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Revision 888 Revision 890
Zeile 2... Zeile 2...
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//
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//
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//  Level:		map8.bsp
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//  Level:		map8.bsp
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//  Script By:	DrBob, ltiefland, TickNSwisted
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//  Script By:	DrBob, ltiefland, TickNSwisted
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//  Geometry By:	TickNSwisted
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//  Geometry By:	TickNSwisted
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//  Created on:	17/04/04
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//  Created on:	17/04/04
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// Last Edited on:  $Date: 2007-06-15 22:28:18 +0200 (Fr, 15 Jun 2007) $
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// Last Edited on:  $Date: 2007-06-20 22:47:49 +0200 (Mi, 20 Jun 2007) $
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// Last Edited by:	$Author: lars $
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// Last Edited by:	$Author: avenger $
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//INCLUDES
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//INCLUDES
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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_playerLoadout.scr"
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	#include "maps/global_scripts/global_playerLoadout.scr"
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	$OuterDoorPart4.time( 5 );
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	$OuterDoorPart4.time( 5 );
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	$OuterDoorPart4.moveUp( 96 );
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	$OuterDoorPart4.moveUp( 96 );
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	$OuterDoorPart5.time( 5 );
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	$OuterDoorPart5.time( 5 );
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	$OuterDoorPart5.moveUp( 126 );
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	$OuterDoorPart5.moveUp( 126 );
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	$OuterDoorPart5.playsound ( "sound/doors/drull_bigdoor_stop_01.wav", 5, 1, 300);
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	$DoorPart1.playsound ( "sound/doors/drull_bigdoor_stop_01.wav", 5, 1, 300);
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    waitfor ( $OuterDoorPart5 );
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    waitfor ( $OuterDoorPart5 );
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	wait ( 5 );
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	wait ( 5 );
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void remove_forcefield()
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void remove_forcefield()
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{
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{
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 if (func_rem_ff_used == 0)	//see if this thread was used previous
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 if (func_rem_ff_used == 0)	//see if this thread was used previous
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  {
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  {
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   $b03_door_02.unlock();	//unlock second door of third building
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   $b03_door_02.unlock();	//unlock second door of third building
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	if(doesEntityExist($forcefield)){
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   $forcefield.remove();	//remove force field in third building
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		$forcefield.remove();	//remove force field in third building
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	}
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	if(doesEntityExist($forcefield_speaker)){
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   $forcefield_speaker.stoploopsound();
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		$forcefield_speaker.stoploopsound();
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   $forcefield_speaker.playsound( "sound/ships/enterprise/ent_forcefield_down.wav", 0, 1 );
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		$forcefield_speaker.playsound("sound/ships/enterprise/ent_forcefield_down.wav",0,1);
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   $forcefield_speaker.remove();//delete the forcefield from the world
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		$forcefield_speaker.remove();//delete the forcefield from the world
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	}
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   func_rem_ff_used = 1;
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   func_rem_ff_used = 1;
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  }
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  }
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 else
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 else
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  {
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  {
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   if (func_rem_ff_used == 1)	//if used prior, just play this sound
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   if (func_rem_ff_used == 1)	//if used prior, just play this sound
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}
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}
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void b02_door_01_relock()
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void b02_door_01_relock()
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{
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{
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 $b02_door_01.lock();
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 $b02_door_01.lock();
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	if(doesEntityExist($b01_door_02)){
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 $b01_door_02.lock();
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	}
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}
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}
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void remove_cave_forcefield()
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void remove_cave_forcefield()
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{//remove cave forcefield and speaker
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{
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	if(doesEntityExist($cave_forcefield)){
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		$cave_forcefield.playsound( "sound/ships/borg/borg_forcefield1_down.wav");	
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	$cave_forcefield.playsound( "sound/ships/borg/borg_forcefield1_down.wav");	 	
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	}
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	if(doesEntityExist($cave_forcefield)){
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	//remove cave forcefield and speaker
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		$cave_forcefield.remove();	 	//remove cave forcefield and speaker
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	$cave_forcefield.remove();	 	//remove cave forcefield and speaker
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		$cave_forcefield_speaker.remove();	//remove cave forcefield and speaker
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	$cave_forcefield_speaker.remove();	//remove cave forcefield and speaker
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	}
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	//fakeplayer();
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	//fakeplayer();
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	////DOOR SETUP////
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	////DOOR SETUP////
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	$b03_door_01.lock();
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	$b03_door_01.lock();
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	$b03_door_02.lock();
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	$b03_door_02.lock();
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	$b02_door_02.unlock();
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	//$b02_door_02.unlock();
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	$b02_door_01.unlock();
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	$b02_door_01.unlock();
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	if(doesEntityExist($b01_door_02)){
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	$b01_door_02.unlock();
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		$b01_door_02.unlock();
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	}
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	//initialize hintes
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	//initialize hintes
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	//Set NPCs sides
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	//Set NPCs sides
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	//Setup NPC animations
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	//Setup NPC animations
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	//Setup NPC facial animation
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	//Setup NPC facial animation
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	if(doesEntityExist($stammheim)){
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	$stammheim.morph( "exp_eyes_heavy" );
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		$stammheim.morph( "exp_eyes_heavy" );
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	$stammheim.morph( "exp_Nervous" );
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		$stammheim.morph( "exp_Nervous" );
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		$stammheim.morph( "exp_Fear" );
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	$stammheim.morph( "exp_Fear" );
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		$stammheim.morph( "exp_Sad" );
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	$stammheim.morph( "exp_Sad" );
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	}
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	//Make NPCs non-pushable
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	//Make NPCs non-pushable