################# ### VARIABLES ### ################# var int var_counter = 0; var int var_counter2 = 0; ############ ### MAIN ### ############ func void main(void) { gl_fog_red = 0 gl_fog_blue = 0 gl_fog_green = 0 gl_fog_start = .995 gs_farclipplane_set 5000 ui_suppress_prompt = 1 chr_auto_aim_dist = 0 start } ############# ### START ### ############# func void start(string ai_name) { fork deactivate_stuff if(save_point eq 0) save_point = 1 if(save_point eq 1) fork intro if(save_point eq 2) restore_game if(save_point eq 3) restore_game if(save_point eq 4) restore_game sleep 5 fork sp_all } func void deactivate_stuff(void) { #not used trigvolume_enable t86 0 trigvolume_enable trigger_volume_99 0 #used env_show 97 0 env_show 98 0 env_show 321 0 env_show 322 0 env_show 323 0 env_show 324 0 env_show 325 0 env_show 398 0 env_show 601 0 env_show 602 0 trig_deactivate 1 trig_deactivate 2 trig_deactivate 3 trig_deactivate 4 trig_deactivate 5 trig_deactivate 6 trig_deactivate 7 trig_deactivate 8 trig_deactivate 9 trig_deactivate 10 trig_deactivate 60 trig_deactivate 61 trig_deactivate 62 trig_deactivate 63 trig_deactivate 64 trig_deactivate 65 trig_deactivate 70 trig_deactivate 71 trig_deactivate 72 trig_deactivate 73 trig_deactivate 74 trig_deactivate 75 trig_deactivate 98 trig_deactivate 99 trig_deactivate 100 trig_deactivate 101 trig_deactivate 302 trig_deactivate 303 trig_deactivate 310 trig_deactivate 320 trig_deactivate 400 trig_deactivate 500 trig_deactivate 501 trig_deactivate 502 trig_deactivate 503 trig_deactivate 510 trig_deactivate 511 trig_deactivate 512 trig_deactivate 520 trig_deactivate 521 trig_deactivate 522 trigvolume_enable z_40t 0 trigvolume_enable zz_40t 0 trigvolume_enable zzz_40t 0 trigvolume_enable zzzz_40t 0 trigvolume_enable tv_61t 0 trigvolume_enable trigger_volume_81 0 } func void you_lose(string ai_name) { fade_out 0 0 0 30 sleep 30 lose } #################################### ### SEVERAL TIMES USED FUNCTIONS ### #################################### func void sp_all(void) { co_message_display = 0 if(save_point eq 1) save_game 1 autosave if(save_point eq 2) save_game 2 autosave if(save_point eq 3) save_game 3 autosave if(save_point eq 4) save_game 4 autosave sleep 180 co_message_display = 1 } func void remove_ai(void) { ai2_kill sleep 60 powerup_reset weapon_reset sleep 240 corpse_reset } func void music_stop(void) { sound_music_stop mus_asianb sound_music_stop mus_pursuit sound_music_stop mus_om01 } #tv86 to tv97 func void fire_damage(string ai_name) { chr_poison(ai_name, 5, 30, 30); } ########## ### SP1 ### ########## ### GARAGE - GROUND FLOOR ### func void intro(void) { env_show 99 1 env_show 101 1 env_show 103 1 env_show 104 1 env_show 105 1 env_show 106 1 env_show 107 1 env_show 108 1 env_show 110 1 env_show 111 1 env_show 112 1 env_show 321 1 env_show 322 1 env_show 323 1 env_show 324 1 env_show 325 1 env_shade 321 325 .6 .6 .6 env_show 444 1 ai2_spawn lobby_striker_01 ai2_spawn lobby_striker_02 ai2_spawn lobby_striker_03 playback 0 IntroKonoko particle smoke do start particle security_locklight01 do start particle LobbyWall do explode objective_set 1 silent target_set 323 30 sleep 1 sound_dialog_play c07_22_01konoko sound_music_start mus_asianb } #tv9 - left ramp between ground floor and 1st floor func void spawnG3_11(string ai_name) { ai2_spawn garage_striker_07 ai2_passive garage_striker_07 1 ai2_spawn garage_striker_08 playback garage_striker_07 garage_taunt ai2_passive garage_striker_07 0 } #tv12 - left ramp between ground floor and 1st floor, after tv9 func void killG2_08(string ai_name) { trigvolume_enable trigger_volume_G2_08 0 } #tv7 - right ramp between ground floor and 1st floor func void spawnG2_7(string ai_name) { ai2_spawn garage_striker_01 ai2_spawn garage_striker_02 } #tv13 - right ramp between ground floor and 1st floor, after tv7 func void killG2_10(string ai_name) { trigvolume_enable trigger_volume_G2_10 0 } #tv50 - ground floor, crossing from garage to building (big box in front of door 4 and 7) func void tv_50(string ai_name) { ai2_spawn l_s99 ai2_spawn l_s98 music_stop } ### GARAGE - 1ST FLOOR ### #tv10 - left ramp between 1st floor and 2nd floor func void spawnG3_12(string ai_name) { if (var_counter eq 0) { ai2_spawn garage_striker_09 ai2_spawn garage_striker_10 } if (var_counter ne 0) { ai2_spawn garage_striker_09 } } #tv15 - left ramp between 1st floor and 2nd floor, after tv10 func void killG3_12(string ai_name) { trigvolume_enable trigger_volume_G3_12 0 } #tv8 - right ramp between 1st floor and 2nd floor func void spawnG3_8(string ai_name) { if (var_counter eq 0) { ai2_spawn garage_striker_03 ai2_makeignoreplayer garage_striker_03 1 ai2_spawn garage_striker_04 ai2_spawn garage_striker_05 ai2_lookatme garage_striker_04 ai2_lookatme garage_striker_05 playback_block garage_striker_03 garage_jump ai2_makeignoreplayer garage_striker_03 0 } if (var_counter ne 0) { ai2_spawn garage_striker_03 ai2_makeignoreplayer garage_striker_03 1 playback_block garage_striker_03 garage_jump ai2_makeignoreplayer garage_striker_03 0 } } #tv14 - right ramp between 1st floor and 2nd floor, after tv8 func void killG3_11(string ai_name) { trigvolume_enable trigger_volume_G3_11 0 } #tv21 - 1st floor, crossing from garage to building (big box in front of door 5 and 8) func void g_23(string ai_name) { ai2_spawn L2s_01 ai2_spawn L2s_02 ai2_spawn L2s_03 ai2_spawn L2tctf_01 ai2_spawn L2tctf_02 music_stop trigvolume_enable trigger_volume_w_39 0 } ##tv31 - 1st floor, crossing from garage to building (box in front of door 2) func void p_31(string ai_name) { trigvolume_enable trigger_volume_L2_4 1 } ### GARAGE - 2ND FLOOR ### #tv11 - 2nd floor, crossing from garage to building (big box in front of door 6 and 9) func void c_13(string ai_name) { ai2_spawn lobby_striker_20 ai2_spawn lobby_striker_21 ai2_spawn lobby_fodder01 ai2_spawn lobby_striker_05 trigvolume_enable vv_38t 0 trigvolume_enable a_18t 0 music_stop } ### ENTRANCE HALL - GROUND FLOOR ### #tv6 - in front of door 10 func void spawnL1_6(string ai_name) { ai2_spawn lobby_striker_06 trigvolume_enable tv_50t 0 } #tv38 - after the passageway to the entrance hall with the van func void x_05(string ai_name) { ai2_spawn l_c01 ai2_lookatme l_c01 ai2_passive l_c01 1 playback l_c01 lobby_runout ai2_passive l_c01 0 trigvolume_enable trigger_volume_L1_6_9 0 } #tv39 - in the passageway from the entrance hall with the van (near door 19) func void y_32(string ai_name) { ai2_spawn l_t01 playback l_t01 lobby_backroll sleep 15 ai2_spawn l_s02 ai2_spawn l_s03 trigvolume_enable tv_47t 0 } #tv46 - after door 29 func void tv_46(string ai_name) { ai2_spawn l_s24 ai2_spawn l_t23 trigvolume_enable tv_47t 1 ai2_dopath l_t01 l_t01_06 ai2_setjobstate l_t01 } #tv47 - in some distance after door 22 func void tv_47(string ai_name) { ai2_spawn l_s27 } #tv66 - near door 26 and 31 func void room1_stop(string ai_name) { particle room1 do stop } #tv67 - near door 26 and 31, after tv66 func void room1_start(string ai_name) { particle room1 do start particle smoke do start } #tv45 - after door 31 func void tv_45(string ai_name) { ai2_spawn a_v1 ai2_spawn l_s22 ai2_spawn l_s23 ai2_dopath l_t01 l_t01_03 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_05 ai2_setjobstate l_t23 } #tv44 - after door 26 func void tv_44(string ai_name) { ai2_spawn l_c10 ai2_dopath l_t01 l_t01_02 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_03 ai2_setjobstate l_t23 } #console1 func void goAttack(string ai_name) { music_stop trigvolume_enable tv_57t 1 chr_delete l_c01 chr_delete l_s98 chr_delete l_s99 chr_delete lobby_striker_01 chr_delete lobby_striker_02 chr_delete garage_striker_01 chr_delete garage_striker_02 chr_delete garage_striker_03 chr_delete garage_striker_04 chr_delete garage_striker_05 chr_delete garage_striker_06 chr_delete garage_striker_07 chr_delete garage_striker_08 chr_delete garage_striker_09 chr_delete garage_striker_10 ai2_spawn tanker_stairdoor particle stair_lock_locklight01 do start objective_set 2 silent target_set 1111 30 sound_dialog_play c00_01_27shinatama } #tv57 - huge box after door 19, 20 and 24 func void tv57(string ai_name) { sound_music_start mus_pursuit 0 sound_music_volume mus_pursuit 0.75 3.0 target_set 59 30 sleep 180 sound_dialog_play c00_01_105shinatama } ### Pathfinding ### #lose func of l_s02 and l_s03 func void unlock_follow(void) { var_counter2 = var_counter2 + 1 if(var_counter2 eq 2) { trigvolume_enable z_40t 1 trigvolume_enable zz_40t 1 trigvolume_enable zzz_40t 1 trigvolume_enable zzzz_40t 1 trigvolume_enable tv_61t 1 } } func void patrolscript2222(void) { ai2_lookatchar l_t01 char_0 ai2_lookatchar l_t23 char_0 } #tv42 - in front of door 19 func void z04(string ai_name) { ai2_dopath l_t01 l_t01_06 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_06 ai2_setjobstate l_t23 } #tv41 - after door 22 func void z02(string ai_name) { ai2_dopath l_t01 l_t01_04 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_02 ai2_setjobstate l_t23 } #tv40 - near door 29 func void z03(string ai_name) { ai2_dopath l_t01 l_t01_05 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_01 ai2_setjobstate l_t23 } #tv43 - in front of door 26 and 31, after tv67 func void z01(string ai_name) { ai2_dopath l_t01 l_t01_01 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_04 ai2_setjobstate l_t23 } #tv101 - staircase, between ground floor and 1st floor func void z05(string ai_name) { ai2_dopath l_t01 l_t01_07 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_07 ai2_setjobstate l_t23 } ### ENTRANCE HALL - 1ST FLOOR ### #tv37 - after door 20 func void w_39(string ai_name) { ai2_spawn s2_t01 ai2_spawn s2_t02 ai2_spawn s2_s01 ai2_spawn s2_s02 ai2_spawn s2_s03 ai2_spawn s2_s05 ai2_spawn s2_t05 trigvolume_enable g_23t 0 } #tv34 - after the passageway to the footbridge (left side after door 20) func void u_36(string ai_name) { ai2_spawn cat1_02 trigvolume_enable trigger_volume_L2_4 0 } #tv5 - other side of the footbridge func void spawnL2_4(string ai_name) { ai2_spawn lobby_striker_04 playback lobby_striker_04 lobbystriker_roll trigvolume_enable u_36t 0 } #tv30 - next to tv5, staircase between 1st floor and 2nd floor (func: p_31t); not used #tv23 - in some distance after door 98 func void i_24(string ai_name) { trigvolume_enable j_25t 0 trigvolume_enable h_06t 0 } #tv24 - after tv23 func void j_25(string ai_name) { ai2_spawn L2s_11 } #tv22 - after tv24 func void h_06(string ai_name) { ai2_spawn L2s_10 ai2_spawn Ls_15 ai2_spawn Ltctf_55 ai2_dopath L2tctf_01 patrol_L2_13 ai2_dopath L2tctf_02 patrol_L2_13 } #tv33 - in some distance near door 33 func void t_35(string ai_name) { trigvolume_enable s_34t 0 } #tv32 - after tv 33 func void s_34(string ai_name) { ai2_spawn Lcom_01 } #tv27 - after door 33 func void m_28(string ai_name) { ai2_spawn Lv_40 ai2_spawn Lv_41 ai2_spawn Lc_43 ai2_spawn Ls_44 trigvolume_enable s_34t 1 } #called up, after you've talked to the female cop func void femcop_holster(string ai_name) { chr_forceholster Lc_43 1 } #tv29 - after door 37 func void o_30(string ai_name) { ai2_spawn Ls_60 ai2_spawn a_v2 } #tv28 - after door 32 func void n_29(string ai_name) { ai2_spawn Lc_50 ai2_spawn Ls_51 ai2_spawn Ls_12 } ### Pathfinding ### #tv61 - big box in front of door 98 func void z06(string ai_name) { ai2_dopath l_t01 l_t01_08 ai2_setjobstate l_t01 ai2_dopath l_t23 l_t23_08 ai2_setjobstate l_t23 } ### ENTRANCE HALL - 2ND FLOOR ### #tv20 - in front of door 24 func void f_22(string ai_name) { ai2_spawn lobby_striker_05 trigvolume_enable vv_38t 0 ai2_spawn lobby_striker_20 ai2_spawn lobby_fodder01 ai2_spawn lobby_striker_21 } #tv18 - after door 24 func void d_20(string ai_name) { ai2_spawn l2_s46 ai2_spawn l2_s44 playback_block l2_s44 lobby_roll3 } #tv35 - after the passageway to the footbridge (left side after door 24) func void v_37(string ai_name) { ai2_spawn cat1_01 trigvolume_enable vv_38t 0 } #tv36 - other side of the footbridge func void vv_38(string ai_name) { ai2_spawn lobby_striker_05 ai2_spawn lobby_striker_20 ai2_spawn lobby_striker_21 ai2_spawn lobby_fodder01 trigvolume_enable v_37t 0 } #tv19 - entrance to the room on the right side near door 24 func void e_21(string ai_name) { ai2_spawn lobby_striker_34 ai2_spawn lobby_victim05 ai2_spawn lobby_victim06 trigvolume_enable l_27t 0 } #tv25 - in the room, around the place where the female civ gives you the w6_vdg func void k_26(string ai_name) { trigvolume_enable l_27t 1 } #tv26 - at the same place as tv19 (entrance to the room) func void l_27(string ai_name) { ai2_spawn L3s_40 ai2_spawn L3s_41 } #tv68 - in front of door 99 func void a_18(string ai_name) { trigvolume_enable b_19t 0 trigvolume_enable c_13t 0 } #tv17 - after door 99, after tv68 func void b_19(string ai_name) { ai2_spawn lobby_striker_30 ai2_spawn lobby_striker_31 playback lobby_striker_31 lobby_roll2 trigvolume_enable d_20t 0 } #tv69 - near door 40, in front of tv16 func void room2_stop(string ai_name) { particle room2 stop } #tv16 - near door 40, after tv69 func void room2_start(string ai_name) { particle room2 start } #tv49 - after door 40 func void tv_49(string ai_name) { ai2_spawn l2_s47 } #tv71 - near door 38, in front of tv70 func void room3_stop(string ai_name) { particle room3 stop } #tv70 - near door 38, after tv71 func void room3_start(string ai_name) { particle room3 start } #tv48 - after door 38 func void tv_48(string ai_name) { ai2_spawn l2_s46 } #console2 func void floor4_lock(void) { music_stop particle floor4_lock_locklight01 do start target_set 60 30 sound_dialog_play c00_01_28shinatama } ### ENTRANCE HALL - 3RD FLOOR ### #tv51 - after door 28 func void tv_51(string ai_name) { ai2_spawn l4_red1 ai2_spawn l4_t1 ai2_spawn l4_s1 ai2_spawn l4_s67 ai2_spawn l4_t2 ai2_spawn l4_s2 ai2_spawn l4_s3 ai2_spawn l4_f1 ai2_spawn l4_f2 ai2_spawn l4_f3 ai2_spawn l4_c66 ai2_kill l4_f1 ai2_kill l4_f2 ai2_kill l4_f3 ai2_kill l4_c66 } #tv79 - after door 41 func void music_kidnap(void) { sleep 1 sound_music_start mus_om01 0.0 sound_music_volume mus_om01 0.75 3.0 #this music stopped in ta2_54 script } ########## ### SP2 ### ########## ### GROUND FLOOR ### #tv58 - after the end of the stairs func void tv_58(string ai_name) { if(save_point eq 2) music_kidnap else save_game 2 autosave fork remove_ai trigvolume_enable tv_58t 0 trigvolume_enable trigger_volume_80 0 door_lock 41 particle security_locklight01 do stop objective_set 3 silent target_set 60 30 var_counter = 0 } #tv52 - in front of door 42 func void tv_52(string ai_name) { particle smoke do stop ai2_spawn a_t03 ai2_passive a_t03 1 playback a_t03 atrium_run sleep 7 ai2_spawn a_t06 sleep 7 ai2_spawn a_s02 sleep 7 ai2_spawn a_s03 sleep 7 ai2_spawn a_red1 ai2_passive a_t03 0 chr_set_health a_t05 900 chr_set_health a_t06 900 chr_set_health a_s02 900 chr_set_health a_s03 900 } #tv72 - at the beginning of the stairs to the 2nd floor func void room4_start(string ai_name) { particle room4 start } ### 2ND FLOOR ### #tv53 - at the end of the stairs to the 2nd floor func void ta_53(string ai_name) { ai2_spawn a_t05 ai2_dopath a_s03 patrol_7043 ai2_setjobstate a_s03 ai2_dopath a_s02 patrol_7030 ai2_setjobstate a_s02 ai2_dopath a_t06 patrol_7034 ai2_setjobstate a_t06 ai2_dopath a_t05 patrol_7042 ai2_setjobstate a_t05 chr_set_health a_t05 40 chr_set_health a_t06 30 chr_set_health a_s02 80 chr_set_health a_s03 80 } ### 1ST FLOOR ### #tv56 - at the end of the gangway from the 2nd floor to the 1st floor func void ta_53b(string ai_name) { chr_set_health a_t05 80 chr_set_health a_t06 60 chr_set_health a_s02 70 chr_set_health a_s03 80 } #tv75 - after the end of the gangway from the 2nd floor to the 1st floor func void room6_start(string ai_name) { particle room6 do start } #tv83 - after the middle of the floor, in front of tv73 func void room4_stop(string ai_name) { particle room4 do stop } #tv73 - after tv83 (func: room3_stop, already used above) ### 3RD FLOOR ### #tv59 - after the end of the gangway from the 2nd floor to the 3rd floor func void room5_stop(string ai_name) { particle room5 stop } #tv81 - in front of tv74 func void room5_start(string ai_name) { particle room5 start } #tv74 - in front of tv func void room6_stop(string ai_name) { particle room6 stop } #tv82 - in front of the beginning of the gangway from the 3rd floor to the 4th floor (func: room4_stop, already used above) ### 4TH FLOOR ### #tv98 - after the end of the gangway from the 3rd floor to the 4th floor func void new_atrium(string ai_name) { ai2_spawn a_s07 ai2_spawn a_s05 ai2_spawn a_v3 } #tv77 - complete room, which contains the console8 (func: check_death); I've disabled it ### 5TH FLOOR ### #tv54 - after the end of the gangway from the 4th floor to the 5th floor func void ta2_54(string ai_name) { ai2_spawn a2_t1 ai2_spawn a2_red1 ai2_spawn LSI ai2_kill LSI sleep 240 corpse_reset music_stop } #tv103 - the complete room, where you get the laser torch func void t103(string ai_name) { trigvolume_enable trigger_volume_103 0 if (chr_has_lsi(0)) { trigvolume_enable trigger_volume_81 1 objective_set 4 silent particle obj1 create target_set 9999 30 } else { sleep 60 trigvolume_enable trigger_volume_103 1 } } #tv80 - small flat box on the roof of the elevator func void ta_62(string ai_name) { trigvolume_enable trigger_volume_81 0 particle obj1 kill ai2_kill fade_out 0 0 0 30 sleep 30 playback 0 ElevatorEndSet fade_in 30 } ########## ### SP3 ### ########## ### GROUND FLOOR ### #tv55 - after the elevator shaft func void tsh_55(string ai_name) { if(save_point ne 3) save_game 3 autosave trigvolume_enable tsh_55t 0 ai2_spawn sh_tank1 ai2_spawn sh_red1 ai2_spawn sh_s3 ai2_spawn sh_s4 ai2_spawn sh_s4b objective_set 5 silent target_set 58 30 env_show 501 0 env_show 502 0 env_show 503 0 env_show 504 0 env_show 601 1 env_show 602 1 sleep 120 ai2_attack sh_s3 char_0 } #tv85 - at the same place as tv55 (func: s3; I've moved the save_game command to tv55, so this tv isn't any longer in use) #console3 func void shin_lock(void) { particle shin_lock_locklight01 do start particle roof_locklight01 do start } #tv104 - on the balustrade, near door 14 func void t102(string ai_name) { ai2_spawn mbo_sniper ai2_spawn mbo_target } #tv76 - staircase, platform between ground floor and 1st floor func void t62(string ai_name) { ai2_spawn sh_s1 ai2_spawn sh_s2 ai2_spawn sh_s6 } ### 1ST FLOOR ### #tv78 - staircase, platform between 1st floor and 2nd floor func void t72(string ai_name) { ai2_spawn sh_com1 ai2_spawn sh_tank2 ai2_spawn sh_s9 } ### 2ND FLOOR ### #tv101 - after door 56 func void t98(string ai_name) { ai2_spawn a_v4 } #tv60 - staircase, platform between 2nd floor and roof, in front of tv100 func void tsh_60(string ai_name) { ai2_spawn sh_s12 ai2_spawn sh_s12b helicopter } func void helicopter(void) { obj_create 901 906 particle EndDust create } #tv100 - after tv60 func void t100(string ai_name) { ai2_spawn roof_tctf1 ai2_spawn sh_s12c } ########## ### SP4 ### ########## #tv63, if you leave the building on the right side func void tr_65(string ai_name) { tr_67 } #tv62, if you leave the building on the left side func void tr_64(string ai_name) { tr_67 } #tv64 - after the window, which is behind the tctf cop func void tr_66(string ai_name) { tr_67 } #tv65 - after the other window on this side func void tr_67(string ai_name) { trigvolume_enable tsh_60t 0 trigvolume_enable tr_64t 0 trigvolume_enable tr_65t 0 trigvolume_enable tr_66t 0 trigvolume_enable tr_67t 0 if(save_point eq 4) helicopter else save_game 4 autosave objective_set 5 silent target_set 1 0 sleep 1 sound_ambient_start c08_heli 1.0 fork helicopter_sound_stop chr_create 1019 start chr_create 1020 start chr_create 1021 start chr_changeteam 1019 Syndicate chr_changeteam 1020 Syndicate chr_changeteam 1021 Syndicate chr_envanim 1019 HeliOutroShinBox01 chr_envanim 1020 HeliOutroStrBox01 chr_envanim 1021 HeliOutroStrBox02 chr_animate 1019 SHINATstand_heli 1000 chr_animate 1020 STRIKEstand_heli 1000 chr_animate 1021 STRIKEcrouch_idle 1000 env_anim 901 906 particle EndDust kill ai2_spawn barabus chr_boss_shield barabus ai2_lookatchar barabus 0 sound_music_start mus_asianb 0 sound_music_volume mus_asianb 2 sleep 600 chr_delete 1019 chr_delete 1020 chr_delete 1021 sleep 600 obj_kill 901 906 sound_ambient_stop c08_heli } func void helicopter_sound_stop(void) { sleep 680 sound_ambient_volume c08_heli 0.0 12 } #tv1 and tv84 - the side after the window, which is behind the tctf cop func void BarabasSouth(string barabas) { sound_ambient_start c11_10_14bar_jet playback barabus BarabasSouth ai2_barabbas_retrievegun barabus sleep 60 chr_envanim barabus BarabasSouthBox norotation chr_animate barabus BARABsouth } #tv4 - the next side, if you go anticlockwise func void BarabasEast(string barabas) { sound_ambient_start c11_10_14bar_jet playback barabus BarabasEast ai2_barabbas_retrievegun barabus sleep 60 chr_envanim barabus BarabasEastBox norotation chr_animate barabus BARABeast } #tv2 - the next side, if you go anticlockwise func void BarabasNorth(string barabas) { sound_ambient_start c11_10_14bar_jet playback barabus BarabasNorth ai2_barabbas_retrievegun barabus sleep 60 chr_envanim barabus BarabasNorthBox norotation chr_animate barabus BARABnorth } #tv3 - the next side, if you go anticlockwise func void BarabasWest(string barabas) { sound_ambient_start c11_10_14bar_jet playback barabus BarabasWest ai2_barabbas_retrievegun barabus sleep 60 chr_envanim barabus BarabasWestBox norotation chr_animate barabus BARABwest } #lose func of barabus func void final(void) { fade_out 0 0 0 30 sleep 30 win } ##################### ### TEXT CONSOLES ### ##################### func void level_8a(void) { text_console level_8a console_reset 17 } func void level_8b(void) { text_console level_8b console_reset 12 } func void level_8c(void) { text_console level_8c console_reset 14 } func void level_8d(void) { text_console level_8d console_reset 16 } func void level_8e(void) { text_console level_8e console_reset 15 } func void level_8f(void) { text_console level_8f console_reset 13 }