| 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 | } |