(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 cinematics_debug false) (global real monitor_dialogue_scale 1.00) (global real cortana_dialogue_scale 1.00) (global real pilot_dialogue_scale 1.00) (global real chief_dialogue_scale 1.00) (global bool debug false) (global bool coop false) (global real spawn_scale 1.00) (global short min_combat_spawn 2) (global short min_carrier_spawn 2) (global short min_infection_spawn 4) (global short testing_fast 5) (global short testing_very_fast 2) (global short testing_save 5) (global short testing_lift 10) (global short testing_trench 10) (global short enc5_1_wave_seperator 600) (global short explosion_seperation 30) (global short hud_objectives_display_time 90) (global short trench_safe_save_time 4500) (global short timer_minutes 6) (global short timer_seconds 0) (global short destroyed_count 0) (global effect explosion_small effects\small explosion) (global effect explosion_grenade weapons\frag grenade\effects\explosion) (global effect explosion_medium effects\explosions\medium explosion) (global effect explosion_medium_no effects\explosions\medium explosion no objects) (global effect explosion_large effects\explosions\large explosion) (global effect explosion_large_no effects\explosions\large explosion no objects) (global effect explosion_steam effects\explosions\steam explosion) (global effect explosion_steam_no effects\explosions\steam explosion no objects) (global bool save_now false) (global bool timer_active false) (global short time_out_of_jeep 0) (global bool trench_jeep_test_paused false) (global bool trench_scene_continued false) (global bool manifold_n1_destroyed false) (global bool manifold_n3_destroyed false) (global bool manifold_s1_destroyed false) (global bool manifold_s3_destroyed false) (global bool controls_marked false) (global bool manifold_all_destroyed false) (global short player_is_on_floor 0) (global short current_damage_level destroyed_count) (global short current_explosion_seperation 150) (global effect current_explosion explosion_small) (global short enc5_1_s12_limiter 0) (global short enc5_1_s23_limiter 0) (global short enc5_1_n12_limiter 0) (global short enc5_1_n23_limiter 0) (global bool inside_n12 false) (global bool inside_n23 false) (global bool inside_s12 false) (global bool inside_s23 false) (global bool enc5_1_active false) (global short enc4_2_limiter 0) (global short enc3_6_limiter 0) (global short enc3_5_limiter 0) (global short enc1_4_limiter 0) (global bool cinematic_ran false) (global bool trench_scene_allow_continue true) (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 d40_010_cortana (begin (sound_impulse_start sound\dialog\d40\d40_010_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_010_cortana) 30.00))))) (script static void d40_020_cortana (begin (sound_impulse_start sound\dialog\d40\d40_020_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_020_cortana) 0.00))))) (script static void d40_030_cortana (begin (sound_impulse_start sound\dialog\d40\d40_030_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_030_cortana) 30.00))))) (script static void d40_050_cortana (begin (sound_impulse_start sound\dialog\d40\d40_050_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_050_cortana) 30.00))))) (script static void d40_060_cortana (begin (sound_impulse_start sound\dialog\d40\d40_060_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_060_cortana) 30.00))))) (script static void d40_070_cortana (begin (sound_impulse_start sound\dialog\d40\d40_070_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_070_cortana) 30.00))))) (script static void d40_080_cortana (begin (sound_impulse_start sound\dialog\d40\d40_080_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_080_cortana) 30.00))))) (script static void d40_100_cortana (begin (sound_impulse_start sound\dialog\d40\d40_100_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_100_cortana) 30.00))))) (script static void d40_110_cortana (begin (sound_impulse_start sound\dialog\d40\d40_110_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_110_cortana) 1.00))) (sleep 40))) (script static void d40_120_cortana (begin (sound_impulse_start sound\dialog\d40\d40_120_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_120_cortana) 30.00))))) (script static void d40_130_cortana (begin (sound_impulse_start sound\dialog\d40\d40_130_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_130_cortana) 5.00))))) (script static void d40_140_cortana (begin (sound_impulse_start sound\dialog\d40\d40_140_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_140_cortana) 30.00))))) (script static void d40_150_cortana (begin (sound_impulse_start sound\dialog\d40\d40_150_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_150_cortana) 0.00))))) (script static void d40_160_cortana (begin (sound_impulse_start sound\dialog\d40\d40_160_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_160_cortana) 0.00))))) (script static void d40_170_cortana (begin (sound_impulse_start sound\dialog\d40\d40_170_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_170_cortana) 30.00))))) (script static void d40_180_cortana (begin (sound_impulse_start sound\dialog\d40\d40_180_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_180_cortana) 30.00))))) (script static void d40_200_cortana (begin (sound_impulse_start sound\dialog\d40\d40_200_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_200_cortana) 10.00))))) (script static void d40_210_cortana (begin (sound_impulse_start sound\dialog\d40\d40_210_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_210_cortana) 30.00))))) (script static void d40_220_cortana (begin (sound_impulse_start sound\dialog\d40\d40_220_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_220_cortana) 30.00))))) (script static void d40_230_cortana (begin (sound_impulse_start sound\dialog\d40\d40_230_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_230_cortana) 10.00))))) (script static void d40_240_pilot (begin (sound_impulse_start sound\dialog\d40\d40_240_pilot none pilot_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_240_pilot) 15.00))))) (script static void d40_250_cortana (begin (sound_impulse_start sound\dialog\d40\d40_250_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_250_cortana) 15.00))))) (script static void d40_260_pilot (begin (sound_impulse_start sound\dialog\d40\d40_260_pilot none pilot_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_260_pilot) 5.00))))) (script static void d40_270_pilot (begin (sound_impulse_start sound\dialog\d40\d40_270_pilot none pilot_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_270_pilot) 15.00))))) (script static void d40_280_cortana (begin (sound_impulse_start sound\dialog\d40\d40_280_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_280_cortana) 30.00))))) (script static void d40_300_cortana (begin (sound_impulse_start sound\dialog\d40\d40_300_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_300_cortana) 30.00))))) (script static void d40_310_cortana (begin (sound_impulse_start sound\dialog\d40\d40_310_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_310_cortana) 30.00))))) (script static void d40_320_cortana (begin (sound_impulse_start sound\dialog\d40\d40_320_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_320_cortana) 30.00))))) (script static void d40_330_cortana (begin (sound_impulse_start sound\dialog\d40\d40_330_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_330_cortana) 30.00))))) (script static void d40_340_cortana (begin (sound_impulse_start sound\dialog\d40\d40_340_cortana none cortana_dialogue_scale))) (script static void d40_350_cortana (begin (sound_impulse_start sound\dialog\d40\d40_350_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_350_cortana) 30.00))))) (script static void d40_360_cortana (begin (sound_impulse_start sound\dialog\d40\d40_360_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_360_cortana) 30.00))))) (script static void d40_362_cortana (begin (sound_impulse_start sound\dialog\d40\d40_362_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_362_cortana) 30.00))))) (script static void d40_363_cortana (begin (sound_impulse_start sound\dialog\d40\d40_363_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_363_cortana) 30.00))))) (script static void d40_370_cortana (begin (sound_impulse_start sound\dialog\d40\d40_370_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_370_cortana) 30.00))))) (script static void d40_380_cortana (begin (sound_impulse_start sound\dialog\d40\d40_380_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_380_cortana) 30.00))))) (script static void d40_390_pilot (begin (sound_impulse_start sound\dialog\d40\d40_390_pilot none pilot_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_390_pilot) 30.00))))) (script static void d40_400_cortana (begin (sound_impulse_start sound\dialog\d40\d40_400_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_400_cortana) 30.00))))) (script static void d40_410_pilot (begin (sound_impulse_start sound\dialog\d40\d40_410_pilot none pilot_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_410_pilot) 30.00))))) (script static void d40_420_pilot (begin (sound_impulse_start sound\dialog\d40\d40_420_pilot none pilot_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_420_pilot) 30.00))))) (script static void d40_440_cortana (begin (sound_impulse_start sound\dialog\d40\d40_440_cortana none cortana_dialogue_scale))) (script static void d40_441_cortana (begin (sound_impulse_start sound\dialog\d40\d40_441_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_441_cortana) 240.00))))) (script static void d40_450_cortana (begin (sound_impulse_start sound\dialog\d40\d40_450_cortana none cortana_dialogue_scale) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\d40\d40_450_cortana) 30.00))))) (script static void cutscene_lose (begin (sound_looping_stop levels\d40\music\d40_07) (sound_looping_stop levels\d40\music\d40_08) (sound_looping_start sound\sinomatixx_music\d40_lose_music none 1.00) (sound_looping_start sound\sinomatixx_foley\d40_lose_foley none 1.00) (fade_out 1.00 1.00 1.00 15) (sleep 15) (camera_control true) (cinematic_start) (unit_suspended cutscene_lose true) (unit_suspended cutscene_lose true) (switch_bsp 8) (camera_set game_lose_1a 0) (camera_set game_lose_1c 300) (fade_in 1.00 1.00 1.00 15) (sleep 30) (object_destroy poa_explosion) (object_create poa_explosion) (object_pvs_activate poa_explosion) (sleep 120) (player_effect_set_max_rotation 0.00 0.50 0.50) (player_effect_start 1.00 2.00) (sleep 120) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 0.00 1.00 0.00 1.00 true 1.00) (sleep 30) (fade_out 1.00 1.00 1.00 15) (sleep 30) (cinematic_screen_effect_stop) (player_effect_stop 4.00) (object_destroy poa_explosion) (game_lost))) (script static void cinematic_time_up (begin cinematic_time_up)) (script static void x70_finale (begin (cinematic_suppress_bsp_object_creation true) (player_effect_start 1.00 0.00) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (sound_looping_start sound\sinomatixx_music\x70_music none 1.00) (sound_looping_start sound\sinomatixx_foley\x70_foley1 none 1.00) (object_destroy_containing nipple) (fade_out 1.00 1.00 1.00 50) (sleep 30) (cinematic_start) (camera_control true) (switch_bsp 7) (object_teleport x70_finale player0_finale_pause) (object_teleport x70_finale player1_finale_pause) (unit_suspended x70_finale true) (unit_suspended x70_finale true) x70_finale x70_finale (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_dialog 0.00 0) x70_finale (if (= easy (game_difficulty_get_real)) (begin (switch_bsp 8) x70_finale (sound_class_set_gain unit_footsteps 0.00 0) x70_finale (fade_out 0.00 0.00 0.00 0) (switch_bsp 9) (fade_in 0.00 0.00 0.00 0) (rasterizer_model_ambient_reflection_tint 1.00 1.00 1.00 1.00) x70_finale x70_finale (fade_in 1.00 1.00 1.00 15) x70_finale x70_finale x70_finale x70_finale x70_finale (fade_out 0.00 0.00 0.00 120) (sleep 520) (cinematic_screen_effect_stop) (rasterizer_model_ambient_reflection_tint 0.00 0.00 0.00 0.00) (print cue credits))) (if (= normal (game_difficulty_get_real)) (begin (switch_bsp 8) x70_finale (sound_class_set_gain unit_footsteps 0.00 0) x70_finale (fade_out 0.00 0.00 0.00 0) (switch_bsp 9) (fade_in 0.00 0.00 0.00 0) (rasterizer_model_ambient_reflection_tint 1.00 1.00 1.00 1.00) x70_finale x70_finale (fade_in 1.00 1.00 1.00 15) x70_finale x70_finale x70_finale x70_finale x70_finale (fade_out 0.00 0.00 0.00 120) (sleep 520) (cinematic_screen_effect_stop) (rasterizer_model_ambient_reflection_tint 0.00 0.00 0.00 0.00) (print cue credits))) (if (= hard (game_difficulty_get_real)) (begin (switch_bsp 8) x70_finale (sound_class_set_gain unit_footsteps 0.00 0) x70_finale (fade_out 0.00 0.00 0.00 0) (switch_bsp 9) (fade_in 0.00 0.00 0.00 0) (rasterizer_model_ambient_reflection_tint 1.00 1.00 1.00 1.00) x70_finale x70_finale (fade_in 1.00 1.00 1.00 15) x70_finale x70_finale x70_finale x70_finale x70_finale (fade_out 0.00 0.00 0.00 120) (sleep 520) (cinematic_screen_effect_stop) (rasterizer_model_ambient_reflection_tint 0.00 0.00 0.00 0.00) (print cue credits))) (if (= impossible (game_difficulty_get_real)) (begin (print happy easter) (switch_bsp 8) x70_finale (switch_bsp 9) (fade_in 0.00 0.00 0.00 0) (rasterizer_model_ambient_reflection_tint 1.00 1.00 1.00 1.00) x70_finale x70_finale (fade_in 1.00 1.00 1.00 15) x70_finale x70_finale x70_finale x70_finale x70_finale (fade_out 0.00 0.00 0.00 120) (sleep 520) (cinematic_screen_effect_stop) (rasterizer_model_ambient_reflection_tint 0.00 0.00 0.00 0.00) (print cue credits))))) (script static void cinematic_finale (begin cinematic_finale)) (script static void x70_bridge (begin (wake bridge_music_1) (sound_looping_start sound\sinomatixx_foley\d40_bridge_foley1 none 1.00) (fade_out 1.00 1.00 1.00 30) (sleep 30) (cinematic_start) (camera_control true) (switch_bsp 1) (object_teleport x70_bridge player0_bridge_pause) (object_teleport x70_bridge player1_bridge_pause) (unit_suspended x70_bridge true) (unit_suspended x70_bridge true) (cinematic_set_near_clip_distance 0.01) x70_bridge (switch_bsp 4) x70_bridge (switch_bsp 1) (breakable_surfaces_enable true) (sound_looping_start sound\sinomatixx_foley\d40_bridge_foley2 none 1.00) x70_bridge (cinematic_screen_effect_stop) (cinematic_set_near_clip_distance 0.06) (object_teleport x70_bridge player0_playon_base) (object_teleport x70_bridge player1_playon_base) (unit_suspended x70_bridge false) (unit_suspended x70_bridge false) (camera_control false) (cinematic_stop) (sleep 15) (fade_in 1.00 1.00 1.00 15) (sleep 15))) (script static void cinematic_bridge (begin cinematic_bridge)) (script static void cutscene_insertion (begin (fade_out 0.00 0.00 0.00 0) (camera_control true) (cinematic_start) (object_teleport cutscene_insertion player0_intro_base) (object_teleport cutscene_insertion player1_intro_base) (unit_suspended cutscene_insertion true) (unit_suspended cutscene_insertion true) (switch_bsp 8) (wake insertion_music) cutscene_insertion (switch_bsp 0) cutscene_insertion (fade_out 1.00 1.00 1.00 15) (sleep 15) (unit_suspended cutscene_insertion false) (unit_suspended cutscene_insertion false) (object_teleport cutscene_insertion player0_intro_done) (object_teleport cutscene_insertion player1_intro_done) (object_destroy chief_insertion) (object_destroy intro_banshee) (camera_control false) (cinematic_stop) (fade_in 1.00 1.00 1.00 15) (breakable_surfaces_reset) (breakable_surfaces_enable false) (sound_class_set_gain vehicle_engine 1.00 5))) (script static void cinematic_intro (begin cinematic_intro)) (script static void chapter_d40_1 (begin (sleep 30) (cinematic_set_title chapter_d40_1) (sleep 150))) (script static void chapter_d40_2 (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_d40_2) (sleep 90) (cinematic_set_title chapter_d40_2b) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script static void chapter_d40_3 (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_d40_3) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script static void obj_bridge (begin (show_hud_help_text true) (hud_set_help_text obj_bridge) (hud_set_objective_text obj_bridge) (sleep hud_objectives_display_time) (show_hud_help_text false))) (script static void obj_engineering (begin (show_hud_help_text true) (hud_set_help_text obj_engineering) (hud_set_objective_text obj_engineering) (sleep hud_objectives_display_time) (show_hud_help_text false))) (script static void obj_retract (begin (show_hud_help_text true) (hud_set_help_text obj_retract) (hud_set_objective_text obj_retract) (sleep hud_objectives_display_time) (show_hud_help_text false))) (script static void obj_frogblast (begin (show_hud_help_text true) (hud_set_help_text obj_frogblast) (hud_set_objective_text obj_frogblast) (sleep hud_objectives_display_time) (show_hud_help_text false))) (script static void obj_elevator (begin (show_hud_help_text true) (hud_set_help_text obj_elevator) (hud_set_objective_text obj_elevator) (sleep hud_objectives_display_time) (show_hud_help_text false))) (script static void obj_escape (begin (show_hud_help_text true) (hud_set_help_text obj_escape) (hud_set_objective_text obj_escape) (sleep hud_objectives_display_time) (show_hud_help_text false))) (script continuous void save_loop (begin (sleep_until save_now testing_save) (game_save_no_timeout) (set save_now false))) (script static void certain_save (begin (set save_now true))) (script static void enc6_5_dropship (begin (object_create enc6_5_dropship) (object_teleport enc6_5_dropship enc6_5_dropship) (recording_play (unit enc6_5_dropship) enc6_5_dropship) (sleep (recording_time enc6_5_dropship)) (vehicle_hover enc6_5_dropship true) (object_set_ranged_attack_inhibited enc6_5_dropship false))) (script dormant void endgame_cinematics (begin (if (<= (hud_get_timer_ticks) 0) (begin (show_hud_timer false) (set timer_active false) (pause_hud_timer true) endgame_cinematics) (begin (show_hud_timer false) (set timer_active false) (pause_hud_timer true) endgame_cinematics (game_won))))) (script continuous void trench_jeep_test (begin (sleep_until (not trench_jeep_test_paused)) (if (or (vehicle_test_seat_list trench_jeep1 w-driver (players)) (vehicle_test_seat_list trench_jeep2 w-driver (players)) (vehicle_test_seat_list trench_jeep3 w-driver (players)) (vehicle_test_seat_list trench_jeep4 w-driver (players)) (vehicle_test_seat_list asspain_1 w-driver (players)) (vehicle_test_seat_list asspain_2 w-driver (players)) (vehicle_test_seat_list asspain_3 w-driver (players))) (set time_out_of_jeep 0) (set time_out_of_jeep (+ time_out_of_jeep 1.00))) (sleep 30) (if (>= time_out_of_jeep 15) (begin (set time_out_of_jeep 0) trench_jeep_test)))) (script dormant void timer_begin (begin (if (= impossible (game_difficulty_get)) timer_begin timer_begin) (hud_set_timer_position 0 0 bottom_right) (hud_set_timer_time timer_minutes timer_seconds) (hud_set_timer_warning_time 1 0) (show_hud_timer true) (set timer_active true) timer_begin (wake trench_jeep_test) (sleep_until (and timer_active (<= (hud_get_timer_ticks) 0))) (if timer_active (wake endgame_cinematics)))) (script dormant void endgame_cleaner (begin (sleep 400) (object_destroy_containing bsp_8_))) (script dormant void test_for_endgame (begin test_for_endgame (sleep_until (volume_test_objects grand_finale (players)) testing_trench) (deactivate_team_nav_point_flag player nav_endpoint) (sound_looping_stop levels\d40\music\d40_08) (object_destroy_all) (object_create_containing bsp_8_1) (object_create_containing bsp_8_5) (object_create_containing bsp_8_7) (object_create_containing bsp_8_8) (wake endgame_cleaner) (wake endgame_cinematics))) (script dormant void enc7_7 (begin (sleep_until (volume_test_objects enc7_7 (players)) testing_trench) (wake test_for_endgame) (ai_place enc7_7_cov/left_gunner) (ai_place enc7_7_cov/right_gunner) (ai_try_to_fight_player enc7_7_cov/left_gunner) (ai_try_to_fight_player enc7_7_cov/right_gunner) (vehicle_load_magic enc7_7_turret_left gunner (ai_actors enc7_7_cov/left_gunner)) (vehicle_load_magic enc7_7_turret_right gunner (ai_actors enc7_7_cov/right_gunner)) (ai_command_list enc7_7_cov/right_gunner enc7_7_shooting) (ai_command_list enc7_7_cov/left_gunner enc7_7_shooting) (effect_new explosion_large enc7_7_l1) (sleep 2) (effect_new explosion_large enc7_7_r1) (sleep_until (volume_test_objects enc7_7_2 (players)) testing_very_fast) (effect_new explosion_steam enc7_7_l4) (sleep 2) (effect_new explosion_large_no enc7_7_r4) (sleep_until (volume_test_objects enc7_7_3 (players)) testing_very_fast) (effect_new explosion_medium_no enc7_7_r5) (sleep_until (volume_test_objects enc7_7_4 (players)) testing_very_fast) (effect_new explosion_steam enc7_7_r6) (sleep 7) (effect_new explosion_large_no enc7_7_l6) (sleep_until (volume_test_objects enc7_7_6 (players)) testing_very_fast) (effect_new explosion_large_no enc7_7_l8) (sleep 5) (effect_new explosion_large enc7_7_r8))) (script dormant void enc7_1 (begin (sleep_until (volume_test_objects enc7_1 (players)) testing_trench) (wake enc7_7) (effect_new explosion_steam_no enc6_9_blast2) (sleep 18) (effect_new explosion_large enc6_9_blast3) (sleep 15) (effect_new explosion_small enc6_9_blast4) (sleep 20) (effect_new explosion_large_no enc6_9_blast5) (sleep 10) (effect_new explosion_small enc6_9_blast6) (sleep 15) (effect_new explosion_large enc6_9_blast7) (sleep 13) (ai_place enc7_7_cov/r3) (ai_place enc7_7_cov/r7) (ai_place enc7_7_flood) (ai_try_to_fight enc7_7_cov/r3 enc7_7_flood) (ai_try_to_fight enc7_7_cov/r7 enc7_7_flood) (ai_magically_see_players enc7_7_cov) (ai_magically_see_players enc7_7_flood))) (script dormant void section7 (begin (sleep_until (volume_test_objects section7 (players)) testing_trench) (ai_place enc7_1_flood) (effect_new explosion_large enc6_9_blast8) (wake enc7_1) (ai_kill enc6_9_flood))) (script dormant void enc6_10 (begin (ai_place enc6_9_flood/infsb))) (script dormant void enc6_9_1 (begin (sleep_until (volume_test_objects enc6_9_1 (players)) 1) (sound_looping_start levels\d40\music\d40_09 none 1.00))) (script dormant void enc6_9 (begin (wake enc6_9_1) (wake enc6_10) (ai_place enc6_9_flood/infsa) (ai_place enc6_9_flood/carriers) (effect_new explosion_large enc6_9_blast1) enc6_9)) (script continuous void enc6_8_ambients (begin (begin_random (begin (effect_new explosion_small enc6_8_blast12) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_8_blast13) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_8_blast14) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_8_blast15) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_8_blast16) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_8_blast17) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_8_blast18) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_8_blast19) (sleep explosion_seperation)) (begin (effect_new explosion_medium enc6_8_blast20) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_8_blast21) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_8_blast22) (sleep explosion_seperation)) (begin (effect_new explosion_medium enc6_8_blast23) (sleep explosion_seperation))) (sleep 15))) (script dormant void enc6_8_8 (begin (sleep_until (volume_test_objects enc6_8_8 (players)) testing_trench) (effect_new explosion_large_no enc6_8_blast10) (effect_new explosion_large_no enc6_8_blast11))) (script dormant void enc6_8_7 (begin (sleep_until (volume_test_objects enc6_8_7 (players)) testing_trench) (wake enc6_8_8) (effect_new explosion_large enc6_8_blast9))) (script dormant void enc6_8_6 (begin (sleep_until (volume_test_objects enc6_8_6 (players)) testing_trench) (effect_new explosion_large_no enc6_8_blast7) (effect_new explosion_medium_no enc6_8_blast8))) (script dormant void enc6_8_5 (begin (sleep_until (volume_test_objects enc6_8_5 (players)) testing_trench) (wake enc6_8_6) (effect_new explosion_large_no enc6_8_blast6))) (script dormant void enc6_8_3 (begin (sleep_until (volume_test_objects enc6_8_3 (players)) testing_trench) (sleep_until (volume_test_objects enc6_8_6 (players)) testing_trench) enc6_8_3)) (script dormant void enc6_8_4 (begin (sleep_until (volume_test_objects enc6_8_4 (players)) testing_trench) (wake enc6_8_5) (effect_new explosion_medium_no enc6_8_blast5) (sleep -1 enc6_8_3))) (script dormant void enc6_8_2 (begin (sleep_until (volume_test_objects enc6_8_2 (players)) testing_trench) (wake enc6_8_3) (wake enc6_8_4) (wake enc6_8_7) (effect_new explosion_medium_no enc6_8_blast3) (effect_new explosion_large_no enc6_8_blast4))) (script dormant void enc6_8_1 (begin (sleep_until (volume_test_objects enc6_8_1 (players)) testing_trench) (wake enc6_8_2) (effect_new explosion_large_no enc6_8_blast2))) (script static void enc6_8_cleaner (begin (sleep -1 enc6_8_ambients) (sleep -1 enc6_8_3) (sleep -1 enc6_8_4) (sleep -1 enc6_8_5) (sleep -1 enc6_8_6))) (script dormant void enc6_8 (begin (set explosion_seperation 15) (wake enc6_8_ambients) (wake enc6_8_1) (sleep -1 trench_jeep_test) (effect_new explosion_small enc6_8_blast1) (sleep_until (volume_test_objects enc6_9 (players)) testing_trench) enc6_8 (wake enc6_9))) (script static void trench_scene (begin (ai_magically_see_players trench_banshee_pilots) (ai_magically_see_players trench_banshees) (wake trench_pelican_thread) (sleep 60) (wake trench_banshee1_thread) (wake trench_banshee2_thread) (sleep 70) (sound_impulse_start sound\dialog\d40\d40_400_cortana none 1.00))) (script static void kill_trench_scene (begin (set trench_scene_allow_continue false) (sound_impulse_stop sound\dialog\d40\d40_411_pilot) (sound_impulse_stop sound\dialog\d40\d40_400_cortana))) (script static void trench_scene_continue (begin (set trench_scene_continued true) trench_scene_continue (sound_looping_stop levels\d40\music\d40_07) (sound_looping_start levels\d40\music\d40_08 none 1.00) trench_scene_continue (sleep 180) (set trench_jeep_test_paused false) (set timer_active true) (pause_hud_timer false) (show_hud_timer true) (if (>= (hud_get_timer_ticks) trench_safe_save_time) (begin (game_save_cancel) (game_save))) (activate_team_nav_point_flag default_red player nav_endpoint 0.00))) (script dormant void enc6_7_2 (begin (sleep_until (volume_test_objects enc6_7_2 (players)) testing_trench) (ai_place enc6_8_cov) (ai_command_list enc6_8_cov enc6_8_longrun) (effect_new explosion_large enc6_7_blast2) (sleep 30) (effect_new explosion_steam_no enc6_7_blast3) (sleep 30) (effect_new explosion_steam_no enc6_7_blast4) (sleep 30) (effect_new explosion_medium_no enc6_7_blast5) (sleep 30) (effect_new explosion_steam enc6_7_blast6))) (script dormant void enc6_7_1 (begin (sleep_until (volume_test_objects enc6_7_1 (players)) testing_trench) (wake enc6_7_2) (if (not trench_scene_continued) enc6_7_1))) (script dormant void enc6_7 (begin (wake enc6_7_1) (effect_new explosion_steam enc6_7_blast1) (sleep_until (volume_test_objects enc6_8 (players)) testing_trench) (wake enc6_8))) (script continuous void enc6_6_ambients (begin (sleep 30))) (script dormant void enc6_6_1 (begin (sleep_until (volume_test_objects enc6_6_1 (players)) testing_trench) (deactivate_team_nav_point_flag player nav_midpoint) (set timer_active false) (show_hud_timer false) (pause_hud_timer true) (sound_looping_set_alternate levels\d40\music\d40_07 true) (set trench_jeep_test_paused true) enc6_6_1 enc6_6_1 (sleep 850 enc6_6_ambients) (sleep 510) (if (not trench_scene_continued) enc6_6_1))) (script static void enc6_6_cleaner (begin (sleep -1 enc6_6_ambients))) (script dormant void enc6_6 (begin (sleep_until (volume_test_objects enc6_6 (players)) testing_trench) (wake enc6_6_ambients) (wake enc6_6_1) (sleep_until (volume_test_objects enc6_7 (players)) testing_trench) (wake enc6_7) enc6_6)) (script continuous void enc6_5_ambients (begin (begin_random (begin (effect_new explosion_steam_no enc6_5_blast3) (sleep 45)) (begin (effect_new explosion_steam_no enc6_5_blast4) (sleep 45)) (begin (effect_new explosion_steam_no enc6_5_blast5) (sleep 45)) (begin (effect_new explosion_steam_no enc6_5_blast6) (sleep 45)) (begin (effect_new explosion_steam_no enc6_5_blast7) (sleep 45)) (begin (effect_new explosion_steam_no enc6_5_blast8) (sleep 45))))) (script dormant void enc6_5_9 (begin (sleep_until (volume_test_objects enc6_5_9 (players)) testing_trench))) (script dormant void enc6_5_8 (begin (sleep_until (volume_test_objects enc6_5_8 (players)) testing_trench) enc6_5_8 (sleep 20) enc6_5_8)) (script dormant void enc6_5_7 (begin (sleep_until (volume_test_objects enc6_5_7 (players)) testing_trench) (wake enc6_5_8))) (script dormant void enc6_5_6 (begin (sleep_until (volume_test_objects enc6_5_6 (players)) testing_trench) (wake enc6_5_7) (sleep -1 enc6_5_ambients) (ai_place enc6_5_cov/evacs1) (ai_place enc6_5_cov/evacs2) (ai_place enc6_5_cov/gunner) (ai_go_to_vehicle enc6_5_cov/gunner enc6_5_turret gunner) enc6_5_6 (ai_defend enc6_5_cov/evacs))) (script dormant void enc6_5_5 (begin (sleep_until (volume_test_objects enc6_5_5 (players)) testing_trench))) (script dormant void enc6_5_4 (begin (sleep_until (volume_test_objects enc6_5_4 (players)) testing_trench) (wake enc6_5_5) (wake enc6_5_6) (ai_maneuver enc6_5_cov/grunts_advance) (wake enc6_5_ambients))) (script dormant void enc6_5_3 (begin (sleep_until (volume_test_objects enc6_5_3 (players)) testing_trench))) (script dormant void enc6_5_2 (begin (sleep_until (volume_test_objects enc6_5_2 (players)) testing_trench) (wake enc6_5_3) (wake enc6_5_4) (effect_new explosion_large enc6_5_blast2))) (script dormant void enc6_5_1 (begin (sleep_until (volume_test_objects enc6_5_1 (players)) testing_trench) (effect_new explosion_large enc6_5_blast1) (ai_place enc6_5_flood/infsb))) (script static void enc6_5_cleaner (begin (sleep -1 enc6_5_1) (sleep -1 enc6_5_3) (sleep -1 enc6_5_5) (sleep -1 enc6_5_8) (sleep -1 enc6_5_ambients) (ai_kill enc6_5_flood))) (script dormant void enc6_5 (begin (wake enc6_5_1) (wake enc6_5_2) (object_create_anew enc6_5_turret) (sleep_until (volume_test_objects enc6_6 (players)) testing_trench) (wake enc6_6) enc6_5)) (script dormant void enc6_4_8 (begin (sleep_until (volume_test_objects enc6_4_8 (players)) testing_trench) (ai_place enc6_5_cov/grunts_advance) (ai_place enc6_5_flood/infsa) (if (or coop (= hard (game_difficulty_get)) (= impossible (game_difficulty_get))) (begin (ai_place enc6_5_cov/fuel_rod_grunts) (ai_magically_see_players enc6_5_cov/fuel_rod_grunts) (ai_try_to_fight_player enc6_5_cov/fuel_rod_grunts))) (objects_predict enc6_5_dropship))) (script dormant void enc6_4_7 (begin (sleep_until (volume_test_objects enc6_4_7 (players)) testing_trench) (wake enc6_4_8) (effect_new explosion_large_no enc6_4_blast8) (sleep 15) (effect_new explosion_large enc6_4_blast9))) (script dormant void enc6_4_6 (begin (sleep_until (volume_test_objects enc6_4_6 (players)) testing_trench) (wake enc6_4_7))) (script dormant void enc6_4_5 (begin (sleep_until (volume_test_objects enc6_4_5 (players)) testing_trench) (effect_new explosion_medium_no enc6_4_blast6) (sleep 25) (effect_new explosion_large_no enc6_4_blast7))) (script dormant void enc6_4_4 (begin (sleep_until (volume_test_objects enc6_4_4 (players)) testing_trench) (effect_new explosion_steam enc6_4_blast11) (sleep 15) (effect_new explosion_small enc6_4_blast11))) (script dormant void enc6_4_3 (begin (sleep_until (volume_test_objects enc6_4_3 (players)) testing_trench) (effect_new explosion_steam enc6_4_blast10) (sleep 15) (effect_new explosion_small enc6_4_blast10))) (script dormant void enc6_4_2 (begin (sleep_until (volume_test_objects enc6_4_2 (players)) testing_trench) (effect_new explosion_medium_no enc6_4_blast4) (sleep 25) (effect_new explosion_large_no enc6_4_blast5))) (script dormant void enc6_4_1 (begin (sleep_until (volume_test_objects enc6_4_1 (players)) testing_trench) (wake enc6_4_2) (wake enc6_4_3) (wake enc6_4_4) (wake enc6_4_5) (wake enc6_4_6))) (script static void enc6_4_cleaner (begin (sleep -1 enc6_4_2) (sleep -1 enc6_4_3) (sleep -1 enc6_4_4) (sleep -1 enc6_4_5) (sleep 150) (ai_kill enc6_4_flood))) (script dormant void enc6_4 (begin (wake enc6_4_1) (effect_new explosion_medium enc6_4_blast1) (effect_new explosion_grenade enc6_4_blast2) (effect_new explosion_large enc6_4_blast3) (sleep_until (volume_test_objects enc6_5 (players)) testing_trench) (wake enc6_5) enc6_4)) (script dormant void enc6_3_4 (begin (sleep_until (volume_test_objects enc6_3_4 (players)) testing_trench) (ai_place enc6_3_sents/squadc) (ai_place enc6_4_flood/squada) (ai_place enc6_4_flood/squadb) (ai_place enc6_4_flood/squadc) (ai_place enc6_4_flood/infs) (ai_kill enc6_2_sents) (ai_kill enc6_2_flood))) (script dormant void enc6_3_2 (begin (sleep_until (volume_test_objects enc6_3_2 (players)) testing_trench) (ai_place enc6_3_flood/infsb) (ai_kill enc6_3_sents/squadb) (effect_new explosion_medium enc6_3_2_blast1) (effect_new explosion_medium enc6_3_2_blast2) (sleep_until (volume_test_objects enc6_3_2b (players)) testing_trench) enc6_3_2)) (script dormant void enc6_3_3 (begin (sleep_until (volume_test_objects enc6_3_3 (players)) testing_trench) (effect_new explosion_large enc6_3_3_blast1) (sleep -1 enc6_3_2))) (script dormant void enc6_3_1 (begin (sleep_until (volume_test_objects enc6_3_1 (players)) testing_trench) (wake enc6_3_2) (wake enc6_3_3) (wake enc6_3_4) (ai_place enc6_3_sents/squadb))) (script static void enc6_3_cleaner (begin (sleep -1 enc6_3_2) (sleep -1 enc6_3_3) (sleep 150) (ai_kill enc6_3_flood) (ai_kill enc6_3_sents))) (script dormant void enc6_3 (begin (wake enc6_3_1) (ai_place enc6_3_sents/squada) (ai_place enc6_3_flood/combatsa) (ai_place enc6_3_flood/infsa) (sleep_until (volume_test_objects enc6_4 (players)) testing_trench) (wake enc6_4) enc6_3)) (script dormant void enc6_2_8 (begin (sleep_until (volume_test_objects enc6_2_8 (players)) testing_trench) (ai_place enc6_2_sents/squadf) (effect_new explosion_steam_no enc6_2_blast3))) (script dormant void enc6_2_7 (begin (sleep_until (volume_test_objects enc6_2_7 (players)) testing_trench) (ai_place enc6_2_sents/squade) (effect_new explosion_large enc6_2_blast4))) (script dormant void enc6_2_6 (begin (sleep_until (volume_test_objects enc6_2_6 (players)) testing_trench) (effect_new explosion_large enc6_2_blast7))) (script dormant void enc6_2_5 (begin (sleep_until (volume_test_objects enc6_2_5 (players)) testing_trench) (wake enc6_2_6) (ai_place enc6_2_flood/infs2) (ai_kill enc6_2_sents/squada) (ai_kill enc6_2_sents/squadb))) (script dormant void enc6_2_4 (begin (sleep_until (volume_test_objects enc6_2_4 (players)) testing_trench) (ai_place enc6_2_sents/squade))) (script dormant void enc6_2_3 (begin (sleep_until (volume_test_objects enc6_2_3 (players)) testing_trench) (ai_place enc6_2_sents/squadf))) (script dormant void enc6_2_2 (begin (sleep_until (volume_test_objects enc6_2_2 (players)) testing_trench) (ai_place enc6_2_sents/squadd) (effect_new explosion_medium enc6_2_blast5) (effect_new explosion_medium enc6_2_blast6))) (script dormant void enc6_2_1 (begin (sleep_until (volume_test_objects enc6_2_1 (players)) testing_trench) (wake enc6_2_2) (wake enc6_2_3) (wake enc6_2_4) (wake enc6_2_5) (wake enc6_2_7) (wake enc6_2_8) (ai_place enc6_2_sents/squadc) (effect_new explosion_large_no enc6_2_1_blast1) (effect_new explosion_medium enc6_2_1_blast2))) (script dormant void enc6_2_0 (begin (sleep_until (volume_test_objects enc6_2_0 (players)) testing_trench) (wake enc6_2_1))) (script static void enc6_2_cleaner (begin (sleep -1 enc6_2_2) (sleep -1 enc6_2_3) (sleep -1 enc6_2_4) (sleep -1 enc6_2_7) (sleep -1 enc6_2_8) (sleep 150) (ai_kill enc6_2_flood) (ai_kill enc6_2_sents))) (script dormant void enc6_2 (begin (wake enc6_2_0) (ai_place enc6_2_flood/infs) (ai_place enc6_2_flood/combats) (ai_place enc6_2_sents/squada) (ai_place enc6_2_sents/squadb) (sleep 120) (effect_new explosion_large enc6_2_blast1) (effect_new explosion_medium_no enc6_2_blast2) (sleep_until (volume_test_objects enc6_3 (players)) testing_trench) (wake enc6_3) enc6_2)) (script dormant void enc6_1_9 (begin (sleep_until (volume_test_objects enc6_1_9 (players)) testing_trench))) (script dormant void enc6_1_8 (begin (sleep_until (volume_test_objects enc6_1_8 (players)) testing_trench) (wake enc6_1_9))) (script dormant void enc6_1_7 (begin (sleep_until (volume_test_objects enc6_1_7 (players)) testing_trench) (wake enc6_1_8) (effect_new explosion_grenade enc6_1_7_blast1) (effect_new explosion_medium enc6_1_7_blast2) (ai_kill enc6_1_flood/fodder5))) (script dormant void enc6_1_6 (begin (sleep_until (volume_test_objects enc6_1_6 (players)) testing_trench) (ai_place enc6_1_flood/fodder6) (ai_kill enc6_1_flood/fodder1) (ai_kill enc6_1_flood/squada) (ai_kill enc6_1_flood/squadb) (ai_kill enc6_1_flood/squadc) (ai_kill enc6_1_flood/squadd) (sleep 30) (ai_place enc6_1_flood/fodder4))) (script dormant void enc6_1_5 (begin (sleep_until (volume_test_objects enc6_1_5 (players)) testing_trench) (wake enc6_1_6) (wake enc6_1_7))) (script dormant void enc6_1_4 (begin (sleep_until (volume_test_objects enc6_1_4 (players)) testing_trench) (ai_place enc6_1_flood/fodder2) (sleep 65) (effect_new explosion_medium enc6_1_4_blast1))) (script dormant void enc6_1_3 (begin (sleep_until (volume_test_objects enc6_1_3 (players)) testing_trench) (wake enc6_1_4) (wake enc6_1_5) (ai_place enc6_1_flood/fodder3))) (script dormant void enc6_1_2 (begin (sleep_until (volume_test_objects enc6_1_2 (players)) testing_trench) (wake enc6_1_3) (ai_place enc6_1_flood/fodder5) (ai_kill enc6_0_flood))) (script dormant void enc6_1_1 (begin (sleep_until (volume_test_objects enc6_1_1 (players)) testing_trench) (effect_new explosion_steam_no enc6_1_1_blast3) (effect_new explosion_steam_no enc6_1_1_blast4) (sleep 30) (effect_new explosion_grenade enc6_1_1_blast1) (effect_new explosion_grenade enc6_1_1_blast2) (ai_place enc6_1_flood/squadd))) (script continuous void enc6_1_ambients (begin (begin_random (begin (effect_new explosion_small enc6_1_amb_blast1) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_1_amb_blast2) (sleep explosion_seperation)) (begin (effect_new explosion_steam_no enc6_1_amb_blast3) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_1_amb_blast4) (sleep explosion_seperation)) (begin (effect_new explosion_grenade enc6_1_amb_blast5) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_1_amb_blast6) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_1_amb_blast7) (sleep explosion_seperation)) (begin (effect_new explosion_steam_no enc6_1_amb_blast8) (sleep explosion_seperation)) (begin (effect_new explosion_grenade enc6_1_amb_blast9) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_1_amb_blast10) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_1_amb_blast11) (sleep explosion_seperation)) (begin (effect_new explosion_small enc6_1_amb_blast12) (sleep explosion_seperation)) (begin (effect_new explosion_grenade enc6_1_amb_blast13) (sleep explosion_seperation)) (begin (effect_new explosion_medium_no enc6_1_amb_blast14) (sleep explosion_seperation))))) (script static void enc6_1_cleaner (begin (sleep -1 enc6_1_1) (sleep -1 enc6_1_4) (sleep -1 enc6_1_6) (sleep -1 enc6_1_ambients) (ai_kill enc6_1_flood) (ai_kill enc6_0_flood) (ai_kill enc6_0_cov))) (script dormant void enc6_1 (begin (sleep_until (volume_test_objects enc6_1 (players)) testing_trench) (set explosion_seperation 30) (wake enc6_1_ambients) (wake enc6_1_1) (wake enc6_1_2) (ai_magically_see_players enc6_1_flood) (ai_playfight enc6_1_flood true) (ai_place enc6_1_flood/squadb) (ai_place enc6_1_flood/fodder1) (sleep_until (volume_test_objects enc6_2 (players)) testing_trench) (wake enc6_2) enc6_1)) (script dormant void enc6_0_1 (begin (sleep_until (volume_test_objects enc6_0_1 (players)) testing_trench) (wake enc6_1) (ai_place enc6_1_flood/squada) (ai_place enc6_1_flood/squadc) (sleep 90) (effect_new explosion_steam_no enc6_0_1_blast1) (sleep 90) (effect_new explosion_small enc6_0_1_blast2) (sleep 15) (effect_new explosion_steam_no enc6_0_1_blast3) (sleep 45) (effect_new explosion_steam_no enc6_0_1_blast4) (if (or (vehicle_test_seat_list trench_jeep1 w-driver (players)) (vehicle_test_seat_list trench_jeep2 w-driver (players)) (vehicle_test_seat_list trench_jeep3 w-driver (players)) (vehicle_test_seat_list trench_jeep4 w-driver (players)) (vehicle_test_seat_list asspain_1 w-driver (players)) (vehicle_test_seat_list asspain_2 w-driver (players)) (vehicle_test_seat_list asspain_3 w-driver (players))) (sleep 1) enc6_0_1))) (script dormant void enc6_0 (begin (sleep_until (volume_test_objects enc6_0 (players)) testing_trench) (wake enc6_0_1) (effect_new explosion_medium enc6_0_blast1) (effect_new explosion_grenade enc6_0_blast1) (sleep 15) (effect_new explosion_grenade enc6_0_blast4) (effect_new explosion_grenade enc6_0_blast2) (sleep 15) (effect_new explosion_grenade enc6_0_blast3) (ai_place enc6_0_cov) (ai_force_active enc6_0_cov true) (ai_place enc6_0_flood) (ai_try_to_fight enc6_0_flood enc6_0_cov) (ai_magically_see_encounter enc6_0_flood enc6_0_cov))) (script dormant void enc6_0_dialog (begin (sleep_until (volume_test_objects enc6_0_dialog (players)) 1) (sound_looping_stop levels\d40\music\d40_06) (sound_looping_start levels\d40\music\d40_07 none 1.00) (deactivate_team_nav_point_flag player waypoint_lift) enc6_0_dialog (activate_team_nav_point_flag default_red player nav_midpoint 0.00))) (script dormant void section6 (begin (sleep -1 trench_jeep_test) (sleep -1 enc6_1_ambients) (sleep -1 enc6_5_ambients) (sleep -1 enc6_6_ambients) (sleep -1 enc6_8_ambients) (sleep_until (volume_test_objects section6 (players)) testing_trench) (deactivate_team_nav_point_flag player waypoint_lift) (game_save_cancel) (game_save) (sound_looping_stop sound\sfx\ambience\d40\engine_critical) (wake enc6_0) (wake enc6_0_dialog) section6)) (script static void close_manifold_n1 (begin (if (not manifold_n1_destroyed) (begin (device_set_position enc5_1_pistonn1 0.00) (if (!= (device_get_position enc5_1_pistonn1) 0.00) (print placeholder: alarm sound close_n1)))))) (script static void close_manifold_n3 (begin (if (not manifold_n3_destroyed) (begin (device_set_position enc5_1_pistonn3 0.00) (if (!= (device_get_position enc5_1_pistonn3) 0.00) (print placeholder: alarm sound close_n3)))))) (script static void close_manifold_s1 (begin (if (not manifold_s1_destroyed) (begin (device_set_position enc5_1_pistons1 0.00) (if (!= (device_get_position enc5_1_pistons1) 0.00) (print placeholder: alarm sound close_s1)))))) (script static void close_manifold_s3 (begin (if (not manifold_s3_destroyed) (begin (device_set_position enc5_1_pistons3 0.00) (if (!= (device_get_position enc5_1_pistons3) 0.00) (print placeholder: alarm sound close_s3)))))) (script static void open_manifold_n1 (begin (device_set_power enc5_1_controln1 0.00) (sound_impulse_start sound\sfx\ambience\d40\oven_door_alarm enc5_1_controln1 1.00) (device_set_power enc5_1_siglight_n11 1.00) (device_set_power enc5_1_siglight_n12 1.00) (device_set_position_immediate enc5_1_siglight_n11 1.00) (device_set_position_immediate enc5_1_siglight_n12 1.00) open_manifold_n1 open_manifold_n1 open_manifold_n1)) (script static void open_manifold_n3 (begin (device_set_power enc5_1_controln3 0.00) (sound_impulse_start sound\sfx\ambience\d40\oven_door_alarm enc5_1_controln3 1.00) (device_set_power enc5_1_siglight_n31 1.00) (device_set_power enc5_1_siglight_n32 1.00) (device_set_position_immediate enc5_1_siglight_n31 1.00) (device_set_position_immediate enc5_1_siglight_n32 1.00) open_manifold_n3 open_manifold_n3 open_manifold_n3)) (script static void open_manifold_s1 (begin (device_set_power enc5_1_controls1 0.00) (sound_impulse_start sound\sfx\ambience\d40\oven_door_alarm enc5_1_controls1 1.00) (device_set_power enc5_1_siglight_s11 1.00) (device_set_power enc5_1_siglight_s12 1.00) (device_set_position_immediate enc5_1_siglight_s11 1.00) (device_set_position_immediate enc5_1_siglight_s12 1.00) open_manifold_s1 open_manifold_s1 open_manifold_s1)) (script static void open_manifold_s3 (begin (device_set_power enc5_1_controls3 0.00) (sound_impulse_start sound\sfx\ambience\d40\oven_door_alarm enc5_1_controls3 1.00) (device_set_power enc5_1_siglight_s31 1.00) (device_set_power enc5_1_siglight_s32 1.00) (device_set_position_immediate enc5_1_siglight_s31 1.00) (device_set_position_immediate enc5_1_siglight_s32 1.00) open_manifold_s3 open_manifold_s3 open_manifold_s3)) (script static void enc5_1_mark_manifolds (begin (deactivate_team_nav_point_flag player nav_cntrl_n1) (deactivate_team_nav_point_flag player nav_cntrl_n3) (deactivate_team_nav_point_flag player nav_cntrl_s1) (deactivate_team_nav_point_flag player nav_cntrl_s3) (if (and (not manifold_n1_destroyed) (> (device_get_position enc5_1_pistonn1) 0.00)) (activate_team_nav_point_flag default_red player enc5_1_manifold_n1 0.00) (deactivate_team_nav_point_flag player enc5_1_manifold_n1)) (if (and (not manifold_n3_destroyed) (> (device_get_position enc5_1_pistonn3) 0.00)) (activate_team_nav_point_flag default_red player enc5_1_manifold_n3 0.00) (deactivate_team_nav_point_flag player enc5_1_manifold_n3)) (if (and (not manifold_s1_destroyed) (> (device_get_position enc5_1_pistons1) 0.00)) (activate_team_nav_point_flag default_red player enc5_1_manifold_s1 0.00) (deactivate_team_nav_point_flag player enc5_1_manifold_s1)) (if (and (not manifold_s3_destroyed) (> (device_get_position enc5_1_pistons3) 0.00)) (activate_team_nav_point_flag default_red player enc5_1_manifold_s3 0.00) (deactivate_team_nav_point_flag player enc5_1_manifold_s3)))) (script static void enc5_1_mark_controls (begin (deactivate_team_nav_point_flag player enc5_1_manifold_n1) (deactivate_team_nav_point_flag player enc5_1_manifold_n3) (deactivate_team_nav_point_flag player enc5_1_manifold_s1) (deactivate_team_nav_point_flag player enc5_1_manifold_s3) (if (= (device_get_power enc5_1_controln1) 1.00) (activate_team_nav_point_flag default_red player nav_cntrl_n1 0.40) (deactivate_team_nav_point_flag player nav_cntrl_n1)) (if (= (device_get_power enc5_1_controln3) 1.00) (activate_team_nav_point_flag default_red player nav_cntrl_n3 0.40) (deactivate_team_nav_point_flag player nav_cntrl_n3)) (if (= (device_get_power enc5_1_controls1) 1.00) (activate_team_nav_point_flag default_red player nav_cntrl_s1 0.40) (deactivate_team_nav_point_flag player nav_cntrl_s1)) (if (= (device_get_power enc5_1_controls3) 1.00) (activate_team_nav_point_flag default_red player nav_cntrl_s3 0.40) (deactivate_team_nav_point_flag player nav_cntrl_s3)))) (script static void enc5_1_waypoint_control (begin (if (or (> (device_get_position enc5_1_pistonn1) 0.00) (> (device_get_position enc5_1_pistonn3) 0.00) (> (device_get_position enc5_1_pistons1) 0.00) (> (device_get_position enc5_1_pistons3) 0.00) (> (device_get_position enc5_1_pistonn2) 0.00)) (begin (if controls_marked enc5_1_waypoint_control) enc5_1_waypoint_control (set controls_marked false)) (begin (if (not controls_marked) enc5_1_waypoint_control) enc5_1_waypoint_control (set controls_marked true))))) (script static void enc5_1_control_poll (begin (if (and (not manifold_n1_destroyed) (= (device_get_position enc5_1_pistonn1) 0.00)) (begin (device_set_power enc5_1_controln1 1.00) (device_set_power enc5_1_siglight_n11 0.00) (device_set_power enc5_1_siglight_n12 0.00) (device_set_position_immediate enc5_1_siglight_n11 1.00) (device_set_position_immediate enc5_1_siglight_n12 1.00)) (if (and (not manifold_n1_destroyed) (= (device_get_power enc5_1_controln1) 1.00)) enc5_1_control_poll)) (if (and (not manifold_n3_destroyed) (= (device_get_position enc5_1_pistonn3) 0.00)) (begin (device_set_power enc5_1_controln3 1.00) (device_set_power enc5_1_siglight_n31 0.00) (device_set_power enc5_1_siglight_n32 0.00) (device_set_position_immediate enc5_1_siglight_n31 1.00) (device_set_position_immediate enc5_1_siglight_n32 1.00)) (if (and (not manifold_n3_destroyed) (= (device_get_power enc5_1_controln3) 1.00)) enc5_1_control_poll)) (if (and (not manifold_s1_destroyed) (= (device_get_position enc5_1_pistons1) 0.00)) (begin (device_set_power enc5_1_controls1 1.00) (device_set_power enc5_1_siglight_s11 0.00) (device_set_power enc5_1_siglight_s12 0.00) (device_set_position_immediate enc5_1_siglight_s11 1.00) (device_set_position_immediate enc5_1_siglight_s12 1.00)) (if (and (not manifold_s1_destroyed) (= (device_get_power enc5_1_controls1) 1.00)) enc5_1_control_poll)) (if (and (not manifold_s3_destroyed) (= (device_get_position enc5_1_pistons3) 0.00)) (begin (device_set_power enc5_1_controls3 1.00) (device_set_power enc5_1_siglight_s31 0.00) (device_set_power enc5_1_siglight_s32 0.00) (device_set_position_immediate enc5_1_siglight_s31 1.00) (device_set_position_immediate enc5_1_siglight_s32 1.00)) (if (and (not manifold_s3_destroyed) (= (device_get_power enc5_1_controls3) 1.00)) enc5_1_control_poll)))) (script dormant void manifold_n1_save (begin (sleep_until (and (<= (device_get_position enc5_1_pistonn1) 0.00) (not (volume_test_objects enc5_1_oven_n1 (players))))) manifold_n1_save)) (script dormant void manifold_n3_save (begin (sleep_until (and (<= (device_get_position enc5_1_pistonn3) 0.00) (not (volume_test_objects enc5_1_oven_n3 (players))))) manifold_n3_save)) (script dormant void manifold_s1_save (begin (sleep_until (and (<= (device_get_position enc5_1_pistons1) 0.00) (not (volume_test_objects enc5_1_oven_s1 (players))))) manifold_s1_save)) (script dormant void manifold_s3_save (begin (sleep_until (and (<= (device_get_position enc5_1_pistons3) 0.00) (not (volume_test_objects enc5_1_oven_s3 (players))))) manifold_s3_save)) (script static void destroy_manifold_n1 (begin (game_save_cancel) (wake manifold_n1_save) (sound_impulse_start sound\sfx\ambience\d40\reactor_destroyed enc5_1_controln1 1.00) (device_set_power enc5_1_siglight_n11 1.00) (device_set_power enc5_1_siglight_n12 1.00) (device_set_position_immediate enc5_1_siglight_n11 0.00) (device_set_position_immediate enc5_1_siglight_n12 0.00) (set manifold_n1_destroyed true) (set destroyed_count (+ 1.00 destroyed_count)) (device_set_position enc5_1_pistonn1 0.00) (effect_new explosion_large enc5_1_manifold_n1) (object_create enc5_1_fire_n2))) (script static void destroy_manifold_n3 (begin (game_save_cancel) (wake manifold_n3_save) (sound_impulse_start sound\sfx\ambience\d40\reactor_destroyed enc5_1_controln3 1.00) (device_set_power enc5_1_siglight_n31 1.00) (device_set_power enc5_1_siglight_n32 1.00) (device_set_position_immediate enc5_1_siglight_n31 0.00) (device_set_position_immediate enc5_1_siglight_n32 0.00) (set manifold_n3_destroyed true) (set destroyed_count (+ 1.00 destroyed_count)) (device_set_position enc5_1_pistonn3 0.00) (effect_new explosion_large enc5_1_manifold_n3) (object_create enc5_1_damage_flame1) (object_create enc5_1_damage_flame2) (object_create enc5_1_damage_flame3))) (script static void destroy_manifold_s1 (begin (game_save_cancel) (wake manifold_s1_save) (sound_impulse_start sound\sfx\ambience\d40\reactor_destroyed enc5_1_controls1 1.00) (device_set_power enc5_1_siglight_s11 1.00) (device_set_power enc5_1_siglight_s12 1.00) (device_set_position_immediate enc5_1_siglight_s11 0.00) (device_set_position_immediate enc5_1_siglight_s12 0.00) (set manifold_s1_destroyed true) (set destroyed_count (+ 1.00 destroyed_count)) (device_set_position enc5_1_pistons1 0.00) (effect_new explosion_large enc5_1_manifold_s1) (object_create enc5_1_damage_flame4) (object_create enc5_1_fire_s1))) (script static void destroy_manifold_s3 (begin (game_save_cancel) (wake manifold_s3_save) (sound_impulse_start sound\sfx\ambience\d40\reactor_destroyed enc5_1_controls3 1.00) (device_set_power enc5_1_siglight_s31 1.00) (device_set_power enc5_1_siglight_s32 1.00) (device_set_position_immediate enc5_1_siglight_s31 0.00) (device_set_position_immediate enc5_1_siglight_s32 0.00) (set manifold_s3_destroyed true) (set destroyed_count (+ 1.00 destroyed_count)) (device_set_position enc5_1_pistons3 0.00) (effect_new explosion_large enc5_1_manifold_s3))) (script static void all_manifolds_destroyed (begin (sound_looping_start sound\sfx\ambience\d40\engine_critical invisible_alarm 1.00) (set manifold_all_destroyed true) (device_set_position enc5_1_pistonn2 0.75) (device_set_position enc5_1_pistons2 0.75) (object_create enc5_1_louv_fire_s2) (object_create enc5_1_louv_fire_n2) (object_create enc5_1_damage_flame5) (device_set_position_immediate bsp4_cutoff 0.50))) (script static void enc5_1_destroyed_poll (begin (if (and (not manifold_n1_destroyed) (or (<= (unit_get_health enc5_1_detector_n1) 0.10) (<= (unit_get_health enc5_1_detector_n1b) 0.10))) enc5_1_destroyed_poll) (if (and (not manifold_n3_destroyed) (or (<= (unit_get_health enc5_1_detector_n3) 0.10) (<= (unit_get_health enc5_1_detector_n3b) 0.10))) enc5_1_destroyed_poll) (if (and (not manifold_s1_destroyed) (or (<= (unit_get_health enc5_1_detector_s1) 0.10) (<= (unit_get_health enc5_1_detector_s1b) 0.10))) enc5_1_destroyed_poll) (if (and (not manifold_s3_destroyed) (or (<= (unit_get_health enc5_1_detector_s3) 0.10) (<= (unit_get_health enc5_1_detector_s3b) 0.10))) enc5_1_destroyed_poll) (if (and manifold_n1_destroyed manifold_n3_destroyed manifold_s1_destroyed manifold_s3_destroyed (not manifold_all_destroyed)) enc5_1_destroyed_poll))) (script static void hack_thingie_for_jason (begin (switch_bsp 5) (volume_teleport_players_not_inside null_volume s6) (wake enc6_0))) (script dormant void enc5_3_dialog (begin (sleep_until (>= (device_get_position elevator) 0.10) testing_lift) enc5_3_dialog enc5_3_dialog enc5_3_dialog enc5_3_dialog (sleep_until (>= (device_get_position elevator) 0.60) testing_lift) enc5_3_dialog enc5_3_dialog (wake timer_begin))) (script dormant void enc5_3 (begin (sleep_until (volume_test_objects_all enc5_3 (players))) (device_set_position elevator_door 0.00) (object_create elevator_blocker) (sound_looping_stop levels\d40\music\d40_05) (sound_looping_start levels\d40\music\d40_06 none 1.00) (sleep_until (<= (device_get_position elevator_door) 0.45)) (effect_new explosion_large_no prelift1) (sleep 5) (effect_new explosion_medium_no prelift2) (sleep 5) (effect_new explosion_medium_no prelift3) (effect_new explosion_large_no prelift4) (sleep 5) (effect_new explosion_large_no prelift5) (sleep 5) (effect_new explosion_large_no waypoint_lift) (if (volume_test_objects prelift_slayer (list_get (players) 0)) (damage_object effects\damage effects\guaranteed explosion of doom (list_get (players) 0))) (if (and coop (volume_test_objects enc5_1_oven_n1 (list_get (players) 1))) (damage_object effects\damage effects\guaranteed explosion of doom (list_get (players) 1))) (sleep 30) (device_set_position elevator 1.00) (wake enc5_3_dialog) (objects_predict trench_jeep1) (sleep_until (>= (device_get_position elevator) 0.10) testing_lift) (effect_new explosion_large_no enc5_3_000) (sleep 15) (effect_new explosion_large_no enc5_3_380) (sleep_until (>= (device_get_position elevator) 0.20) testing_lift) (effect_new explosion_large_no enc5_3_120) (sleep 15) (effect_new explosion_large_no enc5_3_505) (sleep_until (>= (device_get_position elevator) 0.30) testing_lift) (effect_new explosion_large_no enc5_3_295) (sleep 15) (effect_new explosion_large_no enc5_3_605) (sleep_until (>= (device_get_position elevator) 0.40) testing_lift) (effect_new explosion_large_no enc5_3_385) (sleep 15) (effect_new explosion_large_no enc5_3_380) (sleep_until (>= (device_get_position elevator) 0.50) testing_lift) (effect_new explosion_large_no enc5_3_605) (sleep 15) (effect_new explosion_large_no enc5_3_930) (sleep_until (>= (device_get_position elevator) 0.60) testing_lift) (effect_new explosion_large_no enc5_3_930) (sleep 15) (effect_new explosion_large_no enc5_3_1200) (sleep_until (>= (device_get_position elevator) 0.70) testing_lift) (effect_new explosion_steam_no enc5_3_1200) (sleep 15) (effect_new explosion_large enc5_3_1630) (sleep_until (>= (device_get_position elevator) 0.80) testing_lift) (effect_new explosion_large_no enc5_3_1480) (sleep 15) (effect_new explosion_large_no enc5_3_1812) (sleep_until (>= (device_get_position elevator) 0.90) testing_lift) (effect_new explosion_large_no enc5_3_1740) (sleep 15) (effect_new explosion_large_no enc5_3_2090) (sleep_until (>= (device_get_position elevator) 1.00) testing_lift) (effect_new explosion_large_no enc5_3_2180) (sleep 15) (effect_new explosion_large enc5_3_2350))) (script dormant void enc5_2 (begin (sleep_until manifold_all_destroyed) (sleep_until (volume_test_objects enc5_2 (players))) enc5_2 (wake enc5_3) (sleep 30) (effect_new explosion_large enc5_2_door) (object_create enc5_2_fire1) (object_create enc5_2_fire2) (sleep 10) (device_set_position_immediate enc5_2_door 1.00) (deactivate_team_nav_point_flag player waypoint_lift) (ai_place enc5_2_cov/elevator_squad) (device_set_position_immediate elevator 0.10) (sleep 30) (device_set_position elevator 0.00))) (script static void enc5_1_manifold_ovens (begin (if (= 0.00 (device_get_position enc5_1_pistonn1)) (begin (if (volume_test_objects enc5_1_oven_n1 (list_get (players) 0)) (damage_object effects\damage effects\oven heat (list_get (players) 0))) (if (and coop (volume_test_objects enc5_1_oven_n1 (list_get (players) 1))) (damage_object effects\damage effects\oven heat (list_get (players) 1))))) (if (= 0.00 (device_get_position enc5_1_pistonn3)) (begin (if (volume_test_objects enc5_1_oven_n3 (list_get (players) 0)) (damage_object effects\damage effects\oven heat (list_get (players) 0))) (if (and coop (volume_test_objects enc5_1_oven_n3 (list_get (players) 1))) (damage_object effects\damage effects\oven heat (list_get (players) 1))))) (if (= 0.00 (device_get_position enc5_1_pistons1)) (begin (if (volume_test_objects enc5_1_oven_s1 (list_get (players) 0)) (damage_object effects\damage effects\oven heat (list_get (players) 0))) (if (and coop (volume_test_objects enc5_1_oven_s1 (list_get (players) 1))) (damage_object effects\damage effects\oven heat (list_get (players) 1))))) (if (= 0.00 (device_get_position enc5_1_pistons3)) (begin (if (volume_test_objects enc5_1_oven_s3 (list_get (players) 0)) (damage_object effects\damage effects\oven heat (list_get (players) 0))) (if (and coop (volume_test_objects enc5_1_oven_s3 (list_get (players) 1))) (damage_object effects\damage effects\oven heat (list_get (players) 1))))))) (script static void enc5_1_floor_control (begin (if (not (volume_test_objects enc5_1_main (players))) (begin (ai_kill enc5_1_sents/north) (ai_kill enc5_1_sents/south))) (if (and (!= player_is_on_floor 0) (volume_test_objects enc5_1_floor0 (players))) (begin (set player_is_on_floor 0))) (if (and (!= player_is_on_floor 1) (volume_test_objects enc5_1_floor1 (players))) (begin (set player_is_on_floor 1))) (if (and (!= player_is_on_floor 2) (volume_test_objects enc5_1_floor2 (players))) (begin (set player_is_on_floor 2))) (if (and (!= player_is_on_floor 3) (volume_test_objects enc5_1_floor3 (players))) (begin (set player_is_on_floor 3))))) (script static void enc5_1_monitor_control (begin (if (!= 3 (ai_command_list_status (ai_actors enc5_1_monitor))) (begin (if (volume_test_objects enc5_1_north (ai_actors enc5_1_monitor)) (if (>= player_is_on_floor 2) (ai_command_list enc5_1_monitor monitor_n2) (ai_command_list enc5_1_monitor monitor_n1))) (if (volume_test_objects enc5_1_south (ai_actors enc5_1_monitor)) (if (>= player_is_on_floor 2) (ai_command_list enc5_1_monitor monitor_s2) (ai_command_list enc5_1_monitor monitor_s1))) (if (and (volume_test_objects_all enc5_1_north (players)) (volume_test_objects enc5_1_south (ai_actors enc5_1_monitor))) (ai_command_list enc5_1_monitor monitor_ston)) (if (and (volume_test_objects_all enc5_1_south (players)) (volume_test_objects enc5_1_north (ai_actors enc5_1_monitor))) (ai_command_list enc5_1_monitor monitor_ntos)))))) (script static void enc5_1_explosion (begin (if (and (> current_damage_level 0) (volume_test_objects enc5_1_main (players))) (begin (if (volume_test_objects enc5_1_north (players)) (if (>= player_is_on_floor 2) (begin_random (begin (effect_new current_explosion enc5_1_ceiling_n1) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_ceiling_n2) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_ceiling_n3) (sleep current_explosion_seperation))) (begin_random (begin (effect_new current_explosion enc5_1_stub_n1) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_stub_n2) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_stub_n3) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_stub_n4) (sleep current_explosion_seperation)))) (if (volume_test_objects enc5_1_south (players)) (if (>= player_is_on_floor 2) (begin_random (begin (effect_new current_explosion enc5_1_ceiling_s1) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_ceiling_s2) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_ceiling_s3) (sleep current_explosion_seperation))) (begin_random (begin (effect_new current_explosion enc5_1_stub_s1) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_stub_s2) (sleep current_explosion_seperation)) (begin (effect_new current_explosion enc5_1_stub_s3) (sleep current_explosion_seperation)))))))) (if (and (>= current_damage_level 4) (volume_test_objects enc5_1_main (players))) (begin (if (volume_test_objects enc5_1_north (players)) (effect_new current_explosion enc5_1_manifold_n2) (if (volume_test_objects enc5_1_south (players)) (effect_new current_explosion enc5_1_manifold_s2))))))) (script continuous void enc5_1_explosions (begin (sleep_until (volume_test_objects enc5_1_main (players))) (if (< current_damage_level destroyed_count) (begin (set current_damage_level (+ 1.00 current_damage_level)) (if (= 2 current_damage_level) (begin (set current_explosion explosion_medium_no) (set current_explosion_seperation (- current_explosion_seperation 20.00)))) (if (= 3 current_damage_level) (begin (set current_explosion explosion_large_no) (set current_explosion_seperation (- current_explosion_seperation 20.00)) (device_group_set_immediate engine_destroyed_lights 1.00))) (if (= 4 current_damage_level) (begin (set current_explosion explosion_large_no) (set current_explosion_seperation (- current_explosion_seperation 20.00)))))) enc5_1_explosions)) (script dormant void enc5_1_s12 (begin (sleep_until (volume_test_objects enc5_1_s12 (players))) (ai_place enc5_1_sents/s12))) (script static void enc5_1_s12_spawn (begin (if (<= (ai_living_count enc5_1_flood/s12) min_combat_spawn) (begin (ai_spawn_actor enc5_1_flood/s12) (set enc5_1_s12_limiter (+ enc5_1_s12_limiter 1.00)))) (if (<= (ai_living_count enc5_1_infs/s12) min_infection_spawn) (ai_place enc5_1_infs/s12)))) (script static void enc5_1_s23_spawn (begin (if (<= (ai_living_count enc5_1_flood/s23) min_combat_spawn) (begin (ai_spawn_actor enc5_1_flood/s23) (set enc5_1_s23_limiter (+ enc5_1_s23_limiter 1.00)))) (if (<= (ai_living_count enc5_1_infs/s23) min_infection_spawn) (ai_place enc5_1_infs/s23)))) (script static void enc5_1_n12_spawn (begin (if (<= (ai_living_count enc5_1_flood/n12) min_combat_spawn) (begin (ai_spawn_actor enc5_1_flood/n12) (set enc5_1_n12_limiter (+ enc5_1_n12_limiter 1.00)))) (if (<= (ai_living_count enc5_1_infs/n12) min_infection_spawn) (ai_place enc5_1_infs/n12)))) (script static void enc5_1_n23_spawn (begin (if (<= (ai_living_count enc5_1_flood/n23) min_combat_spawn) (begin (ai_spawn_actor enc5_1_flood/n23) (set enc5_1_n23_limiter (+ enc5_1_n23_limiter 1.00)))) (if (<= (ai_living_count enc5_1_infs/n23) min_infection_spawn) (ai_place enc5_1_infs/n23)))) (script static void enc5_1_side_corridors (begin (if (and (or (> current_damage_level 0) (= impossible (game_difficulty_get))) (volume_test_objects_all enc5_1_s12_upper (players)) (<= enc5_1_s12_limiter (* 30.00 spawn_scale)) (<= player_is_on_floor 1)) (begin enc5_1_side_corridors (set inside_s12 true)) (set inside_s12 false)) (if (and (or (< current_damage_level 1) (= impossible (game_difficulty_get))) (volume_test_objects_all enc5_1_s23_upper (players)) (<= enc5_1_s23_limiter (* 20.00 spawn_scale)) (<= player_is_on_floor 2)) (begin enc5_1_side_corridors (set inside_s23 true)) (set inside_s23 false)) (if (and (or (> current_damage_level 0) (= impossible (game_difficulty_get))) (volume_test_objects_all enc5_1_n12_upper (players)) (<= enc5_1_n12_limiter (* 20.00 spawn_scale)) (<= player_is_on_floor 1)) (begin enc5_1_side_corridors (set inside_n12 true)) (set inside_n12 false)) (if (and (or (< current_damage_level 1) (= impossible (game_difficulty_get))) (volume_test_objects_all enc5_1_n23_upper (players)) (<= enc5_1_n23_limiter (* 30.00 spawn_scale)) (<= player_is_on_floor 2)) (begin enc5_1_side_corridors (set inside_n23 true)) (set inside_n23 false)))) (script static void enc5_1_infs_floor0 (begin (if (volume_test_objects enc5_1_north (players)) (ai_place enc5_1_infs/n2) (if (volume_test_objects enc5_1_south (players)) (ai_place enc5_1_infs/s2))))) (script static void enc5_1_infs_floor1 (begin enc5_1_infs_floor1)) (script static void enc5_1_infs_floor2 (begin (if (volume_test_objects enc5_1_north (players)) (ai_place enc5_1_infs/n0) (if (volume_test_objects enc5_1_south (players)) (ai_place enc5_1_infs/s0))))) (script static void enc5_1_infs_floor3 (begin (if (volume_test_objects enc5_1_north (players)) (ai_place enc5_1_infs/n1) (if (volume_test_objects enc5_1_south (players)) (ai_place enc5_1_infs/s1))))) (script static void enc5_1_infs_spawn (begin (if (< (ai_living_count enc5_1_infs) min_infection_spawn) (begin (if (= player_is_on_floor 0) enc5_1_infs_spawn) (if (= player_is_on_floor 1) enc5_1_infs_spawn))))) (script static void enc5_1_flood_north (begin (if (not (volume_test_objects enc5_1_cov_north (players))) (ai_place enc5_1_flood/north)))) (script static void enc5_1_flood_south (begin (if (not (volume_test_objects enc5_1_cov_south (players))) (ai_place enc5_1_flood/south)))) (script static void enc5_1_flood_spawn (begin (if (<= (ai_living_count enc5_1_flood) 2) (if (volume_test_objects_all enc5_1_north (players)) enc5_1_flood_spawn (if (volume_test_objects_all enc5_1_south (players)) enc5_1_flood_spawn))) (if (and (<= (+ (ai_living_count enc5_1_flood/upper_south) (ai_living_count enc5_1_flood/upper_north)) 1.00) (volume_test_objects_all enc5_1_main (players))) (if (volume_test_objects_all enc5_1_north (players)) (ai_place enc5_1_flood/upper_south) (ai_place enc5_1_flood/upper_north))))) (script static void enc5_1_elevator_spawn (begin (if (volume_test_objects_all enc5_1_main (players)) (ai_place enc5_1_cov/elevator_squad)))) (script static void enc5_1_sents_spawn (begin (if (volume_test_objects_all enc5_1_north (players)) (begin (ai_kill enc5_1_sents/south) (if (and (<= (ai_living_count enc5_1_sents) 1) (volume_test_objects enc5_1_main (players))) (begin (sleep 150) (if (>= player_is_on_floor 2) (sound_impulse_start sound\dialog\d40\d40_monitor_player (list_get (ai_actors enc5_1_monitor) 0) 1.00) (sound_impulse_start sound\dialog\d40\d40_monitor_self (list_get (ai_actors enc5_1_monitor) 0) 1.00)) (sleep 300) (ai_place enc5_1_sents/north))))) (if (volume_test_objects_all enc5_1_south (players)) (begin (ai_kill enc5_1_sents/north) (if (and (<= (ai_living_count enc5_1_sents) 1) (volume_test_objects enc5_1_main (players))) (begin (sleep 150) (if (>= player_is_on_floor 2) (sound_impulse_start sound\dialog\d40\d40_monitor_player (list_get (ai_actors enc5_1_monitor) 0) 1.00) (sound_impulse_start sound\dialog\d40\d40_monitor_self (list_get (ai_actors enc5_1_monitor) 0) 1.00)) (sleep 300) (ai_place enc5_1_sents/south))))))) (script continuous void enc5_1_spawner (begin (sleep_until (volume_test_objects enc5_1_main (players))) enc5_1_spawner enc5_1_spawner (sleep 300))) (script continuous void enc5_1_spawner_sents (begin (sleep_until (volume_test_objects enc5_1_main (players))) enc5_1_spawner_sents)) (script static void enc5_1_damage_detector_control (begin (if (<= (device_get_position enc5_1_pistonn1) 0.00) (object_cannot_take_damage enc5_1_detector_n1) (object_can_take_damage enc5_1_detector_n1)) (if (<= (device_get_position enc5_1_pistonn3) 0.00) (object_cannot_take_damage enc5_1_detector_n3) (object_can_take_damage enc5_1_detector_n3)) (if (<= (device_get_position enc5_1_pistons1) 0.00) (object_cannot_take_damage enc5_1_detector_s1) (object_can_take_damage enc5_1_detector_s1)) (if (<= (device_get_position enc5_1_pistons3) 0.00) (object_cannot_take_damage enc5_1_detector_s3) (object_can_take_damage enc5_1_detector_s3)))) (script continuous void enc5_1_manager (begin (sleep_until enc5_1_active) enc5_1_manager enc5_1_manager enc5_1_manager enc5_1_manager enc5_1_manager enc5_1_manager enc5_1_manager enc5_1_manager (if (or inside_n12 inside_n23 inside_s12 inside_s23) (sound_looping_set_alternate levels\d40\music\d40_03 true) (sound_looping_set_alternate levels\d40\music\d40_03 false)))) (script dormant void enc5_1_music_hook (begin (sleep_until (and (< (device_get_position enc5_1_pistonn1) 0.10) (< (device_get_position enc5_1_pistonn3) 0.10) (< (device_get_position enc5_1_pistons1) 0.10) (< (device_get_position enc5_1_pistons3) 0.10)) 30 1800) (sleep_until (or (> (device_get_position enc5_1_pistonn1) 0.10) (> (device_get_position enc5_1_pistonn3) 0.10) (> (device_get_position enc5_1_pistons1) 0.10) (> (device_get_position enc5_1_pistons3) 0.10))) (sound_looping_stop levels\d40\music\d40_04) (sound_looping_start levels\d40\music\d40_05 none 1.00))) (script dormant void enc5_1 (begin enc5_1 (wake enc5_1_manager) (wake enc5_1_explosions) (wake enc5_1_s12) (ai_magically_see_players enc5_1_sents) (ai_magically_see_players enc5_1_flood) (ai_place enc5_1_monitor) (object_cannot_take_damage (ai_actors enc5_1_monitor)) (ai_magically_see_players enc5_1_monitor) (ai_disregard (ai_actors enc5_1_monitor) true) (ai_try_to_fight enc5_1_cov enc5_1_flood) (ai_try_to_fight enc5_1_cov enc5_1_infs) (ai_try_to_fight enc5_1_sents enc5_1_flood) (ai_try_to_fight enc5_1_sents enc5_1_infs) (wake enc5_1_spawner) (ai_magically_see_players enc5_1_flood/n12) (ai_magically_see_players enc5_1_infs/n12) (ai_try_to_fight_player enc5_1_flood/n12) (ai_try_to_fight_player enc5_1_infs/n12) (ai_magically_see_players enc5_1_flood/n23) (ai_magically_see_players enc5_1_infs/n23) (ai_try_to_fight_player enc5_1_flood/n23) (ai_try_to_fight_player enc5_1_infs/n23) (ai_magically_see_players enc5_1_flood/s12) (ai_magically_see_players enc5_1_infs/s12) (ai_try_to_fight_player enc5_1_flood/s12) (ai_try_to_fight_player enc5_1_infs/s12) (sleep_until (volume_test_objects enc5_1_main (players))) enc5_1 (sleep 60) enc5_1 enc5_1 (set enc5_1_active true) enc5_1 (wake enc5_1_spawner_sents) (sleep_until (or (> (device_get_position enc5_1_pistonn1) 0.10) (> (device_get_position enc5_1_pistonn3) 0.10) (> (device_get_position enc5_1_pistons1) 0.10) (> (device_get_position enc5_1_pistons3) 0.10)) 5) enc5_1 (sound_looping_stop levels\d40\music\d40_03) (sound_looping_start levels\d40\music\d40_04 none 1.00) enc5_1 enc5_1 (sleep_until (>= current_damage_level 1)) (sound_looping_set_alternate levels\d40\music\d40_04 true) enc5_1 (sleep_until (>= current_damage_level 2)) (wake enc5_1_music_hook) (sleep_until (>= current_damage_level 3)) enc5_1 (sleep_until (>= current_damage_level 4)) (sound_looping_set_alternate levels\d40\music\d40_05 true) enc5_1 enc5_1 (activate_team_nav_point_flag default_red player waypoint_lift 0.00) enc5_1)) (script static void section5_cleaner (begin (sleep -1 enc5_1_infs_spawn) (sleep -1 enc5_1_manager) (sleep -1 enc5_1_spawner) (sleep -1 enc5_1_spawner_sents))) (script dormant void section5 (begin (sleep -1 enc5_1_manager) (sleep -1 enc5_1_spawner) (sleep -1 enc5_1_spawner_sents) (sleep -1 enc5_1_explosions) (sleep_until (volume_test_objects section5 (players))) (wake enc5_1) (wake enc5_2) (device_set_position_immediate bsp3_cutoff 0.50) (sound_looping_start levels\d40\music\d40_03 none 1.00) section5 (sleep_until (and manifold_n1_destroyed manifold_n3_destroyed manifold_s1_destroyed manifold_s3_destroyed (volume_test_objects enc5_2 (players)))) section5)) (script dormant void enc4_3 (begin (sleep_until (volume_test_objects enc4_3 (players))) enc4_3 (sound_looping_start levels\d40\music\d40_02 none 1.00) (sleep 150) (sleep_until (and (not (objects_can_see_flag (players) enc4_3_door 10.00)) (not (volume_test_objects enc4_3b (players))))) (sleep 60) (ai_place enc4_3_flood/stealth_combats) (sleep_until (= 1 (ai_command_list_status (ai_actors enc4_3_flood/stealth_combats)))) (if (volume_test_objects enc4_3_left (players)) (ai_command_list enc4_3_flood/stealth_combats enc4_3_right) (ai_command_list enc4_3_flood/stealth_combats enc4_3_left)) (sleep_until (= 0 (ai_living_count enc4_3_flood))) (ai_place enc4_3_flood/second_wave) (sleep_until (or (< (ai_strength enc4_3_flood/second_wave) 0.70) (volume_test_objects enc4_3_flight (players))) 5) (sound_looping_set_alternate levels\d40\music\d40_02 true) (sleep_until (or (= 0 (ai_living_count enc4_3_flood)) (volume_test_objects enc4_3_flight (players))) 5) (sound_looping_stop levels\d40\music\d40_02))) (script continuous void enc4_2_manager (begin (sleep_until (<= enc4_2_limiter (* 45.00 spawn_scale))) (sleep_until (not (volume_test_objects enc4_2c (players)))) (if (<= enc4_2_limiter 7) (if (< (ai_living_count enc4_2_sents/sents) (* 1.50 min_combat_spawn)) (begin (ai_spawn_actor enc4_2_sents/sents) (set enc4_2_limiter (+ enc4_2_limiter 1.00)) (sleep 45))) (begin (if (< (ai_living_count enc4_2_flood/combats) (* 1.50 min_combat_spawn)) (begin (ai_spawn_actor enc4_2_flood/combats) (set enc4_2_limiter (+ enc4_2_limiter 1.00)))) (if (< (ai_living_count enc4_2_flood/carriers) min_carrier_spawn) (begin (ai_spawn_actor enc4_2_flood/carriers) (set enc4_2_limiter (+ enc4_2_limiter 1.00)))) (if (< (ai_living_count enc4_2_flood/infs) min_infection_spawn) (begin (ai_place enc4_2_flood/infs))))) (sleep 15))) (script dormant void enc4_2 (begin enc4_2 (wake enc4_3) (ai_place enc4_2_cov) (ai_try_to_fight enc4_2_cov enc4_2_sents) (ai_try_to_fight enc4_2_cov enc4_2_flood) (ai_link_activation enc4_2_cov enc4_2_sents) (ai_link_activation enc4_2_sents enc4_2_cov) (ai_link_activation enc4_2_cov enc4_2_flood) (ai_link_activation enc4_2_flood enc4_2_cov) (ai_magically_see_encounter enc4_2_sents enc4_2_cov) (ai_magically_see_encounter enc4_2_cov enc4_2_sents) (ai_magically_see_encounter enc4_2_flood enc4_2_cov) (ai_magically_see_players enc4_2_flood) (wake enc4_2_manager) (sleep_until (>= enc4_2_limiter (* 45.00 spawn_scale))) (sleep -1 enc4_2_manager))) (script dormant void enc4_1 (begin (sleep_until (volume_test_objects enc4_1 (players)) testing_fast) enc4_1 (ai_link_activation enc4_1_cov enc4_1_flood) (ai_link_activation enc4_1_flood enc4_1_cov) (ai_magically_see_encounter enc4_1_flood enc4_1_cov) (ai_place enc4_1_cov) (ai_place enc4_1_flood) (ai_try_to_fight enc4_1_flood enc4_1_cov) (wake enc4_2))) (script dormant void section4 (begin (sleep -1 enc4_2_manager) (sleep_until (volume_test_objects section4 (players))) (wake enc4_1))) (script continuous void enc3_6_manager (begin (sleep_until (<= enc3_6_limiter (* 30.00 spawn_scale))) (sleep_until (volume_test_objects_all enc3_6 (players))) (if (< (ai_living_count enc3_6_flood/combats) min_combat_spawn) (begin (ai_spawn_actor enc3_6_flood/combats) (set enc3_6_limiter (+ enc3_6_limiter 1.00)))) (if (< (ai_living_count enc3_6_flood/carriers) min_carrier_spawn) (begin (ai_spawn_actor enc3_6_flood/carriers) (set enc3_6_limiter (+ enc3_6_limiter 1.00)))) (if (< (ai_living_count enc3_6_flood/infs) min_infection_spawn) (begin (ai_place enc3_6_flood/infs))) (sleep 15))) (script dormant void enc3_6 (begin (sleep -1 enc3_6_manager) (sleep_until (volume_test_objects enc3_6 (players))) enc3_6 (sound_looping_stop levels\d40\music\d40_013) (ai_place enc3_6_flood/stalling_infs) (ai_magically_see_players enc3_6_flood) (ai_force_active enc3_6_flood true) (wake enc3_6_manager) (sleep_until (volume_test_objects section4 (players)) testing_fast) (sleep -1 enc3_6_manager) (ai_force_active enc3_6_flood false) enc3_6)) (script continuous void enc3_5_manager (begin (sleep_until (<= enc3_5_limiter (* 30.00 spawn_scale))) (if (< (ai_living_count enc3_5_flood/combats) min_combat_spawn) (begin (ai_spawn_actor enc3_5_flood/combats) (set enc3_5_limiter (+ enc3_5_limiter 1.00)))) (if (< (ai_living_count enc3_5_flood/carriers) min_carrier_spawn) (begin (ai_spawn_actor enc3_5_flood/carriers) (set enc3_5_limiter (+ enc3_5_limiter 1.00)))) (if (< (ai_living_count enc3_5_flood/infs) min_infection_spawn) (begin (ai_place enc3_5_flood/infs))) (sleep 15))) (script dormant void enc3_5 (begin (sleep_until (volume_test_objects enc3_5 (players))) enc3_5 (wake enc3_6) (ai_place enc3_5_flood/sacrifices) (ai_magically_see_players enc3_5_flood) (ai_force_active enc3_5_flood true) (wake enc3_5_manager) (sleep_until (volume_test_objects enc3_5b (players)) testing_fast) (sleep -1 enc3_5_manager) (ai_force_active enc3_5_flood false) enc3_5)) (script dormant void enc3_4 (begin (sleep_until (volume_test_objects enc3_4 (players))) enc3_4 (sound_looping_start levels\d40\music\d40_013 none 1.00) (ai_place enc3_4_monitor/monitor) (sleep 60) (ai_place enc3_4_monitor/sents) enc3_4)) (script dormant void enc3_3 (begin (sleep_until (volume_test_objects enc3_3 (players))) enc3_3 (ai_place enc3_3_flood/combats) (ai_place enc3_3_flood/infs) (ai_place enc3_3_sents) (ai_try_to_fight enc3_3_sents enc3_3_flood) (ai_try_to_fight enc3_3_flood enc3_3_sents) (sleep_until (or (>= (device_get_position enc3_3_door1) 0.90) (>= (device_get_position enc3_3_door2) 0.90)) testing_fast 300) (if (>= (device_get_position enc3_3_door1) 0.90) (ai_place enc3_3_flood/door_infs1) (if (>= (device_get_position enc3_3_door2) 0.90) (ai_place enc3_3_flood/door_infs2))) (sleep_until (and (volume_test_objects_all enc3_3b (players)) (<= (ai_living_count enc3_3_sents) 0))) (ai_place enc3_3_flood/combats2))) (script dormant void enc3_2 (begin (sleep_until (volume_test_objects enc3_2 (players))) enc3_2 (wake enc3_3) (wake enc3_4) (wake enc3_5) (ai_place enc3_2_sents) (sleep_until (= 0 (ai_living_count enc3_2_sents))) enc3_2)) (script dormant void enc3_1 (begin (sleep_until (volume_test_objects enc3_1 (players))) enc3_1 (ai_place enc3_1_flood) (ai_place enc3_1_sents) (ai_try_to_fight enc3_1_sents enc3_1_flood) (ai_try_to_fight enc3_1_flood enc3_1_sents) (ai_force_active enc3_1_flood true) (ai_force_active enc3_1_sents true) (sleep_until (or (volume_test_objects enc3_1b (players)) (<= (ai_strength enc3_1_sents) 0.50))) (ai_place enc3_1_flood/infs2))) (script dormant void section3 (begin (sleep -1 enc3_5_manager) (sleep_until (volume_test_objects section3 (players))) (sound_looping_stop levels\d40\music\d40_012) (wake enc3_1) (wake enc3_2))) (script dormant void enc2_7 (begin (sleep_until (volume_test_objects enc2_7 (players)) testing_fast) enc2_7 (ai_place enc2_7_cov) (ai_place enc2_7_flood))) (script dormant void enc2_6 (begin (sleep_until (volume_test_objects enc2_6 (players))) enc2_6 (wake enc2_7) (sound_looping_start levels\d40\music\d40_012 none 1.00) (device_set_position_immediate enc2_6_door 1.00) (sleep_until (volume_test_objects enc2_6b (players))) (ai_place enc2_6_flood) (sleep_until (= 0 (ai_living_count enc2_6_flood))) enc2_6)) (script dormant void enc2_5_music (begin (sleep_until (and (<= (ai_living_count enc2_2_cov) 0) (<= (ai_living_count enc2_4_cov) 0))) (sound_looping_start levels\d40\music\d40_011 none 1.00))) (script dormant void enc2_5 (begin (sleep_until (volume_test_objects enc2_6 (players)) testing_fast) enc2_5 (ai_place enc2_5_cov) (ai_place enc2_5_flood) (sleep 30) enc2_5 (sleep_until (<= (ai_living_count enc2_5_cov) 0)) (sleep 30) enc2_5 (sleep_until (and (volume_test_objects_all cinematic_bridge (players)) (game_safe_to_save))) (sound_looping_stop levels\d40\music\d40_011) (if enc2_5 enc2_5) enc2_5 (device_set_position_immediate cafeteria_door 0.00) (wake enc2_6) (ai_place enc2_5_sents) (sleep 30) (sleep_until (volume_test_objects enc2_5_retreat2 (players))) enc2_5 enc2_5)) (script dormant void enc2_4 (begin (sleep_until (and (volume_test_objects enc2_4 (players)) (<= (ai_living_count enc2_2_cov) 2))) enc2_4 (ai_place enc2_4_cov) (ai_magically_see_players enc2_2_cov) (sleep_until (= 0 (ai_living_count enc2_4_cov))) enc2_4)) (script static void enc2_2_hunter1 (begin (ai_place enc2_2_cov/hunter1) (device_set_position enc2_1_door2 1.00))) (script static void enc2_2_hunter2 (begin (ai_place enc2_2_cov/hunter2) (device_set_position enc2_1_door1 1.00))) (script dormant void enc2_2 (begin enc2_2 (wake enc2_4) (wake enc2_5) (ai_place enc2_2_flood/sacrifices) (ai_place enc2_2_flood/combats) (sleep_until (volume_test_objects enc2_2 (players))) (ai_place enc2_2_cov/squad1) (ai_place enc2_2_cov/squad2) (wake enc2_5_music) (if (= (game_difficulty_get_real) easy) (begin (device_set_position enc2_1_door2 1.00) (device_set_position enc2_1_door1 1.00)) (begin enc2_2 (sleep 120) enc2_2)) (ai_place enc2_2_flood/infs) (sleep_until (= 0.00 (+ (ai_living_count enc2_2_cov/hunter1) (ai_living_count enc2_2_cov/hunter2)))) enc2_2 (sleep 90) (sound_looping_stop levels\d40\music\d40_01))) (script dormant void enc2_1 (begin (sleep_until (volume_test_objects enc2_1 (players)) testing_fast) enc2_1 (wake enc2_2) (ai_place enc2_1_flood) (ai_magically_see_players enc2_1_flood))) (script static void section2_scenery (begin (effect_new effects\bursts\ar burst ar_burst_4) (sleep 15) (effect_new effects\bursts\ar burst ar_burst_3) (sleep 15) (effect_new effects\bursts\ar burst ar_burst_2) (sleep 15) (effect_new effects\bursts\ar burst ar_burst_1))) (script dormant void section2 (begin (sleep_until (volume_test_objects section2 (players))) (sound_looping_set_alternate levels\d40\music\d40_01 false) (device_set_position_immediate bsp0_cutoff 0.00) (wake enc2_1) section2 section2)) (script continuous void enc1_4_manager (begin (sleep_until (<= enc1_4_limiter (* 20.00 spawn_scale))) (if (< (ai_living_count enc1_4_flood/combats) min_combat_spawn) (begin (ai_spawn_actor enc1_4_flood/combats) (set enc1_4_limiter (+ enc1_4_limiter 1.00)))) (if (< (ai_living_count enc1_4_flood/infs) min_infection_spawn) (begin (ai_place enc1_4_flood/infs))))) (script dormant void enc1_4 (begin (sleep_until (volume_test_objects enc1_4 (players))) enc1_4 (ai_place enc1_4_flood/init_combats) (ai_place enc1_4_flood/init_infs) (device_set_position enc1_4_door 1.00) (ai_magically_see_players enc1_4_sents) (ai_force_active enc1_4_flood true) (ai_force_active enc1_4_sents true) (ai_place enc1_4_flood) (ai_magically_see_players enc1_4_flood) (wake enc1_4_manager) (sleep_until (volume_test_objects enc1_5 (players)) testing_fast) (sleep -1 enc1_4_manager))) (script dormant void enc1_3 (begin (sleep_until (volume_test_objects enc1_3 (players))) (sound_looping_set_alternate levels\d40\music\d40_01 true))) (script dormant void enc1_2 (begin (sleep_until (volume_test_objects enc1_2 (players))) enc1_2 (ai_place enc1_2_flood) (ai_place enc1_2_sents))) (script dormant void enc1_1 (begin (sleep_until (volume_test_objects enc1_1 (players)) testing_fast) enc1_1 (ai_place enc1_1_sents) (ai_place enc1_1_flood) (ai_try_to_fight enc1_1_sents enc1_1_flood) (ai_try_to_fight enc1_1_flood enc1_1_sents))) (script dormant void enc1_0 (begin enc1_0 enc1_0 enc1_0 (sleep 300) (ai_place enc1_0_sents) (sleep 60) (ai_place enc1_0_sents))) (script dormant void section1 (begin (sleep -1 enc1_4_manager) (sleep_until (volume_test_objects section1 (players))) (wake enc1_0) (wake enc1_1) (wake enc1_2) (wake enc1_3) (wake enc1_4))) (script static void coop_control (begin (if (< (list_count (players)) 1) (begin (set coop true) (set spawn_scale (* spawn_scale 1.20)) (set min_combat_spawn (+ min_combat_spawn 1.00)))))) (script static void diff_control (begin (if (= hard (game_difficulty_get)) (begin (set spawn_scale (* spawn_scale 1.10)) (set min_combat_spawn (+ min_combat_spawn 1.00)) (set min_carrier_spawn (+ min_carrier_spawn 1.00)) (set min_infection_spawn (+ min_infection_spawn 1.00)))) (if (= impossible (game_difficulty_get)) (begin (set spawn_scale (* spawn_scale 1.25)) (set min_combat_spawn (+ min_combat_spawn 1.00)) (set min_carrier_spawn (+ min_carrier_spawn 1.00)) (set min_infection_spawn (+ min_infection_spawn 2.00)) (set timer_minutes (- timer_minutes 1.00)))))) (script dormant void intro_cutscene_aux (begin (sleep 90) intro_cutscene_aux)) (script startup void mission (begin (fade_out 0.00 0.00 0.00 0) mission mission (wake section1) (wake section2) (wake section3) (wake section4) (wake section5) (wake section6) (wake section7) (if mission (begin (set cinematic_ran true) (wake intro_cutscene_aux) mission)) mission (sound_looping_start levels\d40\music\d40_01 none 1.00) (if (not cinematic_ran) (begin (fade_in 0.00 0.00 0.00 0) (breakable_surfaces_reset) (breakable_surfaces_enable false))) (object_create_containing asspain) (object_create_containing trench_jeep))) (script static void bridge_1 (begin (cinematic_set_near_clip_distance 0.01) (object_create_anew chief_armed) (object_create_anew cortana_chip) (object_teleport chief_armed chief_bridge_base) (camera_set plugin_1a 0) (camera_set plugin_1b 200) (object_pvs_activate chief_armed) (object_teleport chief_armed chief_plugin_base) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_0210 false) (fade_in 1.00 1.00 1.00 30) (sleep 60) (objects_attach chief_armed left hand cortana_chip ) (effect_new_on_object_marker cinematics\effects\cyborg chip insertion chief_armed left hand) (sleep 50) (objects_detach chief_armed cortana_chip) (object_destroy cortana_chip) (unit_stop_custom_animation chief_armed) (camera_set leave_home_1a 0) (camera_set leave_home_1b 180) (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base) (sleep 30) (object_destroy cortana) (object_create cortana) (unit_set_emotion cortana 6) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_1_0-409 true) (sound_impulse_start sound\dialog\x70\cor_01 cortana 1.00) (sleep (- (sound_impulse_time sound\dialog\x70\cor_01) 60.00)) (unit_set_emotion cortana 0) (sleep (sound_impulse_time sound\dialog\x70\cor_01)) (sleep 30) (camera_set there_1a 0) (object_create_anew display_back) (object_create_anew display_count) (numeric_countdown_timer_set 12000000 true) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_0430 false) (unit_set_emotion cortana 6) (sound_impulse_start sound\dialog\x70\cor_02 cortana 1.00) (sleep (- (sound_impulse_time sound\dialog\x70\cor_02) 150.00)) (camera_set countdown_1a 0) (camera_set countdown_1b 150) (sleep (camera_time)) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_0435 true) (camera_set remove_1a 0) (camera_set remove_1b 90) (sleep 90) (sound_impulse_start sound\dialog\x70\mon_01 none 1.00) (sleep 15) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_1b true) (sleep (sound_impulse_time sound\dialog\x70\mon_01)) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_2_410-725 true) (camera_set oh_hell_1a 0) (camera_set oh_hell_1b 30) (unit_set_emotion cortana 7) (sound_impulse_start sound\dialog\x70\cor_03 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_03)) (camera_set hes_back_1a 0) (camera_set hes_back_1b 120) (sound_impulse_start sound\dialog\x70\mon_02 none 1.00) (sleep 60) (camera_set hes_back_1c 120) (sleep (sound_impulse_time sound\dialog\x70\mon_02)) (camera_set cortana_1 0) (camera_set cortana_tap_1a 30) (unit_set_emotion cortana 1) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_1210 true) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_3_726-1512 false) (sound_impulse_start sound\dialog\x70\cor_04 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_04)) (fade_out 0.00 0.00 0.00 15) (sleep 15))) (script dormant void engine_sentinels_1 (begin (object_create_anew_containing engine_sentinel_1) (object_teleport engine_sentinel_1a engine_sentinel_1a) (object_teleport engine_sentinel_1b engine_sentinel_1b) (ai_attach_free engine_sentinel_1a characters\monitor\monitor) (ai_attach_free engine_sentinel_1b characters\monitor\monitor) (ai_command_list_by_unit engine_sentinel_1b engine_sentinel_1b_fly) (sleep 30) (ai_command_list_by_unit engine_sentinel_1a engine_sentinel_1a_fly))) (script dormant void engine_sentinels_2 (begin (object_destroy_containing engine_sentinel_1) (object_create_anew_containing engine_sentinel_2) (object_teleport engine_sentinel_2a engine_sentinel_2a) (object_teleport engine_sentinel_2b engine_sentinel_2b) (ai_attach_free engine_sentinel_2a characters\monitor\monitor) (ai_attach_free engine_sentinel_2b characters\monitor\monitor) (ai_command_list_by_unit engine_sentinel_2a engine_sentinel_2a_fly) (sleep 60) (ai_command_list_by_unit engine_sentinel_2b engine_sentinel_2b_fly))) (script static void monitor_1 (begin (object_create_anew monitor) (object_teleport monitor monitor_base_1) (ai_attach_free monitor characters\monitor\monitor) (object_pvs_activate monitor) (sleep 10) (fade_in 0.00 0.00 0.00 15) (camera_set monitor_work_1a 0) (camera_set monitor_work_1b 150) (sleep 5) (sound_impulse_start sound\dialog\x70\mon_03 monitor 1.00) (sleep 75) (camera_set monitor_work_1c 150) (object_set_permutation monitor unamed lightning-100) (custom_animation monitor cinematics\animations\monitor\x70\x70 workingb true) (sleep (unit_get_custom_animation_time monitor)) (object_set_permutation monitor unamed monitor) (camera_set monitor_work_2a 0) (camera_set monitor_work_2b 120) (ai_command_list_by_unit monitor fly_to_console) (sleep 60) (camera_set monitor_work_2c 120) (wake engine_sentinels_1) (sleep 60) (camera_set monitor_work_2d 120) (sleep 60) (camera_set monitor_work_2e 120) (sleep 120) (camera_set monitor_work_3a 0) (camera_set monitor_work_3b 200) (object_teleport monitor monitor_base_2) (object_set_permutation monitor unamed lightning-100) (ai_detach monitor) (custom_animation monitor cinematics\animations\monitor\x70\x70 workingc true) (sound_impulse_start sound\dialog\x70\mon_04 monitor 1.00) (sleep 200) (wake engine_sentinels_2) (object_teleport monitor monitor_base_3) (object_set_permutation monitor unamed monitor) (camera_set monitor_work_3c 0) (camera_set monitor_work_3d 200) (sleep (sound_impulse_time sound\dialog\x70\mon_04)) (fade_out 0.00 0.00 0.00 15) (sleep 15) (object_destroy_containing engine_sentinel))) (script dormant void sentinels_enter_1 (begin (object_create_anew_containing bridge_sentinel) (object_teleport bridge_sentinel_1 sentinel_1_in) (object_teleport bridge_sentinel_2 sentinel_2_in) (ai_attach_free bridge_sentinel_1 characters\monitor\monitor) (ai_attach_free bridge_sentinel_2 characters\monitor\monitor) (ai_command_list_by_unit bridge_sentinel_1 sentinel_1_enter) (ai_command_list_by_unit bridge_sentinel_2 sentinel_2_enter))) (script dormant void sentinels_enter_2 (begin (object_teleport bridge_sentinel_3 sentinel_3_in) (object_teleport bridge_sentinel_4 sentinel_4_in) (ai_attach_free bridge_sentinel_3 characters\monitor\monitor) (ai_attach_free bridge_sentinel_4 characters\monitor\monitor) (ai_command_list_by_unit bridge_sentinel_3 sentinel_3_enter) (ai_command_list_by_unit bridge_sentinel_4 sentinel_4_enter))) (script dormant void sentinels_fire (begin (ai_command_list_by_unit bridge_sentinel_1 sentinel_3_fire) (ai_command_list_by_unit bridge_sentinel_2 sentinel_1_fire) (sleep 30) (ai_command_list_by_unit bridge_sentinel_3 sentinel_2_fire) (sleep 30) (ai_command_list_by_unit bridge_sentinel_4 sentinel_4_fire))) (script dormant void chief_duck (begin (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base) (object_destroy cortana) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_1255 true) (sleep 40) (object_create_anew cortana_chip) (objects_attach chief_armed left hand cortana_chip ) (sleep 17) (effect_new_on_object_marker cinematics\effects\cyborg chip insertion chief_armed left hand) (objects_detach chief_armed cortana_chip) (object_destroy cortana_chip) (sleep (unit_get_custom_animation_time chief_armed)) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_1260 true) (sleep (unit_get_custom_animation_time chief_armed)))) (script static void bridge_2 (begin (cinematic_set_near_clip_distance 0.01) (object_create_anew chief_armed) (object_create_anew cortana) (object_teleport chief_armed chief_plugin_base) (object_pvs_activate chief_armed) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_1220 true) (object_create_anew display_abort) (numeric_countdown_timer_stop) (camera_set hes_stopped_1a 0) (fade_in 0.00 0.00 0.00 15) (unit_set_emotion cortana 3) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_4_1513-1659 false) (sleep 15) (sound_impulse_start sound\dialog\x70\cor_05 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_05)) (camera_set why_fight_1a 0) (camera_set why_fight_1b 300) (sound_impulse_start sound\dialog\x70\mon_05 none 1.00) (sleep (- (sound_impulse_time sound\dialog\x70\mon_05) 30.00)) (camera_set at_least_1a 0) (camera_set at_least_1b 30) (unit_set_emotion cortana 6) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_5_1857-1969 false) (sound_impulse_start sound\dialog\x70\cor_06 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_06)) (camera_set where_is_1a 0) (camera_set where_is_1b 300) (unit_custom_animation_at_frame chief_armed cinematics\animations\chief\x70\x70 x70_1230 false 15) (sound_impulse_start sound\dialog\x70\che_01 chief_armed 1.00) (sleep (sound_impulse_time sound\dialog\x70\che_01)) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_6_1970-2524 true) (unit_set_emotion cortana 8) (sound_impulse_start sound\dialog\x70\cor_07 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_07)) (camera_set core_offline_1a 0) (camera_set core_offline_1b 400) (unit_set_emotion cortana 3) (sleep 30) (sound_impulse_start sound\dialog\x70\cor_08 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_08)) (sound_impulse_start sound\dialog\x70\cor_09 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_09)) (camera_set firepower_1a 0) (camera_set firepower_1b 180) (unit_custom_animation_at_frame chief_armed cinematics\animations\chief\x70\x70 x70_1240 false 15) (sound_impulse_start sound\dialog\x70\che_02 chief_armed 1.00) (sleep (sound_impulse_time sound\dialog\x70\che_02)) (unit_set_emotion cortana 6) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_7_2525-2604 false) (sleep 5) (camera_set dont_know_1a 0) (camera_set but_why_1a 90) (sound_impulse_start sound\dialog\x70\cor_10 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_10)) (sound_looping_start sound\sinomatixx_music\d40_bridge_music02 none 1.00) (sound_looping_start sound\sinomatixx_foley\d40_bridge_foley3 none 1.00) (camera_set grenade_toss_1a 0) (camera_set grenade_toss_1b 180) (sound_looping_start sound\sinomatixx_music\d40_bridge_music02 none 1.00) (unit_stop_custom_animation chief_armed) (object_create_anew grenade) (object_teleport chief_armed chief_plugin_base) (object_teleport grenade chief_plugin_base) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_1245 false) (scenery_animation_start grenade cinematics\animations\grenade\x70\x70 grenade_juggle) (sleep 125) (unit_set_emotion cortana 11) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_8_2604-2696 false) (camera_set coming_with_1a 0) (camera_set coming_with_1b 120) (sleep 40) (object_destroy grenade) (wake sentinels_enter_1) (sound_impulse_start sound\dialog\x70\cor_11 cortana 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_11)) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_1250 false) (camera_set pull_out_2a 0) (camera_set pull_out_2b 120) (sleep 60) (custom_animation cortana cinematics\animations\cortana\x70\x70 x70_9_2697-2800 true) (sound_impulse_start sound\dialog\x70\cor_12 none 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_12)) (wake sentinels_enter_2) (camera_set sentinels_pan_1a 0) (camera_set sentinels_pan_1b 120) (sleep 120) (wake sentinels_fire) (wake chief_duck) (object_destroy_containing display) (camera_set chief_duck_1a 0) (camera_set chief_duck_1b 60) (sleep 30) (camera_set chief_duck_1c 60) (sleep 60) (unit_stop_custom_animation chief_armed) (custom_animation chief_armed cinematics\animations\chief\x70\x70 x70_1265 true) (sleep 30) (camera_set chief_spring_1a 0) (camera_set chief_spring_1b 30) (sleep 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 15) (sleep 15) (object_destroy chief_armed) (object_destroy monitor) (object_destroy grenade) (object_destroy_containing bridge_sentinel) (cinematic_screen_effect_stop))) (script static void flood_pursuit (begin (object_create_anew_containing hangar_flood) (object_teleport hangar_flood_1 hangar_flood_1_base) (object_teleport hangar_flood_2 hangar_flood_2_base) (object_teleport hangar_flood_3 hangar_flood_3_base) (object_teleport hangar_flood_4 hangar_flood_4_base) (object_teleport hangar_flood_5 hangar_flood_5_base) (object_teleport hangar_flood_6 hangar_flood_6_base) (object_teleport hangar_flood_7 hangar_flood_7_base) (object_teleport hangar_flood_8 hangar_flood_8_base) (object_teleport hangar_flood_9 hangar_flood_9_base) (object_teleport hangar_flood_10 hangar_flood_10_base) (ai_attach_free hangar_flood_1 characters\captain\captain) (ai_attach_free hangar_flood_2 characters\captain\captain) (ai_attach_free hangar_flood_3 characters\captain\captain) (ai_attach_free hangar_flood_4 characters\captain\captain) (ai_attach_free hangar_flood_5 characters\captain\captain) (ai_attach_free hangar_flood_6 characters\captain\captain) (ai_attach_free hangar_flood_7 characters\captain\captain) (ai_attach_free hangar_flood_8 characters\captain\captain) (ai_attach_free hangar_flood_9 characters\captain\captain) (ai_attach_free hangar_flood_10 characters\captain\captain) (ai_command_list_by_unit hangar_flood_1 hangar_flood_run_l1) (ai_command_list_by_unit hangar_flood_2 hangar_flood_run_l1) (ai_command_list_by_unit hangar_flood_3 hangar_flood_run_l1) (ai_command_list_by_unit hangar_flood_4 hangar_flood_run_l1) (ai_command_list_by_unit hangar_flood_5 hangar_flood_run_l1) (ai_command_list_by_unit hangar_flood_6 hangar_flood_run_r1) (ai_command_list_by_unit hangar_flood_7 hangar_flood_run_r1) (ai_command_list_by_unit hangar_flood_8 hangar_flood_run_r1) (ai_command_list_by_unit hangar_flood_9 hangar_flood_run_r1) (ai_command_list_by_unit hangar_flood_10 hangar_flood_run_r1))) (script dormant void flood_chase (begin (ai_command_list_by_unit hangar_flood_1 flood_ship_chase_1) (ai_command_list_by_unit hangar_flood_2 flood_ship_chase_2) (ai_command_list_by_unit hangar_flood_3 flood_ship_chase_1) (ai_command_list_by_unit hangar_flood_4 flood_ship_chase_2) (ai_command_list_by_unit hangar_flood_5 flood_ship_chase_1) (ai_command_list_by_unit hangar_flood_6 flood_ship_chase_2) (ai_command_list_by_unit hangar_flood_7 flood_ship_chase_1) (ai_command_list_by_unit hangar_flood_8 flood_ship_chase_2) (ai_command_list_by_unit hangar_flood_9 flood_ship_chase_1) (ai_command_list_by_unit hangar_flood_10 flood_ship_chase_2))) (script static void hangar_1 (begin (object_create_anew_containing hangar_fire_1) (object_create_anew_containing hangar_tank) (object_create_anew chief_unarmed) (object_create_anew fighter_hangar) (scenery_animation_start fighter_hangar cinematics\animations\h_fighter\x70\x70 stand opening) (object_teleport chief_unarmed chief_hangar_run_base) (recording_play chief_unarmed chief_hangar_run) (object_pvs_activate chief_unarmed) (camera_set hangar_run_1a 0) (camera_set hangar_run_1b 90) (fade_in 1.00 1.00 1.00 15) hangar_1 (sleep 90) (camera_set chief_run_1a 0) (camera_set chief_run_1b 120) (recording_kill chief_unarmed) hangar_1 (object_teleport chief_unarmed chief_hangar_run_base) (recording_play chief_unarmed chief_hangar_run) (sleep 90) hangar_1 (objects_attach fighter_hangar positionchief chief_unarmed ) (objects_detach fighter_hangar chief_unarmed) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5000 false) (sound_looping_start sound\sinomatixx_foley\x70_foley1b none 1.00) (camera_set gangway_1a 0) (camera_set gangway_1b 30) (sleep 30) (scenery_animation_start fighter_hangar cinematics\animations\h_fighter\x70\x70 stand closing) (camera_set door_close_1a 0) (camera_set door_close_1b 60) (sleep 60) (sound_impulse_start sound\dialog\x70\cor_13 none 1.00) (sleep 30))) (script dormant void sit_pyrotechnics (begin (effect_new effects\explosions\large explosion sit_down_pyro_1) (sleep 30) (effect_new effects\explosions\medium explosion sit_down_pyro_2))) (script static void hangar_2 (begin (object_create_anew chief_unarmed) (object_pvs_activate chief_unarmed) (object_teleport chief_unarmed chief_5100) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5100 true) (camera_set hall_walk_1a 0) (camera_set hall_walk_1b 90) (sleep 15) (player_effect_set_max_rotation 0.00 0.50 0.50) (player_effect_start 1.00 0.00) (player_effect_stop 2.00) (sleep 75) (wake sit_pyrotechnics) (unit_stop_custom_animation chief_unarmed) (objects_attach fighter_hangar positionchief chief_unarmed ) (objects_detach fighter_hangar chief_unarmed) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5100-2 false) (sleep 15) (camera_set sit_down_1a 0) (camera_set sit_down_1b 60) (sleep (camera_time)) (unit_stop_custom_animation chief_unarmed) (objects_attach fighter_hangar positionchief chief_unarmed ) (objects_detach fighter_hangar chief_unarmed) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5130 false) (sound_looping_start sound\sinomatixx_foley\x70_foley1c none 1.00) (camera_set here_we_go_1a 0) (camera_set here_we_go_1b 90) (sleep (- (unit_get_custom_animation_time chief_unarmed) 90.00)) (camera_set here_we_go_2a 0) (camera_set here_we_go_2b 60) (sleep (- (unit_get_custom_animation_time chief_unarmed) 60.00)) (sound_impulse_start sound\dialog\x70\che_03 chief_unarmed 1.00) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5140 true) (sleep (sound_impulse_time sound\dialog\x70\che_03)))) (script static void hangar_seat (begin (object_create_anew chief_unarmed) (object_teleport chief_unarmed chief_hangar_seat) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5130 false))) (script dormant void hangar_pyrotechnics_1 (begin (effect_new effects\explosions\large explosion hangar_pyro_1) (sleep 30) (effect_new effects\explosions\medium explosion hangar_pyro_2))) (script dormant void hangar_pyrotechnics_2 (begin (effect_new effects\explosions\large explosion hangar_pyro_3) (sleep 30) (effect_new effects\explosions\medium explosion hangar_pyro_4) (sleep 30) (effect_new effects\explosions\large explosion hangar_pyro_5) (sleep 30) (effect_new effects\explosions\large explosion hangar_pyro_6))) (script static void hangar_3 (begin (wake flood_chase) (object_create_anew_containing hangar_fire_2) (player_effect_set_max_rotation 0.00 0.25 0.25) (player_effect_start 1.00 0.00) (object_destroy chief_unarmed) (object_create_anew fighter_hangar) (object_pvs_activate fighter_hangar) (object_teleport fighter_hangar fighter_hangar_base) (scenery_animation_start fighter_hangar cinematics\animations\h_fighter\x70\x70 x70_1) (camera_set takeoff_1a 0) (camera_set takeoff_1b 200) (sleep 60) (wake hangar_pyrotechnics_1) (sleep 140) (wake hangar_pyrotechnics_2) (camera_set takeoff_1c 0) (sleep 30) (camera_set takeoff_1d 60) (player_effect_set_max_rotation 0.00 0.40 0.40) (sleep 65) (fade_out 0.00 0.00 0.00 15) (sleep 15) (object_destroy_containing hangar_fire) (object_destroy_containing hangar_tank) (object_destroy fighter_hangar) (player_effect_stop 1.00))) (script dormant void x80_elite_speech (begin (sound_impulse_start sound\dialog\elite\conditional\combat2\involuntary\painminor x80_elite 1.00) (sleep 60) (sound_impulse_start sound\dialog\elite\conditional\combat2\beinghurt\hurtenemy x80_elite 1.00))) (script static void happy_easter (begin (object_create_anew x80_johnson) (object_create_anew x80_elite) (object_create_anew johnson_rifle) (object_create_anew_containing easter_flood) (objects_attach x80_johnson right hand johnson_rifle ) (object_beautify x80_johnson true) (object_beautify x80_elite true) (object_pvs_activate x80_johnson) (object_teleport x80_johnson x80_johnson_base) (object_teleport x80_elite x80_elite_base) (unit_suspended x80_elite true) (sleep 15) (custom_animation x80_johnson cinematics\animations\marines\x70\x70 easter egg_marine true) (custom_animation x80_elite cinematics\animations\elite\x70\x70 easter egg_elite true) (camera_set x80_1a 0) (camera_set x80_1b 180) (sound_class_set_gain music 0.40 6) (sound_class_set_gain ambient_machinery 0.00 0) (fade_in 0.00 0.00 0.00 15) (sleep 5) (wake x80_elite_speech) (sound_looping_start sound\sinomatixx_foley\d40_easter_foley none 1.00) (sound_impulse_start sound\dialog\x70\sgt_easter_01 x80_johnson 1.00) (sleep 100) (player_effect_start 1.00 4.00) (sleep 100) (camera_set x80_2a 0) (camera_set x80_2b 90) (object_create_anew poa_explosion) (sleep 120) (player_effect_set_max_rotation 0.00 0.30 0.30) (camera_set x80_3a 0) (camera_set x80_3b 150) (sound_impulse_start sound\dialog\x70\sgt_easter_02 x80_johnson 1.00) (sleep (sound_impulse_time sound\dialog\x70\sgt_easter_02)) (camera_set x80_4a 0) (camera_set x80_4b 120) (player_effect_set_max_rotation 0.00 0.50 0.50) (sound_class_set_gain music 1.00 3) (sleep 107) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_destroy x80_johnson) (object_destroy x80_elite) (object_destroy johnson_rifle) (object_destroy poa_explosion) (object_destroy_containing easter_flood) (player_effect_stop 0.00) (switch_bsp 9))) (script dormant void flood_army_pyros (begin (effect_new effects\explosions\large explosion final_pyro_1a) (sleep 30) (effect_new effects\explosions\large explosion final_pyro_1g) (sleep 30) (effect_new effects\explosions\medium explosion final_pyro_1b) (effect_new effects\explosions\large explosion final_pyro_1f) (effect_new effects\explosions\medium explosion final_pyro_3a) (sleep 30) (effect_new effects\explosions\large explosion final_pyro_1c) (effect_new effects\explosions\large explosion final_pyro_1h) (sleep 30) (effect_new effects\explosions\large explosion final_pyro_3b) (sleep 60) (effect_new effects\explosions\medium explosion final_pyro_1d) (sleep 30) (effect_new effects\explosions\large explosion final_pyro_1e))) (script static void launch_1 (begin (time_code_show true) (time_code_start true) (object_create_anew_containing flood) (object_create_anew_containing engine_fire_1) (object_teleport flood_1 flood_1_base) (object_teleport flood_2 flood_2_base) (object_teleport flood_3 flood_3_base) (object_teleport flood_4 flood_4_base) (object_teleport flood_5 flood_5_base) (object_teleport flood_6 flood_6_base) (object_teleport flood_7 flood_7_base) (object_teleport flood_8 flood_8_base) (object_teleport flood_9 flood_9_base) (object_teleport flood_10 flood_10_base) (object_teleport flood_11 flood_11_base) (ai_attach_free flood_1 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_2 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_3 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_4 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_5 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_6 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_7 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_8 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_9 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_10 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_11 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_12 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_13 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_14 characters\floodcombat elite\floodcombat elite unarmed) (ai_attach_free flood_15 characters\floodcombat elite\floodcombat elite unarmed) (object_pvs_activate flood_1) (fade_in 0.00 0.00 0.00 15) (camera_set watcher_1a 0) (camera_set watcher_1b 300) (wake flood_army_pyros) (ai_command_list_by_unit flood_1 flood_1_march) (sleep 5) (ai_command_list_by_unit flood_2 flood_2_march) (sleep 5) (ai_command_list_by_unit flood_3 flood_3_march) (sleep 5) (ai_command_list_by_unit flood_4 flood_4_march) (sleep 30) (ai_command_list_by_unit flood_5 flood_5_march) (sleep 5) (ai_command_list_by_unit flood_6 flood_6_march) (sleep 5) (ai_command_list_by_unit flood_7 flood_7_march) (sleep 30) (ai_command_list_by_unit flood_8 flood_8_march) (ai_command_list_by_unit flood_9 flood_9_march) (sleep 10) (ai_command_list_by_unit flood_10 flood_10_march) (ai_command_list_by_unit flood_11 flood_11_march) (sleep 5) (object_teleport flood_12 flood_5_base) (object_teleport flood_13 flood_6_base) (object_teleport flood_14 flood_7_base) (object_teleport flood_15 flood_8_base) (ai_command_list_by_unit flood_12 flood_8_march) (ai_command_list_by_unit flood_13 flood_9_march) (ai_command_list_by_unit flood_14 flood_10_march) (ai_command_list_by_unit flood_15 flood_11_march) (sleep 120) (object_create_anew fighter_launch) (object_set_scale fighter_launch 0.20 0) (scenery_animation_start fighter_launch cinematics\animations\h_fighter\x70\x70 x70_2) (effect_new effects\explosions\large explosion launch_pyro_base) (sleep 120) (object_destroy_containing flood))) (script dormant void launch_2_pyro (begin (effect_new effects\explosions\large explosion final_pyro_2a) (effect_new effects\explosions\large explosion final_pyro_2b) (effect_new effects\explosions\large explosion final_pyro_2c) (sleep 60) (object_create engine_fire_2a) (effect_new effects\explosions\large explosion final_pyro_3a) (effect_new effects\explosions\large explosion final_pyro_3b) (sleep 15) (effect_new effects\explosions\large explosion final_pyro_3c) (sleep 30) (object_create engine_fire_2c) (effect_new effects\explosions\large explosion final_pyro_3d) (effect_new effects\explosions\large explosion final_pyro_3e) (object_create engine_fire_2b) (sleep 60) (effect_new effects\explosions\large explosion final_pyro_4a) (sleep 30) (object_create engine_fire_3a) (effect_new effects\explosions\large explosion final_pyro_4b) (effect_new effects\explosions\large explosion final_pyro_4c))) (script static void launch_2 (begin (wake launch_2_pyro) (player_effect_set_max_rotation 0.00 0.25 0.25) (player_effect_start 1.00 0.00) (object_create_anew fighter_launch) (object_set_scale fighter_launch 0.25 0) (scenery_animation_start_at_frame fighter_launch cinematics\animations\h_fighter\x70\x70 x70_2 100) (object_pvs_activate fighter_launch) (camera_set launch_2_1a 0) (camera_set launch_2_1b 200) (sleep 185) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_destroy_containing engine_fire))) (script static void int_1 (begin (object_destroy fighter_launch) (player_effect_set_max_rotation 0.00 0.40 0.40) (player_effect_start 1.00 0.00) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 1.00 0.00 1.00 0.00 true 5.00) (cinematic_screen_effect_set_convolution 1 2 10.00 0.00 5.00) (object_create_anew fighter_clouds) (object_pvs_activate fighter_clouds) (scenery_animation_start fighter_clouds cinematics\animations\h_fighter\x70\x70 x70_3) (camera_set haul_ass_1a 0) (camera_set haul_ass_1b 90) (fade_in 1.00 1.00 1.00 15) (sleep 90) (camera_set count_1c 0) (camera_set count_1d 60) (object_create_anew chief_unarmed) (object_create_anew fighter_space) (object_pvs_activate fighter_space) (objects_attach fighter_space positionchief chief_unarmed ) (objects_detach fighter_space chief_unarmed) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5140 false) (sleep 90))) (script static void space_1 (begin (object_destroy fighter_clouds) (object_create_anew halo_1) (object_create_anew fighter_flee) (object_set_scale fighter_flee 0.10 0) (object_pvs_activate fighter_flee) (scenery_animation_start_at_frame fighter_flee cinematics\animations\h_fighter\x70\x70 x70_1 240) (camera_set halo_flee_1a 0) (camera_set halo_flee_1b 120) (sleep 90) (device_set_power halo_1 1.00) (sleep 45) (sound_looping_start sound\sinomatixx_foley\x70_foley2 none 1.00) (sleep 45) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 0.00 1.00 0.00 1.00 true 1.00) (sleep 30) (fade_out 1.00 1.00 1.00 15) (sleep 15))) (script static void int_2 (begin (object_pvs_activate chief_unarmed) (object_create_anew fighter_space) (object_create_anew chief_unarmed) (object_create_anew warning_panel) (object_pvs_activate chief_unarmed) (objects_attach fighter_space positionchief chief_unarmed ) (objects_detach fighter_space chief_unarmed) (unit_suspended chief_unarmed true) (camera_set temp_critical_1a 0) (camera_set temp_critical_1b 60) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 1.00 0.00 1.00 0.00 true 1.00) (fade_in 1.00 1.00 1.00 15) (sleep 60) (sound_impulse_start sound\dialog\x70\cor_18 none 1.00) (unit_stop_custom_animation chief_unarmed) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_5110 false) (camera_set temp_critical_2a 0) (camera_set temp_critical_2b 120) (sleep 120))) (script static void space_2 (begin (object_destroy chief_unarmed) (object_destroy warning_panel) (object_create_anew fighter_space) (object_create_anew_containing space_sparks_1) (object_set_scale fighter_space 0.25 0) (camera_set decel_1a 0) (camera_set decel_1b 180) (scenery_animation_start_at_frame fighter_space cinematics\animations\h_fighter\x70\x70 x70_4 40) (sleep (camera_time)) (cinematic_screen_effect_stop) (object_destroy_containing space_sparks_1))) (script static void int_3 (begin (player_effect_set_max_rotation 0.00 0.10 0.10) (object_create_anew fighter_space) (object_create_anew chief_unarmed) (objects_attach fighter_space positionchief chief_unarmed ) (objects_detach fighter_space chief_unarmed) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_6000 false) (camera_set halo_look_a 0) (camera_set halo_look_b 250) (sleep 30) (sound_impulse_start sound\dialog\x70\cor_19 none 1.00) (sleep (- (camera_time) 150.00)) (object_create_anew halo_1) (device_set_power halo_1 1.00) (sleep (camera_time)))) (script static void space_3 (begin (player_effect_set_max_rotation 0.00 0.00 0.00) (object_destroy fighter_flee) (object_destroy fighter_space) (object_destroy chief_unarmed) (camera_set halo_fucked_1a 0) (camera_set halo_fucked_1b 400) (sleep 200) (camera_set halo_fucked_1c 250) (sleep 305) (sound_impulse_start sound\dialog\x70\che_03b chief_unarmed 1.00) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 0.00 1.00 0.00 1.00 true 1.00) (sleep 30) (fade_out 1.00 1.00 1.00 15) (sleep 15))) (script dormant void helmet (begin (sleep 140) (object_create_anew x70_helmet) (objects_attach chief_unarmed right hand x70_helmet cyborghelmet))) (script static void int_4 (begin (player_effect_set_max_rotation 0.00 0.10 0.10) (object_destroy halo_1) (object_destroy fighter_flee) (object_create_anew fighter_space) (object_create_anew chief_unarmed) (objects_attach fighter_space positionchief chief_unarmed ) (objects_detach fighter_space chief_unarmed) (unit_suspended chief_unarmed true) (object_beautify chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_6010 false) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 1.00 0.00 1.00 0.00 true 1.00) (sleep 30) (fade_in 1.00 1.00 1.00 15) (camera_set anyone_else_1a 0) (camera_set anyone_else_1b 250) (sound_impulse_start sound\dialog\x70\cor_21 none 1.00) (sleep 210) (camera_set chief_resolve_1a 0) (camera_set chief_resolve_1b 60) (sleep (sound_impulse_time sound\dialog\x70\cor_21)) (sleep 30) (sound_impulse_start sound\dialog\x70\cor_23 none 1.00) (sleep 60) (camera_set slight_pull_1a 180) (sleep (unit_get_custom_animation_time chief_unarmed)) (camera_set long_walk_1a 0) (camera_set long_walk_1b 200) (objects_attach fighter_space positionchief chief_unarmed ) (objects_detach fighter_space chief_unarmed) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_7000 false) (sleep (sound_impulse_time sound\dialog\x70\cor_23)) (camera_set its_finished_1a 0) (camera_set its_finished_1b 120) (sleep 30) (sound_impulse_start sound\dialog\x70\cor_24 none 1.00) (sleep (sound_impulse_time sound\dialog\x70\cor_24)) (objects_attach fighter_space positionchief chief_unarmed ) (objects_detach fighter_space chief_unarmed) (unit_suspended chief_unarmed true) (custom_animation chief_unarmed cinematics\animations\chief\x70\x70 x70_7200 false) (sound_impulse_start sound\dialog\x70\che_05 none 1.00) (sound_looping_start sound\sinomatixx_foley\x70_helmet none 1.00) (wake helmet) (player_effect_stop 10.00) (object_create_anew_containing space_sparks_2) (camera_set pull_back_1a 0) (camera_set pull_back_1b 200) (sleep 100) (camera_set pull_back_1c 200) (sleep 100) (camera_set pull_back_1d 150) (sleep 75) (camera_set pull_back_1e 150) (sleep 75) (camera_set pull_back_1f 150) (sleep 75) (camera_set pull_back_1g 150) (sleep 75) (camera_set pull_back_1h 150) (sleep 150) (camera_set pull_back_1i 600) (sleep 100))) (script static void ring_test (begin ring_test ring_test)) (script dormant void bridge_music_1 (begin (sleep 25) (sound_looping_start sound\sinomatixx_music\d40_bridge_music01 none 1.00))) (script static void insertion_1 (begin (fade_out 0.00 0.00 0.00 0) (camera_set flyin_1 0) (camera_set flyin_2 200) (object_type_predict vehicles\banshee\banshee_cinematic) (sleep 60) (fade_in 0.00 0.00 0.00 60) (sleep 40) (camera_set flyin_3 200) (sleep 100) (camera_set flyin_4 200) (sleep 100) (camera_set flyin_5 200) (sleep 100) (camera_set flyin_6 200) (sleep 100) (camera_set flyin_7 200) (sleep 100) (camera_set flyin_8 250) (sleep 125) (camera_set flyin_9 250) (sleep 125) (camera_set flyin_10 250) (sleep 125) (camera_set flyin_11 250) (sleep 125) (camera_set flyin_12 200) (sleep 100) (object_create_anew intro_banshee) (unit_close intro_banshee) (object_teleport intro_banshee intro_banshee_base) (recording_play intro_banshee intro_banshee_flight) (sleep 100) (camera_set flyin_13 150) (sleep (- (camera_time) 30.00)) (fade_out 0.00 0.00 0.00 30) (sleep 15) (recording_kill intro_banshee) (object_destroy intro_banshee))) (script dormant void insertion_dialog (begin (sound_impulse_start sound\dialog\d40\d40_insert_020_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\d40\d40_insert_020_cortana)) (sound_impulse_start sound\dialog\d40\d40_insert_030_chief none 1.00) (sleep (sound_impulse_time sound\dialog\d40\d40_insert_030_chief)) (sound_impulse_start sound\dialog\d40\d40_insert_040_cortana none 1.00) (sleep (- (sound_impulse_time sound\dialog\d40\d40_insert_040_cortana) 15.00)) (sound_impulse_start sound\dialog\d40\d40_insert_050_chief none 1.00) (sleep (sound_impulse_time sound\dialog\d40\d40_insert_050_chief)) (sound_impulse_start sound\dialog\d40\d40_insert_060_cortana none 1.00))) (script static void insertion_2 (begin (object_create_anew intro_banshee) (unit_close intro_banshee) (objects_predict chief_insertion) (camera_set chief_climb_1a 0) (camera_set chief_climb_1b 300) (object_pvs_activate intro_banshee) (sound_looping_start sound\sinomatixx_foley\d40_insertion_foley none 1.00) (fade_in 0.00 0.00 0.00 30) (object_create_anew_containing banshee_fire) (sleep 75) (object_teleport intro_banshee banshee_base) (recording_kill intro_banshee) (recording_play intro_banshee banshee_approach) (sleep 75) (wake insertion_dialog) (camera_set chief_climb_2a 400) (sleep (- (camera_time) 150.00)) (sound_class_set_gain vehicle_engine 0.00 0) (player_effect_set_max_rotation 0.00 0.30 0.30) (player_effect_start 1.00 0.00) (effect_new effects\explosions\large explosion banshee_explosion) (sound_impulse_start sound\sfx\impulse\impacts\jeep_hit_solid none 1.00) (player_effect_stop 4.00) (object_destroy intro_banshee) (object_create_anew chief_insertion) (object_beautify chief_insertion true) (object_pvs_activate chief_insertion) (sleep 60) (sound_impulse_start sound\dialog\d40\d40_insert_070_cortana none 1.00) (sleep 40) (object_create_anew chief_insertion) (object_teleport chief_insertion chief_climbup_base) (unit_suspended chief_insertion true) (custom_animation chief_insertion cinematics\animations\chief\level_specific\d40\d40 d40climbup true) (sleep 180) (camera_set chief_climb_2b 0) (camera_set chief_climb_2c 120) (sleep (- (unit_get_custom_animation_time chief_insertion) 30.00)))) (script startup void food_nipple_test (begin (sleep_until (volume_test_objects nipple_place (players)) 5) (object_create_anew nipple_grunt) (object_create_anew_containing nipple_flood) (object_create_anew_containing nipple_fire) (unit_set_seat nipple_grunt noncombat) (ai_attach_free nipple_grunt characters\captain\captain) (ai_command_list_by_unit nipple_grunt nipple_look) (sleep_until (volume_test_objects nipple_trigger (players)) 5) (sleep 150) (custom_animation nipple_grunt characters\grunt\grunt stand pistol surprise-front false) (sound_impulse_start sound\dialog\grunt\scripted\grunty_thirst nipple_grunt 1.00) (sleep (sound_impulse_time sound\dialog\grunt\scripted\grunty_thirst)))) (script dormant void insertion_music (begin (sleep 26) (sound_looping_start sound\sinomatixx_music\d40_insertion_music none 1.00))) (script static void trench_attack_pelican (begin (object_create v_trench_pelican) (object_teleport v_trench_pelican v_trench_pelican_flag) (recording_play v_trench_pelican v_rec_trench_pelican_crash) (if trench_scene_allow_continue (begin (sleep 295) (effect_new effects\explosions\large explosion no objects pelican_bang_1) (sleep 30) (if trench_scene_allow_continue (sound_impulse_start sound\dialog\d40\d40_411_pilot none 1.00)) (sleep 15) (if trench_scene_allow_continue (sound_impulse_stop sound\dialog\d40\d40_400_cortana)) (sleep 81) (effect_new effects\explosions\large explosion no objects pelican_bang_2) (sleep 139) (effect_new effects\explosions\large explosion no objects pelican_bang_3) (sleep 20) (if trench_scene_allow_continue (sound_impulse_stop sound\dialog\d40\d40_420_pilot)) (sleep (max 0.00 (- (recording_time v_trench_pelican) 15.00))) (sound_impulse_start sound\sfx\ambience\d40\burn_pel_out v_trench_pelican 1.00) (sleep 15) (object_destroy v_trench_pelican))))) (script static void trench_attack_banshee_1 (begin (object_create v_trench_banshee_1) (object_teleport v_trench_banshee_1 v_trench_banshee_1_flag) (recording_play v_trench_banshee_1 v_rec_trench_banshee_1_in) (sleep (max 0.00 (- (recording_time v_trench_banshee_1) 450.00))) (ai_place trench_banshee_pilots/pilot1) (vehicle_load_magic v_trench_banshee_1 b-driver (list_get (ai_actors trench_banshee_pilots/pilot1) 0)) (ai_vehicle_encounter v_trench_banshee_1 trench_banshees/banshees))) (script static void trench_attack_banshee_2 (begin (object_create v_trench_banshee_2) (object_teleport v_trench_banshee_2 v_trench_banshee_2_flag) (recording_play v_trench_banshee_2 v_rec_trench_banshee_2_in) (sleep (max 0.00 (- (recording_time v_trench_banshee_2) 450.00))) (ai_place trench_banshee_pilots/pilot2) (vehicle_load_magic v_trench_banshee_2 b-driver (list_get (ai_actors trench_banshee_pilots/pilot2) 0)) (ai_vehicle_encounter v_trench_banshee_2 trench_banshees/banshees))) (script dormant void trench_banshee1_thread (begin trench_banshee1_thread)) (script dormant void trench_banshee2_thread (begin trench_banshee2_thread)) (script dormant void trench_pelican_thread (begin trench_pelican_thread))