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// EF2 Level Script File
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// EF2 Level Script File
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//
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//
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// Level:		map2.bsp
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// Level:			map2.bsp
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// Script By:		Nemo22, Argyle, LTiefland, DrBob, 7o'nine, Avenger 
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// Script By:		Nemo22, Argyle, LTiefland, DrBob, 7o'nine, Avenger 
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// Geometry By:		Argyle, Alpharaptor, 7o'nine, Cortex
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// Geometry By:		Argyle, Alpharaptor, 7o'nine, Cortex
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// Created on:		Unknown
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// Created on:		Unknown
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// Last Edited on: 	04/02/07
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// Last Edited on: 		$Date: 2007-04-08 23:58:18 +0200 (So, 08 Apr 2007) $
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// Last Edited By: 	LTiefland
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// Last Edited By: 	$Author: lars $
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#include "maps/global_scripts/global_common.scr"
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#include "maps/global_scripts/global_common.scr"
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#include "maps/global_scripts/global_math.scr"
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#include "maps/global_scripts/global_math.scr"
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#include "maps/global_scripts/global_acceleratedMovement.scr"
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#include "maps/global_scripts/global_acceleratedMovement.scr"
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void closed_door_sound_2();
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void closed_door_sound_2();
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void startWalker();
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void startWalker();
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void trans_guy_onUse();
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void trans_guy_onUse();
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void cargoSecretReveal();
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void cargoSecretReveal();
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void stop_gas();
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void stop_gas();
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void skip_lounge();
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void skip_recruit();
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void skip_cell();
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// VARIABLES
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// VARIABLES
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	moya_cin();
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	moya_cin();
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}
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}
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void cell_cin()
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void cell_cin()
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{
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{
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	skipthread("skip_cell");
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//-------------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------------
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//	Illia in a cell.
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//	Illia in a cell.
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//-------------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------------
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	waitfordialog( $illia_prisoner );
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	waitfordialog( $illia_prisoner );
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	$illia_prisoner.playdialog("localization/sound/dialog/map02/Illia/sabotage.mp3",1,10000,0);
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	$illia_prisoner.playdialog("localization/sound/dialog/map02/Illia/sabotage.mp3",1,10000,0);
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	waitfordialog( $illia_prisoner );
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	waitfordialog( $illia_prisoner );
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	wait(1);
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	wait(1);
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	thread skip_cell();
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}
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}
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//--------------------------------------------------
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//--------------------------------------------------
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	$warp_ent_origin.hide();
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	$warp_ent_origin.hide();
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	wait( 4 );
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	wait( 4 );
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	cam_fadeout( 1, 0, 0, 0, 1, 0 );
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	cam_fadeout( 1, 0, 0, 0, 1, 0 );
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	wait(1);
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	wait(1);
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	thread cell_cin();
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}
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}
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void recruit_cin()
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void recruit_cin()
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{
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{
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	skipthread("skip_recruit");
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//-------------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------------
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//	The sequence where you are on the Enterprise and talk to Stevens, who wants to recruit you once again for 31.
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//	The sequence where you are on the Enterprise and talk to Stevens, who wants to recruit you once again for 31.
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	wait(1);
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	wait(1);
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	$illia3.displayEffect( "TransportOut", "FederationNoAnim" );
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	$illia3.displayEffect( "TransportOut", "FederationNoAnim" );
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	wait(2);
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	thread skip_recruit();
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}
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void skip_recruit()
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{
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	wait(2);
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	killthread("recruit_cin");
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	cam_fadeout( 2, 0, 0, 0, 1, 0 );
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	cam_fadeout( 2, 0, 0, 0, 1, 0 );
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	wait(3);
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	wait(3);
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	thread ent_warp();
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}
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void lounge_cin()
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{
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	spawn("camera","targetname","cam1");
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	spawn("camera","targetname","cam2");
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	spawn("camera","targetname","cam3");
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	spawn("camera","targetname","cam4");
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	spawn("camera","targetname","cam5");
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	spawn("camera","targetname","cam6");
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	spawn("camera","targetname","cam7");
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	spawn("camera","targetname","cam8");
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	spawn("camera","targetname","cam9");
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	spawn("camera","targetname","cama");
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	spawn("camera","targetname","camb");
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	spawn("camera","targetname","camc");
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	cam_fadeout( 1, 0, 0, 0, 1, 0 );
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	wait(1);
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}
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	letterbox( .1 );
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	freezeplayer();
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void lounge_cin()
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	$player.hide();
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{
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	cinematic();
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//-------------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------------
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//	Illia and Stevens meet on the atlantic.
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//	Illia and Stevens meet on the atlantic.
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//-------------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------------
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	skipthread("skip_lounge");
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	$cam1.follow( $map2_lounge_cam1 );
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	$cam1.follow( $map2_lounge_cam1 );
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	wait( 1 );
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	wait( 1 );
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	cuecamera( $cam3 );
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	cuecamera( $cam3 );
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	$lounge_stevens.displayEffect( "TransportOut", "FederationNoAnim" );
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	$lounge_stevens.displayEffect( "TransportOut", "FederationNoAnim" );
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	wait( 1 );
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	thread skip_lounge();
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}
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void skip_lounge()
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{
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	wait( 1 );
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	killthread("lounge_cin");
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	cam_fadeout( 2, 0, 0, 0, 1, 0 );
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	cam_fadeout( 2, 0, 0, 0, 1, 0 );
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	wait( 2 );
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	wait( 2 );
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	thread recruit_cin();
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}
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}
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void surprise()
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{
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void surprise()
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{
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	spawn("camera","targetname","cam1");
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	thread lounge_cin();
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	spawn("camera","targetname","cam2");
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	spawn("camera","targetname","cam3");
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	spawn("camera","targetname","cam4");
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	spawn("camera","targetname","cam5");
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	spawn("camera","targetname","cam6");
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	spawn("camera","targetname","cam7");
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	spawn("camera","targetname","cam8");
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	spawn("camera","targetname","cam9");
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	spawn("camera","targetname","cama");
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	spawn("camera","targetname","camb");
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}
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	spawn("camera","targetname","camc");
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void skip_cell()
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	cam_fadeout( 1, 0, 0, 0, 1, 0 );
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	wait(1);
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	letterbox( .1 );
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	freezeplayer();
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	cinematic();
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	lounge_cin();
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	recruit_cin();
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{
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	ent_warp();
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	killthread("cell_cin");
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	cell_cin();
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	cam_fadein( 2, 0, 0, 0, 1, 0 );
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	cam_fadein( 2, 0, 0, 0, 1, 0 );
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	$player.setobjectivecomplete("gettobar", 1);
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	$player.setobjectivecomplete("gettobar", 1);
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	$player.setobjectivecomplete("findbrandy", 1);
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	$player.setobjectiveshow("gettoengineering", 1);
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	$player.setobjectivecomplete("findbrandy", 1);
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	$player.missionobjective(1);
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	$player.setobjectiveshow("gettoengineering", 1);
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	stuffcmd("map map3 \n");
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	$player.missionobjective(1);
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	/*
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	noncinematic();
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	noncinematic();
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	clearletterbox(.1);
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	releaseplayer();
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	clearletterbox(.1);
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	releaseplayer();
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	cueplayer();
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	cueplayer();
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	*/
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	stuffcmd("map map3 \n");
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}
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}