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# |
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# lab_cutscene.bsl |
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# |
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|
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func void shin_intro_dialogue(void) |
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{ |
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sound_dialog_play c00_01_99shinatama |
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cinematic_start (SHINtalking, 180, 180, 15, 1, 20, false) |
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sound_dialog_play_block pause |
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cinematic_stop (SHINtalking, 15, 20) |
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} |
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|
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func void intro(void) |
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{ |
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fade_out 0 0 0 0 |
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cm_interpolate Camout01 0 |
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sleep 13 |
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begin_cutscene |
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#hide motorcycle gunk |
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env_show 8 0 |
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env_show 9 0 |
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env_show 10 0 |
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chr_nocollision 0 1 |
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chr_forceholster 0 1 |
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sleep 60 |
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fade_in 120 |
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#fork camcontrol |
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cm_anim both Camout01 |
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obj_create 8 10 |
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env_anim 8 10 |
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chr_envanim 0 KonBipedBox01 |
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chr_animate 0 KONOKOcycle_ride 880 |
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sleep 15 |
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cutscene_sync mark |
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sound_ambient_start c02_02_01_motorcyclea |
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cm_wait |
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cm_anim both Camout02 |
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cutscene_sync mark |
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|
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fork shin_intro_dialogue |
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|
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sound_ambient_start c02_02_01_motorcycleb 0.7 |
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|
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cm_wait |
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cm_anim both Camout03 |
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cutscene_sync mark |
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|
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sound_ambient_start c02_02_01_motorcyclec 0.7 |
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|
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ai2_spawn Barabus |
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ai2_setmovementmode Barabus walk |
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playback Barabus IntroSubboss01 |
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cm_wait |
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cm_anim both Camout04 |
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sleep 20 |
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cutscene_sync mark |
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|
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sound_ambient_start c02_14_27_jump_land_skid |
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|
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sleep 40 |
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chr_animate Barabus STRIKElev3_startle |
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cm_wait |
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cm_anim both Camout05 |
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chr_animate 0 KONOKOlev3_intro_stop |
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env_setanim 8 hubs_stop |
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env_setanim 9 hubs_rear_stop |
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env_setanim 10 motorcycle02_stop |
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chr_envanim 0 KonBipedBox02 norotation |
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cm_wait |
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cm_interpolate Camout06 0 |
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#chr_create 1000 start |
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#chr_neutral 1000 1 |
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cinematic_start (BOSS1talking, 180, 180, 20, 8, 20, false) |
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sleep 20 |
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sound_dialog_play c03_10_01barabas |
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sound_dialog_play_block pause |
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sleep 20 |
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cinematic_stop (BOSS1talking, 19, 20) |
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#hide motorcycle object |
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obj_kill 8 10 |
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#unhide motorcycle gunk |
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env_show 10 1 |
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env_show 9 1 |
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env_show 8 1 |
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#setup Konoko for scene |
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playback 0 IntroKonoko01 |
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sleep 10 |
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cm_reset |
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chr_nocollision 0 0 |
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end_cutscene |
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set_objective_1 |
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trigvolume_enable save_1_trig 1 |
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ai2_attack Barabus konoko |
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|
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sound_music_start mus_main01_hd 0.8 |
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} |
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|
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func void camcontrol(void) |
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{ |
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cm_anim both Camout01 |
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cm_anim both Camout02 |
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cm_anim both Camout03 |
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cm_anim both Camout04 |
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cm_anim both Camout05 |
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cm_wait |
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letterbox 0 |
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cm_jello 1 |
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cm_reset |
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chr_nocollision 0 0 |
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input 1 |
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} |
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|
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func void rocket(void) |
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{ |
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sound_music_stop mus_main01_hd |
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|
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begin_cutscene jello |
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chr_animate Barabus STRIKEknockdown1 |
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sleep 60 |
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ai2_takecontrol 1 |
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ai2_lookatchar 0 Barabus |
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chr_animate Barabus BARABstunned 1000 |
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sound_dialog_play c03_10_02barabas |
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cinematic_start (BOSS1talking, 180, 180, 16, 1, 20, false) |
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sleep 280 |
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chr_nocollision Barabus 1 |
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chr_animate Barabus BARABrocket 250 |
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sleep 130 |
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cutscene_sync mark |
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sound_ambient_start c01_00_02barjet |
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#Barabas flies into the sky |
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chr_animate_block Barabus BARABlev3_rocket |
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chr_envanim Barabus RocketBox01 |
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cm_anim both RocketCam01 |
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sleep 90 |
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sound_dialog_play c03_11_01barabas |
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sound_dialog_play_block pause |
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sound_dialog_play c03_11_02muro |
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cinematic_start (MUROtalking, 180, 180, 16, 3, 20, true) |
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sound_dialog_play_block pause |
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sound_dialog_play c03_11_03barabas |
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sound_dialog_play_block pause |
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sound_dialog_play c03_11_04muro |
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sound_dialog_play_block pause |
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sound_dialog_play c03_11_05barabas |
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sound_dialog_play_block pause |
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sleep 30 |
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cinematic_stop (BOSS1talking, 15, 20) |
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cinematic_stop (MUROtalking, 16, 20) |
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sleep 10 |
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cm_reset |
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end_cutscene |
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ai2_takecontrol 0 |
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chr_delete Barabus |
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set_objective_2 |
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trigvolume_enable floor1 1 |
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trigvolume_enable outside_left 1 |
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trigvolume_enable outside_right 1 |
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trigvolume_enable outside_back 1 |
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|
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target_set(143, 30.0) |
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|
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sleep 180 |
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|
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sound_ambient_start c00_01_98shinatama |
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|
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# dprint savegame_1 |
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# save_game 1 |
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} |
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|
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|
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func void bomber(void) |
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{ |
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chr_animate Tower_MB_1 STRIKEknockdown1 |
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chr_invincible Tower_MB_1 1 |
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chr_unstoppable Tower_MB_1 1 |
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dprint(ainame); |
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begin_cutscene |
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#input 0 |
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#cm_jello 0 |
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#letterbox 1 |
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#add dialogue "Help Konoko! We're pinned down!!" |
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sleep f60 |
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sound_dialog_play c03_12_02tctfag1 |
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door_unlock 60 |
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door_unlock 61 |
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sleep 60 |
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cm_interpolate BomberCam01 0 |
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cm_interpolate_block BomberCam02 300 |
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ai2_spawn BombComguy |
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ai2_setmovementmode BombComguy run |
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playback BombComguy COMGUYfiring |
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sleep 180 |
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#sound_dialog_play |
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ai2_spawn BombTCTF1 |
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ai2_spawn BombTCTF2 |
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chr_create 1004 start |
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ai2_setmovementmode BombTCTF1 run |
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ai2_setmovementmode BombTCTF2 run |
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playback BombTCTF1 TCTFfiring01 |
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playback BombTCTF2 TCTFfiring02 |
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playback 1004 TCTFradio |
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playback BombComguy COMGUYfiring |
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chr_animate 1004 COMGUYtalk_radio 380 |
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sound_dialog_play_block pause |
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# CB: this sound file no longer exists (it was a duplicate) |
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sound_dialog_play c03_12_12TCTFAG1 |
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|
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cinematic_start (TCTFshouting, 180, 180, 16, 3, 20, true) |
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sound_dialog_play_block pause |
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#env_show 777 1 |
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#env_show 778 0 |
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cinematic_stop (TCTFshouting, 16, 20) |
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#back in the tower Bomber man staggers to his feet |
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playback 0 KonBomb |
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chr_envanim Tower_MB_1 BomberBox01 norotation |
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chr_animate Tower_MB_1 BOMBlev3_stagger |
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cm_interpolate BomberCam03 0 |
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cm_interpolate_block BomberCam04 330 |
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cinematic_start (KONtalkangryfront, 180, 180, 18, 6, 20, true) |
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sleep 40 |
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sound_dialog_play c03_12_03konoko |
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sound_dialog_play_block pause |
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sleep 60 |
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cinematic_stop (KONtalkangryfront, 17, 20) |
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chr_envanim_block Tower_MB_1 BomberBox02 norotation |
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chr_animate Tower_MB_1 BOMBlev3_stand 1200 |
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cm_interpolate_block BomberCam05 0 |
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cinematic_start (BOMBbeatup, 180, 180, 18, 4, 30, false) |
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sound_dialog_play c03_12_04bombgreen |
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sound_dialog_play_block pause |
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cinematic_stop (BOMBbeatup, 17, 30) |
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playback BombComguy COMGUYfiring |
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chr_envanim 0 KonBomBox01 |
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chr_animate 0 KONOKOlev3_bomber |
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cm_interpolate BomberCam06 0 |
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sleep 195 |
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cm_anim both BomberCam07 |
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chr_envanim Tower_MB_1 BomberBox03 norotation |
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sleep 110 |
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chr_animate Tower_MB_1 BOMBlev3_fall1 100 |
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sleep 13 |
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#break tower glass here |
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#env_show 776 1 |
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|
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sound_impulse_play glass_big 1.0 |
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|
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env_show 777 1 |
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env_show 778 0 |
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particle BomberCharge01 do explode |
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cm_wait |
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cm_anim both BomberCam08 |
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chr_envanim Tower_MB_1 BomberBox04 norotation |
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chr_animate Tower_MB_1 BOMBlev3_fall2 |
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sleep 50 |
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#break atrium glass here |
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particle BomberCharge02 do explode |
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sleep 105 |
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#explode bomber here |
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particle BomberExplosion create |
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chr_delete BombComguy |
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cm_wait |
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sleep 60 |
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playback 0 KonBomb02 |
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cm_interpolate BomberCam09 0 |
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cinematic_start (TCTFtalking, 180, 180, 20, 9, 20, true) |
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sound_dialog_play c03_12_05tctfag1 |
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sound_dialog_play_block pause |
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cinematic_stop (TCTFtalking, 20, 20) |
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# sounds of TCTF saying "uhhhh, we're not pinned down. |
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#cm_reset |
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#end_cutscene |
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set_objective_5 |
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door_unlock 38 |
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door_unlock 41 |
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door_unlock 42 |
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door_lock 60 |
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door_lock 61 |
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particle locktower_locklight01 do start |
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chr_delete BombTCTF1 |
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chr_delete BombTCTF2 |
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chr_delete BombComguy |
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chr_delete 1004 |
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chr_delete Tower_MB_1 |
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playback 0 BomberKonRun01 |
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sleep 120 |
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cm_interpolate BomberCamRun01 0 |
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playback 0 BomberKonRun02 |
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cm_interpolate_block BomberCamRun02 200 |
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sleep 210 |
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#begin_cutscene |
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sleep 30 |
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chr_nocollision 0 1 |
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cm_anim both ElevCam01 |
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chr_envanim 0 ElevBox01 |
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chr_animate 0 KONOKOidle1 |
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|
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sound_ambient_start rl_elevator 1.0 |
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|
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env_show 540 0 |
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cm_wait |
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end_cutscene |
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cm_reset |
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chr_nocollision 0 0 |
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obj_create 2 7 |
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sapper_damage_off |
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# save_game_3 |
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} |
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|
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|
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func void fallinthevat(string char) |
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{ |
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var bool eggman; |
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|
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eggman = chr_is_player(char); |
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|
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if (eggman eq 0) |
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{ |
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chr_animate(char, KONOKOacid); |
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sleep 10 |
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chr_set_health(char, 0); |
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} |
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|
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if (eggman eq 1) |
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{ |
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cm_detach |
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|
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sound_impulse_play konoko_gruesome_death |
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|
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chr_animate(char, KONOKOacid); |
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sleep 10 |
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chr_set_health(char, 0); |
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} |
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} |
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|
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func void outro(void) |
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{ |
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target_set(256, 0.0) |
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ai2_allpassive=1 |
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#begin_cutscene |
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#ai2_takecontrol 1 |
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#ai2_movetoflag 0 257 |
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env_anim 2 7 |
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sound_ambient_start truck_driveaway |
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#cm_interpolate OutroCam01 360 |
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sound_dialog_play c03_13_01konoko |
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cinematic_start (KONintense, 180, 180, 19, 7, 15, true) |
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sound_dialog_play_block pause |
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cm_interpolate OutroCam01 200 |
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sleep 30 |
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cinematic_stop (KONintense, 19, 30) |
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begin_cutscene |
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ai2_takecontrol 1 |
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ai2_movetoflag 0 257 |
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#camera cut to van |
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sound_dialog_play c03_13_02synhench1 |
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cinematic_start (COMGUYtalking, 180, 180, 15, 1, 20, false) |
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sound_dialog_play_block pause |
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sound_dialog_play c03_13_03muro |
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sleep 120 |
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fade_out 0 0 0 60 |
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cinematic_start (MUROtalking, 180, 180, 16, 3, 20, true) |
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sound_dialog_play_block pause |
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cinematic_stop (MUROtalking, 16, 15) |
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cinematic_stop (COMGUYtalking, 15, 15) |
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sleep 30 |
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win |
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} |