
 
 
 
 
 
 | 36 | 
 } | 
 
 
 
 
 
 | 37 | 
  | 
 
 
 
 
 
 | 38 | 
 func void deactivate_stuff(void) | 
 
 
 
 
 
 | 39 | 
 { | 
 
 
 
 
 
 | 40 | 
 #not used | 
 
 
 
 
 
 | 41 | 
 trigvolume_enable crossfire 0 | 
 
 
 
 
 
 | 42 | 
 trigvolume_enable open_ambush_1 0 | 
 
 
 
 
 
 | 43 | 
 trigvolume_enable save2 0 | 
 
 
 
 
 
 | 44 | 
 trigvolume_enable save_point3 0 | 
 
 
 
 
 
 | 45 | 
 trigvolume_enable setobjective_4 0 | 
 
 
 
 
 
 | 46 | 
 trigvolume_enable setobjective_5 0 | 
 
 
 
 
 
 | 47 | 
 trigvolume_enable strikerguards 0 | 
 
 
 
 
 
 | 48 | 
 trigvolume_enable room1_copy_copy 0 | 
 
 
 
 
 
 | 49 | 
 trigvolume_enable room1_copy2 0 | 
 
 
 
 
 
 | 50 | 
 trigvolume_enable room2 0 | 
 
 
 
 
 
 | 51 | 
 trigvolume_enable room2_copy 0 | 
 
 
 
 
 
 | 52 | 
 trigvolume_enable room2_stop 0 | 
 
 
 
 
 
 | 53 | 
 trigvolume_enable room2_stop_copy2 0 | 
 
 
 
 
 
 | 54 | 
 trigvolume_enable room2_stop_copy_copy 0 | 
 
 
 
 
 
 | 55 | 
 trigvolume_enable room2_stop_copy 0 | 
 
 
 
 
 
 | 56 | 
 trigvolume_enable room3_stop 0 | 
 
 
 
 
 
 | 57 | 
 trigvolume_enable room3_stop_copy 0 | 
 
 
 
 
 
 | 58 | 
 trigvolume_enable room3_particle_control 0 | 
 
 
 
 
 
 | 59 | 
 trigvolume_enable room4_copy 0 | 
 
 
 
 
 
 | 60 | 
 trigvolume_enable room4_copy_copy 0 | 
 
 
 
 
 
 | 61 | 
 trigvolume_enable trigger_volume_07 0 | 
 
 
 
 
 
 | 62 | 
 trigvolume_enable trigger_volume_11_copy 0 | 
 
 
 
 
 
 | 63 | 
 trigvolume_enable trigger_volume_16_copy3 0 | 
 
 
 
 
 
 | 64 | 
 trigvolume_enable trigger_volume_16_copy_copy2 0 | 
 
 
 
 
 
 | 65 | 
 trigvolume_enable trigger_volume_16_copy2_copy2 0 | 
 
 
 
 
 
 | 66 | 
 trigvolume_enable trigger_volume_16_copy_copy_copy2 0 | 
 
 
 
 
 
 | 67 | 
 trigvolume_enable trigger_volume_16_copy2_copy_copy 0 | 
 
 
 
 
 
 | 68 | 
 trigvolume_enable trigger_volume_16_copy_copy_copy_copy 0 | 
 
 
 
 
 
 | 69 | 
 trigvolume_enable trigger_volume_36 0 | 
 
 
 
 
 
 | 70 | 
 trigvolume_enable trigger_volume_39 0 | 
 
 
 
 
 
 | 71 | 
 #used | 
 
 
 
 
 
 | 72 | 
 obj_create 81 82 | 
 
 
 
 
 
 | 73 | 
 env_shade 777 777 .4 .4 .4 | 
 
 
 
 
 
 | 74 | 
 env_show 778 0 | 
 
 
 
 
 
 | 75 | 
 chr_delete ShinShin | 
 
 
 
 
 
 | 76 | 
 } | 
 
 
 
 
 
 | 77 | 
  | 
 
 
 
 
 
 | 78 | 
 func void you_lose(string ai_name) | 
 
 
 
 
 
 | 79 | 
 { | 
 
 
 
 
 
 | 80 | 
 fade_out 0 0 0 30 | 
 
 
 
 
 
 | 81 | 
 sleep 30 | 
 
 
 
 
 
 | 82 | 
 lose | 
 
 
 
 
 
 | 83 | 
 } | 
 
 
 
 
 
 | 84 | 
  | 
 
 
 
 
 
 | 85 | 
 #################################### | 
 
 
 
 
 
 | 86 | 
 ### SEVERAL TIMES USED FUNCTIONS ### | 
 
 
 
 
 
 | 87 | 
 #################################### | 
 
 
 
 
 
 | 88 | 
  | 
 
 
 
 
 
 | 89 | 
 func void sp_all(void) | 
 
 
 
 
 
 | 90 | 
 { | 
 
 
 
 
 
 | 91 | 
 co_message_display = 0 | 
 
 
 
 
 
 | 92 | 
 if(save_point eq 1) save_game 1 autosave | 
 
 
 
 
 
 | 93 | 
 if(save_point eq 2) save_game 2 autosave | 
 
 
 
 
 
 | 94 | 
 if(save_point eq 3) save_game 3 autosave | 
 
 
 
 
 
 | 95 | 
 sleep 180 | 
 
 
 
 
 
 | 96 | 
 co_message_display = 1 | 
 
 
 
 
 
 | 97 | 
 } | 
 
 
 
 
 
 | 98 | 
  | 
 
 
 
 
 
 | 99 | 
 func void remove_ai(void) | 
 
 
 
 
 
 | 100 | 
 { | 
 
 
 
 
 
 | 101 | 
 ai2_kill | 
 
 
 
 
 
 | 102 | 
 sleep 60 | 
 
 
 
 
 
 | 103 | 
 powerup_reset | 
 
 
 
 
 
 | 104 | 
 weapon_reset | 
 
 
 
 
 
 | 105 | 
 sleep 240 | 
 
 
 
 
 
 | 106 | 
 corpse_reset | 
 
 
 
 
 
 | 107 | 
 } | 
 
 
 
 
 
 | 108 | 
  | 
 
 
 
 
 
 | 109 | 
 func void music_stop(void) | 
 
 
 
 
 
 | 110 | 
 { | 
 
 
 
 
 
 | 111 | 
 sound_music_stop mus_trt | 
 
 
 
 
 
 | 112 | 
 sound_music_stop atm_cl09 | 
 
 
 
 
 
 | 113 | 
 sound_music_stop atm_cl10 | 
 
 
 
 
 
 | 114 | 
 sound_music_stop atm_cl11 | 
 
 
 
 
 
 | 115 | 
 sound_music_stop atm_cl12 | 
 
 
 
 
 
 | 116 | 
 sound_music_stop mus_amasian | 
 
 
 
 
 
 | 117 | 
 } | 
 
 
 
 
 
 | 118 | 
  | 
 
 
 
 
 
 | 119 | 
 #tv66, tv67 and tv68 - called up, if you fall from a pipe | 
 
 
 
 
 
 | 120 | 
 func void dont_even_try_it(string ai_name) | 
 
 
 
 
 
 | 121 | 
 { | 
 
 
 
 
 
 | 122 | 
 chr_set_health 0 0 | 
 
 
 
 
 
 | 123 | 
 } | 
 
 
 
 
 
 | 124 | 
  | 
 
 
 
 
 
 | 125 | 
 ########## | 
 
 
 
 
 
 | 126 | 
 ### SP0 ### | 
 
 
 
 
 
 | 127 | 
 ########## | 
 
 
 
 
 
 | 128 | 
  | 
 
 
 
 
 
 | 129 | 
 func void intro(void) | 
 
 
 
 
 
 | 130 | 
 { | 
 
 
 
 
 
 | 131 | 
 particle room1 do start | 
 
 
 
 
 
 | 132 | 
 particle room2 do start | 
 
 
 
 
 
 | 133 | 
 particle room3 do start | 
 
 
 
 
 
 | 134 | 
 ai2_spawn ambush_striker_10 | 
 
 
 
 
 
 | 135 | 
 ai2_spawn ambush_striker_11 | 
 
 
 
 
 
 | 136 | 
 playback 0 IntroKonoko01 | 
 
 
 
 
 
 | 137 | 
 objective_set 1 silent | 
 
 
 
 
 
 | 138 | 
 sleep 1 | 
 
 
 
 
 
 | 139 | 
 sound_music_start mus_trt | 
 
 
 
 
 
 | 140 | 
 } | 
 
 
 
 
 
 | 141 | 
  | 
 
 
 
 
 
 | 142 | 
 #tv1 - big long box around the railing and the beginning of the stairway | 
 
 
 
 
 
 | 143 | 
 func void p1(string ai_name) | 
 
 
 
 
 
 | 144 | 
 { | 
 
 
 
 
 
 | 145 | 
 music_stop | 
 
 
 
 
 
 | 146 | 
 sound_music_start atm_cl09 1.0 | 
 
 
 
 
 
 | 147 | 
 ai2_spawn A1_sr01 | 
 
 
 
 
 
 | 148 | 
 ai2_spawn A1_t02 | 
 
 
 
 
 
 | 149 | 
 ai2_lookatme A1_sr01 | 
 
 
 
 
 
 | 150 | 
 ai2_lookatme A1_t02 | 
 
 
 
 
 
 | 151 | 
 sleep 120 | 
 
 
 
 
 
 | 152 | 
 door_lock 1 | 
 
 
 
 
 
 | 153 | 
 door_lock 2 | 
 
 
 
 
 
 | 154 | 
 } | 
 
 
 
 
 
 | 155 | 
  | 
 
 
 
 
 
 | 156 | 
 #lose func of A1_t02 | 
 
 
 
 
 
 | 157 | 
 func void backup_1(string ai_name) | 
 
 
 
 
 
 | 158 | 
 { | 
 
 
 
 
 
 | 159 | 
 ai2_spawn backup_striker1 | 
 
 
 
 
 
 | 160 | 
 particle blast1_locklight01 do start | 
 
 
 
 
 
 | 161 | 
 door_unlock 1 | 
 
 
 
 
 
 | 162 | 
 door_open 1 | 
 
 
 
 
 
 | 163 | 
 } | 
 
 
 
 
 
 | 164 | 
  | 
 
 
 
 
 
 | 165 | 
 #lose func of A1_sr01 | 
 
 
 
 
 
 | 166 | 
 func void backup_2(string ai_name) | 
 
 
 
 
 
 | 167 | 
 { | 
 
 
 
 
 
 | 168 | 
 ai2_spawn backup_striker2 | 
 
 
 
 
 
 | 169 | 
 particle blast2_locklight01 do start | 
 
 
 
 
 
 | 170 | 
 door_unlock 2 | 
 
 
 
 
 
 | 171 | 
 door_open 2 | 
 
 
 
 
 
 | 172 | 
 } | 
 
 
 
 
 
 | 173 | 
  | 
 
 
 
 
 
 | 174 | 
 #tv41 - long box in middle of the 1st hall (proceed from the left to the right side); not used, or better: does not work | 
 
 
 
 
 
 | 175 | 
  | 
 
 
 
 
 
 | 176 | 
 #tv2 - after door 1 and door 2 | 
 
 
 
 
 
 | 177 | 
 func void p2(string ai_name) | 
 
 
 
 
 
 | 178 | 
 { | 
 
 
 
 
 
 | 179 | 
 ai2_spawn A2_r03 | 
 
 
 
 
 
 | 180 | 
 playback A2_r03 redjump | 
 
 
 
 
 
 | 181 | 
 ai2_lookatme A2_r03 | 
 
 
 
 
 
 | 182 | 
 ai2_spawn aerial_red_2 | 
 
 
 
 
 
 | 183 | 
 ai2_passive aerial_red_2 1 | 
 
 
 
 
 
 | 184 | 
 playback aerial_red_2 redjump2 | 
 
 
 
 
 
 | 185 | 
 ai2_passive aerial_red_2 0 | 
 
 
 
 
 
 | 186 | 
 ai2_lookatme aerial_red_2 | 
 
 
 
 
 
 | 187 | 
 ai2_spawn red_guard_1 | 
 
 
 
 
 
 | 188 | 
 ai2_dopath A1_sr01 patrol_31 | 
 
 
 
 
 
 | 189 | 
 ai2_dopath A1_t02 patrol_31 | 
 
 
 
 
 
 | 190 | 
 ai2_setjobstate A1_sr01 | 
 
 
 
 
 
 | 191 | 
 ai2_setjobstate A1_t02 patrol_31 | 
 
 
 
 
 
 | 192 | 
 ai2_spawn ShinShin force | 
 
 
 
 
 
 | 193 | 
 playback ShinShin ShinShinSet | 
 
 
 
 
 
 | 194 | 
 ai2_setmovementmode ShinShin creep | 
 
 
 
 
 
 | 195 | 
 ai2_passive ShinShin 1 | 
 
 
 
 
 
 | 196 | 
 ai2_makeblind ShinShin 1 | 
 
 
 
 
 
 | 197 | 
 ai2_makedeaf ShinShin 1 | 
 
 
 
 
 
 | 198 | 
 chr_lock_active ShinShin | 
 
 
 
 
 
 | 199 | 
 chr_unstoppable ShinShin 1 | 
 
 
 
 
 
 | 200 | 
 chr_invincible ShinShin 1 | 
 
 
 
 
 
 | 201 | 
 chr_nocollision ShinShin 1 | 
 
 
 
 
 
 | 202 | 
 } | 
 
 
 
 
 
 | 203 | 
  | 
 
 
 
 
 
 | 204 | 
 #tv34 - complete volume of the 2nd hall - enter func | 
 
 
 
 
 
 | 205 | 
 func void t43(string ai_name) | 
 
 
 
 
 
 | 206 | 
 { | 
 
 
 
 
 
 | 207 | 
 var_counter = 1 | 
 
 
 
 
 
 | 208 | 
 } | 
 
 
 
 
 
 | 209 | 
  | 
 
 
 
 
 
 | 210 | 
 #tv34 - complete volume of the 2nd hall - leave func | 
 
 
 
 
 
 | 211 | 
 func void t43b(string ai_name) | 
 
 
 
 
 
 | 212 | 
 { | 
 
 
 
 
 
 | 213 | 
 var_counter = 0 | 
 
 
 
 
 
 | 214 | 
 } | 
 
 
 
 
 
 | 215 | 
  | 
 
 
 
 
 
 | 216 | 
 #tv63 - long box in middle of the 2nd hall (proceed from the left to the right side) | 
 
 
 
 
 
 | 217 | 
 func void come_to_me(string ai_name) | 
 
 
 
 
 
 | 218 | 
 { | 
 
 
 
 
 
 | 219 | 
 ai2_dopath ambush_striker1 come_to_me 1 | 
 
 
 
 
 
 | 220 | 
 ai2_dopath ambush_striker2 come_to_me 1 | 
 
 
 
 
 
 | 221 | 
 ai2_dopath A1_t02 come_to_me 1 | 
 
 
 
 
 
 | 222 | 
 ai2_dopath A1_sr01 come_to_me 1 | 
 
 
 
 
 
 | 223 | 
 } | 
 
 
 
 
 
 | 224 | 
  | 
 
 
 
 
 
 | 225 | 
 #tv65 - complete second half of the 2nd hall; only used to check, if there are still enemies in it or not; see next func | 
 
 
 
 
 
 | 226 | 
  | 
 
 
 
 
 
 | 227 | 
 #tv3 - big field around shinatama | 
 
 
 
 
 
 | 228 | 
 func void shin_check(string ai_name) | 
 
 
 
 
 
 | 229 | 
 { | 
 
 
 
 
 
 | 230 | 
 trigvolume_enable trigger_volume_03 0 | 
 
 
 
 
 
 | 231 | 
 if(trigvolume_count(32) eq 0) Shin | 
 
 
 
 
 
 | 232 | 
 else | 
 
 
 
 
 
 | 233 | 
         { | 
 
 
 
 
 
 | 234 | 
         sleep 60 | 
 
 
 
 
 
 | 235 | 
         trigvolume_enable trigger_volume_03 1 | 
 
 
 
 
 
 | 236 | 
         } | 
 
 
 
 
 
 | 237 | 
 } | 
 
 
 
 
 
 | 238 | 
  | 
 
 
 
 
 
 | 239 | 
 #tv54 - complete volume of the 2nd hall too; used to delete all enemies inside; see next func | 
 
 
 
 
 
 | 240 | 
  | 
 
 
 
 
 
 | 241 | 
 func void Shin(void) | 
 
 
 
 
 
 | 242 | 
 { | 
 
 
 
 
 
 | 243 | 
 music_stop | 
 
 
 
 
 
 | 244 | 
 sound_music_start atm_cl10 0.0 | 
 
 
 
 
 
 | 245 | 
 sound_music_volume atm_cl10 1 5 | 
 
 
 
 
 
 | 246 | 
 objective_set 2 silent | 
 
 
 
 
 
 | 247 | 
 target_set 7020 60 | 
 
 
 
 
 
 | 248 | 
 particle blast1_locklight01 do stop | 
 
 
 
 
 
 | 249 | 
 particle blast2_locklight01 do stop | 
 
 
 
 
 
 | 250 | 
 door_lock 1 | 
 
 
 
 
 
 | 251 | 
 door_lock 2 | 
 
 
 
 
 
 | 252 | 
 particle room1 do stop | 
 
 
 
 
 
 | 253 | 
 particle room2 do stop | 
 
 
 
 
 
 | 254 | 
 particle Shindoor_locklight01 do start | 
 
 
 
 
 
 | 255 | 
 door_unlock 3 | 
 
 
 
 
 
 | 256 | 
 particle room4 do start | 
 
 
 
 
 
 | 257 | 
 ai2_spawn A2_sb04 | 
 
 
 
 
 
 | 258 | 
 sound_dialog_play c09_31_27shinatama | 
 
 
 
 
 
 | 259 | 
 sound_dialog_play_block pause | 
 
 
 
 
 
 | 260 | 
 sleep 600 | 
 
 
 
 
 
 | 261 | 
 sound_dialog_play c09_31_28shinatama | 
 
 
 
 
 
 | 262 | 
 sleep 600 | 
 
 
 
 
 
 | 263 | 
 sound_dialog_play c09_31_29shinatama | 
 
 
 
 
 
 | 264 | 
 sleep 330 | 
 
 
 
 
 
 | 265 | 
 sound_dialog_play_block pause | 
 
 
 
 
 
 | 266 | 
 sleep 15 | 
 
 
 
 
 
 | 267 | 
 music_stop | 
 
 
 
 
 
 | 268 | 
 sound_ambient_start c06_45_04_explo | 
 
 
 
 
 
 | 269 | 
 sleep 10 | 
 
 
 
 
 
 | 270 | 
 particle ShinBomb do explode | 
 
 
 
 
 
 | 271 | 
 trigvolume_kill 64 | 
 
 
 
 
 
 | 272 | 
 if(var_counter ne 0) chr_set_health 0 0 | 
 
 
 
 
 
 | 273 | 
 else  | 
 
 
 
 
 
 | 274 | 
         { | 
 
 
 
 
 
 | 275 | 
         fade_out 1 1 1 30 | 
 
 
 
 
 
 | 276 | 
         sleep 2 | 
 
 
 
 
 
 | 277 | 
         fade_in 30 | 
 
 
 
 
 
 | 278 | 
         door_lock 3 | 
 
 
 
 
 
 | 279 | 
         particle Shindoor_locklight01 do stop | 
 
 
 
 
 
 | 280 | 
         objective_set 3 silent | 
 
 
 
 
 
 | 281 | 
         target_set 0 0 | 
 
 
 
 
 
 | 282 | 
         } | 
 
 
 
 
 
 | 283 | 
 } | 
 
 
 
 
 
 | 284 | 
  | 
 
 
 
 
 
 | 285 | 
 #tv4 - in front of door 3 | 
 
 
 
 
 
 | 286 | 
 func void p5(string ai_name) | 
 
 
 
 
 
 | 287 | 
 { | 
 
 
 
 
 
 | 288 | 
 ai2_spawn A3_n05 | 
 
 
 
 
 
 | 289 | 
 ai2_spawn A3_sb06 | 
 
 
 
 
 
 | 290 | 
 } | 
 
 
 
 
 
 | 291 | 
  | 
 
 
 
 
 
 | 292 | 
 ########## | 
 
 
 
 
 
 | 293 | 
 ### SP1 ### | 
 
 
 
 
 
 | 294 | 
 ########## | 
 
 
 
 
 
 | 295 | 
  | 
 
 
 
 
 
 | 296 | 
 #tv69 - in some distance afer door 3 | 
 
 
 
 
 
 | 297 | 
 func void new_save1(string ai_name) | 
 
 
 
 
 
 | 298 | 
 { | 
 
 
 
 
 
 | 299 | 
 if(save_point eq 1) | 
 
 
 
 
 
 | 300 | 
         { | 
 
 
 
 
 
 | 301 | 
         p5 | 
 
 
 
 
 
 | 302 | 
         particle room4 do start | 
 
 
 
 
 
 | 303 | 
         objective_set 3 silent | 
 
 
 
 
 
 | 304 | 
         } | 
 
 
 
 
 
 | 305 | 
 else save_game 1 autosave | 
 
 
 
 
 
 | 306 | 
 particle Shindoor_locklight01 do stop | 
 
 
 
 
 
 | 307 | 
 door_close 3 | 
 
 
 
 
 
 | 308 | 
 door_lock 3 | 
 
 
 
 
 
 | 309 | 
 particle room3 do stop | 
 
 
 
 
 
 | 310 | 
 } | 
 
 
 
 
 
 | 311 | 
  | 
 
 
 
 
 
 | 312 | 
 #called up, after you've talked to the guy | 
 
 
 
 
 
 | 313 | 
 func void do_console_1(string ai_name) | 
 
 
 
 
 
 | 314 | 
 { | 
 
 
 
 
 
 | 315 | 
 ai2_doalarm A3_n05 1 | 
 
 
 
 
 
 | 316 | 
 } | 
 
 
 
 
 
 | 317 | 
  | 
 
 
 
 
 
 | 318 | 
 #console1 | 
 
 
 
 
 
 | 319 | 
 func void pipe1a(string ai_name) | 
 
 
 
 
 
 | 320 | 
 {        | 
 
 
 
 
 
 | 321 | 
 ai2_passive A3_n05 1 | 
 
 
 
 
 
 | 322 | 
 particle room4 do stop | 
 
 
 
 
 
 | 323 | 
 timer_start 30 pipe1b | 
 
 
 
 
 
 | 324 | 
 sound_music_start atm_cl11 | 
 
 
 
 
 
 | 325 | 
 } | 
 
 
 
 
 
 | 326 | 
  | 
 
 
 
 
 
 | 327 | 
 func void pipe1b(void) | 
 
 
 
 
 
 | 328 | 
 {        | 
 
 
 
 
 
 | 329 | 
 particle room4 do start | 
 
 
 
 
 
 | 330 | 
 console_reset 1 | 
 
 
 
 
 
 | 331 | 
 music_stop | 
 
 
 
 
 
 | 332 | 
 } | 
 
 
 
 
 
 | 333 | 
  | 
 
 
 
 
 
 | 334 | 
 #tv29 - on the pipe, in some distance after door 4 (func: p36); I've disabled it | 
 
 
 
 
 
 | 335 | 
  | 
 
 
 
 
 
 | 336 | 
 #tv28 - after door 9 | 
 
 
 
 
 
 | 337 | 
 func void killmuro(string ai_name) | 
 
 
 
 
 
 | 338 | 
 { | 
 
 
 
 
 
 | 339 | 
 music_stop | 
 
 
 
 
 
 | 340 | 
 ai2_spawn A4_n07 | 
 
 
 
 
 
 | 341 | 
 } | 
 
 
 
 
 
 | 342 | 
  | 
 
 
 
 
 
 | 343 | 
 #tv5 - in front of door 10 | 
 
 
 
 
 
 | 344 | 
 func void p6(string ai_name) | 
 
 
 
 
 
 | 345 | 
 { | 
 
 
 
 
 
 | 346 | 
 ai2_spawn A4_sr08 | 
 
 
 
 
 
 | 347 | 
 ai2_spawn B1_c07 | 
 
 
 
 
 
 | 348 | 
 } | 
 
 
 
 
 
 | 349 | 
  | 
 
 
 
 
 
 | 350 | 
 #tv6 - after door 13 and door 14, not used (func: p7) | 
 
 
 
 
 
 | 351 | 
  | 
 
 
 
 
 
 | 352 | 
 #tv7 - in the middle of the stairs from 1st floor to 2nd floor | 
 
 
 
 
 
 | 353 | 
 func void p8(string ai_name) | 
 
 
 
 
 
 | 354 | 
 { | 
 
 
 
 
 
 | 355 | 
 trigvolume_enable trigger_volume_08 0 | 
 
 
 
 
 
 | 356 | 
 ai2_spawn B2_sb09 | 
 
 
 
 
 
 | 357 | 
 ai2_spawn B2_n10 | 
 
 
 
 
 
 | 358 | 
 } | 
 
 
 
 
 
 | 359 | 
  | 
 
 
 
 
 
 | 360 | 
 #tv49 - after door 11 and door 12 | 
 
 
 
 
 
 | 361 | 
 func void p9(string ai_name) | 
 
 
 
 
 
 | 362 | 
 { | 
 
 
 
 
 
 | 363 | 
 ai2_spawn C1_c16 | 
 
 
 
 
 
 | 364 | 
 ai2_spawn C1_t11         | 
 
 
 
 
 
 | 365 | 
 ai2_spawn C1_sb12 | 
 
 
 
 
 
 | 366 | 
 ai2_spawn C1_t13         | 
 
 
 
 
 
 | 367 | 
 ai2_spawn C2_sg15 | 
 
 
 
 
 
 | 368 | 
 ai2_spawn C2_sr17 | 
 
 
 
 
 
 | 369 | 
 ai2_spawn C2_sb14 | 
 
 
 
 
 
 | 370 | 
 ai2_spawn C2_t19 | 
 
 
 
 
 
 | 371 | 
 } | 
 
 
 
 
 
 | 372 | 
  | 
 
 
 
 
 
 | 373 | 
 #console6 | 
 
 
 
 
 
 | 374 | 
 func void zap_cinematic(string ai_name) | 
 
 
 
 
 
 | 375 | 
 { | 
 
 
 
 
 
 | 376 | 
 particle doorA_locklight01 do start | 
 
 
 
 
 
 | 377 | 
 particle doorB_locklight01 do start | 
 
 
 
 
 
 | 378 | 
 door_unlock 15 | 
 
 
 
 
 
 | 379 | 
 ai2_spawn vat_bot_1 | 
 
 
 
 
 
 | 380 | 
 ai2_spawn vat_bot_2 | 
 
 
 
 
 
 | 381 | 
 ai2_spawn vat_bot_3 | 
 
 
 
 
 
 | 382 | 
 ai2_spawn vat_bot_4 | 
 
 
 
 
 
 | 383 | 
 ai2_spawn vat_bot_5 | 
 
 
 
 
 
 | 384 | 
 chr_weapon_immune vat_bot_1 | 
 
 
 
 
 
 | 385 | 
 chr_weapon_immune vat_bot_2 | 
 
 
 
 
 
 | 386 | 
 chr_weapon_immune vat_bot_3 | 
 
 
 
 
 
 | 387 | 
 chr_weapon_immune vat_bot_4 | 
 
 
 
 
 
 | 388 | 
 chr_weapon_immune vat_bot_5 | 
 
 
 
 
 
 | 389 | 
 particle vatroom1 do start | 
 
 
 
 
 
 | 390 | 
 particle zap1 create | 
 
 
 
 
 
 | 391 | 
 particle zap2 create | 
 
 
 
 
 
 | 392 | 
 particle zap3 create | 
 
 
 
 
 
 | 393 | 
 trigvolume_enable save2 1 | 
 
 
 
 
 
 | 394 | 
 sleep 1 | 
 
 
 
 
 
 | 395 | 
 sound_music_start atm_cl12 0.75 | 
 
 
 
 
 
 | 396 | 
 } | 
 
 
 
 
 
 | 397 | 
  | 
 
 
 
 
 
 | 398 | 
 ########## | 
 
 
 
 
 
 | 399 | 
 ### SP2 ### | 
 
 
 
 
 
 | 400 | 
 ########## | 
 
 
 
 
 
 | 401 | 
  | 
 
 
 
 
 
 | 402 | 
 #tv25 - after door 15 | 
 
 
 
 
 
 | 403 | 
 func void save_point_2(string ai_name) | 
 
 
 
 
 
 | 404 | 
 { | 
 
 
 
 
 
 | 405 | 
 if(save_point eq 2) | 
 
 
 
 
 
 | 406 | 
         { | 
 
 
 
 
 
 | 407 | 
         restore_game | 
 
 
 
 
 
 | 408 | 
         zap_cinematic | 
 
 
 
 
 
 | 409 | 
         objective_set 4 silent | 
 
 
 
 
 
 | 410 | 
         } | 
 
 
 
 
 
 | 411 | 
 else save_game 2 autosave | 
 
 
 
 
 
 | 412 | 
 particle doorA_locklight01 do stop | 
 
 
 
 
 
 | 413 | 
 door_close 15 | 
 
 
 
 
 
 | 414 | 
 door_lock 15 | 
 
 
 
 
 
 | 415 | 
 particle room4 do stop | 
 
 
 
 
 
 | 416 | 
 } | 
 
 
 
 
 
 | 417 | 
  | 
 
 
 
 
 
 | 418 | 
 #tv64 - complete volume of the vat room (from the floor, where Konoko stands nearly to the ceiling) | 
 
 
 
 
 
 | 419 | 
 func void zap_start(string ai_name) | 
 
 
 
 
 
 | 420 | 
 { | 
 
 
 
 
 
 | 421 | 
 trigvolume_enable zap1 0 | 
 
 
 
 
 
 | 422 | 
 if(var_counter eq 0) | 
 
 
 
 
 
 | 423 | 
         { | 
 
 
 
 
 
 | 424 | 
         particle zap1 do start | 
 
 
 
 
 
 | 425 | 
         sleep 120 | 
 
 
 
 
 
 | 426 | 
         particle zap1 do stop | 
 
 
 
 
 
 | 427 | 
         } | 
 
 
 
 
 
 | 428 | 
 if(var_counter eq 0) | 
 
 
 
 
 
 | 429 | 
         { | 
 
 
 
 
 
 | 430 | 
         particle zap2 do start | 
 
 
 
 
 
 | 431 | 
         sleep 120 | 
 
 
 
 
 
 | 432 | 
         particle zap2 do stop | 
 
 
 
 
 
 | 433 | 
         } | 
 
 
 
 
 
 | 434 | 
 if(var_counter eq 0) | 
 
 
 
 
 
 | 435 | 
         { | 
 
 
 
 
 
 | 436 | 
         particle zap3 do start | 
 
 
 
 
 
 | 437 | 
         sleep 120 | 
 
 
 
 
 
 | 438 | 
         particle zap3 do stop | 
 
 
 
 
 
 | 439 | 
         } | 
 
 
 
 
 
 | 440 | 
 sleep 60 | 
 
 
 
 
 
 | 441 | 
 trigvolume_enable zap1 1 | 
 
 
 
 
 
 | 442 | 
 } | 
 
 
 
 
 
 | 443 | 
  | 
 
 
 
 
 
 | 444 | 
 #1st console 4 | 
 
 
 
 
 
 | 445 | 
 func void zap_timer_1(string ai_name) | 
 
 
 
 
 
 | 446 | 
 { | 
 
 
 
 
 
 | 447 | 
 var_counter = 1 | 
 
 
 
 
 
 | 448 | 
 timer_start 15 zap_start_again | 
 
 
 
 
 
 | 449 | 
 } | 
 
 
 
 
 
 | 450 | 
  | 
 
 
 
 
 
 | 451 | 
 #tv60 - passage to the 1st console 4 | 
 
 
 
 
 
 | 452 | 
 func void change_patrol_1(string ai_name) | 
 
 
 
 
 
 | 453 | 
 { | 
 
 
 
 
 
 | 454 | 
 ai2_dopath vat_bot_2 vat_bot_2b 1 | 
 
 
 
 
 
 | 455 | 
 } | 
 
 
 
 
 
 | 456 | 
  | 
 
 
 
 
 
 | 457 | 
 #2nd console 4 | 
 
 
 
 
 
 | 458 | 
 func void zap_timer_2(string ai_name) | 
 
 
 
 
 
 | 459 | 
 { | 
 
 
 
 
 
 | 460 | 
 var_counter = 1 | 
 
 
 
 
 
 | 461 | 
 timer_start 10 zap_start_again | 
 
 
 
 
 
 | 462 | 
 } | 
 
 
 
 
 
 | 463 | 
  | 
 
 
 
 
 
 | 464 | 
 #tv61 - passage to the 2nd console 4 | 
 
 
 
 
 
 | 465 | 
 func void change_patrol_2(string ai_name) | 
 
 
 
 
 
 | 466 | 
 { | 
 
 
 
 
 
 | 467 | 
 ai2_dopath vat_bot_3 vat_bot_3b 1 | 
 
 
 
 
 
 | 468 | 
 }  | 
 
 
 
 
 
 | 469 | 
  | 
 
 
 
 
 
 | 470 | 
 #3rd console 4 | 
 
 
 
 
 
 | 471 | 
 func void zap_timer_3(string ai_name) | 
 
 
 
 
 
 | 472 | 
 { | 
 
 
 
 
 
 | 473 | 
 var_counter = 1 | 
 
 
 
 
 
 | 474 | 
 timer_start 5 zap_start_again | 
 
 
 
 
 
 | 475 | 
 } | 
 
 
 
 
 
 | 476 | 
  | 
 
 
 
 
 
 | 477 | 
 #tv62 - passage to the 3rd console 4 | 
 
 
 
 
 
 | 478 | 
 func void change_patrol_3(string ai_name) | 
 
 
 
 
 
 | 479 | 
 { | 
 
 
 
 
 
 | 480 | 
 ai2_dopath vat_bot_5 vat_bot_5b 1 | 
 
 
 
 
 
 | 481 | 
 } | 
 
 
 
 
 
 | 482 | 
  | 
 
 
 
 
 
 | 483 | 
 func void zap_start_again(string ai_name) | 
 
 
 
 
 
 | 484 | 
 { | 
 
 
 
 
 
 | 485 | 
 var_counter = 0 | 
 
 
 
 
 
 | 486 | 
 console_reset 4 | 
 
 
 
 
 
 | 487 | 
 } | 
 
 
 
 
 
 | 488 | 
  | 
 
 
 
 
 
 | 489 | 
 #tv35 to tv40 - called up, if a chara falls into the acid | 
 
 
 
 
 
 | 490 | 
 func void splash(string character) | 
 
 
 
 
 
 | 491 | 
 { | 
 
 
 
 
 
 | 492 | 
 if(chr_is_player(character) eq 1) | 
 
 
 
 
 
 | 493 | 
         { | 
 
 
 
 
 
 | 494 | 
         cm_detach | 
 
 
 
 
 
 | 495 | 
         chr_animate 0 KONOKOacid | 
 
 
 
 
 
 | 496 | 
         sleep 10 | 
 
 
 
 
 
 | 497 | 
         sound_impulse_play konoko_gruesome_death | 
 
 
 
 
 
 | 498 | 
         chr_set_health 0 0 | 
 
 
 
 
 
 | 499 | 
         } | 
 
 
 
 
 
 | 500 | 
 else | 
 
 
 
 
 
 | 501 | 
         { | 
 
 
 
 
 
 | 502 | 
         chr_animate(character, KONOKOacid); | 
 
 
 
 
 
 | 503 | 
         sleep 10 | 
 
 
 
 
 
 | 504 | 
         chr_set_health(character, 0); | 
 
 
 
 
 
 | 505 | 
         } | 
 
 
 
 
 
 | 506 | 
 } | 
 
 
 
 
 
 | 507 | 
  | 
 
 
 
 
 
 | 508 | 
 #after door 16 | 
 
 
 
 
 
 | 509 | 
 func void red_ambush(string ai_name) | 
 
 
 
 
 
 | 510 | 
 { | 
 
 
 
 
 
 | 511 | 
 music_stop | 
 
 
 
 
 
 | 512 | 
 ai2_spawn ambush_red_1 | 
 
 
 
 
 
 | 513 | 
 } | 
 
 
 
 
 
 | 514 | 
  | 
 
 
 
 
 
 | 515 | 
 #tv10 - after door 19 and door 20 | 
 
 
 
 
 
 | 516 | 
 func void p10(string ai_name) | 
 
 
 
 
 
 | 517 | 
 { | 
 
 
 
 
 
 | 518 | 
 ai2_spawn D1_sr20 | 
 
 
 
 
 
 | 519 | 
 ai2_spawn D1_sb21 | 
 
 
 
 
 
 | 520 | 
 particle doorB_locklight01 do stop | 
 
 
 
 
 
 | 521 | 
 door_lock 16 | 
 
 
 
 
 
 | 522 | 
 particle zap1 kill | 
 
 
 
 
 
 | 523 | 
 particle zap2 kill | 
 
 
 
 
 
 | 524 | 
 particle zap3 kill | 
 
 
 
 
 
 | 525 | 
 particle vatroom1 do stop | 
 
 
 
 
 
 | 526 | 
 trigvolume_enable strikerguards 1 | 
 
 
 
 
 
 | 527 | 
 } | 
 
 
 
 
 
 | 528 | 
  | 
 
 
 
 
 
 | 529 | 
 #tv9 - long box (from the left side to the right side) in some distance in front of door 21 | 
 
 
 
 
 
 | 530 | 
 func void striker_guards(string ai_name) | 
 
 
 
 
 
 | 531 | 
 { | 
 
 
 
 
 
 | 532 | 
 ai2_spawn striker_guard_1 | 
 
 
 
 
 
 | 533 | 
 ai2_spawn striker_guard_2 | 
 
 
 
 
 
 | 534 | 
 particle room6 do start | 
 
 
 
 
 
 | 535 | 
 } | 
 
 
 
 
 
 | 536 | 
  | 
 
 
 
 
 
 | 537 | 
 #tv51 - in front of door 21 (func: striker_guards); I've disabled it | 
 
 
 
 
 
 | 538 | 
 #tv31 - in front of door 21 too (func: p11); I've disabled it too | 
 
 
 
 
 
 | 539 | 
 #tv50 - after door 21 (func: cross_fire); I've disabled it | 
 
 
 
 
 
 | 540 | 
  | 
 
 
 
 
 
 | 541 | 
 #tv10 - after door 22 | 
 
 
 
 
 
 | 542 | 
 func void p12(string ai_name) | 
 
 
 
 
 
 | 543 | 
 { | 
 
 
 
 
 
 | 544 | 
 ai2_spawn D2_sg24 | 
 
 
 
 
 
 | 545 | 
 ai2_spawn D2_f25 | 
 
 
 
 
 
 | 546 | 
 ai2_spawn D2_sb26 | 
 
 
 
 
 
 | 547 | 
 playback D2_sb26 piperun | 
 
 
 
 
 
 | 548 | 
 ai2_spawn pipe_guard_1 | 
 
 
 
 
 
 | 549 | 
 ai2_spawn pipe_guard_2 | 
 
 
 
 
 
 | 550 | 
 } | 
 
 
 
 
 
 | 551 | 
  | 
 
 
 
 
 
 | 552 | 
 #console8 | 
 
 
 
 
 
 | 553 | 
 func void pipe2a(void) | 
 
 
 
 
 
 | 554 | 
 {        | 
 
 
 
 
 
 | 555 | 
 particle room6 do stop | 
 
 
 
 
 
 | 556 | 
 timer_start 30 pipe2b | 
 
 
 
 
 
 | 557 | 
 sound_music_start atm_cl11 | 
 
 
 
 
 
 | 558 | 
 } | 
 
 
 
 
 
 | 559 | 
  | 
 
 
 
 
 
 | 560 | 
 func void pipe2b(void) | 
 
 
 
 
 
 | 561 | 
 {        | 
 
 
 
 
 
 | 562 | 
 music_off | 
 
 
 
 
 
 | 563 | 
 particle room6 do start | 
 
 
 
 
 
 | 564 | 
 console_reset 8 | 
 
 
 
 
 
 | 565 | 
 } | 
 
 
 
 
 
 | 566 | 
  | 
 
 
 
 
 
 | 567 | 
 #tv58 - after door 27 | 
 
 
 
 
 
 | 568 | 
 func void pipe2_music_off(void) | 
 
 
 
 
 
 | 569 | 
 {        | 
 
 
 
 
 
 | 570 | 
 music_stop | 
 
 
 
 
 
 | 571 | 
 particle save3_locklight01 do start | 
 
 
 
 
 
 | 572 | 
 } | 
 
 
 
 
 
 | 573 | 
  | 
 
 
 
 
 
 | 574 | 
 #tv11 - in front of door 28 | 
 
 
 
 
 
 | 575 | 
 func void p13(string ai_name) | 
 
 
 
 
 
 | 576 | 
 { | 
 
 
 
 
 
 | 577 | 
 ai2_spawn E1_sr28 | 
 
 
 
 
 
 | 578 | 
 ai2_spawn E1_sb29 | 
 
 
 
 
 
 | 579 | 
 ai2_spawn E1_sr30 | 
 
 
 
 
 
 | 580 | 
 ai2_spawn ambush_comguy_1 | 
 
 
 
 
 
 | 581 | 
 ai2_spawn E1_n31 | 
 
 
 
 
 
 | 582 | 
 ai2_spawn E1_n32 | 
 
 
 
 
 
 | 583 | 
 ai2_spawn E1_n37 | 
 
 
 
 
 
 | 584 | 
 particle pipe3 do create | 
 
 
 
 
 
 | 585 | 
 particle pipe3 do start | 
 
 
 
 
 
 | 586 | 
 } | 
 
 
 
 
 
 | 587 | 
  | 
 
 
 
 
 
 | 588 | 
 #tv33 - after door 33 (funcs: p11 and save_point_3); I've disabled it | 
 
 
 
 
 
 | 589 | 
  | 
 
 
 
 
 
 | 590 | 
 ########## | 
 
 
 
 
 
 | 591 | 
 ### SP3 ### | 
 
 
 
 
 
 | 592 | 
 ########## | 
 
 
 
 
 
 | 593 | 
  | 
 
 
 
 
 
 | 594 | 
 #tv 32 - in some distance after door 28 | 
 
 
 
 
 
 | 595 | 
 func void p11b(string ai_name) | 
 
 
 
 
 
 | 596 | 
 { | 
 
 
 
 
 
 | 597 | 
 trigvolume_enable p11b_vol 0 | 
 
 
 
 
 
 | 598 | 
 if(save_point eq 3) p13 | 
 
 
 
 
 
 | 599 | 
 else save_game 3 autosave | 
 
 
 
 
 
 | 600 | 
 particle save3_locklight01 do stop | 
 
 
 
 
 
 | 601 | 
 door_close 28 | 
 
 
 
 
 
 | 602 | 
 door_lock 28 | 
 
 
 
 
 
 | 603 | 
 objective_set 5 silent | 
 
 
 
 
 
 | 604 | 
 particle room6 do stop | 
 
 
 
 
 
 | 605 | 
 } | 
 
 
 
 
 
 | 606 | 
  | 
 
 
 
 
 
 | 607 | 
 #lose func of E1_sr30 | 
 
 
 
 
 
 | 608 | 
 func void warnbigroom(string ai_name) | 
 
 
 
 
 
 | 609 | 
 { | 
 
 
 
 
 
 | 610 | 
 ai2_makeaware E1_sr28 char_0 | 
 
 
 
 
 
 | 611 | 
 ai2_makeaware E1_sb29 char_0 | 
 
 
 
 
 
 | 612 | 
 } | 
 
 
 
 
 
 | 613 | 
  | 
 
 
 
 
 
 | 614 | 
 #tv48 - 1st floor, at the beginning of the stairs to the 2nd floor | 
 
 
 
 
 
 | 615 | 
 func void spawn_EC_guards(string ai_name) | 
 
 
 
 
 
 | 616 | 
 { | 
 
 
 
 
 
 | 617 | 
 ai2_spawn E1_sb29 | 
 
 
 
 
 
 | 618 | 
 ai2_spawn E1_c33 | 
 
 
 
 
 
 | 619 | 
 ai2_spawn E1_c40 | 
 
 
 
 
 
 | 620 | 
 ai2_spawn E1_f34 | 
 
 
 
 
 
 | 621 | 
 ai2_spawn E1_f40 | 
 
 
 
 
 
 | 622 | 
 ai2_spawn E1_f35 | 
 
 
 
 
 
 | 623 | 
 } | 
 
 
 
 
 
 | 624 | 
  | 
 
 
 
 
 
 | 625 | 
 #tv53 - at the same place as tv48 (func: set_objective_5); I've disabled it | 
 
 
 
 
 
 | 626 | 
  | 
 
 
 
 
 
 | 627 | 
 #tv59 - 3rd floor, at the beginning of the stairs to the 4th floor | 
 
 
 
 
 
 | 628 | 
 func void final_guards(string ai_name) | 
 
 
 
 
 
 | 629 | 
 { | 
 
 
 
 
 
 | 630 | 
 ai2_spawn final_guard_1 | 
 
 
 
 
 
 | 631 | 
 ai2_spawn final_guard_2 | 
 
 
 
 
 
 | 632 | 
 } | 
 
 
 
 
 
 | 633 | 
  | 
 
 
 
 
 
 | 634 | 
 #console14 | 
 
 
 
 
 
 | 635 | 
 func void tctf_control(string ai_name) | 
 
 
 
 
 
 | 636 | 
 { | 
 
 
 
 
 
 | 637 | 
 sound_music_start mus_amasian 1.0 | 
 
 
 
 
 
 | 638 | 
 particle elev1_locklight01 do start | 
 
 
 
 
 
 | 639 | 
 particle elev2_locklight01 do start | 
 
 
 
 
 
 | 640 | 
 door_unlock 37 | 
 
 
 
 
 
 | 641 | 
 door_unlock 38 | 
 
 
 
 
 
 | 642 | 
 ai2_spawn E2_sr38 | 
 
 
 
 
 
 | 643 | 
 ai2_spawn E2_sr39 | 
 
 
 
 
 
 | 644 | 
 } | 
 
 
 
 
 
 | 645 | 
  | 
 
 
 
 
 
 | 646 | 
 #tv30 - in front of door 37 (func: p39); I've disabled it | 
 
 
 
 
 
 | 647 | 
  | 
 
 
 
 
 
 | 648 | 
 #tv12 - after door 37 | 
 
 
 
 
 
 | 649 | 
 func void elevator(void) | 
 
 
 
 
 
 | 650 | 
 { | 
 
 
 
 
 
 | 651 | 
 fade_out 0 0 0 30 | 
 
 
 
 
 
 | 652 | 
 sleep 30 | 
 
 
 
 
 
 | 653 | 
 fork_rmove_ai | 
 
 
 
 
 
 | 654 | 
 env_show 778 1 | 
 
 
 
 
 
 | 655 | 
 env_shade 778 778 .3 .3 .3 | 
 
 
 
 
 
 | 656 | 
 ai2_spawn F_r40 | 
 
 
 
 
 
 | 657 | 
 playback 0 ElevatorTop | 
 
 
 
 
 
 | 658 | 
 fade_in 30 | 
 
 
 
 
 
 | 659 | 
 fork wait_for_help | 
 
 
 
 
 
 | 660 | 
 } | 
 
 
 
 
 
 | 661 | 
  | 
 
 
 
 
 
 | 662 | 
 func void wait_for_help(void) | 
 
 
 
 
 
 | 663 | 
 { | 
 
 
 
 
 
 | 664 | 
 chr_wait_health F_r40 70 | 
 
 
 
 
 
 | 665 | 
 ai2_spawn TCTF1051 | 
 
 
 
 
 
 | 666 | 
 ai2_spawn TCTF1052 | 
 
 
 
 
 
 | 667 | 
 ai2_spawn TCTF1053 | 
 
 
 
 
 
 | 668 | 
 ai2_spawn TCTF1054 | 
 
 
 
 
 
 | 669 | 
 chr_lock_active 1051 | 
 
 
 
 
 
 | 670 | 
 chr_lock_active 1052 | 
 
 
 
 
 
 | 671 | 
 chr_lock_active 1053 | 
 
 
 
 
 
 | 672 | 
 chr_lock_active 1054 | 
 
 
 
 
 
 | 673 | 
 chr_changeteam TCTF1051 TCTF | 
 
 
 
 
 
 | 674 | 
 chr_changeteam TCTF1052 TCTF | 
 
 
 
 
 
 | 675 | 
 chr_changeteam TCTF1053 TCTF | 
 
 
 
 
 
 | 676 | 
 chr_changeteam TCTF1054 TCTF | 
 
 
 
 
 
 | 677 | 
 playback TCTF1051 OutroSwatEnter | 
 
 
 
 
 
 | 678 | 
 ai2_attack TCTF1053 char_0 | 
 
 
 
 
 
 | 679 | 
 sleep 60 | 
 
 
 
 
 
 | 680 | 
 playback TCTF1052 OutroSwatEnter | 
 
 
 
 
 
 | 681 | 
 ai2_attack TCTF1054 char_0 | 
 
 
 
 
 
 | 682 | 
 sleep 50 | 
 
 
 
 
 
 | 683 | 
 playback TCTF1053 OutroLiteEnter | 
 
 
 
 
 
 | 684 | 
 ai2_attack TCTF1051 char_0 | 
 
 
 
 
 
 | 685 | 
 sleep 70 | 
 
 
 
 
 
 | 686 | 
 playback TCTF1054 OutroLiteEnter | 
 
 
 
 
 
 | 687 | 
 ai2_attack TCTF1052 char_0 | 
 
 
 
 
 
 | 688 | 
 } | 
 
 
 
 
 
 | 689 | 
  | 
 
 
 
 
 
 | 690 | 
 #console15 | 
 
 
 
 
 
 | 691 | 
 func void pipe3(void) | 
 
 
 
 
 
 | 692 | 
 {        | 
 
 
 
 
 
 | 693 | 
 sound_music_volume mus_amasian 0 2 | 
 
 
 
 
 
 | 694 | 
 music_stop | 
 
 
 
 
 
 | 695 | 
 particle pipe3 kill | 
 
 
 
 
 
 | 696 | 
 sound_music_start atm_cl11 | 
 
 
 
 
 
 | 697 | 
 timer_start 20 pipe3b | 
 
 
 
 
 
 | 698 | 
 } | 
 
 
 
 
 
 | 699 | 
  | 
 
 
 
 
 
 | 700 | 
 func void pipe3b(void) | 
 
 
 
 
 
 | 701 | 
 {        | 
 
 
 
 
 
 | 702 | 
 music_stop | 
 
 
 
 
 
 | 703 | 
 particle pipe3 do create | 
 
 
 
 
 
 | 704 | 
 particle pipe3 do start | 
 
 
 
 
 
 | 705 | 
 console_reset 15 | 
 
 
 
 
 
 | 706 | 
 } | 
 
 
 
 
 
 | 707 | 
  | 
 
 
 
 
 
 | 708 | 
 #tv13 - after door 39; circa after a quarter of the lenght of the pipe | 
 
 
 
 
 
 | 709 | 
 func void outro(void) | 
 
 
 
 
 
 | 710 | 
 { | 
 
 
 
 
 
 | 711 | 
 fade_out 0 0 0 30 | 
 
 
 
 
 
 | 712 | 
 sleep 30 | 
 
 
 
 
 
 | 713 | 
 win | 
 
 
 
 
 
 | 714 | 
 } | 
 
 
 
 
 
 | 715 | 
  | 
 
 
 
 
 
 | 716 | 
 ##################### | 
 
 
 
 
 
 | 717 | 
 ### TEXT CONSOLES ### | 
 
 
 
 
 
 | 718 | 
 ##################### | 
 
 
 
 
 
 | 719 | 
  | 
 
 
 
 
 
 | 720 | 
 func void level10a(string chr_index) | 
 
 
 
 
 
 | 721 | 
 { | 
 
 
 
 
 
 | 722 | 
 text_console level_10a | 
 
 
 
 
 
 | 723 | 
 console_reset 2 | 
 
 
 
 
 
 | 724 | 
 } | 
 
 
 
 
 
 | 725 | 
  | 
 
 
 
 
 
 | 726 | 
 func void level10b(string chr_index) | 
 
 
 
 
 
 | 727 | 
 { | 
 
 
 
 
 
 | 728 | 
 text_console level_10b | 
 
 
 
 
 
 | 729 | 
 console_reset 7 | 
 
 
 
 
 
 | 730 | 
 } |