Subversion-Projekte sthq.colony7

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Revision Autor Zeilennr. Zeile
9 lars 1
//Generated by BehavEd
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rem ( "comment" );
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declare ( /*@DECLARE_TYPE*/ STRING, "verfolgung" );
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declare ( /*@DECLARE_TYPE*/ STRING, "proximity" );
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declare ( /*@DECLARE_TYPE*/ STRING, "durchdoor" );
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set ( "verfolgung", "true" );
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set ( "durchdoor", "false" );
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set ( "proximity", "false" );
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affect ( "munrocin", /*@AFFECT_TYPE*/ FLUSH )
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{
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        set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "munro" );
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        affect ( "Munro", /*@AFFECT_TYPE*/ FLUSH )
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        {
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                set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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                set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
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                affect ( "munrocin", /*@AFFECT_TYPE*/ FLUSH )
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                {
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                        camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 0 );
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                        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
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                        set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
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                        set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_WALK" );
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                        set ( "NAVGOAL", "nav0" );
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                        wait ( 500.000 );
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                        camera ( /*@CAMERA_COMMANDS*/ ENABLE );
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                        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "Camera0", ORIGIN)$, 0 );
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                        camera ( /*@CAMERA_COMMANDS*/ FOLLOW, "munro", 0.000, 0 );
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                        camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 1000 );
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                        wait ( 1000.000 );
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                        set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_STAND_AND_SHOOT" );
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                        wait ( 2000.000 );
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                        task ( "footsteps" )
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                        {
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                                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-1_3/Gordon/footsteps.mp3" );
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                        }
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                        dowait ( "footsteps" );
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                        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "Camera5", ORIGIN)$, 500 );
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                        wait ( 1000.000 );
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                        camera ( /*@CAMERA_COMMANDS*/ ZOOM, 40.000, 500 );
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                        task ( "manyfootsteps" )
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                        {
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                                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-1_3/Gordon/manyfootsteps.mp3" );
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                        }
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                        dowait ( "manyfootsteps" );
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                        affect ( "Pelletier", /*@AFFECT_TYPE*/ FLUSH )
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                        {
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                                set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "CameraGroup" );
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                                set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
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                                task ( "runtonav3" )
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                                {
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                                        set ( "BSTATE", "BS_RUN" );
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                                        //(BHVDREM)  set ( "NAVGOAL", "nav3" );
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                                        set ( "NAVGOAL", "combatpoint2" );
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                                }
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                                do ( "runtonav3" );
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                                wait ( 500.000 );
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                                sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/voice/c7-1_3/Marx/run.mp3" );
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                                wait ( 2000.000 );
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                                wait ( "runtonav3" );
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                        }
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                        wait ( 500.000 );
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                        //(BHVDREM)  affect ( "Vorik", /*@AFFECT_TYPE*/ FLUSH )
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                        //(BHVDREM)  {
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                                //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "CameraGroup" );
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                                //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
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                                //(BHVDREM)  task ( "runtonav3" )
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                                //(BHVDREM)  {
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                                        //(BHVDREM)  set ( "BSTATE", "BS_RUN" );
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                                        //(BHVDREM)  set ( "NAVGOAL", "nav3" );
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                                        //(BHVDREM)  set ( "NAVGOAL", "combatpoint1" );
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                                //(BHVDREM)  }
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                                //(BHVDREM)  dowait ( "runtonav3" );
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                                //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" );
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                                //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_COMPRESSION_RIFLE" );
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                                //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_STAND_AND_SHOOT" );
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                                //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_SCAVENGERS" );
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                        //(BHVDREM)  }
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                        wait ( 500.000 );
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                        affect ( "Lang", /*@AFFECT_TYPE*/ FLUSH )
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                        {
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                                set ( /*@SET_TYPES*/ "SET_CAMERA_GROUP", "CameraGroup" );
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                                set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" );
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                                task ( "runtonav3" )
101
                                {
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                                        set ( "BSTATE", "BS_RUN" );
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                                        //(BHVDREM)  set ( "NAVGOAL", "nav3" );
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                                        set ( "NAVGOAL", "console" );
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                                }
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                                dowait ( "runtonav3" );
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                                set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" );
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                                set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "consolelook" );
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                                set ( /*@SET_TYPES*/ "SET_ANGLES", < 0.000 0.000 0.000 > );
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                                task ( "turn" )
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                                {
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                                        set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_FACE" );
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                                }
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                                dowait ( "turn" );
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                        }
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                        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "Camera4", ORIGIN)$, 1000 );
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                        camera ( /*@CAMERA_COMMANDS*/ ZOOM, 95.000, 0 );
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                        wait ( 2000.000 );
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                        run ( "c7-1_3/spawnverfolger" );
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                        camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 );
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                        camera ( /*@CAMERA_COMMANDS*/ FOLLOW, "CameraGroup", 0.000, 0 );
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                        camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "Camera3", ORIGIN)$, 3000 );
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                        task ( "runtonav3" )
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                        {
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                                set ( "BSTATE", "BS_RUN" );
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                                set ( "NAVGOAL", "nav3" );
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                        }
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                        do ( "runtonav3" );
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                        wait ( 2000.000 );
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                        camera ( /*@CAMERA_COMMANDS*/ FOLLOW, "munro", 0.000, 0 );
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                        wait ( 1000.000 );
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                        camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 1000 );
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                        wait ( 1000.000 );
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                        camera ( /*@CAMERA_COMMANDS*/ DISABLE );
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                        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
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                        affect ( "Munro", /*@AFFECT_TYPE*/ FLUSH )
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                        {
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                                set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "munrotarget", ORIGIN)$ );
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                                set ( /*@SET_TYPES*/ "SET_ANGLES", < 0.000 180.000 0.000 > );
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                                //(BHVDREM)  set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "munrotarget", ORIGIN)$ );
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                                set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
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                                set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" );
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                                set ( "verfolgung", "false" );
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                                //(BHVDREM)  run ( "c7-1_3/position" );
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                                loop ( -1 )
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                                {
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                                        wait ( 1000.000 );
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                                        if ( $get( STRING, "proximity")="true"$ )
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                                        {
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                                                wait ( 1000.000 );
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                                                set ( "proximity", "false" );
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                                        }
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                                }
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                        }
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                        use ( "proxact" );
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                        camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 1000 );
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                        wait ( 500.000 );
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                        set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "OBJ_PROTTECH" );
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                        wait ( 500.000 );
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                        affect ( "Lang", /*@AFFECT_TYPE*/ FLUSH )
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                        {
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                                set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" );
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                                set ( /*@SET_TYPES*/ "SET_IGNOREALERTS", /*@BOOL_TYPES*/ "true" );
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                                set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CONSOLE2" );
178
                                set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 37000 );
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                                affect ( "Pelletier", /*@AFFECT_TYPE*/ FLUSH )
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                                {
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                                        set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" );
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                                        set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_COMPRESSION_RIFLE" );
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                                        set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_STAND_AND_SHOOT" );
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                                        set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_SCAVENGERS" );
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                                        wait ( 2000.000 );
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                                        task ( "open" )
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                                        {
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                                                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-1_3/Marx/open.mp3" );
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                                        }
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                                        task ( "cover" )
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                                        {
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                                                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-1_3/Marx/cover.mp3" );
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                                        }
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                                        dowait ( "open" );
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                                        dowait ( "cover" );
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                                        affect ( "Lang", /*@AFFECT_TYPE*/ FLUSH )
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                                        {
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                                                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/voice/c7-1_3/Romanov/already.mp3" );
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                                                wait ( 5000.000 );
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                                                wait ( 10000.000 );
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                                                wait ( 10000.000 );
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                                                use ( "glassdoor" );
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                                                use ( "dooropensound" );
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                                                set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "munro" );
211
                                                wait ( 500.000 );
212
                                                use ( "doormovesound" );
213
                                        }
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215
                                }
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                        }
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                }
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        }
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}