(global bool global_dialog_on false) (global bool global_music_on false) (global long global_delay_music (* 30.00 300.00)) (global long global_delay_music_alt (* 30.00 300.00)) (global bool debug false) (global bool player_view_helmet false) (global long crazy_marine_delay (* 30.00 2.00)) (global short continuous_save_counter 0) (global short swamp_a_limiter 10) (global short swamp_a_counter 0) (global short int_a_limiter 10) (global short int_a_counter 0) (global bool control_door_a_wave true) (global bool control_door_b_wave true) (global bool control_door_c_wave true) (global bool control_door_d_wave true) (global bool control_door_e_wave true) (global bool control_door_f_wave true) (global bool control_door_g_wave true) (global bool control_door_h_wave true) (global long control_delay 60) (global short control_limit 4) (global short int_b_limiter 10) (global short int_b_counter 0) (global short swamp_b_player_locator 0) (global long swamp_b_emitter_delay (* 30.00 25.00)) (global long sentinel_migration_delay (* 30.00 10.00)) (global short swamp_b_limiter 0) (global short swamp_b_counter 0) (global short swamp_b_infection_limiter 0) (global bool swamp_b_ledge_a true) (global bool swamp_b_ledge_b true) (global bool swamp_b_ledge_c true) (global bool swamp_b_ledge_d true) (global bool swamp_b_ledge_e true) (global bool swamp_b_ledge_f true) (global bool swamp_b_flood_wave true) (global short swamp_b_ledge_a_counter 0) (global short swamp_b_ledge_b_counter 0) (global short swamp_b_ledge_c_counter 0) (global short swamp_b_ledge_d_counter 0) (global short swamp_b_ledge_e_counter 0) (global short swamp_b_ledge_f_counter 0) (global short swamp_b_flood_counter 0) (global short swamp_b_ledge_a_limit 2) (global short swamp_b_ledge_b_limit 2) (global short swamp_b_ledge_c_limit 2) (global short swamp_b_ledge_d_limit 2) (global short swamp_b_ledge_e_limit 2) (global short swamp_b_ledge_f_limit 2) (global short swamp_b_flood_limiter 3) (global bool test_flee_halln false) (global short tracker_bsp_index 0) (global bool tracker_x50 false) (global bool play_music_c10_01 false) (global bool play_music_c10_01_alt false) (global bool play_music_c10_02 false) (global bool play_music_c10_02_alt false) (global bool play_music_c10_03 false) (global bool play_music_c10_03_alt false) (global bool play_music_c10_04 false) (global bool play_music_c10_04_alt false) (global bool play_music_c10_05 false) (global bool play_music_c10_05_alt false) (global bool play_music_c10_06 false) (global bool play_music_c10_06_alt false) (global bool play_music_c10_07 false) (global bool play_music_c10_07_alt false) (global bool test_play_flash false) (global bool test_ffw_flash false) (script static unit player0 (begin (unit (list_get (players) 0)))) (script static unit player1 (begin (unit (list_get (players) 1)))) (script static short player_count (begin (list_count (players)))) (script static bool cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_totally_unsafe) (sleep_until (not (game_saving)) 1) (not (game_reverted)))) (script static void cinematic_skip_stop (begin (cinematic_skip_stop_internal))) (script static void script_dialog_start (begin (sleep_until (not global_dialog_on)) (set global_dialog_on true) (ai_dialogue_triggers false))) (script static void script_dialog_stop (begin (ai_dialogue_triggers true) (sleep 30) (set global_dialog_on false))) (script static void player_effect_impact (begin (player_effect_set_max_translation 0.05 0.05 0.08) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.40 1.00) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_explosion (begin (player_effect_set_max_translation 0.01 0.01 0.03) (player_effect_set_max_rotation 0.50 0.50 1.00) (player_effect_set_max_rumble 0.50 0.40) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_rumble (begin (player_effect_set_max_translation 0.01 0.00 0.02) (player_effect_set_max_rotation 0.10 0.10 0.20) (player_effect_set_max_rumble 0.50 0.30) (player_effect_start (real_random_range 0.70 0.90) 0.50))) (script static void player_effect_vibration (begin (player_effect_set_max_translation 0.01 0.01 0.01) (player_effect_set_max_rotation 0.01 0.01 0.05) (player_effect_set_max_rumble 0.20 0.50) (player_effect_start (real_random_range 0.70 0.90) 1.00))) (script static void c10_cinematic_placeholder (begin (cinematic_start) (sleep (* 30.00 2.50)) (print insert cinematic here) (sleep (* 30.00 2.50)) (cinematic_stop))) (script static void cinematic_placeholder_endgame (begin (cinematic_start) (sleep (* 30.00 2.50)) (print insert cinematic here) (sleep (* 30.00 2.50)))) (script dormant void dialog_initial_dropoff (begin (print pilot: we're here chief.) (print pilot: the last transmission from the captain's dropship was tracked to this location.) (print pilot: that was over 12 hours ago and since then no one's been able to raise captain keyes or his team.))) (script dormant void dialog_pilot_patroling (begin (print pilot: i'll stay in the area just in case anything happens.) (print pilot: when you find the captain radio and i'll come pick up everyone.))) (script dormant void dialog_pilot_nav_point (begin (print pilot: i'll mark the last known position of the captain's dropship on your motion sensor))) (script dormant void dialog_pilot_good_luck (begin (print pilot: good luck sir.))) (script static void dialog_repeating_message (begin (print [over the radio]... immediate assistance... can't raise him...) (sleep (* 30.00 2.00)) (print [over the radio]... attacked... something out there...) (sleep (* 30.00 2.00)) (print [over the radio]... swamp... not covenant...) (sleep (* 30.00 2.00)) (print [over the radio]... captain keyes... missing...) (sleep (* 30.00 2.00)) (print [over the radio]... forerunner structure in the swamp... heavy covenant presence...) (sleep (* 30.00 2.00)) (print [over the radio]... mayday... this is command dropship cerberus...) (sleep (* 30.00 2.00)) (print [over the radio]... ... ...) (sleep (* 30.00 2.00)))) (script dormant void dialog_marine_a (begin (print marine: stay back! you're one of them! one of those monsters!))) (script dormant void dialog_marine_b (begin (print marine: i said stay back!))) (script dormant void dialog_marine_c (begin (print marine: (angry/scared) aaaaaah!!!!))) (script dormant void dialog_marine_d (begin (print marine: get away!))) (script dormant void dialog_marine_e (begin (print marine: find your own hiding place!))) (script dormant void dialog_marine_f (begin (print marine: i'm smart! i hid, not like the others… dead, worse than dead.) (print marine: those things hauled them off, still breathing… still screaming.))) (script dormant void dialog_marine_g (begin (print marine: (hysterical) aaah!!! aaah!!! aaaaaah!!!))) (script dormant void dialog_marine_h (begin (print marine: just leave me alone!))) (script dormant void dialog_marine_i (begin (print marine: sarge, jenkins, bisenti… all of them! those…things killed them all!))) (script dormant void dialog_marine_j (begin (print marine: i don't want to go!))) (script dormant void dialog_marine_k (begin (print marine: (crying) aaaaaah!!!!))) (script dormant void dialog_marine_l (begin (print marine: no!))) (script dormant void dialog_marine_m (begin (print marine: stay back you. i won't end up like the others. i won't let you take me!))) (script dormant void dialog_pilot_found (begin (print pilot: chief is that you!?! i lost your signal when you disappeared inside the structure.) (print pilot: what's going on down there? i'm tracking movement all over the place!))) (script dormant void dialog_cyborg_extraction (begin (print chief: i need extraction, i'll explain later.))) (script dormant void dialog_pilot_no_can_do (begin (print pilot: i can't sir.) (print pilot: your somewhere under the swamp's canopy and i don't see any way through.))) (script dormant void dialog_pilot_tower (begin (print pilot: there's a tower sticking up out of the fog a few hunder meters from your current location.) (print pilot: if you can climb above the canopy i can pick you up.))) (script dormant void dialog_monitor_greetings (begin (print monitor: greetings! i'm 342 guilty spark.))) (script dormant void dialog_monitor_flood_a (begin (print monitor: it appears that someone has carelessly let loose the flood.))) (script dormant void dialog_monitor_flood_b (begin (print monitor: the flood will try to leave halo if given the chance.) (print monitor: we need to stop them and i'll need your assistance.))) (script dormant void dialog_monitor_leave (begin (print monitor: come with me.))) (script dormant void dialog_pilot_lost_signal (begin (print pilot: chief! i've lost your signal, where'd you go!?! chief! chief!))) (script static void all_kill (begin (object_destroy keyes) (object_destroy johnson) (object_destroy mendoza) (object_destroy bisenti) (object_destroy jenkins) (object_destroy marine_1) (object_destroy marine_2) (object_destroy marine_3) (object_destroy_containing elite_corpse))) (script static void all_create (begin (object_create keyes) (object_create johnson) (object_create mendoza) (object_create bisenti) (object_create jenkins) (object_create marine_1) (object_create marine_2) (object_create marine_3) (object_create_containing elite_corpse) (object_beautify chief true) (object_beautify keyes true) (object_beautify johnson true) (object_beautify mendoza true) (object_beautify bisenti true) (object_beautify jenkins true) (object_beautify marine_1 true) (object_beautify marine_2 true) (object_beautify marine_3 true))) (script stub void emotions (begin (print merging cinema script failed))) (script static void setup (begin (object_create_anew chief) (object_create_anew mendoza_dead) (object_create_anew jenkins_helmet) (object_create_anew shotgun) (object_create_anew lockpick) (object_create_anew_containing blood) (object_create_anew_containing ar_) (object_beautify mendoza_dead true) (object_teleport chief chief_base) (object_teleport mendoza_dead mendoza_base) (objects_attach control_door_a lockpick lockpick lockpick place))) (script static void intro (begin (object_create_anew chief) (object_beautify chief true) (object_pvs_activate chief) (set rasterizer_near_clip_distance 0.01) (objects_attach chief right hand shotgun ) (custom_animation chief cinematics\animations\chief\x50\x50 x50_0710 true) (fade_in 1.00 1.00 1.00 15) (camera_set chief_door_1a 0) (camera_set chief_door_1b 90) (sleep 90) (camera_set chief_listen 0) (sleep 75) (camera_set chief_button_1 0) (sleep 60) (objects_detach chief shotgun) (object_destroy shotgun) (camera_set chief_button_2b 0) (camera_set chief_button_2a 75) (sleep 75) (object_create_anew shotgun) (objects_attach chief right hand shotgun ) (camera_set chief_what_the 0) (camera_set what_the_1b 30) (sleep 60) (camera_set chief_turn_rev_1 0) (camera_set chief_turn_rev_2 60) (sleep 60) (camera_set chief_turn_rev_1 60) (sleep 50) (unit_stop_custom_animation chief) (unit_custom_animation_at_frame chief cinematics\animations\chief\x50\x50 x50_0710 false 350) (sleep 10) (camera_set chief_relax 0) (camera_set chief_relax_1b 60) (sleep 90) (camera_set chief_button_3 0) (camera_set shiny_red_button 60) (sleep (unit_get_custom_animation_time chief)) (custom_animation mendoza_dead cinematics\animations\marines\x50\x50 x50_1010mendoza true) (object_pvs_activate mendoza_dead) (object_destroy chief) (camera_set mendoza_close 0) (device_set_position control_door_a 1.00) (camera_set mendoza_close_1b 45) (sleep 45) (object_create_anew chief) (object_create_anew shotgun) (objects_attach chief right hand shotgun ) (object_beautify chief true) (object_pvs_activate chief) (unit_stop_custom_animation mendoza_dead) (unit_stop_custom_animation chief) (unit_custom_animation_at_frame chief cinematics\animations\chief\x50\x50 x50_1010 false 30) (unit_custom_animation_at_frame mendoza_dead cinematics\animations\marines\x50\x50 x50_1010mendoza false 30) (camera_set mendoza_catch_back 0) (camera_set sack_of_potatoes_1a 60) (sleep (- (unit_get_custom_animation_time chief) 15.00)) (custom_animation chief cinematics\animations\chief\x50\x50 x50_1210 false) (custom_animation mendoza_dead cinematics\animations\marines\x50\x50 x50_1210mendoza false) (camera_set mendoza_swing_1a 0) (camera_set mendoza_swing_1b 60) (sleep (unit_get_custom_animation_time chief)) (unit_custom_animation_at_frame chief cinematics\animations\chief\x50\x50 x50_1310 false 50) (unit_custom_animation_at_frame mendoza_dead cinematics\animations\marines\x50\x50 x50_1310mendoza false 50) (camera_set chief_rush_1 0) (camera_set chief_rush_2 90) (sleep 60) (device_set_position control_door_a 0.00) (sleep (camera_time)) (unit_stop_custom_animation chief) (unit_stop_custom_animation mendoza_dead) (custom_animation chief cinematics\animations\chief\x50\x50 x50_1410 true) (custom_animation mendoza_dead cinematics\animations\marines\x50\x50 x50_1410mendoza true) (camera_set chief_reveal_1 0) (camera_set chief_reveal_2 120) (sleep 150) (camera_set mendoza_drop_1 0) (camera_set mendoza_drop_2 90) (sleep 90) (camera_set duck_walk_1b 0) (camera_set duck_walk_1c 90) (unit_stop_custom_animation chief) (object_destroy chief) (object_create_anew chief_crouch) (object_beautify chief_crouch true) (object_pvs_activate chief_crouch) (object_teleport chief_crouch chief_crouch_base) (recording_play chief_crouch chief_crouch_walk) (sleep (- (recording_time chief_crouch) 15.00)) (object_destroy chief_crouch) (object_create_anew chief) (object_create_anew shotgun) (objects_attach chief right hand shotgun ) (object_beautify chief true) (object_pvs_activate chief) (cinematic_set_near_clip_distance 0.01) (custom_animation chief cinematics\animations\chief\x50\x50 x50_1910 false) (camera_set helmet_close 0) (sleep 70) (objects_detach chief shotgun) (objects_attach chief right hand jenkins_helmet right hand helmet) (sleep (unit_get_custom_animation_time chief)) (custom_animation chief cinematics\animations\chief\x50\x50 x50_2010 true) (sleep 90) (camera_set chip_inspect 0) (sleep 180) (camera_set helmet_closeup 0) (object_create_anew jenkins_chip) (objects_attach chief left hand jenkins_chip chip in hand) (sleep 90) (camera_set chip_rush_2 30) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_convolution 3 2 1.00 10.00 1.00) (fade_out 1.00 1.00 1.00 30) (sleep 15) (effect_new_on_object_marker cinematics\effects\cyborg chip insertion chief left hand) (sleep 15) (objects_detach chief jenkins_helmet) (object_pvs_activate none) (device_set_position control_door_a 0.00) (object_destroy lockpick) (cinematic_screen_effect_stop) (cinematic_set_near_clip_distance 0.06) (sound_class_set_gain vehicle_engine 0.00 0))) (script static void pelican (begin (cinematic_set_title postmortem) (sleep 120) (cinematic_set_title jenkins) (sleep 120) (object_create_anew johnson) (object_create_anew mendoza) (object_create_anew bisenti) (object_create_anew jenkins) (object_create_anew marine_2) (object_create_anew x50_pelican_1) (camera_set_first_person jenkins) (object_pvs_activate jenkins) (recording_play jenkins jenkins_pelican) (object_teleport x50_pelican_1 x50_pelican_1_in) (recording_play x50_pelican_1 x50_pelican_1_in) (unit_enter_vehicle johnson x50_pelican_1 p-riderrb) (unit_enter_vehicle mendoza x50_pelican_1 p-riderlb) (unit_enter_vehicle bisenti x50_pelican_1 p-riderrm) (unit_enter_vehicle jenkins x50_pelican_1 p-riderlm) (unit_enter_vehicle marine_2 x50_pelican_1 p-riderrf) (ai_attach_free johnson characters\captain\captain) (ai_attach_free mendoza characters\captain\captain) (ai_attach_free bisenti characters\captain\captain) (ai_command_list_by_unit johnson look_at_mendoza) (ai_command_list_by_unit mendoza look_at_johnson) (ai_command_list_by_unit bisenti look_at_johnson) (set test_play_flash true) (sleep 90) (sound_looping_start sound\sinomatixx_music\x50_music02 none 0.70) (sound_class_set_gain ambient_machinery 1.00 60) (sound_class_set_gain ambient_nature 1.00 60) (sleep 90) (sound_impulse_start sound\dialog\x50\men01 mendoza 1.00) (print mendoza: hey sarge, why do we always have to listen to this old stuff?) (sleep (- (sound_impulse_time sound\dialog\x50\men01) 60.00)) (print mendoza done) (fade_in 0.00 0.00 0.00 30) (sound_class_set_gain vehicle_engine 0.60 3) (sleep (sound_impulse_time sound\dialog\x50\men01)) (sound_impulse_start sound\dialog\x50\sgt01 johnson 1.00) (print johnson: watch yer mouth, boy! this 'stuff' is your history. it should remind you grunts what we're fighting to protect!) (sleep (sound_impulse_time sound\dialog\x50\sgt01)) (print johnson done) (ai_command_list_by_unit mendoza look_at_jenkins) (sound_impulse_start sound\dialog\x50\men02 mendoza 1.00) (print mendoza: hey, if the covenant want to wipe out this particular part of my history, that's fine by me.) (sleep (- (sound_impulse_time sound\dialog\x50\men02) 15.00)) (print mendoza done) (ai_command_list_by_unit mendoza look_at_bisenti) (ai_command_list_by_unit bisenti look_at_mendoza) (sound_impulse_start sound\dialog\x50\bis01 bisenti 1.00) (print bisenti: yeah. better it than us.) (sleep (sound_impulse_time sound\dialog\x50\bis01)) (print bisenti done) (ai_command_list_by_unit johnson look_at_bisenti) (ai_command_list_by_unit mendoza look_at_johnson) (ai_command_list_by_unit bisenti look_at_johnson) (sound_impulse_start sound\dialog\x50\sgt02 johnson 1.00) (print johnson: you ask 'em real nice next time you see 'em, bisenti. i'm sure they'll be happy to oblige.) (sleep (sound_impulse_time sound\dialog\x50\sgt02)) (print johnson done) (sound_impulse_start sound\dialog\x50\pilot01 none 1.00) (print pilot: lz looks clean. i'm bringing us down.) (sleep (sound_impulse_time sound\dialog\x50\pilot01)) (print pilot done) (sleep 90) (vehicle_hover x50_pelican_1 true) (sound_impulse_start sound\dialog\x50\sgt03 johnson 1.00) (print go, go, go!) (sleep (sound_impulse_time sound\dialog\x50\sgt03)) (print johnson done) (sound_class_set_gain weapon_fire 0.00 0) (sound_class_set_gain projectile_detonation 0.00 0) (sound_class_set_gain projectile_impact 0.00 0) (sound_class_set_gain unit_footsteps 0.00 0) (sound_class_set_gain unit_dialog 0.00 0) (sound_class_set_gain ambient_nature 0.00 0) (sound_class_set_gain ambient_machinery 0.00 0) (sound_class_set_gain vehicle_engine 0.00 0) (sound_looping_stop sound\sinomatixx_music\x50_music02))) (script static void door_setup (begin (object_create johnson) (object_create mendoza) (object_create bisenti) (object_create jenkins) (object_create marine_2) (object_teleport johnson johnson_ent) (object_teleport mendoza mendoza_ent) (object_teleport bisenti bisenti_ent) (object_teleport jenkins jenkins_ent) (object_teleport marine_2 marine_2_ent))) (script static void door (begin (object_create_anew johnson) (object_create_anew mendoza) (object_create_anew bisenti) (object_create_anew jenkins) (object_create_anew marine_2) (object_destroy_containing blood) (object_destroy_containing ar_) (object_destroy_containing x50_rock) (object_teleport johnson johnson_ent) (object_teleport mendoza mendoza_ent) (object_teleport bisenti bisenti_ent) (object_teleport jenkins jenkins_ent) (object_teleport marine_2 marine_2_ent) (camera_set_first_person jenkins) (recording_play johnson johnson_door_run) (recording_play jenkins jenkins_ent_3) (recording_play mendoza mendoza_door_advance) (recording_play bisenti bisenti_door_guard) (recording_play marine_2 marine_2_door_advance) (sleep 80) (fade_in 0.00 0.00 0.00 30) (sound_class_set_gain weapon_fire 1.00 3) (sound_class_set_gain projectile_detonation 1.00 3) (sound_class_set_gain projectile_impact 1.00 3) (sound_class_set_gain unit_footsteps 1.00 3) (sound_class_set_gain unit_dialog 1.00 3) (sound_class_set_gain ambient_nature 1.00 3) (sound_class_set_gain ambient_machinery 1.00 3) (sound_class_set_gain vehicle_engine 1.00 3) (sleep 80) (sound_looping_start sound\sinomatixx_foley\x50_foley2 none 1.00) (sound_impulse_start sound\dialog\x50\sgt04 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x50\sgt04)) (sleep 150) (custom_animation johnson cinematics\animations\marines\x50\x50 x50_3210johnson true) (sound_impulse_start sound\dialog\x50\sgt04b johnson 1.00) (sleep (sound_impulse_time sound\dialog\x50\sgt04b)) (sleep 120) (sound_impulse_start sound\dialog\x50\sgt06 johnson 1.00) (sleep 60) (sleep (sound_impulse_time sound\dialog\x50\sgt06)) (sound_impulse_start sound\dialog\x50\bis02 bisenti 1.00) (sleep (sound_impulse_time sound\dialog\x50\bis02)) (sleep 30) (sound_impulse_start sound\dialog\x50\sgt05 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x50\sgt05)) (sleep 60) (fade_out 0.00 0.00 0.00 15) (sleep 15) (sound_class_set_gain weapon_fire 0.00 0) (sound_class_set_gain projectile_detonation 0.00 0) (sound_class_set_gain projectile_impact 0.00 0) (sound_class_set_gain unit_footsteps 0.00 0) (sound_class_set_gain unit_dialog 0.00 0) (sound_class_set_gain ambient_nature 0.00 0) (sound_class_set_gain ambient_machinery 0.00 0) (sound_class_set_gain vehicle_engine 0.00 0) (recording_kill jenkins) (recording_kill johnson) (recording_kill mendoza) (recording_kill bisenti) (recording_kill marine_1))) (script static void check_setup (begin (object_teleport keyes keyes_check) (object_teleport johnson johnson_check) (object_teleport mendoza mendoza_check) (object_teleport bisenti bisenti_check) (object_teleport jenkins jenkins_check) (object_teleport marine_2 marine_2_check))) (script static void check (begin (object_create_anew keyes) (object_create_anew marine_1) (object_create_anew marine_3) (object_create_anew_containing elite_corpse) (object_create_anew johnson) (object_create_anew mendoza) (object_create_anew bisenti) (object_create_anew jenkins) (object_create_anew marine_2) (object_teleport keyes keyes_check) (object_teleport marine_1 marine_1_check) (object_teleport marine_3 marine_3_check) (object_teleport marine_2 marine_2_check) (object_teleport johnson johnson_check) (object_teleport mendoza mendoza_check) (object_teleport bisenti bisenti_check) (object_teleport jenkins jenkins_check) (recording_play jenkins jenkins_check_3) (camera_set_first_person jenkins) (object_pvs_activate jenkins) (sleep 30) (recording_play marine_1 marine_1_check) (recording_play marine_3 marine_3_check) (sleep 30) (recording_play mendoza mendoza_check) (recording_play johnson johnson_check) (recording_play bisenti bisenti_check) (recording_play marine_2 marine_2_check) (unit_set_seat keyes alert) (recording_play keyes keyes_check_2) (sleep 60) (fade_in 0.00 0.00 0.00 15) (sound_class_set_gain weapon_fire 1.00 3) (sound_class_set_gain projectile_detonation 1.00 3) (sound_class_set_gain projectile_impact 1.00 3) (sound_class_set_gain unit_footsteps 1.00 3) (sound_class_set_gain unit_dialog 1.00 3) (sound_class_set_gain ambient_nature 1.00 3) (sound_class_set_gain ambient_machinery 1.00 3) (sound_class_set_gain vehicle_engine 1.00 3) (sound_impulse_start sound\dialog\x50\men05 mendoza 1.00) (sleep (sound_impulse_time sound\dialog\x50\men05)) (custom_animation mendoza cinematics\animations\marines\x50\x50 x50_3410mendoza true) (sound_impulse_start sound\dialog\x50\men06 mendoza 1.00) (sleep (sound_impulse_time sound\dialog\x50\men06)) (sound_impulse_start sound\dialog\x50\sgt09 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x50\sgt09)) (sound_impulse_start sound\dialog\x50\men07 mendoza 1.00) (sleep (sound_impulse_time sound\dialog\x50\men07)) (sleep 30) (sound_impulse_start sound\dialog\x50\key01 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x50\key01)) (sound_impulse_start sound\dialog\x50\sgt10 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x50\sgt10)) (sound_impulse_start sound\dialog\x50\key02 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x50\key02)) (sound_impulse_start sound\dialog\x50\men08 mendoza 1.00) (sleep (sound_impulse_time sound\dialog\x50\men08)) (sleep 15) (fade_out 0.00 0.00 0.00 15) (sleep 15) (recording_kill jenkins) (recording_kill johnson) (recording_kill mendoza) (recording_kill bisenti) (recording_kill keyes) (recording_kill marine_1) (recording_kill marine_2) (recording_kill marine_3) (sound_class_set_gain weapon_fire 0.00 0) (sound_class_set_gain projectile_detonation 0.00 0) (sound_class_set_gain projectile_impact 0.00 0) (sound_class_set_gain unit_footsteps 0.00 0) (sound_class_set_gain unit_dialog 0.00 0) (sound_class_set_gain ambient_nature 0.00 0) (sound_class_set_gain ambient_machinery 0.00 0) (sound_class_set_gain vehicle_engine 0.00 0))) (script static void lab_setup_1 (begin (object_create control_door_a) (object_teleport keyes keyes_lab) (object_teleport johnson johnson_lab) (object_teleport mendoza mendoza_lab) (object_teleport bisenti bisenti_lab) (object_teleport jenkins jenkins_lab) (object_teleport marine_2 marine_2_lab) (object_teleport marine_1 marine_1_lab_1) (object_teleport marine_3 marine_3_lab_1))) (script static void lab_setup_2 (begin (object_teleport keyes keyes_lab_2) (object_teleport marine_1 marine_1_lab_2) (object_teleport marine_3 marine_3_lab_2) (object_teleport mendoza mendoza_flood) (object_teleport johnson johnson_flood))) (script static void lab_setup_3 (begin (object_teleport bisenti keyes_lab_2) (object_teleport marine_2 marine_1_lab_2))) (script static void lab (begin (sound_class_set_gain unit_dialog 0.00 0) (sound_class_set_gain music 1.00 0) (object_destroy mendoza_dead) (object_destroy chief) (object_destroy jenkins_helmet) (object_destroy shotgun) (object_destroy jenkins_chip) (object_create_anew keyes) (object_create_anew johnson) (object_create_anew mendoza) (object_create_anew bisenti) (object_create_anew jenkins) (object_create_anew marine_2) (object_create_anew infection_1) (object_create_anew control_door_a) (object_teleport keyes keyes_lab) (object_teleport johnson johnson_lab) (object_teleport mendoza mendoza_lab) (object_teleport bisenti bisenti_lab) (object_teleport jenkins jenkins_lab) (object_teleport marine_2 marine_2_lab) (device_set_position control_door_a 0.00) (camera_set_first_person jenkins) (recording_play jenkins jenkins_lab_3) (object_pvs_activate jenkins) (sleep 60) (recording_play bisenti bisenti_lab_in) (recording_play mendoza mendoza_lab_in) (recording_play johnson johnson_lab_in) (recording_play marine_2 marine_2_lab_in) (recording_play marine_1 marine_1_lab_in) (recording_play marine_3 marine_3_lab_in) (sleep 30) (fade_in 0.00 0.00 0.00 30) (sound_class_set_gain weapon_fire 1.00 3) (sound_class_set_gain projectile_detonation 1.00 3) (sound_class_set_gain projectile_impact 1.00 3) (sound_class_set_gain unit_footsteps 1.00 3) (sound_class_set_gain unit_dialog 0.50 1) (sound_class_set_gain ambient_nature 1.00 3) (sound_class_set_gain ambient_machinery 1.00 3) (sound_class_set_gain vehicle_engine 1.00 3) (sound_impulse_start sound\dialog\x50\key03 keyes 1.00) (print keyes: alright then, let's get this door open.) (sleep (sound_impulse_time sound\dialog\x50\key03)) (print done) (sound_impulse_start sound\dialog\x50\men09 mendoza 1.00) (print mendoza: i'll try, sir. but it looks like these covenant tried pretty hard to lock it down.) (sleep (sound_impulse_time sound\dialog\x50\men09)) (print done) (sound_impulse_start sound\dialog\x50\key04 keyes 1.00) (print keyes: just do it, son.) (sleep (sound_impulse_time sound\dialog\x50\key04)) (print done) (custom_animation mendoza cinematics\animations\marines\x50\x50 x50_3310bisenti true) (sound_impulse_start sound\sinomatixx_foley\x50_bisenti control_door_a 1.00) (wake door_open) (sound_impulse_start sound\dialog\x50\men10 mendoza 1.00) (print mendoza: yes, sir.) (sleep (sound_impulse_time sound\dialog\x50\men10)) (print done) (object_create lockpick) (sleep 75) (objects_attach mendoza left hand lockpick left hand lockpick) (sleep 63) (objects_detach mendoza lockpick) (objects_attach control_door_a lockpick lockpick lockpick place) (sleep (unit_get_custom_animation_time mendoza)) (print mendoza done) (sleep 500) (recording_kill mendoza) (recording_kill johnson) (recording_kill marine_3) (recording_kill marine_1) (print sleep done) (object_create_anew marine_1) (object_create_anew marine_3) (object_create_anew keyes_pistol) (object_teleport keyes_pistol keyes_lab_2) (object_teleport marine_1 marine_1_lab_2) (object_teleport marine_3 marine_3_lab_2) (object_teleport mendoza mendoza_flood) (object_teleport johnson johnson_flood) (recording_play keyes_pistol keyes_lab_2) (recording_play mendoza mendoza_lab_2) (recording_play johnson johnson_lab_2) (recording_play marine_3 marine_3_lab_2) (recording_play marine_1 marine_1_lab_2) (sound_impulse_start sound\dialog\x50\men11 mendoza 1.00) (print mendoza: i got a bad feeling about this.) (sleep (sound_impulse_time sound\dialog\x50\men11)) (print done) (sound_impulse_start sound\dialog\x50\sgt11 johnson 1.00) (print johnson: you always got a bad feeling about something, boy.) (sleep (- (sound_impulse_time sound\dialog\x50\sgt11) 30.00)) (print done) (sound_impulse_start sound\dialog\x50\mar101 none 1.00) (custom_animation johnson cinematics\animations\marines\x50\x50 x50_3810johnson true) (print marine 1: sarge? captain? can you hear me?) (sleep (sound_impulse_time sound\dialog\x50\mar101)) (print done) (sound_impulse_start sound\dialog\x50\key05 keyes 1.00) (print keyes: what's going on soldier?) (sleep (- (sound_impulse_time sound\dialog\x50\key05) 30.00)) (print done) (object_teleport bisenti bisenti_flood) (object_teleport marine_2 marine_2_flood) (sound_impulse_start sound\dialog\x50\mar102 none 1.00) (print marine 1: we got contacts! lots of them! but they're not just tearing through us!) (sleep (- (sound_impulse_time sound\dialog\x50\mar102) 30.00)) (print done) (sound_impulse_start sound\dialog\x50\sgt13 johnson 1.00) (print johnson: corporal, do you copy? over? ) (sleep (sound_impulse_time sound\dialog\x50\sgt13)) (print done) (sleep 60) (sound_looping_start sound\sinomatixx_foley\x50_foley3 none 1.00) (sound_impulse_start sound\dialog\x50\sgt14 johnson 1.00) (print johnson: mendoza, get your ass up to 2nd squad's position, and find out what the hell is going on.) (sleep (- (sound_impulse_time sound\dialog\x50\sgt14) 30.00)) (print done) (sound_impulse_start sound\dialog\x50\men12 mendoza 1.00) (print mendoza: but, sir--) (sleep (- (sound_impulse_time sound\dialog\x50\men12) 15.00)) (print done) (sound_impulse_start sound\dialog\x50\sgt15 johnson 1.00) (print johnson: i don't have time for your lip, soldier. i gave you an order!) (sleep (- (sound_impulse_time sound\dialog\x50\sgt15) 30.00)) (print done) (sound_impulse_start sound\dialog\x50\men13 mendoza 1.00) (print mendoza: but, sarge, listen!) (sleep (sound_impulse_time sound\dialog\x50\men13)) (print done) (sleep 30) (sound_impulse_start sound\dialog\x50\key06 keyes 1.00) (print keyes: what is that?) (sleep (sound_impulse_time sound\dialog\x50\key06)) (print done) (wake control_infection) (sound_impulse_start sound\dialog\x50\sgt16 johnson 1.00) (print johnson: where's that coming from, mendoza?) (sleep (- (sound_impulse_time sound\dialog\x50\sgt16) 30.00)) (print done) (sound_impulse_start sound\dialog\x50\men14 mendoza 1.00) (print mendoza: everywhere! i don't--) (sleep (sound_impulse_time sound\dialog\x50\men14)) (print done) (device_set_position control_door_bashed_f 1.00) (sound_impulse_start sound\dialog\x50\men15 mendoza 1.00) (print mendoza: there! mira!) (sleep (sound_impulse_time sound\dialog\x50\men15)) (print done) (custom_animation mendoza characters\marine\marine stand rifle warn%1 true) (sleep 30) (custom_animation infection_1 cinematics\animations\flood_infection\x50\x50 x50_4110flood true) (custom_animation marine_2 cinematics\animations\marines\x50_normal\x50_normal x50_4110mar2 true) (sleep 60) (sound_impulse_start sound\dialog\x50\mar201 marine_2 1.00) (print marine 2: gaah!) (sleep 40) (custom_animation bisenti cinematics\animations\marines\x50\x50 x50_4110bisenti true) (sound_impulse_start sound\dialog\x50\mar202 marine_2 1.00) (print marine 2: get it out! get-it-out!) (sleep (- (sound_impulse_time sound\dialog\x50\mar202) 60.00)) (print done) (sound_impulse_start sound\dialog\x50\bis04 bisenti 1.00) (print bisenti: hold still! hold still!) (sleep (sound_impulse_time sound\dialog\x50\bis04)) (sound_impulse_start sound\dialog\x50\sgt17 johnson 1.00) (print johnson: let 'em have it!) (sleep 30) (sound_impulse_start sound\dialog\x50\bis06 bisenti 1.00) (print bisenti: aaargh!) (sleep (- (sound_impulse_time sound\dialog\x50\bis06) 30.00)) (sleep (unit_get_custom_animation_time bisenti)) (sound_impulse_start sound\dialog\x50\key07 keyes 1.00) (print keyes: sargeant, we're surrounded!) (sleep (- (sound_impulse_time sound\dialog\x50\key07) 30.00)) (sound_impulse_start sound\dialog\x50\sgt18 johnson 1.00) (print johnson: god damn it, jenkins! fire your weapon!) (sleep (sound_impulse_time sound\dialog\x50\sgt18)) (sound_impulse_start sound\dialog\x50\men16 mendoza 1.00) (print mendoza: there are too many of 'em!) (sleep (- (sound_impulse_time sound\dialog\x50\men16) 30.00)) (sound_impulse_start sound\dialog\x50\sgt19 johnson 1.00) (print johnson: don't even think about it, marine!) (sleep (sound_impulse_time sound\dialog\x50\sgt19)) (sleep 60) (object_cannot_take_damage jenkins) (object_cannot_take_damage johnson) (object_cannot_take_damage keyes_pistol) lab (custom_animation mendoza cinematics\animations\marines\x50\x50 x50_4110mendoza false) (sleep 30) (sound_impulse_start sound\dialog\x50\men17 mendoza 1.00) (print mendoza: aw, this is loco!) (sleep (sound_impulse_time sound\dialog\x50\men17)) (wake the_horror) (sound_impulse_start sound\dialog\x50\key08 keyes 1.00) (print keyes: get back here, marine! that's an order!) (sleep (unit_get_custom_animation_time mendoza)) (object_destroy mendoza) (sleep (- (sound_impulse_time sound\dialog\x50\key08) 15.00)) (sound_impulse_start sound\dialog\x50\sgt20 johnson 1.00) (print johnson: jenkins!) (sleep (sound_impulse_time sound\dialog\x50\sgt20)) (sleep 30) (fade_out 0.00 0.00 0.00 0) (print jenkins dead) (ai_erase infection) (object_destroy lockpick) (object_destroy infection_jenkins) (object_destroy mendoza_dead) (object_destroy chief) (object_destroy jenkins_helmet) (object_destroy shotgun) (object_destroy jenkins_chip) (object_destroy keyes) (object_destroy marine_1) (object_destroy marine_3) (object_destroy johnson) (object_destroy mendoza) (object_destroy bisenti) (object_destroy jenkins) (object_destroy marine_2) (object_destroy infection_1) (object_destroy_containing jenkins_infection) (cinematic_screen_effect_stop) (sound_class_set_gain unit_dialog 0.00 0) (sound_class_set_gain weapon_fire 0.00 0) (sound_class_set_gain projectile_detonation 0.00 0) (sound_class_set_gain projectile_impact 0.00 0) (sound_class_set_gain unit_footsteps 0.00 0) (sound_class_set_gain ambient_nature 0.00 0) (sound_class_set_gain ambient_machinery 0.00 0))) (script static void flood (begin (custom_animation infection_1 cinematics\animations\flood_infection\x50\x50 x50_4110flood true) (custom_animation marine_2 cinematics\animations\marines\x50_normal\x50_normal x50_4110mar2 true) (custom_animation bisenti cinematics\animations\marines\x50\x50 x50_4110bisenti true) (sleep 100) (object_teleport bisenti bisenti_flood))) (script static void mendoza_unlock (begin (custom_animation mendoza cinematics\animations\marines\x50\x50 x50_3310bisenti true))) (script static void mendoza_flee (begin (custom_animation mendoza cinematics\animations\marines\x50\x50 x50_4110mendoza true) (custom_animation keyes cinematics\animations\marines\x50\x50 x50_4110captain true))) (script static void final (begin (sound_looping_start sound\sinomatixx_music\x50_music03 none 1.00) (cinematic_set_near_clip_distance 0.01) (object_create_anew chief) (object_create_anew jenkins_chip) (object_create_anew shotgun) (objects_attach chief right hand shotgun ) (object_beautify chief true) (object_pvs_activate chief) (object_teleport chief player0_playon_base) (objects_attach chief left hand jenkins_chip chip in hand) (camera_set chief_final_1a 0) (camera_set chief_final_1b 60) (sound_impulse_start sound\sinomatixx_foley\x50_throw_chip none 1.00) (custom_animation chief cinematics\animations\chief\x50\x50 x50_4710 true) (fade_in 1.00 1.00 1.00 15) (sound_class_set_gain weapon_fire 1.00 3) (sound_class_set_gain projectile_detonation 1.00 3) (sound_class_set_gain projectile_impact 1.00 3) (sound_class_set_gain unit_footsteps 1.00 3) (sound_class_set_gain unit_dialog 1.00 3) (sound_class_set_gain ambient_nature 1.00 3) (sound_class_set_gain ambient_machinery 1.00 3) (sound_class_set_gain vehicle_engine 1.00 3) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_convolution 3 2 10.00 0.25 1.00) (sleep 150) (objects_detach chief jenkins_chip) (object_destroy jenkins_chip) (camera_set final_2a 0) (camera_set final_2b 120) (sleep (- (unit_get_custom_animation_time chief) 15.00)) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_destroy chief) (object_destroy shotgun) (object_destroy mendoza_dead) (cinematic_set_near_clip_distance 0.06))) (script static void x50 (begin (fade_out 1.00 1.00 1.00 30) (sound_looping_start sound\sinomatixx_foley\x50_foley1 none 1.00) (sleep 20) (sound_looping_start sound\sinomatixx_music\x50_music01 none 1.00) (sound_class_set_gain ambient 0.50 0) (sleep 30) (switch_bsp 2) (object_teleport x50 player0_int_base) (object_teleport x50 player1_int_base) (unit_suspended x50 true) (unit_suspended x50 true) (camera_control true) (cinematic_start) x50 x50 (fade_out 0.00 0.00 0.00 0) (switch_bsp 0) (object_teleport x50 player0_ext_base) (object_teleport x50 player1_ext_base) (cinematic_screen_effect_stop) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_video 2 2.00) (set weather false) (sound_class_set_gain device_door 0.00 0) x50 (fade_out 0.00 0.00 0.00 0) (set test_play_flash false) (set test_ffw_flash true) (sound_impulse_start sound\sinomatixx_foley\x50_ffw_play none 1.00) (sleep 120) (set test_ffw_flash false) (set test_play_flash true) (sleep 30) (set weather true) (sound_class_set_gain device_door 1.00 0) x50 (switch_bsp 2) (object_teleport x50 player0_int_base) (object_teleport x50 player1_int_base) (set test_play_flash false) (set test_ffw_flash true) (sound_impulse_start sound\sinomatixx_foley\x50_ffw_play none 1.00) (sleep 120) (set test_ffw_flash false) (set test_play_flash true) (sleep 30) (cinematic_screen_effect_stop) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_video 1 2.00) x50 (fade_out 0.00 0.00 0.00 0) (set test_play_flash false) (set test_ffw_flash true) (sound_impulse_start sound\sinomatixx_foley\x50_ffw_play none 1.00) (sleep 120) (set test_ffw_flash false) (set test_play_flash true) (sleep 30) (cinematic_screen_effect_stop) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_video 1 2.00) x50 (device_set_position control_door_a 0.00) (set test_play_flash false) (sleep 30) (cinematic_set_title halt) (cinematic_set_title incapacitation_red) (sleep 150) (cinematic_set_title terminated) (sleep 90) (cinematic_screen_effect_stop) (cinematic_show_letterbox true) x50 (unit_suspended x50 false) (unit_suspended x50 false) (object_destroy chief) (object_destroy keyes_pistol) (object_destroy keyes) (object_destroy johnson) (object_destroy mendoza) (object_destroy mendoza_dead) (object_destroy jenkins) (object_destroy bisenti) (object_destroy marine_1) (object_destroy marine_2) (object_destroy marine_3) (object_create_anew_containing blood) (object_create_anew_containing ar_) (object_pvs_activate none) (sleep 30) (camera_control false))) (script static void destroy_door_a (begin (object_destroy control_door_a))) (script static void cutscene_extraction (begin (wake extraction_music) (fade_out 1.00 1.00 1.00 15) (camera_control true) (cinematic_start) (switch_bsp 5) (object_teleport cutscene_extraction player0_extract_base) (object_teleport cutscene_extraction player1_extract_base) (unit_suspended cutscene_extraction true) (unit_suspended cutscene_extraction true) (sleep 15) (object_create_anew chief_extraction) (object_create_anew monitor_cine) (object_create_anew rifle) (object_beautify chief true) (object_pvs_activate monitor_cine) (object_set_scale chief 0.10 0) (objects_attach chief_extraction right hand rifle ) (object_teleport monitor_cine monitor_teleport_base) (camera_set chief_teleport_1a 0) (camera_set chief_teleport_1b 60) (fade_in 1.00 1.00 1.00 15) (object_create_anew chief_teleport_short) (device_set_position chief_teleport_short 1.00) (sleep 15) (object_teleport chief_extraction chief_teleport_base) (object_set_scale chief 1.00 15) (ai_attach_free monitor_cine characters\monitor\monitor) (ai_command_list_by_unit monitor_cine look_at_chief) (custom_animation chief_extraction cinematics\animations\chief\level_specific\c10\c10 c10seemonitor false) (sleep 90) (camera_set monitor_close_1a 0) (camera_set monitor_close_1b 180) (sound_impulse_start sound\dialog\c10\c10_extract_010_monitor monitor_cine 1.00) (print monitor: greetings. i am the monitor of installation zero four. i am 342 guilty spark.) (sleep (- (sound_impulse_time sound\dialog\c10\c10_extract_010_monitor) 30.00)) (object_teleport chief_extraction chief_stand_base) (custom_animation chief_extraction cinematics\animations\chief\level_specific\c10\c10 c10inspectmonitor false) (sleep (sound_impulse_time sound\dialog\c10\c10_extract_010_monitor)) (camera_set chief_rev_1a 0) (camera_set chief_rev_1b 200) (sleep 30) (sound_impulse_start sound\dialog\c10\c10_extract_020_monitor monitor_cine 1.00) (print monitor: unfortunate. someone has released the flood. it will be necessary for us to activate the installation's containment measures. please come with me.) (sleep (sound_impulse_time sound\dialog\c10\c10_extract_020_monitor)) (sleep 30) (camera_set nature_of_flood_1a 0) (camera_set nature_of_flood_1b 180) (sound_impulse_start sound\dialog\c10\c10_extract_030_monitor monitor_cine 1.00) (print monitor: it is the nature of the flood to spread. my function is to prevent it from leaving this installation, but i require your assistance.) (sleep (sound_impulse_time sound\dialog\c10\c10_extract_030_monitor)) (sound_impulse_start sound\dialog\c10\c10_extract_040_monitor monitor_cine 1.00) (print monitor: come. this way.) (sleep (sound_impulse_time sound\dialog\c10\c10_extract_040_monitor)) (camera_set two_shot_1a 0) (camera_set two_shot_1b 60) (unit_stop_custom_animation chief) (object_create_anew chief_teleport) (device_set_position chief_teleport 1.00) (sleep 30) (object_set_scale chief_extraction 0.10 15) (object_set_scale rifle 0.10 15) (sleep 15) (object_destroy chief_extraction) (object_destroy rifle) (sleep (camera_time)) (object_create_anew monitor_teleport) (device_set_position monitor_teleport 1.00) (object_set_scale monitor_cine 0.10 15) (camera_set dead_air_1a 0) (camera_set dead_air_1b 300) (sleep 15) (object_destroy chief_extraction) (object_destroy monitor_cine) (sleep 60) (sound_impulse_start sound\dialog\c10\c10_extract_050_pilot none 1.00) (print pilot: [radio] chief! i've lost your signal, where'd you go!?! chief! chief!) (sleep 185) (fade_out 0.00 0.00 0.00 30) (sleep 45))) (script continuous void flicker_bridge (begin (sleep_until (= (structure_bsp_index) 3) 1) (device_set_position bridge_c 0.00) (sleep (random_range 15 75)) (device_set_position bridge_c (real_random_range 0.50 1.00)) (sleep (random_range 15 75)))) (script continuous void bsp_biped_recycler (begin (sleep_until (!= (structure_bsp_index) tracker_bsp_index) 1) (if tracker_x50 (begin (sleep 1)) (if (= (structure_bsp_index) 0) (begin (begin (if (!= tracker_bsp_index 1) (ai_erase_all)) (garbage_collect_now) (object_destroy_containing biped) (object_create_anew_containing bsp0_biped) (object_destroy_containing device) (object_create_anew_containing bsp0_device) (set tracker_bsp_index 0))) (if (= (structure_bsp_index) 1) (begin (begin (garbage_collect_now) (object_destroy_containing biped) (object_create_anew_containing bsp1_biped) (object_destroy_containing device) (object_create_anew_containing bsp1_device) (set tracker_bsp_index 1))) (if (= (structure_bsp_index) 2) (begin (begin (if (!= tracker_bsp_index 1) (ai_erase_all)) (garbage_collect_now) (object_destroy_containing biped) (object_create_anew_containing bsp2_biped) (object_destroy_containing device) (object_create_anew_containing bsp2_device) (set tracker_bsp_index 2))) (if (= (structure_bsp_index) 3) (begin (begin (if (!= tracker_bsp_index 4) (ai_erase_all)) (garbage_collect_now) (object_destroy_containing biped) (object_create_anew_containing bsp3_biped) (object_destroy_containing device) (object_create_anew_containing bsp3_device) (set tracker_bsp_index 3))) (if (= (structure_bsp_index) 4) (begin (begin (if (!= tracker_bsp_index 3) (ai_erase_all)) (garbage_collect_now) (object_destroy_containing biped) (object_create_anew_containing bsp4_biped) (object_destroy_containing device) (object_create_anew_containing bsp4_device) (set tracker_bsp_index 4))) (if (= (structure_bsp_index) 5) (begin (begin (ai_erase_all) (garbage_collect_now) (object_destroy_containing biped) (object_create_anew_containing bsp5_biped) (object_destroy_containing device) (object_create_anew_containing bsp5_device) (set tracker_bsp_index 5))) (if true (begin (object_destroy_containing biped)))))))))) (sleep 15))) (script startup void music_c10_01 (begin (sleep_until play_music_c10_01) (print levels\c10\music\c10_01) (sound_looping_start levels\c10\music\c10_01 none 1.00) (sleep_until (or (not play_music_c10_01) play_music_c10_01_alt) 1 (/ global_delay_music 2.00)) (if play_music_c10_01_alt (sound_looping_set_alternate levels\c10\music\c10_01 true)) (sleep_until (not play_music_c10_01) 1 (/ global_delay_music 2.00)) (sound_looping_stop levels\c10\music\c10_01))) (script startup void music_c10_02 (begin (sleep_until play_music_c10_02) (print levels\c10\music\c10_02) (sound_looping_start levels\c10\music\c10_02 none 1.00) (sleep_until (or (not play_music_c10_02) play_music_c10_02_alt) 1 (/ global_delay_music 2.00)) (if play_music_c10_02_alt (sound_looping_set_alternate levels\c10\music\c10_02 true)) (sleep_until (not play_music_c10_02) 1 (/ global_delay_music 2.00)) (sound_looping_stop levels\c10\music\c10_02))) (script startup void music_c10_03 (begin (sleep_until play_music_c10_03) (print levels\c10\music\c10_03) (sound_looping_start levels\c10\music\c10_03 none 1.00) (sleep_until (or (not play_music_c10_03) play_music_c10_03_alt) 1 (/ global_delay_music 2.00)) (if play_music_c10_03_alt (sound_looping_set_alternate levels\c10\music\c10_03 true)) (sleep_until (not play_music_c10_03) 1 (/ global_delay_music 2.00)) (sound_looping_stop levels\c10\music\c10_03))) (script startup void music_c10_04 (begin (sleep_until play_music_c10_04) (print levels\c10\music\c10_04) (sound_looping_start levels\c10\music\c10_04 none 1.00) (sleep_until (or (not play_music_c10_04) play_music_c10_04_alt) 1 (/ global_delay_music 2.00)) (if play_music_c10_04_alt (sound_looping_set_alternate levels\c10\music\c10_04 true)) (sleep_until (not play_music_c10_04) 1 (/ global_delay_music 2.00)) (sound_looping_stop levels\c10\music\c10_04))) (script startup void music_c10_05 (begin (sleep_until play_music_c10_05) (print levels\c10\music\c10_05) (sound_looping_start levels\c10\music\c10_05 none 1.00) (sleep_until (or (not play_music_c10_05) play_music_c10_05_alt) 1 (/ global_delay_music 2.00)) (if play_music_c10_05_alt (sound_looping_set_alternate levels\c10\music\c10_05 true)) (sleep_until (not play_music_c10_05) 1 (/ global_delay_music 2.00)) (sound_looping_stop levels\c10\music\c10_05))) (script startup void music_c10_06 (begin (sleep_until play_music_c10_06) (print levels\c10\music\c10_06) (sound_looping_start levels\c10\music\c10_06 none 1.00) (sleep_until (or (not play_music_c10_06) play_music_c10_06_alt) 1 (/ global_delay_music 2.00)) (if play_music_c10_06_alt (sound_looping_set_alternate levels\c10\music\c10_06 true)) (sleep_until (not play_music_c10_06) 1 (/ global_delay_music 2.00)) (sound_looping_stop levels\c10\music\c10_06))) (script startup void music_c10_07 (begin (sleep_until play_music_c10_07) (print levels\c10\music\c10_07) (sound_looping_start levels\c10\music\c10_07 none 1.00) (sleep_until (or (not play_music_c10_07) play_music_c10_07_alt) 1 (/ global_delay_music 2.00)) (if play_music_c10_07_alt (sound_looping_set_alternate levels\c10\music\c10_07 true)) (sleep_until (not play_music_c10_07) 1 (/ global_delay_music 2.00)) (sound_looping_stop levels\c10\music\c10_07))) (script dormant void obj_find (begin (show_hud_help_text true) (hud_set_help_text obj_find) (hud_set_objective_text obj_find) (sleep 150) (show_hud_help_text false) (game_save_no_timeout))) (script dormant void obj_escape (begin (show_hud_help_text true) (hud_set_help_text obj_escape) (hud_set_objective_text obj_escape) (sleep 150) (show_hud_help_text false) (game_save_no_timeout))) (script dormant void obj_tower (begin (show_hud_help_text true) (hud_set_help_text obj_tower) (hud_set_objective_text obj_tower) (sleep 150) (show_hud_help_text false) (game_save_no_timeout))) (script dormant void chapter_lost (begin (sleep_until (game_safe_to_save)) (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_lost) (sleep 150) (cinematic_show_letterbox false) (show_hud true) (game_save_no_timeout))) (script dormant void chapter_flood (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_flood) (sleep 150) (cinematic_stop) (show_hud true) (game_save_no_timeout))) (script dormant void chapter_friends (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_friends))) (script static void clean (begin (ai_erase_all) (ai_reconnect) (garbage_collect_now))) (script dormant void insertion (begin (fade_out 0.00 0.00 0.00 0) (cinematic_start) (show_hud false) (camera_control true) (object_destroy insertion_pelican) (object_create insertion_pelican) (object_teleport insertion_pelican insertion_flag) (sleep 1) (unit_enter_vehicle insertion insertion_pelican p-riderlf) (unit_enter_vehicle insertion insertion_pelican p-riderrf) (unit_set_enterable_by_player insertion_pelican false) (objects_predict insertion_pelican) (ai_place swamp_a_covenant/grunts_insertion) (ai_place swamp_a_covenant/jackals_insertion) (objects_predict (ai_actors swamp_a_covenant)) (ai_disregard (players) true) (camera_set insertion_1 0) (sleep 5) (recording_play_and_hover insertion_pelican insertion_pelican_in) (sound_looping_start sound\sinomatixx_music\c10_insertion_music none 1.00) (fade_in 0.00 0.00 0.00 60) (camera_set insertion_2 400) (sleep 200) (camera_set insertion_3 400) (sleep 200) (cinematic_set_title chapter_lost) (sleep 60) (ai_conversation insertion) (sleep 150) (fade_out 1.00 1.00 1.00 15) (sleep 15) (camera_control false) (ai_erase swamp_a_marines) (ai_erase swamp_a_covenant) (sleep 15) (fade_in 1.00 1.00 1.00 15) (sleep 15) (cinematic_stop) (show_hud true) (sleep (recording_time insertion_pelican)) (unit_exit_vehicle insertion) (unit_exit_vehicle insertion) (ai_disregard (players) false) (game_save_totally_unsafe) (sleep_until (> (ai_conversation_status insertion) 4) 12 (* 30.00 12.00)) (sleep 30) (object_create pelican_radio) (vehicle_hover insertion_pelican false) (recording_play_and_delete insertion_pelican insertion_pelican_out))) (script continuous void swamp_b_save (begin (sleep_until (volume_test_objects swamp_b_trigger_b (players))) (game_save))) (script dormant void inc_log (begin (sleep_until (volume_test_objects inc_log (players))) (ai_place inc_swamp/log_incident) (unit_impervious (ai_actors inc_swamp/log_incident) true) (object_cannot_take_damage (ai_actors inc_swamp/log_incident)))) (script dormant void inc7 (begin (sleep_until (volume_test_objects inc5 (players))) (ai_place inc_swamp/inc7) (unit_impervious (ai_actors inc_swamp/inc7) true) (object_cannot_take_damage (ai_actors inc_swamp/inc7)))) (script dormant void inc6 (begin (sleep_until (volume_test_objects inc6 (players))) (ai_place inc_swamp/inc6) (unit_impervious (ai_actors inc_swamp/inc6) true) (object_cannot_take_damage (ai_actors inc_swamp/inc6)))) (script dormant void inc5 (begin (sleep_until (or (volume_test_objects inc5 (players)) (volume_test_objects inc5b (players)))) (ai_place inc_swamp/inc5) (unit_impervious (ai_actors inc_swamp/inc5) true) (object_cannot_take_damage (ai_actors inc_swamp/inc5)))) (script dormant void inc4 (begin (sleep_until (volume_test_objects inc4 (players))) (ai_place inc_swamp/inc4) (unit_impervious (ai_actors inc_swamp/inc4) true) (object_cannot_take_damage (ai_actors inc_swamp/inc4)))) (script dormant void inc3 (begin (sleep_until (volume_test_objects inc3 (players))) (ai_place inc_swamp/inc3) (unit_impervious (ai_actors inc_swamp/inc3) true) (object_cannot_take_damage (ai_actors inc_swamp/inc3)))) (script dormant void enc_swamp2 (begin (sleep_until (volume_test_objects enc_swamp2 (players))) (game_save_no_timeout) (set play_music_c10_01 false) (ai_place enc_swamp2/squada) (sleep 15) (object_create entrance_asr_2) (sleep 15) (object_create entrance_asr_4) (sleep 20) (object_create entrance_asr_5) (sleep 45) (effect_new weapons\frag grenade\effects\explosion enc_swamp2_turret) (effect_new effects\explosions\large explosion no objects enc_swamp2_turret) (ai_place enc_swamp2/squadc) (ai_place enc_swamp2/lift_jackal) (sleep 45) (object_destroy entrance_asr_2) (sleep 15) (object_destroy entrance_asr_4) (sleep 10) (object_destroy entrance_asr_5))) (script dormant void enc_swamp1 (begin (sleep_until (or (volume_test_objects pelican_radio (players)) (volume_test_objects enc_swamp1 (players))) 1) (game_save_no_timeout) (set play_music_c10_01 true) (ai_place enc_swamp1/squada) (objects_predict (ai_actors enc_swamp1)) (ai_magically_see_players enc_swamp1) (effect_new weapons\frag grenade\effects\explosion enc_swamp1_rocket_booster) (sleep 15) (ai_place enc_swamp1/rocketeers) (effect_new weapons\frag grenade\effects\explosion enc_swamp1_rocket_booster) (effect_new effects\explosions\medium explosion no objects enc_swamp1_rocket_booster2) (effect_new effects\explosions\medium explosion no objects enc_swamp1_rocket_booster3) (sleep_until (volume_test_objects enc_swamp1 (players)) 1) (game_save_no_timeout) (ai_maneuver enc_swamp1/squada) (ai_place enc_swamp1/tree_jackal))) (script static void kill_tysons_crap (begin (sleep -1 enc_swamp1) (sleep -1 enc_swamp2) (sleep -1 inc_log) (sleep -1 inc3) (sleep -1 inc4) (sleep -1 inc5) (sleep -1 inc6) (sleep -1 inc7))) (script dormant void ini_see_flood_a (begin (sleep_until (objects_can_see_flag (players) swamp_a_flood_a 30.00)) (ai_place swamp_a_flood/flood_a) (object_cannot_take_damage (ai_actors swamp_a_flood)) (unit_impervious (ai_actors swamp_a_flood) true))) (script dormant void ini_see_flood_b (begin (sleep_until (and (volume_test_objects_all swamp_a_flood_trigger_a (players)) (objects_can_see_flag (players) swamp_a_flood_b 20.00))) (ai_place swamp_a_flood/flood_b) (object_cannot_take_damage (ai_actors swamp_a_flood)) (unit_impervious (ai_actors swamp_a_flood) true))) (script dormant void ini_see_flood_c (begin (sleep_until (and (volume_test_objects_all swamp_a_flood_trigger_a (players)) (objects_can_see_flag (players) swamp_a_flood_c 20.00))) (ai_place swamp_a_flood/flood_c) (object_cannot_take_damage (ai_actors swamp_a_flood)) (unit_impervious (ai_actors swamp_a_flood) true))) (script dormant void ini_see_flood_d (begin (sleep_until (objects_can_see_flag (players) swamp_a_flood_d 30.00)) (ai_place swamp_a_flood/flood_d) (object_cannot_take_damage (ai_actors swamp_a_flood)) (unit_impervious (ai_actors swamp_a_flood) true))) (script dormant void enc_int_a_lift_a_cov (begin (ai_place int_a_covenant/grunts_lift_left) (ai_place int_a_covenant/grunts_lift_right))) (script dormant void enc_int_a_bay_a_cov (begin (ai_place int_a_covenant/grunts_bay_a_floor) (ai_place int_a_covenant/jackals_bay_a_floor) (ai_place int_a_covenant/grunts_bay_a_top) (ai_place int_a_covenant/jackals_bay_a_top))) (script dormant void enc_int_a_lab_a_cov (begin (ai_place int_a_covenant/grunts_lab_a) (ai_place int_a_covenant/jackals_lab_a) (ai_place int_a_covenant/grunts_lab_a_bot) (ai_place int_a_covenant/jackals_lab_a_bot))) (script dormant void enc_int_a_ante_a_cov (begin (ai_place int_a_covenant/ante_a))) (script dormant void enc_int_a_bay_a_flood (begin (ai_place int_a_flood/bay_a_bottom_1) (ai_place int_a_flood/bay_a_bottom_2) (ai_place int_a_infection/bay_a))) (script dormant void enc_int_a_lab_a_flood (begin (ai_place int_a_flood/lab_a_bottom) (ai_place int_a_infection/lab_a))) (script dormant void enc_int_a_ante_a_flood (begin (ai_place int_a_flood/ante_a) (ai_place int_a_infection/ante_a))) (script dormant void enc_int_a_lift_a_flood (begin (ai_place int_a_flood/lift_a) (ai_place int_a_infection/lift_a))) (script dormant void enc_int_a_tinylab_c_flood (begin (ai_place int_a_flood/tinylab_c) (ai_place int_a_infection/tinylab_c))) (script dormant void enc_int_a_tinylab_d_flood (begin (ai_place int_a_flood/tinylab_d) (ai_place int_a_infection/tinylab_d))) (script dormant void enc_int_a_lift_b_flood (begin (ai_place int_a_flood/lift_b) (ai_place int_a_infection/lift_b))) (script dormant void ini_int_a_lift_a_cov (begin (wake enc_int_a_lift_a_cov))) (script dormant void ini_int_a_bay_a_cov (begin (wake enc_int_a_bay_a_cov) (sleep (* 30.00 4.00)))) (script dormant void ini_int_a_lift_a_destroy (begin (object_destroy lift_a) (object_destroy lift_a_cont_b) (object_create lift_a_falling) (object_create lift_a_falling_control) (sleep_until (!= (device_get_position lift_a_falling) 0.00)) (set play_music_c10_04 true) (sleep_until (= (device_get_position lift_a_falling) 1.00)) (sleep (* 15.00 30.00)) (set play_music_c10_04 false))) (script dormant void ini_int_a_hall_b (begin (sleep_until (volume_test_objects hall_b_bottom_trigger (players))) (wake enc_int_a_tinylab_c_flood) (wake enc_int_a_tinylab_d_flood))) (script dormant void ini_int_a_lift_a (begin (sleep_until (volume_test_objects lift_a_flood_trigger (players))) (wake enc_int_a_lift_a_flood) (sleep_until (= (ai_living_count int_a_flood/lift_a) 0)) (game_save_no_timeout))) (script dormant void enc_infection_ini (begin (ai_place int_b_infection/control_ini))) (script dormant void enc_control_a (begin (device_set_position control_door_bashed_a 1.00))) (script dormant void enc_int_b_bay_b_flood (begin (ai_place int_b_cov) (ai_place int_b_flood/bay_b_bottom_1) (ai_place int_b_flood/bay_b_bottom_2))) (script dormant void enc_int_b_lab_b_flood (begin (ai_place int_b_flood/lab_b_bottom) (ai_place int_b_infection_2/lab_b))) (script dormant void enc_int_b_ante_b_flood (begin (ai_place int_b_flood/ante_b) (ai_place int_b_infection_2/ante_b))) (script dormant void enc_int_b_tinylab_g_flood (begin (ai_place int_b_flood/tinylab_g) (ai_place int_b_infection_2/tinylab_g))) (script dormant void enc_int_b_tinylab_h_flood (begin (ai_place int_b_flood/tinylab_h) (ai_place int_b_infection_2/tinylab_h))) (script dormant void ini_int_a_lift_b (begin (sleep_until (volume_test_objects lift_b_flood_trigger (players))) (wake enc_int_a_lift_b_flood) (sleep_until (= (ai_living_count int_a_flood/lift_b) 0)) (game_save_no_timeout))) (script static void ini_x50_preclean (begin (ai_erase int_b_covenant/grunts_lab_b_bot) (ai_erase int_b_covenant/grunts_lab_b_top) (ai_erase int_b_covenant/jackals_lab_b_bot) (ai_erase int_b_covenant/jackals_lab_b_top) (object_destroy crashed_dropship) (object_destroy pelican_radio) (object_destroy x50_rock))) (script dormant void ini_lifta_replacement (begin (object_destroy post_lifta_door_1) (object_create post_lifta_bashed_1) (device_set_position_immediate post_lifta_bashed_1 0.40) (object_destroy post_lifta_door_2) (object_create post_lifta_bashed_2) (device_set_position_immediate post_lifta_bashed_2 0.60))) (script dormant void ini_post_helmet_replace (begin (object_create post_helmet_ar1) (object_create post_helmet_ar2) (object_create post_helmet_ar3) (object_create post_helmet_ar4) (object_create post_helmet_pl1) (object_destroy post_helmet_door_1) (object_create post_helmet_bashed_1) (device_set_position_immediate post_helmet_bashed_1 0.50) (object_destroy post_helmet_door_2) (object_create post_helmet_bashed_2) (device_set_position_immediate post_helmet_bashed_2 0.60) (object_destroy post_helmet_door_3) (object_create post_helmet_bashed_3) (if (or (game_is_cooperative) (= (game_difficulty_get) impossible)) (device_set_position_immediate post_helmet_bashed_3 0.40) (device_set_position_immediate post_helmet_bashed_3 1.00)) (device_set_power post_lifta_door_1 1.00) (object_destroy post_lifta_light_1a) (object_destroy post_lifta_light_1b) (object_create post_lifta_light_1c) (object_create post_lifta_light_1d) (device_set_power post_lifta_door_2 1.00) (object_destroy post_lifta_light_2a) (object_destroy post_lifta_light_2b) (object_create post_lifta_light_2c) (object_create post_lifta_light_2d) (device_set_power post_helmet_door_4 1.00) (object_destroy post_helmet_light_4a) (object_destroy post_helmet_light_4b) (object_create post_helmet_light_4c) (object_create post_helmet_light_4d) (device_set_power post_helmet_door_5 1.00) (object_destroy post_helmet_light_5a) (object_destroy post_helmet_light_5b) (object_create post_helmet_light_5c) (object_create post_helmet_light_5d))) (script dormant void ini_int_b_bay_b_breakin (begin (sleep_until (volume_test_objects hall_d_bash_trigger (players))) (ai_place int_b_flood/hall_d))) (script dormant void ini_int_b_lab_b (begin (sleep_until (or (volume_test_objects hall_d_top_trigger (players)) (volume_test_objects hall_d_bottom_trigger (players)))) (wake enc_int_b_lab_b_flood) (sleep_until (= (ai_living_count int_c_flood/lab_b) 0)) (game_save_no_timeout))) (script dormant void ini_int_b_lab_b_cov (begin (sleep_until (or (volume_test_objects hall_d_top_trigger (players)) (volume_test_objects hall_d_bottom_trigger (players)))) (ai_place int_b_covenant/grunts_lab_b_bot) (ai_place int_b_covenant/jackals_lab_b_bot))) (script dormant void ini_int_b_hall_d (begin (sleep_until (volume_test_objects hall_d_bottom_trigger (players))) (wake enc_int_b_tinylab_g_flood) (wake enc_int_b_tinylab_h_flood))) (script dormant void ini_crazy_marine (begin (object_create marine_suicidal) (ai_attach marine_suicidal int_b_crazy_marine/crazy_marine) (unit_set_maximum_vitality marine_suicidal 1.00 0.00) (unit_set_current_vitality marine_suicidal 1.00 0.00) (sleep_until (volume_test_objects hall_d_bottom_trigger (players))) (game_save_no_timeout) (sleep_until (or (volume_test_objects suicidal_trigger (players)) (objects_can_see_object (players) marine_suicidal 15.00)) 1) (sleep_until (volume_test_objects suicidal_trigger (players)) 1 90) (sleep 60) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_050_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_050_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_050_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_060_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_060_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_060_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_070_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_070_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_070_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_080_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_080_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_080_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_090_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_090_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_090_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_100_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_100_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_100_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_110_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_110_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_110_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_120_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_120_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_120_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_130_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_130_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_130_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_140_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_140_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_140_crazymarine) (if (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) (sleep -1)) (sound_impulse_start sound\dialog\c10\c10_150_crazymarine marine_suicidal 1.00) (sleep_until (= (ai_living_count int_b_crazy_marine/crazy_marine) 0) 1 (sound_impulse_time sound\dialog\c10\c10_150_crazymarine)) (sound_impulse_stop sound\dialog\c10\c10_150_crazymarine))) (script dormant void enc_int_c_bay_a_flood (begin (ai_place int_c_flood/bay_a) (ai_place int_c_infection/bay_a))) (script dormant void enc_int_c_bay_a_jumpers (begin (ai_place int_c_flood/bay_a_jumpers))) (script dormant void enc_int_c_lift_b_flood (begin (ai_place int_c_flood/lift_b) (ai_place int_c_infection/lift_b))) (script dormant void enc_int_c_lab_a_flood (begin (ai_place int_c_flood/lab_a) (ai_place int_c_infection/lab_a))) (script dormant void enc_int_c_lab_b_flood (begin (ai_place int_c_flood/lab_b) (ai_place int_c_infection/lab_b))) (script dormant void enc_int_c_tinylab_a_flood (begin (ai_place int_c_flood/tinylab_a) (ai_place int_c_infection/tinylab_a))) (script dormant void enc_int_c_tinylab_b_flood (begin (ai_place int_c_flood/tinylab_b) (ai_place int_c_infection/tinylab_b))) (script dormant void enc_int_c_tinylab_c_flood (begin (ai_place int_c_flood/tinylab_c) (ai_place int_c_infection/tinylab_c))) (script dormant void enc_int_c_tinylab_d_flood (begin (ai_place int_c_flood/tinylab_d) (ai_place int_c_infection/tinylab_d))) (script dormant void enc_int_c_hall_a_flood (begin (ai_place int_c_infection/hall_a))) (script dormant void enc_int_c_hall_b_flood (begin (ai_place int_c_infection/hall_b))) (script dormant void ini_int_c_marines_1 (begin (ai_place int_c_marines/bay_a) (sleep 90) (units_set_current_vitality (ai_actors int_c_marines/bay_a) 0.50 0.00) (sleep 60) (sleep 85) (ai_place int_c_flood/bay_a_chasers) (sleep 30) (ai_place int_c_infection/bay_a_chasers))) (script dormant void ini_int_c_lab_a (begin (sleep_until (or (volume_test_objects int_b_hall_a_trigger (players)) (volume_test_objects int_b_hall_a_trigger_b (players)))) (game_save_no_timeout) (wake enc_int_c_lab_a_flood))) (script dormant void ini_int_c_hall_a_labs (begin (sleep_until (volume_test_objects int_b_hall_a_trigger (players)) 10) (game_save_no_timeout) (wake enc_int_c_tinylab_a_flood) (wake enc_int_c_tinylab_b_flood) (ai_magically_see_players int_c_infection/tinylab_a) (ai_magically_see_players int_c_infection/tinylab_b) (ai_magically_see_players int_c_flood/tinylab_a) (ai_magically_see_players int_c_flood/tinylab_b))) (script dormant void ini_int_c_hall_b_labs (begin (sleep_until (volume_test_objects int_b_hall_b_trigger (players)) 10) (game_save_no_timeout) (wake enc_int_c_tinylab_c_flood) (wake enc_int_c_tinylab_d_flood) (ai_magically_see_players int_c_infection/tinylab_c) (ai_magically_see_players int_c_infection/tinylab_d) (ai_magically_see_players int_c_flood/tinylab_c) (ai_magically_see_players int_c_flood/tinylab_d))) (script dormant void enc_int_d_bay_b_flood (begin (ai_place int_d_flood/bay_b) (ai_place int_d_infection/bay_b))) (script dormant void enc_int_d_bay_c_flood (begin (ai_place int_d_flood/bay_c) (ai_place int_d_infection/bay_c))) (script dormant void enc_int_d_lift_c_flood (begin (ai_place int_d_flood/lift_c) (ai_place int_d_infection/lift_c))) (script dormant void enc_int_d_lift_d_flood (begin (ai_place int_d_flood/lift_d) (ai_place int_d_infection/lift_d))) (script dormant void enc_int_d_lab_d_flood (begin (ai_place int_d_flood/lab_d) (ai_place int_d_infection/lab_d))) (script dormant void enc_int_d_tinylab_g_flood (begin (ai_place int_d_flood/tinylab_g) (ai_place int_d_infection/tinylab_g))) (script dormant void enc_int_d_tinylab_h_flood (begin (ai_place int_d_flood/tinylab_h) (ai_place int_d_infection/tinylab_h))) (script dormant void enc_int_d_tinylab_i_flood (begin (ai_place int_d_flood/tinylab_i) (ai_place int_d_infection/tinylab_i))) (script dormant void enc_int_d_tinylab_j_flood (begin (ai_place int_d_flood/tinylab_j) (ai_place int_d_infection/tinylab_j))) (script dormant void enc_int_d_tinylab_k_flood (begin (ai_place int_d_flood/tinylab_k) (ai_place int_d_infection/tinylab_k))) (script dormant void enc_int_d_tinylab_l_flood (begin (ai_place int_d_flood/tinylab_l) (ai_place int_d_infection/tinylab_l))) (script dormant void enc_int_d_tinylab_m_flood (begin (ai_place int_d_flood/tinylab_m) (ai_place int_d_infection/tinylab_m))) (script dormant void enc_int_d_tinylab_n_flood (begin (ai_place int_d_flood/tinylab_n) (ai_place int_d_infection/tinylab_n))) (script dormant void enc_int_d_tinylab_o_flood (begin (ai_place int_d_flood/tinylab_o) (ai_place int_d_infection/tinylab_o))) (script dormant void enc_int_d_hall_d_flood (begin (ai_place int_d_infection/hall_d))) (script dormant void enc_int_d_hall_e_flood (begin (ai_place int_d_infection/hall_e))) (script dormant void enc_int_d_hall_f_flood (begin (ai_place int_d_infection/hall_f))) (script dormant void enc_int_d_hall_g_flood (begin (ai_place int_d_infection/hall_g))) (script dormant void enc_int_d_lift_d_rush (begin (ai_place int_d_flood/lift_d_rush))) (script dormant void ini_int_d_hall_d_labs (begin (sleep_until (volume_test_objects int_b_hall_d_trigger (players)) 10) (game_save_no_timeout) (wake enc_int_d_tinylab_g_flood) (wake enc_int_d_tinylab_h_flood) (ai_magically_see_players int_d_infection/tinylab_g) (ai_magically_see_players int_d_infection/tinylab_h) (ai_magically_see_players int_d_flood/tinylab_g) (ai_magically_see_players int_d_flood/tinylab_h))) (script dormant void ini_int_d_lift_c (begin (sleep_until (or (volume_test_objects int_b_hall_e_trigger (players)) (volume_test_objects int_b_hall_e_trigger_b (players)))) (game_save_no_timeout) (wake enc_int_d_lift_c_flood))) (script dormant void ini_int_d_hall_e_labs (begin (sleep_until (volume_test_objects int_b_hall_e_trigger (players)) 10) (game_save_no_timeout) (wake enc_int_d_tinylab_i_flood) (wake enc_int_d_tinylab_j_flood) (wake enc_int_d_tinylab_k_flood) (ai_magically_see_players int_d_infection/tinylab_i) (ai_magically_see_players int_d_infection/tinylab_j) (ai_magically_see_players int_d_infection/tinylab_k) (ai_magically_see_players int_d_flood/tinylab_i) (ai_magically_see_players int_d_flood/tinylab_j) (ai_magically_see_players int_d_flood/tinylab_k))) (script dormant void ini_int_d_hall_f_labs (begin (sleep_until (volume_test_objects int_b_hall_f_trigger (players)) 10) (game_save_no_timeout) (wake enc_int_d_tinylab_l_flood) (wake enc_int_d_tinylab_m_flood) (ai_magically_see_players int_d_infection/tinylab_l) (ai_magically_see_players int_d_infection/tinylab_m) (ai_magically_see_players int_d_flood/tinylab_l) (ai_magically_see_players int_d_flood/tinylab_m))) (script dormant void ini_int_d_hall_g_labs (begin (sleep_until (volume_test_objects int_b_hall_g_trigger (players)) 10) (game_save_no_timeout) (wake enc_int_d_tinylab_n_flood) (wake enc_int_d_tinylab_o_flood) (ai_magically_see_players int_d_infection/tinylab_n) (ai_magically_see_players int_d_infection/tinylab_o) (ai_magically_see_players int_d_flood/tinylab_n) (ai_magically_see_players int_d_flood/tinylab_o))) (script dormant void enc_swamp_b_flood_gauntlet (begin (ai_place swamp_b_flood_2/gauntlet_floor) (ai_place swamp_b_flood_2/gauntlet_left) (ai_place swamp_b_flood_2/gauntlet_right) (ai_place swamp_b_flood_2/gauntlet_infection))) (script dormant void enc_swamp_b_flood_tower (begin (ai_place swamp_b_flood_2/tower_floor))) (script dormant void enc_swamp_b_flood_ini (begin (ai_place swamp_b_flood/flood_initial) (ai_place swamp_b_infection/infection_initial))) (script dormant void enc_swamp_b_sentinels (begin (ai_place swamp_b_sentinels/sentinels_ini) (ai_place swamp_b_monitor/monitor_ini) (sleep (* 30.00 3.00)) (ai_migrate swamp_b_sentinels swamp_b_sentinels/sentinels_a) (ai_migrate swamp_b_monitor swamp_b_monitor/monitor_a) (ai_try_to_fight swamp_b_sentinels swamp_b_flood) (ai_try_to_fight swamp_b_monitor swamp_b_flood) (sleep 1) (ai_follow_target_players swamp_b_sentinels/sentinels_a) (ai_follow_target_players swamp_b_monitor/monitor_a))) (script static void enc_swamp_b_volume_a1 (begin (if (<= (ai_living_count swamp_b_flood) swamp_b_limiter) (begin (ai_place swamp_b_flood/flood_a) (if debug (print placing flood a)) (ai_place swamp_b_flood/flood_m) (if debug (print placing flood m)) (ai_place swamp_b_flood/flood_n) (if debug (print placing flood n)))) (if (<= (ai_living_count swamp_b_infection) swamp_b_infection_limiter) (begin (ai_place swamp_b_infection/infection_a1) (if debug (print placing a1 infection)))) (set swamp_b_player_locator 1))) (script static void enc_swamp_b_volume_a2 (begin (if (<= (ai_living_count swamp_b_flood) swamp_b_limiter) (begin (ai_place swamp_b_flood/flood_b) (if debug (print placing flood b)) (ai_place swamp_b_flood/flood_m) (if debug (print placing flood m)) (ai_place swamp_b_flood/flood_n) (if debug (print placing flood n)))) (if (<= (ai_living_count swamp_b_infection) swamp_b_infection_limiter) (begin (ai_place swamp_b_infection/infection_a2) (if debug (print placing a2 infection)))) (set swamp_b_player_locator 2))) (script static void enc_swamp_b_volume_b (begin (if (<= (ai_living_count swamp_b_flood) swamp_b_limiter) (begin (ai_place swamp_b_flood/flood_c) (if debug (print placing flood c)) (ai_place swamp_b_flood/flood_b) (if debug (print placing flood b)) (ai_place swamp_b_flood/flood_l) (if debug (print placing flood l)))) (if (<= (ai_living_count swamp_b_infection) swamp_b_infection_limiter) (begin (ai_place swamp_b_infection/infection_b) (if debug (print placing b infection)))) (set swamp_b_player_locator 3))) (script static void enc_swamp_b_volume_c (begin (if (<= (ai_living_count swamp_b_flood) swamp_b_limiter) (begin (ai_place swamp_b_flood/flood_d) (if debug (print placing flood d)) (ai_place swamp_b_flood/flood_e) (if debug (print placing flood e)) (if (= false (volume_test_objects swamp_b_trigger_d (players))) (begin (ai_place swamp_b_flood/flood_p_c) (if debug (print placing flood p_c)))) (if (= false (volume_test_objects swamp_b_trigger_f (players))) (begin (ai_place swamp_b_flood/flood_r_c) (if debug (print placing flood r_c)))))) (if (<= (ai_living_count swamp_b_infection) swamp_b_infection_limiter) (begin (ai_place swamp_b_infection/infection_c) (if debug (print placing c infection)))) (set swamp_b_player_locator 4))) (script static void enc_swamp_b_volume_d (begin (if (<= (ai_living_count swamp_b_flood) swamp_b_limiter) (begin (ai_place swamp_b_flood/flood_f) (if debug (print placing flood f)) (ai_place swamp_b_flood/flood_g) (if debug (print placing flood g)) (if (= false (volume_test_objects swamp_b_trigger_c (players))) (begin (ai_place swamp_b_flood/flood_o_d) (if debug (print placing flood o_d)))) (if (= false (volume_test_objects swamp_b_trigger_e (players))) (begin (ai_place swamp_b_flood/flood_q_d) (if debug (print placing flood q_d)))))) (if (<= (ai_living_count swamp_b_infection) swamp_b_infection_limiter) (begin (ai_place swamp_b_infection/infection_d) (if debug (print placing d infection)))) (set swamp_b_player_locator 5))) (script static void enc_swamp_b_volume_e (begin (if (<= (ai_living_count swamp_b_flood) swamp_b_limiter) (begin (ai_place swamp_b_flood/flood_h) (if debug (print placing flood h)) (ai_place swamp_b_flood/flood_i) (if debug (print placing flood i)) (if (= false (volume_test_objects swamp_b_trigger_d (players))) (begin (ai_place swamp_b_flood/flood_p_e) (if debug (print placing flood p_e)))) (if (= false (volume_test_objects swamp_b_trigger_f (players))) (begin (ai_place swamp_b_flood/flood_r_e) (if debug (print placing flood r_e)))))) (if (<= (ai_living_count swamp_b_infection) swamp_b_infection_limiter) (begin (ai_place swamp_b_infection/infection_e) (if debug (print placing e infection)))) (set swamp_b_player_locator 6))) (script static void enc_swamp_b_volume_f (begin (if (<= (ai_living_count swamp_b_flood) swamp_b_limiter) (begin (ai_place swamp_b_flood/flood_j) (if debug (print placing flood j)) (ai_place swamp_b_flood/flood_k) (if debug (print placing flood k)) (if (= false (volume_test_objects swamp_b_trigger_c (players))) (begin (ai_place swamp_b_flood/flood_o_f) (if debug (print placing flood o_f)))) (if (= false (volume_test_objects swamp_b_trigger_e (players))) (begin (ai_place swamp_b_flood/flood_q_f) (if debug (print placing flood q_f)))))) (if (<= (ai_living_count swamp_b_infection) swamp_b_infection_limiter) (begin (ai_place swamp_b_infection/infection_f) (if debug (print placing f infection)))) (set swamp_b_player_locator 7))) (script dormant void ini_swamp_b_marines (begin (ai_place swamp_b_marines/lift_meat) (ai_place swamp_b_infection/lift) (ai_conversation swamp_b) (sleep_until (or (volume_test_objects gogogo_trigger (players)) (> (ai_conversation_status swamp_b) 4)) 1) (set play_music_c10_07 true) (ai_migrate swamp_b_marines swamp_b_marines/b) (sleep_until (volume_test_objects swamp_b_trigger_a1 (players)) 1 120) (ai_migrate swamp_b_marines swamp_b_marines/c) (sleep_until (volume_test_objects swamp_b_trigger_a1 (players)) 1) (ai_migrate swamp_b_marines swamp_b_marines/d) (sleep_until (volume_test_objects swamp_b_trigger_a2 (players)) 1 150) (ai_migrate swamp_b_marines swamp_b_marines/g) (sleep_until (volume_test_objects swamp_b_trigger_a2 (players)) 1 150) (ai_migrate swamp_b_marines swamp_b_marines/h) (sleep_until (volume_test_objects swamp_b_trigger_a2 (players)) 1 150) (ai_migrate swamp_b_marines swamp_b_marines/f) (sleep_until (volume_test_objects swamp_b_trigger_a2 (players)) 1 150) (ai_migrate swamp_b_marines swamp_b_marines/i) (sleep_until (volume_test_objects swamp_b_trigger_a2 (players)) 1 150) (ai_migrate swamp_b_marines swamp_b_marines/i) (sleep_until (volume_test_objects swamp_b_trigger_a2 (players)) 1) (ai_migrate swamp_b_marines swamp_b_marines/j) (sleep_until (volume_test_objects swamp_b_trigger_b (players)) 1 150) (ai_migrate swamp_b_marines swamp_b_marines/k) (sleep_until (volume_test_objects swamp_b_trigger_b (players)) 1) (ai_migrate swamp_b_marines swamp_b_marines/l) (sleep_until (volume_test_objects swamp_b_trigger_c (players)) 1) (ai_migrate swamp_b_marines swamp_b_marines/l) (ai_follow_target_players swamp_b_marines/l))) (script static void ini_swamp_b_from_a1 (begin (if (volume_test_objects swamp_b_trigger_a2 (players)) (begin ini_swamp_b_from_a1) (if true (begin ini_swamp_b_from_a1))))) (script static void ini_swamp_b_from_a2 (begin (if (volume_test_objects swamp_b_trigger_a1 (players)) (begin ini_swamp_b_from_a2) (if (volume_test_objects swamp_b_trigger_c (players)) (begin ini_swamp_b_from_a2) (if true (begin ini_swamp_b_from_a2)))))) (script static void ini_swamp_b_from_b (begin (if (volume_test_objects swamp_b_trigger_a2 (players)) (begin ini_swamp_b_from_b) (if (volume_test_objects swamp_b_trigger_c (players)) (begin ini_swamp_b_from_b) (if true (begin ini_swamp_b_from_b)))))) (script static void ini_swamp_b_from_c (begin (if (volume_test_objects swamp_b_trigger_b (players)) (begin ini_swamp_b_from_c) (if (volume_test_objects swamp_b_trigger_d (players)) (begin ini_swamp_b_from_c) (if (volume_test_objects swamp_b_trigger_f (players)) (begin ini_swamp_b_from_c) (if true (begin ini_swamp_b_from_c))))))) (script static void ini_swamp_b_from_d (begin (if (volume_test_objects swamp_b_trigger_c (players)) (begin ini_swamp_b_from_d) (if (volume_test_objects swamp_b_trigger_e (players)) (begin ini_swamp_b_from_d) (if true (begin ini_swamp_b_from_d)))))) (script static void ini_swamp_b_from_e (begin (if (volume_test_objects swamp_b_trigger_d (players)) (begin ini_swamp_b_from_e) (if (volume_test_objects swamp_b_trigger_f (players)) (begin ini_swamp_b_from_e) (if true (begin ini_swamp_b_from_e)))))) (script static void ini_swamp_b_from_f (begin (if (volume_test_objects swamp_b_trigger_c (players)) (begin ini_swamp_b_from_f) (if (volume_test_objects swamp_b_trigger_e (players)) (begin ini_swamp_b_from_f) (if true (begin ini_swamp_b_from_f)))))) (script continuous void ini_swamp_b_flood_emitter (begin (if (= 1 swamp_b_player_locator) ini_swamp_b_flood_emitter) (if (= 2 swamp_b_player_locator) ini_swamp_b_flood_emitter) (if (= 3 swamp_b_player_locator) ini_swamp_b_flood_emitter) (if (= 4 swamp_b_player_locator) ini_swamp_b_flood_emitter) (if (= 5 swamp_b_player_locator) ini_swamp_b_flood_emitter) (if (= 6 swamp_b_player_locator) ini_swamp_b_flood_emitter) (if (= 7 swamp_b_player_locator) ini_swamp_b_flood_emitter) (if debug (inspect swamp_b_player_locator)) (sleep swamp_b_emitter_delay))) (script continuous void ini_flood_prefer_sentinels (begin (ai_try_to_fight swamp_b_flood swamp_b_sentinels) (ai_try_to_fight_player swamp_b_infection))) (script dormant void mission_swamp_a (begin (wake obj_find) (wake enc_swamp1) (wake enc_swamp2) (wake inc_log) (wake inc3) (wake inc4) (wake inc5) (wake inc6) (wake inc7) (sleep_until (volume_test_objects enc_swamp2 (players)) 1) (sleep_until (volume_test_objects int_a_trigger_3 (players)) 1) (device_set_position lift_a 0.00) (sleep_until (= (device_get_position lift_a) 0.00) 1) (game_save_no_timeout) (sleep_until (volume_test_objects int_a_trigger (players)) 1) mission_swamp_a (sleep_until (volume_test_objects lift_a_flood_trigger (players)) 1))) (script dormant void mission_int_a (begin (ai_place lifta_bottom) (game_save_no_timeout) (sleep_until (volume_test_objects lift_a_flood_trigger (players)) 1) (ai_place halla_bottom) (ai_maneuver lifta_bottom) (sleep_until (or (volume_test_objects hall_b_top_trigger (players)) (volume_test_objects hall_b_bottom_trigger (players)))) (ai_place laba_bottom) (game_save_no_timeout) (sleep_until (or (volume_test_objects hall_d_top_trigger (players)) (volume_test_objects hall_d_bottom_trigger (players)))) (ai_place laba_infection) (wake ini_crazy_marine) (game_save_no_timeout) (sleep_until (volume_test_objects hall_d_top_trigger (players)) 10) (ai_place halln_flee) (sleep_until (volume_test_objects hall_d_bash_trigger (players)) 10) (game_save_no_timeout))) (script dormant void mission_control (begin (sleep_until (volume_test_objects bayb_trigger (players)) 1) (set play_music_c10_02 true) (sleep_until (volume_test_objects control_lab_trigger (players)) 1) (set play_music_c10_02 false) (player_enable_input false) mission_control (ai_erase int_b_infection/control_ini) (cinematic_start) (set tracker_x50 true) (object_destroy_containing biped) (ai_erase_all) (garbage_collect_now) (if mission_control mission_control) mission_control (set tracker_x50 false) (object_create_anew_containing blood) (object_create post_x50_marine) (object_teleport mission_control player0_playon_c10) (object_teleport mission_control player1_playon_c10) (cinematic_stop) (wake chapter_flood) (switch_bsp 2) (player_enable_input true) (game_save_no_timeout) (wake ini_int_a_lift_a_destroy) mission_control (object_create control_door_bashed_a) (wake ini_post_helmet_replace) (sleep 15) (fade_in 1.00 1.00 1.00 15) (object_create control_rustle_1) (sleep 3) (object_create control_rustle_2) (sleep 3) (object_create control_rustle_3) (sleep 3) (object_create control_rustle_4) (sleep 450) (ai_place int_b_infection/control_d) (ai_place int_b_infection/control_d) (device_set_position control_door_bashed_d 1.00) (ai_magically_see_players int_b_infection) (sleep_until (< (ai_living_count int_b_infection) 20) 1) (sleep_until (< (ai_living_count int_b_infection) 10) 1 (* 15.00 30.00)) (ai_place int_b_infection/control_b) (ai_place int_b_infection/control_b) (sleep 15) (device_set_position control_door_bashed_g 1.00) (ai_magically_see_players int_b_infection) (sleep_until (< (ai_living_count int_b_infection) 20) 1) (sleep_until (< (ai_living_count int_b_infection) 10) 1 (* 15.00 30.00)) (set play_music_c10_03 true) (ai_place int_b_infection/control_e) (ai_place int_b_infection/control_e) (ai_place int_b_infection/control_e) (sleep 10) (device_set_position control_door_bashed_c 1.00) (ai_magically_see_players int_b_infection) (sleep_until (< (ai_living_count int_b_infection) 20) 1) (sleep_until (< (ai_living_count int_b_infection) 10) 1 (* 15.00 30.00)) (set play_music_c10_03_alt true) (sleep 150) (ai_place int_b_infection/control_a) (ai_place int_b_infection/control_a) (ai_place int_b_flood/control_a) (sleep 10) (device_set_position control_door_bashed_a 1.00) (ai_magically_see_players int_b_infection) (ai_magically_see_players int_b_flood) (object_destroy control_rustle_1) (sleep 3) (object_destroy control_rustle_2) (sleep 3) (object_destroy control_rustle_3) (sleep 3) (object_destroy control_rustle_4) (sleep_until (not (volume_test_objects_all control_check_trigger (players))) 10) (game_save_no_timeout) (wake obj_escape) (wake enc_int_b_ante_b_flood) (sleep_until (volume_test_objects bayb_trigger (players)) 1) (set play_music_c10_03 false) (set play_music_c10_03_alt false) (game_save_no_timeout) (wake enc_int_b_bay_b_flood) (sleep 30) (wake ini_int_b_lab_b) (sleep 30) (wake ini_int_b_hall_d) (sleep_until (or (volume_test_objects hall_c_top_trigger (players)) (volume_test_objects hall_c_bottom_trigger (players)))) (wake enc_int_a_lab_a_flood) (wake ini_int_a_hall_b) (sleep_until (or (volume_test_objects hall_b_top_trigger (players)) (volume_test_objects hall_b_bottom_trigger (players)))) (wake enc_int_a_bay_a_flood) (wake ini_int_a_lift_a) (ai_place halla_top) (ai_magically_see_encounter int_a_flood/bay_a_bottom_1 halla_top) (ai_magically_see_encounter halla_top int_a_flood/bay_a_bottom_1) (sleep_until (volume_test_objects int_a_ante_a_trigger (players))) (wake enc_int_a_ante_a_cov) (sleep_until (volume_test_objects lift_b_flood_trigger (players))) (game_save_no_timeout) (wake ini_int_a_lift_b) (sleep_until (!= (device_get_position lift_b) 0.00)) (set play_music_c10_05 true) (sleep_until (volume_test_objects int_b_hall_a_trigger_b (players)) 1) (set play_music_c10_05 false))) (script dormant void mission_int_b (begin (game_save_no_timeout) (objects_predict (ai_actors int_c_marines)) (sleep 30) (wake enc_int_c_lift_b_flood) (wake enc_int_c_bay_a_flood) (wake enc_int_c_hall_a_flood) (sleep_until (volume_test_objects int_b_bay_a_trigger (players)) 15) (game_save_no_timeout) (wake enc_int_c_bay_a_jumpers) (wake ini_int_c_marines_1) (sleep 30) (wake ini_int_c_lab_a) (wake ini_int_c_hall_a_labs) (wake ini_int_c_hall_b_labs) (sleep_until (or (volume_test_objects int_b_hall_b_trigger (players)) (volume_test_objects int_b_hall_b_trigger_b (players)))) (game_save_no_timeout) (wake enc_int_c_lab_b_flood) (sleep_until (or (volume_test_objects int_b_hall_c_trigger (players)) (volume_test_objects int_b_hall_c_trigger_b (players)))) (game_save_no_timeout) (wake enc_int_d_hall_d_flood) (wake enc_int_d_hall_e_flood) (wake enc_int_d_bay_b_flood) (sleep 30) (wake ini_int_d_lift_c) (wake ini_int_d_hall_d_labs) (wake ini_int_d_hall_e_labs) (sleep 30) (wake ini_int_d_hall_f_labs) (sleep_until (or (volume_test_objects int_b_hall_f_trigger (players)) (volume_test_objects int_b_hall_f_trigger_b (players)))) (game_save_no_timeout) (wake enc_int_d_lab_d_flood) (sleep 30) (wake ini_int_d_hall_g_labs) (sleep_until (or (volume_test_objects int_b_hall_g_trigger (players)) (volume_test_objects int_b_hall_g_trigger_b (players)))) (if (not (game_is_cooperative)) (begin (object_destroy last_door_a) (object_create last_bashed_a) (device_set_position_immediate last_bashed_a 0.40))) (game_save_no_timeout) (wake enc_int_d_bay_c_flood) (set play_music_c10_06 true) (sleep 30) (sleep_until (= (device_get_position bridge_e) 1.00)) (game_save_no_timeout) (ai_place int_d_flood/lift_d_rush) (set play_music_c10_06_alt true) (sleep_until (volume_test_objects int_b_lift_d_trigger (players)) 1) (game_save_no_timeout) (ai_magically_see_players int_d_flood/lift_d_rush) (wake enc_int_d_lift_d_flood) (sleep_until (!= (device_get_position lift_d) 1.00) 1) (game_save_no_timeout) (set play_music_c10_06 false))) (script dormant void mission_swamp_b (begin (wake enc_swamp_b_flood_ini) (wake swamp_b_save) (wake ini_swamp_b_marines) (game_save_no_timeout) (ai_conversation swamp_b_pilot) (sleep_until (volume_test_objects swamp_b_trigger_a1 (players))) (game_save_no_timeout) (wake ini_swamp_b_flood_emitter) (set swamp_b_player_locator 1) (if (= (game_difficulty_get) normal) (begin (set swamp_b_limiter 1) (set swamp_b_infection_limiter 6)) (if (= (game_difficulty_get) hard) (begin (set swamp_b_limiter 1) (set swamp_b_infection_limiter 3)) (if (= (game_difficulty_get) impossible) (begin (set swamp_b_limiter 2) (set swamp_b_infection_limiter 0))))) (sleep_until (volume_test_objects swamp_b_trigger_a2 (players))) (ai_magically_see_players swamp_b_flood) (ai_magically_see_players swamp_b_infection) (sleep_until (volume_test_objects swamp_b_trigger_b (players))) (wake enc_swamp_b_flood_gauntlet) (ai_attack swamp_b_flood/flood_initial) (sleep_until (volume_test_objects swamp_b_trigger_c (players))) (wake enc_swamp_b_flood_tower) (sleep_until (volume_test_objects monitor_trigger (players))) (wake enc_swamp_b_sentinels) (sleep (* 30.00 2.00)) (ai_place swamp_b_flood/last_wave) (ai_magically_see_players swamp_b_flood) (ai_magically_see_encounter swamp_b_sentinels swamp_b_flood) (sleep 150) (set play_music_c10_07 false) (sleep_until (or (not (or (volume_test_objects swamp_b_trigger_f (players)) (volume_test_objects swamp_b_trigger_c (players)) (volume_test_objects swamp_b_trigger_d (players)) (volume_test_objects swamp_b_trigger_e (players)))) (= (ai_living_count swamp_b_sentinels) 0) (< (ai_living_count swamp_b_flood/last_wave) 2) (< (unit_get_health mission_swamp_b) 0.25)) 1 (* 90.00 30.00)) (if (or (!= (game_difficulty_get) normal) (game_is_cooperative)) (sleep_until (or (= (ai_living_count swamp_b_sentinels) 0) (< (ai_living_count swamp_b_flood/last_wave) 2)))) (sleep (* 8.00 30.00)) (ai_disregard (players) true) (wake chapter_friends) (if mission_swamp_b mission_swamp_b) mission_swamp_b (game_won))) (script dormant void kill_all_continuous (begin (sleep -1 ini_swamp_b_flood_emitter) (sleep -1 ini_flood_prefer_sentinels) (sleep -1 swamp_b_save))) (script startup void mission_c10 (begin (wake kill_all_continuous) (fade_out 0.00 0.00 0.00 0) (ai_allegiance player sentinel) (ai_allegiance human sentinel) (ai_allegiance player human) (ai_allegiance player flood) (if (or (game_is_cooperative) (= (game_difficulty_get) impossible)) (begin (object_destroy_containing shotgun) (object_create_containing arc10))) (if (and (not (game_is_cooperative)) (= (game_difficulty_get_real) easy)) (object_create_containing easy)) (wake insertion) (wake mission_swamp_a) (sleep_until (volume_test_objects int_a_trigger (players)) 5) (ai_allegiance_remove player flood) (wake mission_int_a) (wake mission_control) (sleep_until (volume_test_objects int_b_trigger (players)) 5) (wake mission_int_b) (sleep_until (volume_test_objects killitall (players)) 1) (ai_erase_all) (sleep_until (= (structure_bsp_index) 5) 1) (sleep 10) (wake mission_swamp_b))) (script continuous void play_flash (begin (sleep_until test_ffw_flash 1) (cinematic_set_title ffw) (sleep 60))) (script continuous void ffw_flash (begin (sleep_until test_play_flash 1) (cinematic_set_title play) (sleep 60) (sound_impulse_start sound\sinomatixx_foley\x50_ffw none 1.00))) (script dormant void control_infection (begin (ai_place infection/control_room_f) (sleep 1) (ai_set_blind infection true) (ai_set_deaf infection true) (sleep 90) (ai_place infection/control_room_f) (sleep 90) (ai_place infection/control_room_f) (sleep 90) (ai_place infection/back_r) (ai_place infection/back_l))) (script static void infection_awake (begin (ai_set_blind infection false) (ai_set_deaf infection false))) (script dormant void door_open (begin (sleep 234) (device_set_position control_door_a 1.00))) (script dormant void the_horror (begin (object_create_anew_containing jenkins_infection) (ai_attach_free jenkins_infection_1a characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1b characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1c characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1d characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1e characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1f characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1g characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1h characters\flood_infection\flood_infection) (ai_attach_free jenkins_infection_1i characters\flood_infection\flood_infection) (object_teleport jenkins_infection_1a infection_jenkins_1a) (object_teleport jenkins_infection_1b infection_jenkins_1b) (object_teleport jenkins_infection_1c infection_jenkins_1c) (object_teleport jenkins_infection_1d infection_jenkins_1d) (object_teleport jenkins_infection_1e infection_jenkins_1e) (object_teleport jenkins_infection_1f infection_jenkins_1f) (object_teleport jenkins_infection_1g infection_jenkins_1g) (object_teleport jenkins_infection_1h infection_jenkins_1h) (object_teleport jenkins_infection_1i infection_jenkins_1i))) (script dormant void extraction_music (begin (sleep 150) (sound_looping_start sound\sinomatixx_music\c10_extraction_music none 1.00)))