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// EF2 Level Script File
// Level                        map6.bsp
// Script by:                   ltiefland
// Geometry by:                 TRon, Argyle, TickNSwisted
// Created on:                  10.12.2004
// Last Updated on:             31.07.2005
// Last Updated by:             TickNSwisted

void door_k_open();
float number_weapons_taken;
void obstacle();
void intro_cin();
void skip_intro_cin();
void setup_world();
void final_cin();
void skip_final_cin();
void levelchange();

void main(); // needed by ALL scripts

void main()
{
        //PLAYER WEAPON LOADOUT
        $player.give( "models/weapons/worldmodel-phaser-STX.tik" ); 
        $player.give( "models/weapons/worldmodel-compressionrifle.tik" ); 
        setup_world();
        thread intro_cin();
}

void setup_world()
{
        $illia_prisoner.ai_off();
        $illia_prisoner.anim( "cin-m8_situp" );
        $illia_prisoner.removeactorweapon ( "CompressionRifle" );
        $illia_transporter.ai_off();
        $illia_transporter.hide();
        $illia_bridge.ai_off();
        $illia_bridge.hide();
        $illia_bridge2.ai_off();
        $illia_bridge2.hide();
        $illia_shuttle.ai_off();
        $illia_shuttle.hide();
        $warbird.forcealpha( 1 );
        $warbird.alpha( 0 );
        $warbird.hide();
        $scan_beam1.hide();
        $scan_beam2.hide();
        $scan_beam3.hide();
        $scan_beam4.hide();
        $scan2_beam1.hide();
        $scan2_beam2.hide();
        $scan2_beam3.hide();
        $scan2_beam4.hide();
        $screen_on.hide();
        $screen_off.show();
        number_weapons_taken = 0;
        $weapon1_steam.hide();
        $weapon2_steam.hide();
        $weapon3_steam.hide();
}

void warbird_cin()
{
        spawn ( "Camera" , "targetname" , "cam2" );
        freezeplayer();
        cinematic();
        //cam_fadein( 1, 0, 0, 0, 1, 0 );
        letterbox ( .1 );
        wait( .05 );
        $cam2.follow( $map6_warbird );
        $cam2.cut();
        wait( .5);
        cuecamera($cam2);
        wait(.5);
        $warbird.playsound( "sound/cloak.wav", 0, 4, 20000 );
        $warbird.fadein( 2, 1 );
        $warbird.show();
        wait(4);
        noncinematic();
        releaseplayer();
        cueplayer ();
        clearletterbox(.1);
}

void intro_cin()
{
        spawn ( "Camera" , "targetname" , "cam1" );
        $illia_shuttle.show();
        $illia_shuttle.anim("cin-m7-end-sydney");
        freezeplayer();
        cinematic();
        //cam_fadein( 1, 0, 0, 0, 1, 0 );
        letterbox ( .1 );
        skipthread("skip_intro_cin");
        wait( .05 );
        $cam1.follow( $map6_planet );
        $cam1.cut();
        wait( .5);
        cuecamera($cam1);
        $shuttle.bind( $shuttle_origin );
        $shuttle_door.bind( $shuttle_origin );
        $shuttle.time(10);
        wait(.1);
        $shuttle_origin.followpath( $shuttle_path, "normalangles" );

        wait(3);
        stuffcmd( "showmenu antioch_system\n" );
        wait(3);
        stuffcmd ( "popmenu 0\n" );
        wait(5);
        $cam1.follow($map6_prisoner);
        $cam1.cut();
        wait(.5);
        cuecamera($cam1);
        $illia_prisoner.playdialog("localization/sound/dialog/map06/illia/uneventful.mp3",1,10000,0);
        waitfordialog($illia_prisoner);
        $illia_prisoner.playdialog("localization/sound/dialog/map06/illia/surprise.mp3",1,10000,0);
        waitfordialog($illia_prisoner);
        $illia_prisoner.playdialog("localization/sound/dialog/map06/illia/notrace.mp3",1,10000,0);
        waitfordialog($illia_prisoner);
        $illia_prisoner.playdialog("localization/sound/dialog/map06/illia/ruins.mp3",1,10000,0);
        waitfordialog($illia_prisoner);
        $illia_prisoner.playdialog("localization/sound/dialog/map06/illia/begin.mp3",1,10000,0);
        waitfordialog($illia_prisoner);
        wait(2);
        $cam1.follow($antioch_cam3);
        $cam1.cut();
        wait(.5);
        cuecamera($cam1);
        $illia_shuttle.DisplayEffect( "TransportOut", "Federation" );
        wait(2);
        thread skip_intro_cin();
}

void skip_intro_cin()
{
        cam_fadeout( .5, 0, 0, 0, 1, 0 );
        killthread ( "intro_cin" );
        wait ( .5 );
        noncinematic();
        releaseplayer();
        cueplayer ();
        clearletterbox(.1);
        cam_fadein( 1, 0, 0, 0, 1, 0 );
}

void final_cin()
{
        spawn ( "Camera" , "targetname" , "cam3" );
        spawn ( "Camera" , "targetname" , "cam4" );
        spawn ( "Camera" , "targetname" , "cam5" );
        freezeplayer();
        cinematic();
        //cam_fadein( 1, 0, 0, 0, 1, 0 );
        letterbox ( .1 );
        skipthread("skip_final_cin");
        $illia_transporter.show();
        wait( .05 );
        $cam3.follow( $map6_transporter );
        $cam3.cut();
        $cam4.follow( $map6_bridge );
        $cam4.cut();
        wait( .5);
        cuecamera($cam3);

        wait(1);
        $illia_transporter.DisplayEffect( "TransportOut", "Federation" );
        wait(2);

        cuecamera($cam4);

        $illia_bridge.DisplayEffect( "TransportIn", "Federation" );
        wait(2);
        $illia_bridge.show();

        $illia_bridge.headWatchTarget( "illia_look_first", 7 );
        wait( 1 );
        $illia_bridge.headWatchTarget( "illia_look_second", 7 );

        wait(2);

        $cam5.follow( $map6_prisoner );
        $illia_bridge.hide();
        $illia_bridge.notsolid();
        $cam5.cut();
        cuecamera($cam5);
        $illia_prisoner.playdialog("localization/sound/dialog/map06/illia/ihadmydoubts.mp3",1,10000,0);
        waitfordialog($illia_prisoner);
        wait(.5);

        $cam4.follow($map7_illia_cam1);
        $cum4.cut();
        wait(.5);
        cuecamera($cam4);
        //wait(5);
        $illia_bridge2.show();
        $illia_bridge2.anim( "cin-m7-end-sydney" );
        $illia_bridge2.playdialog("localization/sound/dialog/map06/illia/proof.mp3",1,10000,0);
        waitfordialog($illia_bridge2);
        wait(3);
        
        thread skip_final_cin();
}

void skip_final_cin()
{
        killthread("final_cin");
        noncinematic();
        releaseplayer();
        cueplayer ();
        clearletterbox(.1);
        levelchange();
}


void transporter_platform()
{
        thread final_cin();
}

void levelchange()
{
        stuffcmd("map map7");
}


void door_k_open()
{

        $scan_beam1.playsound("sound/weapons/romtricorder/tricord_scan.wav");
        $scan_beam1.show();
        $scan2_beam1.show();
        wait(.3);
        $scan_beam1.hide();
        $scan2_beam1.hide();
        $scan_beam2.show();
        $scan2_beam2.show();
        wait(.3);
        $scan_beam2.hide();
        $scan2_beam2.hide();
        $scan_beam3.show();
        $scan2_beam3.show();
        wait(.3);
        $scan_beam3.hide();
        $scan2_beam3.hide();
        $scan_beam4.show();
        $scan2_beam4.show();
        wait(.3);
        $scan_beam4.hide();
        $scan2_beam4.hide();
        wait(.3);
        $scan_beam1.playsound("/sound/identification.wav");

        wait(1.5);

        $door_k_top.time(1.5);
        $door_k_left.time(1.5);
        $door_k_right.time(1.5);
        $door_k_lower.time(1.5);

        $door_k_top.moveUp( 72 );
        $door_k_left.moveWest( 50 );
        $door_k_right.moveEast( 50 );
        $door_k_lower.moveDown( 50 );
        $door_k_lower.playsound( "sound/doors/kling_shipdoor.wav");

        wait(4);
        $weapon1.time(2);
        $weapon2.time(2);
        $weapon3.time(2);

        $weapon1.rotateZup( -100 );
        $weapon1_steam.show();
        $weapon1.playsound( "sound/environment/machine/lift2.wav");
        wait(.5);

        $weapon1_steam.hide();
        $weapon2_steam.show();
        $weapon2.rotateZup( -100 );
        $weapon2.playsound( "sound/environment/machine/lift2.wav");
        wait(.5);

        $weapon2_steam.hide();
        $weapon3_steam.show();
        $weapon3.rotateZup( -100 );
        $weapon3.playsound( "sound/environment/machine/lift2.wav");

        wait(.5);
        $weapon3_steam.hide();
}

void weapon_taken()
{
        number_weapons_taken++;
        if (number_weapons_taken == 3)
        {
                wait(2);
                $transporter_door_left.time(1.5);
                $transporter_door_right.time(1.5);
                $transporter_door_left.moveWest(80);
                $transporter_door_right.moveEast(80);
                $transporter_door_right.playsound( "sound/doors/sfa_regdoor.wav");
        }
}

void transporter_room_entered()
{
        $screen_off.hide();
        $screen_on.show();
        $stevens.playdialog("localization/sound/dialog/map06/stevens/goodday.mp3",1,10000,0);
        waitfordialog($stevens);
        $stevens.playdialog("localization/sound/dialog/map06/stevens/recorded.mp3",1,10000,0);
        waitfordialog($stevens);
        $stevens.playdialog("localization/sound/dialog/map06/stevens/ihope.mp3",1,10000,0);
        waitfordialog($stevens);
        warbird_cin();
        $stevens.playdialog("localization/sound/dialog/map06/stevens/wehave.mp3",1,10000,0);
        waitfordialog($stevens);
        $stevens.playdialog("localization/sound/dialog/map06/stevens/insteadof.mp3",1,10000,0);
        waitfordialog($stevens);
        $stevens.playdialog("localization/sound/dialog/map06/stevens/enterprise.mp3",1,10000,0);
        waitfordialog($stevens);
        //$stevens.playdialog("localization/sound/dialog/map06/stevens/exomorphs.mp3",1,10000,0);
        //waitfordialog($stevens);
        //$stevens.playdialog("localization/sound/dialog/map06/stevens/iamsure.mp3",1,10000,0);
        //waitfordialog($stevens);

        $screen_on.hide();
        $screen_off.show();

        wait(1);
        obstacle();
}

void obstacle()
{
        float move_val = 140;
        float delay_val = .3;

        $screen_off.show();
        $screen_on.hide();

        $obstacle1.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle1.moveDown(move_val);
        $down_obstacle1.moveUp(move_val);
        wait(delay_val);

        $obstacle2.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle2.moveDown(move_val);
        $down_obstacle2.moveUp(move_val);
        wait(delay_val);

        $obstacle3.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle3.moveDown(move_val);
        $down_obstacle3.moveUp(move_val);
        wait(delay_val);

        $obstacle4.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle4.moveDown(move_val);
        $down_obstacle4.moveUp(move_val);
        wait(delay_val);

        $obstacle5.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle5.moveDown(move_val);
        $down_obstacle5.moveUp(move_val);
        wait(delay_val);

        $obstacle6.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle6.moveDown(move_val);
        $down_obstacle6.moveUp(move_val);
        wait(delay_val);

        $obstacle7.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle7.moveDown(move_val);
        $down_obstacle7.moveUp(move_val);
        wait(delay_val);

        $obstacle8.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle8.moveDown(move_val);
        $down_obstacle8.moveUp(move_val);
        wait(delay_val);

        $obstacle9.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle9.moveDown(move_val);
        $down_obstacle9.moveUp(move_val);
        wait(delay_val);

        $obstacle10.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle10.moveDown(move_val);
        $down_obstacle10.moveUp(move_val);
        wait(delay_val);

        $obstacle11.playsound( "sound/environment/machine/mech_move1.wav");
        $obstacle11.moveDown(move_val);
}