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# |
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# manplant_cutscene.bsl |
| 3 |
# |
| 4 |
|
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func void |
| 6 |
manplant_cs_intro(void) |
| 7 |
{ |
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|
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} |
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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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env_show 561 0 |
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sleep f14 |
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begin_cutscene |
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sleep f30 |
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#Outside shot of cops walking in |
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ai2_spawn Recep |
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ai2_spawn partner_cop_1 |
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ai2_spawn partner_cop_2 |
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playback 0 IntroKonoko01 |
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playback partner_cop_1 IntroCop01 |
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playback partner_cop_2 IntroCop02 |
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#cm_interpolate Camout01 0 |
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|
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sound_music_start mus_ambgrv1b 0.90 |
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#music_script_start(); |
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|
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fade_in 120 |
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|
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sleep f240 |
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#cops enter building, shot behind the receptionist |
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cm_anim both Camin02 |
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chr_envanim Recep IntroSecBox01 norotation |
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chr_animate Recep SECRETsit_prehello 540 |
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chr_lock_active Recep |
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chr_lock_active partner_cop_1 |
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chr_lock_active partner_cop_2 |
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#receptionist looks up and Cop introduces himself |
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cm_interpolate_block Camin03 0 |
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chr_envanim Recep IntroSecBox01 norotation |
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chr_animate Recep SECRETsit_prehello 120 |
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chr_animate_block Recep SECRETsit_hello 90 |
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|
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sound_music_volume mus_ambgrv1b 0.6 1 |
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|
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chr_animate_block Recep SECRETsit_talk 600 |
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chr_envanim Recep IntroSecBox01 norotation |
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|
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sound_dialog_play c01_04_01receptionist |
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cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true) |
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sound_dialog_play_block pause |
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cinematic_stop (RECEPtalking, 20, 20) |
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cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false) |
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sound_dialog_play c01_04_02tctfag1 |
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chr_envanim Recep IntroSecBox01 norotation |
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#Konoko interrupts Cop guy |
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playback 0 IntroKonokoInt |
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sleep f100 |
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#sound_dialog_play_block pause |
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chr_envanim Recep IntroSecBox01 norotation |
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cm_interpolate IntroCamInterrupt 0 |
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cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false) |
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playback partner_cop_1 IntroCopInt |
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sound_dialog_play_interrupt c01_04_03konoko |
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cinematic_stop (TCTFtalking, 19, 20) |
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sound_dialog_play_block pause |
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cinematic_stop (KONpsychedup, 19, 20) |
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#Receptionis says ok officer |
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cm_interpolate Camin03 0 |
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chr_envanim Recep IntroSecBox01 norotation |
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chr_animate Recep SECRETsit_talk 400 |
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sleep f30 |
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cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true) |
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sound_dialog_play c01_04_04receptionist |
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sleep f90 |
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#Receptionis hits alarm |
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cm_anim both IntroCamAlarm |
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chr_envanim Recep IntroSecBox01 norotation |
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chr_animate Recep SECRETsit_alarm 400 |
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sleep f110 |
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particle IntroLight01 create |
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particle IntroLight01 do start |
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cinematic_stop (RECEPtalking, 20, 20) |
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#Bad guys see alarm is hit |
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cm_wait |
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chr_create 1050 start |
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ai2_spawn Barabus |
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chr_neutral 1050 1 |
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#chr_neutral 1051 1 |
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playback 1050 IntroMuroSet |
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playback Barabus IntroBossSet |
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cm_interpolate IntroCamBadGuys00 0 |
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|
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sound_ambient_start alarm_loop |
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|
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cm_interpolate_block IntroCamBadGuys01 240 |
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sleep f120 |
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cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false) |
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sound_dialog_play c02_05_01barabas |
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|
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sound_ambient_volume alarm_loop .35 1.0 |
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|
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sound_dialog_play_block pause |
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#Muro turns to Bossman |
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playback 1050 IntroMuro01 |
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cm_interpolate IntroCamMuro01 0 |
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cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false) |
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sound_dialog_play c02_05_02muro |
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sound_dialog_play_block pause |
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#Bossman and Muro talk |
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cm_interpolate IntroCamBothLt 0 |
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cm_interpolate_block IntroCamBothRt 500 |
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sound_dialog_play c02_05_03barabas |
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sound_dialog_play_block pause |
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sound_dialog_play c02_05_04muro |
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sound_dialog_play_block pause |
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sound_dialog_play c02_05_05barabas |
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sound_dialog_play_block pause |
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#Muro talks |
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cm_interpolate IntroCamMuro02 0 |
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|
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sound_ambient_volume alarm_loop 0.0 1.0 |
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sound_ambient_stop alarm_loop |
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|
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sound_dialog_play c02_05_06muro |
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sound_dialog_play_block pause |
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#Bossman and Muro talk |
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cm_interpolate IntroCamBothRtHigh 0 |
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cm_interpolate_block IntroCamBothLtHigh 500 |
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sound_dialog_play c02_05_07muro |
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sound_dialog_play_block pause |
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sound_dialog_play c02_05_08barabas |
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sound_dialog_play_block pause |
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sound_dialog_play c02_05_09muro |
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sound_dialog_play_block pause |
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sound_dialog_play c02_05_10barabas |
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sound_dialog_play_block pause |
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#Muro talks |
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cm_interpolate IntroCamMuro01 0 |
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sound_dialog_play c02_05_11muro |
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sound_dialog_play_block pause |
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cinematic_stop (MUROnametag, 15,20) |
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cinematic_stop (BOSS1nametag, 16,20) |
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#Receptionist says hold on |
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cm_interpolate Camin03 0 |
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chr_envanim Recep IntroSecBox01 norotation |
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chr_animate Recep SECRETsit_unalarm 180 |
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chr_animate_block Recep SECRETsit_talk 500 |
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sound_dialog_play c02_05_12receptionist |
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cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true) |
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sound_dialog_play_block pause |
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cinematic_stop (RECEPtalking, 20,20) |
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#Strikers Rush in |
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|
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sound_ambient_volume mus_ambgrv1b 0 .5 |
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|
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music_script_start(); |
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|
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ai2_spawn ambush_striker_3 |
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ai2_spawn ambush_striker_2 |
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#chr_neutral ambush_striker_3 1 |
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#chr_neutral ambush_striker_2 1 |
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|
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door_open 21 |
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door_jam 21 |
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|
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playback ambush_striker_3 IntroStrikerRight01 |
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playback ambush_striker_2 IntroStrikerRight02 |
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cm_interpolate IntroCamDoorRight01 0 |
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sleep f180 |
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#Cop says what the? |
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playback partner_cop_2 IntroCop02Surprise |
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chr_envanim 1003 IntroSecBox01 norotation |
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chr_animate Recep SECRETsit_talk 400 |
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cm_interpolate IntroCamSurprise 0 |
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cm_interpolate_block IntroCamSurprise02 90 |
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sound_dialog_play c02_05_13tctfag1 |
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ai2_spawn ambush_striker_1 |
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#chr_neutral ambush_striker_1 1 |
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|
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door_unlock 4 |
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door_open 4 |
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door_jam 4 |
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|
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playback ambush_striker_1 IntroStrikerLeft01 |
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sleep f60 |
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#Konoko looks around |
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chr_envanim Recep IntroSecBox01 norotation |
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chr_animate Recep SECRETsit_talk 180 |
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cm_reset |
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playback 0 IntroKonokoLook |
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sleep f30 |
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cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false) |
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sleep f170 |
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#Konoko says we got company |
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playback Recep IntroRecepRun |
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cm_interpolate IntroCamCompany 0 |
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sound_dialog_play c02_05_14konoko |
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sleep f30 |
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playback Recep IntroRecepRun |
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sound_dialog_play_block pause |
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cinematic_stop (KONangryfront, 19 ,20) |
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#gameplay resumes |
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cm_reset |
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env_show 561 1 |
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env_show 560 0 |
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end_cutscene |
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|
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ai2_attack partner_cop_1 ambush_striker_1 |
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ai2_attack partner_cop_2 ambush_striker_3 |
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|
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chr_delete 1050 |
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chr_delete Barabus |
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particle IntroLight01 kill |
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sleep f90 |
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#chr_delete Recep |
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|
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door_lock 1 |
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door_unjam 4 |
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door_lock 4 |
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door_unjam 21 |
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set_objective_1 |
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|
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save_point_1 |
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} |
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|
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func void |
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Chase( |
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void) |
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{ |
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sleep 60 |
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begin_cutscene jello |
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# sleep f10 |
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# cm_orbit .1 |
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sleep f30 |
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chr_animate 0 KONOKOwatch_start 60 |
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sleep f40 |
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cinematic_start (KONtalking, 180, 180, 15, 1, 20, false) |
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cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true) |
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sleep f19 |
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chr_animate 0 KONOKOwatch_idle 3000 |
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|
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sound_music_volume atm_low_perc1 0.35 1.0 |
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|
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sound_dialog_play c02_06_01konoko |
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sound_dialog_play_block pause |
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sound_dialog_play c02_06_02griffin |
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sound_dialog_play_block pause |
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sound_dialog_play c02_06_03konoko |
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sound_dialog_play_block pause |
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sound_dialog_play c02_06_04griffin |
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sound_dialog_play_block pause |
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sound_dialog_play c02_06_05konoko |
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sound_dialog_play_block pause |
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sound_dialog_play c02_06_06griffin |
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sound_dialog_play_block pause |
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sound_dialog_play c02_06_07konoko |
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sound_dialog_play_block pause |
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cinematic_stop (KONtalking, 15,20) |
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cinematic_stop (GRIFtalking, 16,20) |
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chr_animate 0 KONOKOwatch_stop |
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sleep f15 |
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cm_reset |
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end_cutscene |
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|
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sound_music_volume atm_low_perc1 .90 1.0 |
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|
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striker_counter = striker_counter + 2 |
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particle save1b_locklight01 do start |
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door_unlock 11 |
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console_deactivate 15 |
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|
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if (alarm_counter eq 1) |
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{ |
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ai2_spawn hall_striker_2 |
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ai2_tripalarm konoko 1 |
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} |
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} |
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|
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|
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func void |
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Griffin_1( |
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void) |
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{ |
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begin_cutscene jello |
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sound_ambient_stop alarm_loop |
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sleep f30 |
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chr_animate 0 KONOKOwatch_start 60 |
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sleep 40 |
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cinematic_start (KONtalking, 180, 180, 15, 1, 20, false) |
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cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true) |
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sleep f19 |
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chr_animate 0 KONOKOwatch_idle 3000 |
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sound_dialog_play c02_07_01griffin |
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sound_dialog_play_block pause |
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sound_dialog_play c02_07_02konoko |
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sound_dialog_play_block pause |
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chr_animate 0 KONOKOwatch_stop |
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cinematic_stop (KONtalking, 15,20) |
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cinematic_stop (GRIFtalking, 16,20) |
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sleep f15 |
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cm_reset |
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end_cutscene |
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} |
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|
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|
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func void |
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outro( |
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void) |
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{ |
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begin_cutscene |
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env_show 555 1 |
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env_show 556 0 |
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#Konok talks on watch radio to Griffin |
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#playback 0 OutroKonokoSet |
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##cm_interpolate OutroCam00 0 |
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##cm_interpolate_block OutroCam01 180 |
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fork soundplay |
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gl_fog_blue=0 |
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gl_fog_red=0 |
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gl_fog_green=0 |
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gl_fog_end=.999 |
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gl_fog_start_changeto 0.92 60 |
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sleep f60 |
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sleep f30 |
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playback 0 OutroKonokoRun |
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cm_interpolate OutroCam00 0 |
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cm_interpolate_block OutroCam01 180 |
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sleep f120 |
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#Konoko jumps out of room |
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playback 0 OutroKonoko01 |
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cm_interpolate OutroCam02 0 |
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sleep f60 |
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#cm_interpolate_block OutroCam03 180 |
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sleep f40 |
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particle OutroCharge do explode |
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sleep f200 |
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#Konoko runs out of room |
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playback 0 OutroKonoko02 |
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door_open 4 |
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door_jam 4 |
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cm_interpolate OutroCam04 0 |
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sleep f90 |
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cm_interpolate_block OutroCam05 180 |
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sleep f180 |
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#Konoko runs out of front door |
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cm_interpolate OutroCam06 0 |
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cm_interpolate_block OutroCam07 180 |
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sleep f100 |
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door_open 1 |
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door_jam 1 |
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sleep f140 |
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fade_out 0 0 0 120 |
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#win |
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} |
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|
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func void |
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soundplay( |
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void) |
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{ |
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cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false) |
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sound_dialog_play c02_09_01griffin |
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sleep f60 |
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sound_dialog_play_block pause |
| 369 |
sound_dialog_play c02_09_02kerr |
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cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true) |
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sound_dialog_play_block pause |
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sound_dialog_play c02_09_03griffin |
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sound_dialog_play_block pause |
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sound_dialog_play c02_09_04kerr |
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sound_dialog_play_block pause |
| 376 |
sound_dialog_play c02_09_05griffin |
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sound_dialog_play_block pause |
| 378 |
sound_dialog_play c02_09_06kerr |
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sound_dialog_play_block pause |
| 380 |
sound_dialog_play c02_09_07griffin |
| 381 |
sound_dialog_play_block pause |
| 382 |
cinematic_stop (KERRtalking, 16,20) |
| 383 |
cinematic_stop (GRIFtalking, 15,20) |
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sleep f100 |
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gl_fog_end=1 |
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gl_fog_start=.975 |
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win |
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} |
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|
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|
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|
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func void |
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animate( |
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void) |
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{ |
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env_anim 1101 1 |
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env_anim 1102 1 |
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env_anim 1103 1 |
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env_anim 1104 1 |
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env_anim 1105 1 |
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env_anim 1106 1 |
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env_anim 1107 1 |
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env_anim 1108 1 |
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env_anim 1109 1 |
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env_anim 1110 1 |
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env_anim 1111 1 |
| 407 |
env_anim 1201 1 |
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env_anim 1202 1 |
| 409 |
env_anim 1203 1 |
| 410 |
env_anim 1204 1 |
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} |