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Revision 824 Revision 840
Zeile 1... Zeile 1...
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// EF2 Level Script File
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// EF2 Level Script File
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// Level			map6.bsp
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// Level			map6.bsp
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// Script by:			ltiefland
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// Script by:			ltiefland, Chrissstrahl
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// Geometry by:			TRon, Argyle, TickNSwisted
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// Geometry by:			TRon, Argyle, TickNSwisted,Chrissstrahl
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// Created on:			10.12.2004
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// Created on:			10.12.2004
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// Last Updated on: 		31.07.2005
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// Last Updated on: 		30.12.2006
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// Last Updated by: 		TickNSwisted
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// Last Updated by: 		Chrissstrahl
Zeile 8... Zeile 8...
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void door_k_open();
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void door_k_open();
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float number_weapons_taken;
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float number_weapons_taken;
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void obstacle();
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void obstacle();
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void intro_cin();
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void intro_cin();
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void skip_intro_cin();
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void skip_intro_cin();
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void setup_world();
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void setup_world();
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void final_cin();
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void final_cin();
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void skip_final_cin();
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void skip_final_cin();
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void levelchange();
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-
 
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void levelchange();
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void doorLocked0();
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void doorLocked1();
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void doorLocked2();
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void doorLocked3();
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void main(); // needed by ALL scripts
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void main(); // needed by ALL scripts
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void main()
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void main()
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{
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{
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	//PLAYER WEAPON LOADOUT
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	//PLAYER WEAPON LOADOUT
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        $player.give( "models/weapons/worldmodel-phaser-STX.tik" ); 
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    $player.give( "models/weapons/worldmodel-phaser-STX.tik" ); 
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        $player.give( "models/weapons/worldmodel-compressionrifle.tik" ); 
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    $player.give( "models/weapons/worldmodel-compressionrifle.tik" ); 
-
 
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	setup_world();
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	thread intro_cin();
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	setup_world();
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	$mistvieh.ai_off();
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	thread intro_cin();
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	$mistvieh.model( "char/alien-type1a-lurker-autopsy.tik" );
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}
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}
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	$warbird.forcealpha( 1 );
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	$warbird.forcealpha( 1 );
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	$warbird.alpha( 0 );
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	$warbird.alpha( 0 );
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	$warbird.hide();
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	$warbird.hide();
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	$scan_beam1.hide();
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	$scan_beam1.hide();
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	$scan_beam2.hide();
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	$scan_beam2.hide();
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	$scan_beam3.hide();
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//	$scan_beam3.hide(); #Does not exist Chrissstrahl@27.12.2006
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	$scan_beam4.hide();
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	$scan_beam4.hide();
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	$scan2_beam1.hide();
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	$scan2_beam1.hide();
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	$scan2_beam2.hide();
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	$scan2_beam2.hide();
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	$scan2_beam3.hide();
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	$scan2_beam3.hide();
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	$scan2_beam4.hide();
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	$scan2_beam4.hide();
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	$screen_off.show();
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	$screen_off.show();
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	number_weapons_taken = 0;
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	number_weapons_taken = 0;
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	$weapon1_steam.hide();
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	$weapon1_steam.hide();
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	$weapon2_steam.hide();
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	$weapon2_steam.hide();
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	$weapon3_steam.hide();
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	$weapon3_steam.hide();
-
 
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}
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}
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void warbird_cin()
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void warbird_cin()
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{
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{
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	$cam1.cut();
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	$cam1.cut();
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	wait( .5);
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	wait( .5);
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	cuecamera($cam1);
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	cuecamera($cam1);
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	$shuttle.bind( $shuttle_origin );
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	$shuttle.bind( $shuttle_origin );
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	$shuttle_door.bind( $shuttle_origin );
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	$shuttle_door.bind( $shuttle_origin );
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	$shuttle.time(10);
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	$shuttle_origin.time(10);
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	wait(.1);
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	wait(.1);
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	$shuttle_origin.followpath( $shuttle_path, "normalangles" );
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	$shuttle_origin.followpath( $shuttle_path, "normalangles" );
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111
 
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	wait(3);
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	wait(3);
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	cam_fadein( 1, 0, 0, 0, 1, 0 );
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	cam_fadein( 1, 0, 0, 0, 1, 0 );
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}
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}
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152
 
147
void final_cin()
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void final_cin()
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{
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	freezeplayer();
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{
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	$player.hide();
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	spawn ( "Camera" , "targetname" , "cam3" );
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	spawn ( "Camera" , "targetname" , "cam3" );
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	spawn ( "Camera" , "targetname" , "cam4" );
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	spawn ( "Camera" , "targetname" , "cam4" );
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	spawn ( "Camera" , "targetname" , "cam5" );
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152
	freezeplayer();
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	spawn ( "Camera" , "targetname" , "cam5" );
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	cinematic();
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	cinematic();
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	//cam_fadein( 1, 0, 0, 0, 1, 0 );
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	//cam_fadein( 1, 0, 0, 0, 1, 0 );
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	letterbox ( .1 );
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	letterbox ( .1 );
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	skipthread("skip_final_cin");
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	skipthread("skip_final_cin");
Zeile 174... Zeile 181...
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	$illia_bridge.show();
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	$illia_bridge.show();
Zeile 175... Zeile 182...
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182
 
176
	$illia_bridge.headWatchTarget( "illia_look_first", 7 );
183
	$illia_bridge.headWatchTarget( "illia_look_first", 7 );
177
	wait( 1 );
184
	wait( 1 );
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	$illia_bridge.headWatchTarget( "illia_look_second", 7 );
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179
 
185
	$illia_bridge.headWatchTarget( "illia_look_second", 7 );
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	wait(2);
186
	wait( 2 );
181
 
187
 
182
	$cam5.follow( $map6_prisoner );
188
	$cam5.follow( $map6_prisoner );
183
	$illia_bridge.hide();
189
	$illia_bridge.hide();
Zeile 187... Zeile 193...
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	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/ihadmydoubts.mp3",1,10000,0);
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	$illia_prisoner.playdialog("localization/sound/dialog/map06/illia/ihadmydoubts.mp3",1,10000,0);
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	waitfordialog($illia_prisoner);
194
	waitfordialog($illia_prisoner);
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	wait(.5);
195
	wait(.5);
Zeile 190... Zeile 196...
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196
 
191
	$cam4.follow($map7_illia_cam1);
197
	$cam4.follow($map7_illia_cam1);
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	$cum4.cut();
198
	$cam4.cut();
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	wait(.5);
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	wait(.5);
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	cuecamera($cam4);
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	cuecamera($cam4);
195
	//wait(5);
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	//wait(5);
196
	$illia_bridge2.show();
202
	$illia_bridge2.show();
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	noncinematic();
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	noncinematic();
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	releaseplayer();
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	releaseplayer();
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	cueplayer ();
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	cueplayer ();
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	clearletterbox(.1);
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	clearletterbox(.1);
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	levelchange();
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	levelchange();
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219
	$karq.ai_on();
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	$karq.attack($player);
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}
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}
Zeile 214... Zeile 222...
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}
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}
Zeile 225... Zeile 233...
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234
 
227
void door_k_open()
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{
235
void door_k_open()
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236
{
230
	$scan_beam1.playsound("sound/weapons/romtricorder/tricord_scan.wav");
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	$scan_beam2.playsound( "sound/weapons/romtricorder/tricord_scan.wav", 1 ,3 ,100 );
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	$scan_beam1.show();
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	$scan_beam1.show();
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	$scan2_beam1.show();
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	$scan2_beam1.show();
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	wait(.3);
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	wait(.3);
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	$scan_beam1.hide();
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	$scan_beam1.hide();
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	$scan2_beam1.hide();
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	$scan2_beam1.hide();
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	$scan_beam2.show();
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	$scan_beam2.show();
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	$scan2_beam2.show();
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	$scan2_beam2.show();
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	wait(.3);
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	wait(.3);
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	$scan_beam2.hide();
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	$scan_beam2.hide();
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	$scan2_beam2.hide();
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	$scan2_beam2.hide();
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	$scan_beam3.show();
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	//$scan_beam3.show();#Does not exist Chrissstrahl@27.12.2006
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	$scan2_beam3.show();
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	$scan2_beam3.show();
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	wait(.3);
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	wait(.3);
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	$scan_beam3.hide();
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	//$scan_beam3.hide();#Does not exist Chrissstrahl@27.12.2006
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	$scan2_beam3.hide();
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	$scan2_beam3.hide();
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	$scan_beam4.show();
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	$scan_beam4.show();
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	$scan2_beam4.show();
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	$scan2_beam4.show();
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	wait(.3);
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	wait(.3);
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	$scan_beam4.hide();
256
	$scan_beam4.hide();
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	$scan2_beam4.hide();
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	wait(.3);
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	$scan_beam1.playsound("/sound/identification.wav");
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	$scan2_beam4.hide();
Zeile 253... Zeile 258...
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	wait(.3);
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	wait(1.5);
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	wait(1.5);
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260
 
Zeile 260... Zeile 265...
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	$door_k_top.moveUp( 72 );
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	$door_k_top.moveUp( 72 );
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	$door_k_left.moveWest( 50 );
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	$door_k_left.moveWest( 50 );
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	$door_k_right.moveEast( 50 );
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	$door_k_right.moveEast( 50 );
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	$door_k_lower.moveDown( 50 );
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	$door_k_lower.moveDown( 50 );
Zeile 265... Zeile 270...
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	$door_k_lower.playsound( "sound/doors/kling_shipdoor.wav");
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	$door_k_top.playsound( "sound/doors/kling_shipdoor.wav", 3 ,7 ,100 );
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	wait(4);
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	wait(4);
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	$weapon1.time(2);
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	$weapon1.time(2);
Zeile 390... Zeile 395...
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	$down_obstacle10.moveUp(move_val);
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	$down_obstacle10.moveUp(move_val);
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	wait(delay_val);
396
	wait(delay_val);
Zeile 392... Zeile 397...
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	$obstacle11.playsound( "sound/environment/machine/mech_move1.wav");
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	$obstacle11.playsound( "sound/environment/machine/mech_move1.wav");
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399
	$obstacle11.moveDown(move_val);
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400
}
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402
void doorLocked0()
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403
{
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404
	$door0.nottriggerable();
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	$door0.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
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406
	waitForSound( "door_locked.wav", 0.2 );
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407
	$door0.triggerable();
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408
}
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409
void doorLocked1()
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410
{
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411
	$door1.nottriggerable();
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412
	$door1.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
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413
	waitForSound( "door_locked.wav", 0.2 );
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414
	$door1.triggerable();
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415
}
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416
void doorLocked2()
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417
{
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418
	$door2.nottriggerable();
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419
	$door2.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
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420
	waitForSound( "door_locked.wav", 0.2 );
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421
	$door2.triggerable();
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422
}
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423
void doorLocked3()
-
 
424
{
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425
	$door3.nottriggerable();
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426
	$door3.playSound( "sound/doors/door_locked.wav", 3, 4, 50 );
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427
	waitForSound( "door_locked.wav", 0.2 );
394
	$obstacle11.moveDown(move_val);
428
	$door3.triggerable();
395
}
429
}