| 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) save_point = 1 | 
 
 
 
 
 | 31 | if(save_point eq 1) fork intro | 
 
 
 
 
 | 32 | if(save_point eq 2) restore_game | 
 
 
 
 
 | 33 | sleep 5 | 
 
 
 
 
 | 34 | fork sp_all | 
 
 
 
 
 | 35 | } | 
 
 
 
 
 | 36 |  | 
 
 
 
 
 | 37 | func void deactivate_stuff(void) | 
 
 
 
 
 | 38 | { | 
 
 
 
 
 | 39 | #not used | 
 
 
 
 
 | 40 | trigvolume_enable Cut_dog 0 | 
 
 
 
 
 | 41 | trigvolume_enable trigger_volume_07 0 | 
 
 
 
 
 | 42 | trigvolume_enable trigger_volume_11 0 | 
 
 
 
 
 | 43 | trigvolume_enable trigger_volume_12 0 | 
 
 
 
 
 | 44 | trigvolume_enable trigger_volume_14 0 | 
 
 
 
 
 | 45 | trigvolume_enable trigger_volume_15 0 | 
 
 
 
 
 | 46 | #used | 
 
 
 
 
 | 47 | trigvolume_enable Cut_outro 0 | 
 
 
 
 
 | 48 | trigvolume_enable shut_off_vault_music 0 | 
 
 
 
 
 | 49 | trigvolume_enable ninja_ambush_bot_trig 0 | 
 
 
 
 
 | 50 | trigvolume_enable ninja_ambush_top_trig 0 | 
 
 
 
 
 | 51 | } | 
 
 
 
 
 | 52 |  | 
 
 
 
 
 | 53 | func void you_lose(string ai_name) | 
 
 
 
 
 | 54 | { | 
 
 
 
 
 | 55 | fade_out 0 0 0 30 | 
 
 
 
 
 | 56 | sleep 30 | 
 
 
 
 
 | 57 | lose | 
 
 
 
 
 | 58 | } | 
 
 
 
 
 | 59 |  | 
 
 
 
 
 | 60 | #################################### | 
 
 
 
 
 | 61 | ### SEVERAL TIMES USED FUNCTIONS ### | 
 
 
 
 
 | 62 | #################################### | 
 
 
 
 
 | 63 |  | 
 
 
 
 
 | 64 | func void sp_all(void) | 
 
 
 
 
 | 65 | { | 
 
 
 
 
 | 66 | co_message_display = 0 | 
 
 
 
 
 | 67 | if(save_point eq 1) save_game 1 autosave | 
 
 
 
 
 | 68 | if(save_point eq 2) save_game 2 autosave | 
 
 
 
 
 | 69 | sleep 180 | 
 
 
 
 
 | 70 | co_message_display = 1 | 
 
 
 
 
 | 71 | } | 
 
 
 
 
 | 72 |  | 
 
 
 
 
 | 73 | func void remove_ai(void) | 
 
 
 
 
 | 74 | { | 
 
 
 
 
 | 75 | ai2_kill | 
 
 
 
 
 | 76 | sleep 60 | 
 
 
 
 
 | 77 | powerup_reset | 
 
 
 
 
 | 78 | weapon_reset | 
 
 
 
 
 | 79 | sleep 240 | 
 
 
 
 
 | 80 | corpse_reset | 
 
 
 
 
 | 81 | } | 
 
 
 
 
 | 82 |  | 
 
 
 
 
 | 83 | func void music_stop(void) | 
 
 
 
 
 | 84 | { | 
 
 
 
 
 | 85 | sound_music_stop mus_main02 | 
 
 
 
 
 | 86 | sound_music_stop mus_lz | 
 
 
 
 
 | 87 | sound_music_stop mus_heart | 
 
 
 
 
 | 88 | sound_music_stop mus_main02_hd | 
 
 
 
 
 | 89 | } | 
 
 
 
 
 | 90 |  | 
 
 
 
 
 | 91 | #tv13, tv14, tv15, tv19 and tv 20 | 
 
 
 
 
 | 92 | func void spawn_outside_left_snipers(string ai_name) | 
 
 
 
 
 | 93 | { | 
 
 
 
 
 | 94 | ai2_spawn flOUTSIDE_A_sniper_1 | 
 
 
 
 
 | 95 | ai2_spawn flOUTSIDE_A_sniper_2 | 
 
 
 
 
 | 96 | ai2_spawn flOUTSIDE_B_sniper_1 | 
 
 
 
 
 | 97 | ai2_spawn flOUTSIDE_C_sniper_1 | 
 
 
 
 
 | 98 | } | 
 
 
 
 
 | 99 |  | 
 
 
 
 
 | 100 | #tv16, tv17 and tv18 | 
 
 
 
 
 | 101 | func void spawn_outside_right_snipers(string ai_name) | 
 
 
 
 
 | 102 | { | 
 
 
 
 
 | 103 | ai2_spawn flOUTSIDE_D_sniper_1 | 
 
 
 
 
 | 104 | ai2_spawn flOUTSIDE_D_sniper_2 | 
 
 
 
 
 | 105 | ai2_spawn flOUTSIDE_E_sniper_1 | 
 
 
 
 
 | 106 | ai2_spawn flOUTSIDE_E_sniper_2 | 
 
 
 
 
 | 107 | } | 
 
 
 
 
 | 108 |  | 
 
 
 
 
 | 109 | ########## | 
 
 
 
 
 | 110 | ### SP1 ### | 
 
 
 
 
 | 111 | ########## | 
 
 
 
 
 | 112 |  | 
 
 
 
 
 | 113 | func void intro(void) | 
 
 
 
 
 | 114 | { | 
 
 
 
 
 | 115 | particle lock99_locklight01 do start | 
 
 
 
 
 | 116 | ai2_spawn IntroSec1 | 
 
 
 
 
 | 117 | ai2_spawn IntroSec2 | 
 
 
 
 
 | 118 | ai2_spawn neutral_1 | 
 
 
 
 
 | 119 | ai2_spawn fl2_secguard_1 | 
 
 
 
 
 | 120 | powerup_spawn ammo 131 | 
 
 
 
 
 | 121 | powerup_spawn hypo 132 | 
 
 
 
 
 | 122 | objective_set 1 silent | 
 
 
 
 
 | 123 | target_set 127 30 | 
 
 
 
 
 | 124 | sleep 1 | 
 
 
 
 
 | 125 | sound_music_start mus_main02_hd 1.0 | 
 
 
 
 
 | 126 | } | 
 
 
 
 
 | 127 |  | 
 
 
 
 
 | 128 | #lose func of IntroSec2 | 
 
 
 
 
 | 129 | func void die_for_art_1(string ai_name) | 
 
 
 
 
 | 130 | { | 
 
 
 
 
 | 131 | die_for_art_2 | 
 
 
 
 
 | 132 | } | 
 
 
 
 
 | 133 |  | 
 
 
 
 
 | 134 | #lose func of IntroSec1 | 
 
 
 
 
 | 135 | func void die_for_art_2(string ai_name) | 
 
 
 
 
 | 136 | { | 
 
 
 
 
 | 137 | var_counter = var_counter + 1 | 
 
 
 
 
 | 138 | if(var_counter eq 2) music_stop | 
 
 
 
 
 | 139 | } | 
 
 
 
 
 | 140 |  | 
 
 
 
 
 | 141 | ### GROUND FLOOR ### | 
 
 
 
 
 | 142 |  | 
 
 
 
 
 | 143 | #tv7 - after door 59 | 
 
 
 
 
 | 144 | func void save_game_1(string ai_name) | 
 
 
 
 
 | 145 | { | 
 
 
 
 
 | 146 | ai2_spawn fl1_secguard_1 | 
 
 
 
 
 | 147 | ai2_spawn fl1_secguard_2 | 
 
 
 
 
 | 148 | ai2_spawn fl1_secguard_4 | 
 
 
 
 
 | 149 | } | 
 
 
 
 
 | 150 |  | 
 
 
 
 
 | 151 | #hit func of neutral_1 | 
 
 
 
 
 | 152 | func void do_neutral_1_run(string ai_name) | 
 
 
 
 
 | 153 | { | 
 
 
 
 
 | 154 | ai2_neutralbehavior neutral_1 none | 
 
 
 
 
 | 155 | ai2_setmovementmode neutral_1 run_noaim | 
 
 
 
 
 | 156 | ai2_dopath neutral_1 neutral_1_run | 
 
 
 
 
 | 157 | ai2_setjobstate neutral_1 | 
 
 
 
 
 | 158 | } | 
 
 
 
 
 | 159 |  | 
 
 
 
 
 | 160 | #console2 | 
 
 
 
 
 | 161 | func void change_fl2_lights(string ai_name) | 
 
 
 
 
 | 162 | { | 
 
 
 
 
 | 163 | particle lock1_locklight01 do start | 
 
 
 
 
 | 164 | particle lock2_locklight01 do start | 
 
 
 
 
 | 165 | door_unlock 54 | 
 
 
 
 
 | 166 | objective_set 2 silent | 
 
 
 
 
 | 167 | } | 
 
 
 
 
 | 168 |  | 
 
 
 
 
 | 169 | ### 1ST FLOOR ### | 
 
 
 
 
 | 170 |  | 
 
 
 
 
 | 171 | #tv2 - after door 67, the complete room plus all rooms behind it | 
 
 
 
 
 | 172 | func void fl2_spawn_secguard_3(string ai_name) | 
 
 
 
 
 | 173 | { | 
 
 
 
 
 | 174 | ai2_spawn fl2_secguard_3 | 
 
 
 
 
 | 175 | ai2_spawn fl2_secguard_6 | 
 
 
 
 
 | 176 | ai2_spawn fl2_balcony_1 | 
 
 
 
 
 | 177 | } | 
 
 
 
 
 | 178 |  | 
 
 
 
 
 | 179 | #tv1 - after door 75, the complete room plus all rooms behind it | 
 
 
 
 
 | 180 | func void fl2_spawn_secguard_2(string ai_name) | 
 
 
 
 
 | 181 | { | 
 
 
 
 
 | 182 | ai2_spawn fl2_secguard_2 | 
 
 
 
 
 | 183 | ai2_spawn fl2_secguard_7 | 
 
 
 
 
 | 184 | ai2_spawn fl2_balcony_2 | 
 
 
 
 
 | 185 | ai2_spawn neutral_2 | 
 
 
 
 
 | 186 | ai2_spawn neutral_4 | 
 
 
 
 
 | 187 | } | 
 
 
 
 
 | 188 |  | 
 
 
 
 
 | 189 | #hit func of neutral_2 | 
 
 
 
 
 | 190 | func void do_neutral_2_run(string ai_name) | 
 
 
 
 
 | 191 | { | 
 
 
 
 
 | 192 | ai2_neutralbehavior neutral_2 none | 
 
 
 
 
 | 193 | ai2_dopath neutral_2 neutral_2_run | 
 
 
 
 
 | 194 | ai2_setjobstate neutral_2 | 
 
 
 
 
 | 195 | } | 
 
 
 
 
 | 196 |  | 
 
 
 
 
 | 197 | #console3 | 
 
 
 
 
 | 198 | func void change_fl3_lights(string ai_name) | 
 
 
 
 
 | 199 | { | 
 
 
 
 
 | 200 | particle lock3_locklight01 do start | 
 
 
 
 
 | 201 | ai2_spawn fl3_mook_1 | 
 
 
 
 
 | 202 | ai2_spawn fl3_mook_2 | 
 
 
 
 
 | 203 | } | 
 
 
 
 
 | 204 |  | 
 
 
 
 
 | 205 | ### 2ND FLOOR ### | 
 
 
 
 
 | 206 |  | 
 
 
 
 
 | 207 | #tv6 - in front of door 68 and door 76 | 
 
 
 
 
 | 208 | func void spawn_fl3_guards(string ai_name) | 
 
 
 
 
 | 209 | { | 
 
 
 
 
 | 210 | ai2_spawn fl3_secguard_1 | 
 
 
 
 
 | 211 | ai2_spawn fl3_secguard_2 | 
 
 
 
 
 | 212 | ai2_spawn fl3_secguard_6 | 
 
 
 
 
 | 213 | ai2_spawn flROOF_sniper_1 | 
 
 
 
 
 | 214 | ai2_spawn Roof_BOSWAT_1 | 
 
 
 
 
 | 215 | ai2_spawn neutral_3 | 
 
 
 
 
 | 216 | ai2_spawn neutral_6 | 
 
 
 
 
 | 217 | objective_set 3 silent | 
 
 
 
 
 | 218 | var_counter = 0 | 
 
 
 
 
 | 219 | } | 
 
 
 
 
 | 220 |  | 
 
 
 
 
 | 221 | #hit func of neutral_3 | 
 
 
 
 
 | 222 | func void do_neutral_3_run(string ai_name) | 
 
 
 
 
 | 223 | { | 
 
 
 
 
 | 224 | ai2_neutralbehavior neutral_3 none | 
 
 
 
 
 | 225 | ai2_dopath neutral_3 neutral_3_run | 
 
 
 
 
 | 226 | ai2_setjobstate neutral_3 | 
 
 
 
 
 | 227 | } | 
 
 
 
 
 | 228 |  | 
 
 
 
 
 | 229 | #console4 | 
 
 
 
 
 | 230 | func void seclock2(string ai_name) | 
 
 
 
 
 | 231 | { | 
 
 
 
 
 | 232 | particle lock5b_locklight01 do start | 
 
 
 
 
 | 233 | console_check | 
 
 
 
 
 | 234 | } | 
 
 
 
 
 | 235 |  | 
 
 
 
 
 | 236 | #console82 | 
 
 
 
 
 | 237 | func void seclock3(string ai_name) | 
 
 
 
 
 | 238 | { | 
 
 
 
 
 | 239 | particle lock5c_locklight01 do start | 
 
 
 
 
 | 240 | console_check | 
 
 
 
 
 | 241 | } | 
 
 
 
 
 | 242 |  | 
 
 
 
 
 | 243 | #console88 | 
 
 
 
 
 | 244 | func void seclock1(string ai_name) | 
 
 
 
 
 | 245 | { | 
 
 
 
 
 | 246 | particle lock5a_locklight01 do start | 
 
 
 
 
 | 247 | console_check | 
 
 
 
 
 | 248 | } | 
 
 
 
 
 | 249 |  | 
 
 
 
 
 | 250 | func void console_check(void) | 
 
 
 
 
 | 251 | { | 
 
 
 
 
 | 252 | var_counter = var_counter + 1 | 
 
 
 
 
 | 253 | if(var_counter eq 1) sound_music_start mus_lz 0.75 | 
 
 
 
 
 | 254 | if(var_counter eq 3) | 
 
 
 
 
 | 255 | { | 
 
 
 
 
 | 256 | music_stop | 
 
 
 
 
 | 257 | door_unlock 23 | 
 
 
 
 
 | 258 | door_unlock 42 | 
 
 
 
 
 | 259 | } | 
 
 
 
 
 | 260 | } | 
 
 
 
 
 | 261 |  | 
 
 
 
 
 | 262 | ### ROOF ### | 
 
 
 
 
 | 263 |  | 
 
 
 
 
 | 264 | #console5 | 
 
 
 
 
 | 265 | func void DataArchiveUnlock(string ai_name) | 
 
 
 
 
 | 266 | { | 
 
 
 
 
 | 267 | sound_music_start mus_heart | 
 
 
 
 
 | 268 | particle lock4_locklight01 do start | 
 
 
 
 
 | 269 | door_unlock 7 | 
 
 
 
 
 | 270 | ai2_spawn fl1_target_1 | 
 
 
 
 
 | 271 | ai2_spawn fl2_target_2 | 
 
 
 
 
 | 272 | objective_set 4 silent | 
 
 
 
 
 | 273 | target_set 267 30 | 
 
 
 
 
 | 274 | trigvolume_enable shut_off_vault_music 1 | 
 
 
 
 
 | 275 | } | 
 
 
 
 
 | 276 |  | 
 
 
 
 
 | 277 | ### BACK TO GROUND FLOOR ### | 
 
 
 
 
 | 278 |  | 
 
 
 
 
 | 279 | #tv22 - between door 7 and door 14 | 
 
 
 
 
 | 280 | func void all_music_counters(void) | 
 
 
 
 
 | 281 | { | 
 
 
 
 
 | 282 | music_stop | 
 
 
 
 
 | 283 | } | 
 
 
 
 
 | 284 |  | 
 
 
 
 
 | 285 | ########## | 
 
 
 
 
 | 286 | ### SP2 ### | 
 
 
 
 
 | 287 | ########## | 
 
 
 
 
 | 288 |  | 
 
 
 
 
 | 289 | ### BASMENT ### | 
 
 
 
 
 | 290 |  | 
 
 
 
 
 | 291 | #tv24 - after door 15 (which is on the left side) | 
 
 
 
 
 | 292 | func void save_game_2_right(string player_name) | 
 
 
 
 
 | 293 | { | 
 
 
 
 
 | 294 | save_game_2_left | 
 
 
 
 
 | 295 | } | 
 
 
 
 
 | 296 |  | 
 
 
 
 
 | 297 | #tv23 - after door 5 (which is on the right side) | 
 
 
 
 
 | 298 | func void save_game_2_left(string player_name) | 
 
 
 
 
 | 299 | { | 
 
 
 
 
 | 300 | if(save_point eq 2) fork load_s2 | 
 
 
 
 
 | 301 | else | 
 
 
 
 
 | 302 | { | 
 
 
 
 
 | 303 | save_game 2 autosave | 
 
 
 
 
 | 304 | fork remove_ai | 
 
 
 
 
 | 305 | } | 
 
 
 
 
 | 306 | trigvolume_enable save_trig_left 0 | 
 
 
 
 
 | 307 | trigvolume_enable save_trig_right 0 | 
 
 
 
 
 | 308 | ai2_spawn flBASEMENT_guard_1 | 
 
 
 
 
 | 309 | ai2_spawn flBASEMENT_guard_2 | 
 
 
 
 
 | 310 | console_activate 1 | 
 
 
 
 
 | 311 | console_activate 6 | 
 
 
 
 
 | 312 | } | 
 
 
 
 
 | 313 |  | 
 
 
 
 
 | 314 | func void load_s2(void) | 
 
 
 
 
 | 315 | { | 
 
 
 
 
 | 316 | particle lock1_locklight01 do start | 
 
 
 
 
 | 317 | particle lock2_locklight01 do start | 
 
 
 
 
 | 318 | particle lock3_locklight01 do start | 
 
 
 
 
 | 319 | particle lock4_locklight01 do start | 
 
 
 
 
 | 320 | particle lock5a_locklight01 do start | 
 
 
 
 
 | 321 | particle lock5b_locklight01 do start | 
 
 
 
 
 | 322 | particle lock5c_locklight01 do start | 
 
 
 
 
 | 323 | particle lock99_locklight01 do start | 
 
 
 
 
 | 324 | door_unlock 5 | 
 
 
 
 
 | 325 | door_unlock 7 | 
 
 
 
 
 | 326 | door_unlock 14 | 
 
 
 
 
 | 327 | door_unlock 15 | 
 
 
 
 
 | 328 | door_unlock 23 | 
 
 
 
 
 | 329 | door_unlock 42 | 
 
 
 
 
 | 330 | door_unlock 54 | 
 
 
 
 
 | 331 | door_unlock 59 | 
 
 
 
 
 | 332 | door_unlock 67 | 
 
 
 
 
 | 333 | door_unlock 68 | 
 
 
 
 
 | 334 | door_unlock 75 | 
 
 
 
 
 | 335 | door_unlock 76 | 
 
 
 
 
 | 336 | trig_activate 1 | 
 
 
 
 
 | 337 | trig_activate 2 | 
 
 
 
 
 | 338 | console_deactivate 2 | 
 
 
 
 
 | 339 | console_deactivate 3 | 
 
 
 
 
 | 340 | console_deactivate 5 | 
 
 
 
 
 | 341 | console_deactivate 4 | 
 
 
 
 
 | 342 | console_deactivate 11 | 
 
 
 
 
 | 343 | console_deactivate 82 | 
 
 
 
 
 | 344 | console_deactivate 88 | 
 
 
 
 
 | 345 | trigvolume_enable trigger_volume_09 0 | 
 
 
 
 
 | 346 | trigvolume_enable trigger_volume_08 0 | 
 
 
 
 
 | 347 | trigvolume_enable trigger_volume_02 0 | 
 
 
 
 
 | 348 | trigvolume_enable trigger_volume_01 0 | 
 
 
 
 
 | 349 | ai2_spawn neutral_1 | 
 
 
 
 
 | 350 | ai2_spawn neutral_2 | 
 
 
 
 
 | 351 | ai2_spawn neutral_3 | 
 
 
 
 
 | 352 | ai2_spawn neutral_4 | 
 
 
 
 
 | 353 | ai2_spawn neutral_5 | 
 
 
 
 
 | 354 | ai2_spawn neutral_6 | 
 
 
 
 
 | 355 | ai2_neutralbehavior neutral_1 none | 
 
 
 
 
 | 356 | ai2_neutralbehavior neutral_2 none | 
 
 
 
 
 | 357 | ai2_neutralbehavior neutral_3 none | 
 
 
 
 
 | 358 | objective_set 4 silent | 
 
 
 
 
 | 359 | target_set 267 30 | 
 
 
 
 
 | 360 | } | 
 
 
 
 
 | 361 |  | 
 
 
 
 
 | 362 | #console6 | 
 
 
 
 
 | 363 | func void hall_1(string ai_name) | 
 
 
 
 
 | 364 | { | 
 
 
 
 
 | 365 | particle lock6_locklight01 do start | 
 
 
 
 
 | 366 | door_unlock 3 | 
 
 
 
 
 | 367 | door_unlock 22 | 
 
 
 
 
 | 368 | door_unlock 38 | 
 
 
 
 
 | 369 | door_unlock 77 | 
 
 
 
 
 | 370 | trig_deactivate 1 | 
 
 
 
 
 | 371 | trig_deactivate 2 | 
 
 
 
 
 | 372 | } | 
 
 
 
 
 | 373 |  | 
 
 
 
 
 | 374 | #console1 | 
 
 
 
 
 | 375 | func void unlock_secret_1(string ai_name) | 
 
 
 
 
 | 376 | { | 
 
 
 
 
 | 377 | console_activate 7 | 
 
 
 
 
 | 378 | ai2_spawn secret_guard_1 | 
 
 
 
 
 | 379 | ai2_spawn secret_guard_2 | 
 
 
 
 
 | 380 | trig_activate 12 | 
 
 
 
 
 | 381 | trig_activate 13 | 
 
 
 
 
 | 382 | trig_activate 14 | 
 
 
 
 
 | 383 | door_unlock 82 | 
 
 
 
 
 | 384 | objective_set 5 silent | 
 
 
 
 
 | 385 | target_set 1030 30 | 
 
 
 
 
 | 386 | } | 
 
 
 
 
 | 387 |  | 
 
 
 
 
 | 388 | #tv8 - in front of door 3 and door 77 | 
 
 
 
 
 | 389 | func void spawn_flRAMP_guards(string ai_name) | 
 
 
 
 
 | 390 | { | 
 
 
 
 
 | 391 | particle lock46_locklight01 do start | 
 
 
 
 
 | 392 | ai2_spawn flRAMP_guard_1 | 
 
 
 
 
 | 393 | ai2_spawn flRAMP_guard_2 | 
 
 
 
 
 | 394 | } | 
 
 
 
 
 | 395 |  | 
 
 
 
 
 | 396 | ### BACK TO 2ND FLOOR ### | 
 
 
 
 
 | 397 |  | 
 
 
 
 
 | 398 | #console7 | 
 
 
 
 
 | 399 | func void unlock_secret_2(string ai_name) | 
 
 
 
 
 | 400 | { | 
 
 
 
 
 | 401 | particle lock7_locklight01 do start | 
 
 
 
 
 | 402 | door_unlock 34 | 
 
 
 
 
 | 403 | door_unlock 36 | 
 
 
 
 
 | 404 | trig_deactivate 12 | 
 
 
 
 
 | 405 | trigvolume_enable ninja_ambush_top_trig 1 | 
 
 
 
 
 | 406 | trigvolume_enable ninja_ambush_bot_trig 1 | 
 
 
 
 
 | 407 | } | 
 
 
 
 
 | 408 |  | 
 
 
 
 
 | 409 | #tv29 - after door 3 and door 77 | 
 
 
 
 
 | 410 | #tv25 - after door 22 and door 38 | 
 
 
 
 
 | 411 | func void ninja_ambush(string ai_name) | 
 
 
 
 
 | 412 | { | 
 
 
 
 
 | 413 | trigvolume_enable ninja_ambush_top_trig 0 | 
 
 
 
 
 | 414 | trigvolume_enable ninja_ambush_bot_trig 0 | 
 
 
 
 
 | 415 | ai2_spawn ambush_ninja_1 | 
 
 
 
 
 | 416 | ai2_spawn creepy_ninja_1 | 
 
 
 
 
 | 417 | ai2_spawn creepy_ninja_3 | 
 
 
 
 
 | 418 | } | 
 
 
 
 
 | 419 |  | 
 
 
 
 
 | 420 | ### NEXT PART OF THE BUILDING - 1ST FLOOR ### | 
 
 
 
 
 | 421 |  | 
 
 
 
 
 | 422 | #console8 | 
 
 
 
 
 | 423 | func void upstairs(string ai_name) | 
 
 
 
 
 | 424 | { | 
 
 
 
 
 | 425 | particle lock23_locklight01 do start | 
 
 
 
 
 | 426 | particle lock65_locklight01 do start | 
 
 
 
 
 | 427 | door_unlock 8 | 
 
 
 
 
 | 428 | door_unlock 9 | 
 
 
 
 
 | 429 | door_unlock 35 | 
 
 
 
 
 | 430 | trig_deactivate 13 | 
 
 
 
 
 | 431 | trig_deactivate 14 | 
 
 
 
 
 | 432 | ai2_spawn creepy_ninja_5 | 
 
 
 
 
 | 433 | ai2_spawn creepy_ninja_6 | 
 
 
 
 
 | 434 | } | 
 
 
 
 
 | 435 |  | 
 
 
 
 
 | 436 | ### 2ND FLOOR ### | 
 
 
 
 
 | 437 |  | 
 
 
 
 
 | 438 | #tv4 - in front of door 37 | 
 
 
 
 
 | 439 | func void window_ninja(string ai_name) | 
 
 
 
 
 | 440 | { | 
 
 
 
 
 | 441 | trigvolume_enable Cut_outro 0 | 
 
 
 
 
 | 442 | ai2_spawn creepy_ninja_4 | 
 
 
 
 
 | 443 | chr_teleport creepy_ninja_4 289 | 
 
 
 
 
 | 444 | ai2_lookatme creepy_ninja_4 | 
 
 
 
 
 | 445 | chr_animate creepy_ninja_4 NINJArun_kick | 
 
 
 
 
 | 446 | chr_create 1030 start | 
 
 
 
 
 | 447 | chr_neutral 1030 1 | 
 
 
 
 
 | 448 | playback 1030 WindowNinjaSet | 
 
 
 
 
 | 449 | sound_music_start mus_pursuit_hd | 
 
 
 
 
 | 450 | obj_create 481 481 | 
 
 
 
 
 | 451 | obj_show 481 481 | 
 
 
 
 
 | 452 | env_anim 481 481 | 
 
 
 
 
 | 453 | env_setanim 481 Disk02 | 
 
 
 
 
 | 454 | chr_envanim 1030 WindowNinjaBox01 norotation | 
 
 
 
 
 | 455 | chr_animate 1030 NINJAlev11_window | 
 
 
 
 
 | 456 | sleep 185 | 
 
 
 
 
 | 457 | sound_impulse_play glass_big | 
 
 
 
 
 | 458 | particle WindowCharge do explode | 
 
 
 
 
 | 459 | sleep 60 | 
 
 
 
 
 | 460 | chr_delete 1030 | 
 
 
 
 
 | 461 | ai2_spawn WindowNinjaRun | 
 
 
 
 
 | 462 | ai2_passive WindowNinjaRun 1 | 
 
 
 
 
 | 463 | chr_unstoppable WindowNinjaRun 1 | 
 
 
 
 
 | 464 | chr_lock_active WindowNinjaRun | 
 
 
 
 
 | 465 | playback WindowNinjaRun WindowNinjaRun | 
 
 
 
 
 | 466 | obj_kill 481 481 | 
 
 
 
 
 | 467 | target_set 1030 0 | 
 
 
 
 
 | 468 | sleep 210 | 
 
 
 
 
 | 469 | playback WindowNinjaRun JumpNinjaSet | 
 
 
 
 
 | 470 | #sleep 10 | 
 
 
 
 
 | 471 | #playback WindowNinjaRun JumpNinjaSet | 
 
 
 
 
 | 472 | } | 
 
 
 
 
 | 473 |  | 
 
 
 
 
 | 474 | ### OUTSIDE ON THE ROOF ### | 
 
 
 
 
 | 475 |  | 
 
 
 
 
 | 476 | #tv27 - complete roof | 
 
 
 
 
 | 477 | func void check_outro(string ai_name) | 
 
 
 
 
 | 478 | { | 
 
 
 
 
 | 479 | trigvolume_enable tv_check_outro 0 | 
 
 
 
 
 | 480 | if(trigvolume_count(24) eq 0) | 
 
 
 
 
 | 481 | { | 
 
 
 
 
 | 482 | trigvolume_enable Cut_outro 1 | 
 
 
 
 
 | 483 | particle obj2 create | 
 
 
 
 
 | 484 | target_set 126 30 | 
 
 
 
 
 | 485 | } | 
 
 
 
 
 | 486 | else | 
 
 
 
 
 | 487 | { | 
 
 
 
 
 | 488 | sleep 60 | 
 
 
 
 
 | 489 | trigvolume_enable tv_check_outro 1 | 
 
 
 
 
 | 490 | } | 
 
 
 
 
 | 491 | } | 
 
 
 
 
 | 492 |  | 
 
 
 
 
 | 493 | #tv28 - complete roof too; used to count the enemies inside it; see func above | 
 
 
 
 
 | 494 |  | 
 
 
 
 
 | 495 | #tv21 - after the window, from the first left box to the right wall | 
 
 
 
 
 | 496 | func void FaceSet(string ai_name) | 
 
 
 
 
 | 497 | { | 
 
 
 
 
 | 498 | playback WindowNinjaRun | 
 
 
 
 
 | 499 | ai2_spawn FaceNinja | 
 
 
 
 
 | 500 | ai2_spawn FaceNinja2 | 
 
 
 
 
 | 501 | playback FaceNinja FaceNinjaSet | 
 
 
 
 
 | 502 | playback FaceNinja FaceNinjaJump | 
 
 
 
 
 | 503 | } | 
 
 
 
 
 | 504 |  | 
 
 
 
 
 | 505 | #tv26 - passage between the two boxes | 
 
 
 
 
 | 506 | func void JumpNinja(string ai_name) | 
 
 
 
 
 | 507 | { | 
 
 
 
 
 | 508 | chr_nocollision WindowNinjaRun 1 | 
 
 
 
 
 | 509 | chr_animate WindowNinjaRun KONOKOlev11_jump -1 | 
 
 
 
 
 | 510 | sleep 135 | 
 
 
 
 
 | 511 | chr_delete WindowNinjaRun | 
 
 
 
 
 | 512 | } | 
 
 
 
 
 | 513 |  | 
 
 
 
 
 | 514 | #tv5 - the place with the yellow flashing circle | 
 
 
 
 
 | 515 | func void outro(string ai_name) | 
 
 
 
 
 | 516 | { | 
 
 
 
 
 | 517 | fade_out 0 0 0 30 | 
 
 
 
 
 | 518 | sleep 30 | 
 
 
 
 
 | 519 | win | 
 
 
 
 
 | 520 | } | 
 
 
 
 
 | 521 |  | 
 
 
 
 
 | 522 | ##################### | 
 
 
 
 
 | 523 | ### TEXT CONSOLES ### | 
 
 
 
 
 | 524 | ##################### | 
 
 
 
 
 | 525 |  | 
 
 
 
 
 | 526 | func void grifftext(string chr_index) | 
 
 
 
 
 | 527 | { | 
 
 
 
 
 | 528 | text_console level_11a | 
 
 
 
 
 | 529 | console_reset 9 | 
 
 
 
 
 | 530 | } |