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#include "maps/global_scripts/global_common.scr"#include "maps/global_scripts/global_debugUtils.scr"#include "maps/global_scripts/global_math.scr"#include "maps/global_scripts/global_archetype.scr"#include "maps/m11/m11l1a_dialog.scr"#include "maps/m11/m11_groupSpawn.scr"#include "maps/global_scripts/global_playerLoadout.scr"#include "maps/m11/m11_beamInAmmo.scr"#include "maps/global_scripts/global_tricorderbase.scr"#include "maps/global_scripts/global_tricordermod.scr"void switch_off_ai(){$illia.ai_off();$illia2.ai_off();$death_klingon.ai_off();$klingon1.ai_off();$klingon3.ai_off();$klingon4.ai_off();$klingon5.ai_off();$klingon6.ai_off();}void show_camera(entity camera_to_use, entity camera_path, float duration_to_wait){camera_to_use.follow( camera_path );cuecamera( camera_to_use );wait(.2);cam_fadein( 1, 0, 0, 0, 1, 0 );wait(duration_to_wait);cam_fadeout( 1, 0, 0, 0, 1, 0 );wait(1);}void start_introcin(){cinematic();letterbox(.1);cam_fadeout( .1, 0, 0, 0, 1, 0 );spawn ( "Camera" , "targetname" , "cam1" );spawn ( "Camera" , "targetname" , "cam2" );spawn ( "Camera" , "targetname" , "cam3" );spawn ( "Camera" , "targetname" , "cam4" );spawn ( "Camera" , "targetname" , "cam5" );spawn ( "Camera" , "targetname" , "cam6" );wait ( .05 );cam.load("holo2_gate_cam");cam.load("holo2_illia_cam");cam.load("holo2_illia_cam2");cam.load("holo2_klingon_cam");cam.load("holo2_illia_close_cam");cam.load("holo2_klingon_close_cam");wait ( .5);switch_off_ai();wait(1);// stuffcmd("showmenu we_proudly_present\n");// wait(2);// stuffcmd ( "popmenu 0\n" );// wait(3);stuffcmd("showmenu gbs\n");wait(4);stuffcmd ( "popmenu 0\n" );show_camera($cam1, $holo2_gate_cam, 3);wait(.5);show_camera($cam2, $holo2_illia_cam, 3);wait(.5);show_camera($cam3, $holo2_klingon_cam, 3);wait(.5);show_camera($cam6, $holo2_illia_cam2, 3);wait(.5);show_camera($cam5, $holo2_klingon_close_cam, 3);wait(.5);$world.light_lightstyle( "lightning", "azzazaazzzzz", 0 );$player.playsound( "sound/environment/nature/thunder2.wav", 0, 1.5, 10000 );show_camera($cam4, $holo2_illia_close_cam, 3);wait(.5);//wait(5);}void finish_introcin(){cam_fadein( 1, 0, 0, 0, 1, 0 );noncinematic();cueplayer ();clearletterbox(.1);$illia.hide();$illia.notsolid();$klingon1.ai_on();$klingon3.ai_on();$klingon4.ai_on();$klingon5.ai_on();$klingon6.ai_on();$klingon1.attack($player);$klingon3.attack($player);$klingon4.attack($player);$klingon5.attack($player);$klingon6.attack($player);}void start_holocin(){cinematic();letterbox(.1);cam_fadeout( .1, 0, 0, 0, 1, 0 );/*spawn ( "Camera" , "targetname" , "cam1" );spawn ( "Camera" , "targetname" , "cam2" );spawn ( "Camera" , "targetname" , "cam3" );spawn ( "Camera" , "targetname" , "cam4" );spawn ( "Camera" , "targetname" , "cam5" );spawn ( "Camera" , "targetname" , "cam6" );*/wait ( .05 );cam.load("holo2_moya_cam2");cam.load("holo2_illia2_cam");cam.load("holo2_illia2_cam3");cam.load("holo2_moya_cam");wait ( .5);//switch_off_ai();cam_fadeout( 1, 0, 0, 0, 1, 0 );wait(1);$cam1.follow($holo2_moya_cam2);wait(.1);cuecamera( $cam1 );cam_fadein( 1, 0, 0, 0, 1, 0 );wait(1);$holodeckdoor.open($holodeckdoor);wait(1);$moya2.walkto("holodeck_nav1");$cam2.follow($holo2_illia_cam);wait(.1);cuecamera( $cam2 );}void main(){globalLoadout_AssignWeapons ( "m11l1a_drull_ruins3" );$world.light_intensity( "lightning", 0 );$illia2.notsolid();$illia2.hide();$death_klingon.notsolid();$death_klingon.hide();switch_off_ai();//start_introcin();//finish_introcin();/*FightCorridor shotIllia turns, 'long death' animation of Klingon in the foregroundMoya appears, door is closed.Illia walks toward him, Klingons beam in all around her*/}