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PC Gamer (Italian) 36
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PC Gamer IT CD 36 2-2.iso
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SINDEMO
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sindemo2.exe
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data
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pak0.pak
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maps
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bank.scr
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Text File
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1998-09-22
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129KB
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4,584 lines
setdialogscript dialog/dialog_bank.scr
// Game Variables
/////////////////////////////////////////////////////////////////////////////
// game.intro_ground_entrance
// game.intro_billboard_fall
// game.intro_roof_break1
// game.bank_balance
// Level Variables
/////////////////////////////////////////////////////////////////////////////
level.Skill getcvar skill
level.Demo = 1
level.StartCinematicSkipped = 0
level.ExitCinematicSkipped = 0
level.vault_switch1_position = 1
level.vault_switch2_position = 1
level.VaultCombo1 = 0
level.VaultCombo2 = 0
level.BattleThugsKilled = 0
level.HostagesSaved = 0
level.HostagesKilled = 0
level.description = 0
level.ExitDialogComplete = 0
// Mission Objective States - 0 not accomplished 1 = success 2 = fail 3 = not available
level.PObjective1 = 0 // Disable Hostile Threat
level.PObjective2 = 0 // Locate Security Office Key
level.PObjective3 = 3 // Gain Access To Security Room
level.PObjective4 = 3 // Gain Access To The Vault
level.PObjective5 = 3 // Capture Mancini
level.SObjective1 = 0 // Unlock All Security Doors
level.SObjective2 = 0 // Minimize Hostage Casualties
// Script Initialization
/////////////////////////////////////////////////////////////////////////////
thread init_thread
// General
thread roof_break1_thread
thread billboard_thread
thread escalator_thread
thread tele_thread
thread revolvingdoor1_thread
thread revolvingdoor2_thread
thread clock_thread
thread teller1_thread
thread teller2_thread
thread table1_thread
thread vault_thread
thread vault_switch1_thread
thread vault_switch2_thread
thread safety_deposit_drawer_thread
thread receptacle1_thread
thread receptacle2_thread
thread destroys_furniture1_thread
thread destroys_furniture2_thread
thread destroys_furniture3_thread
thread destroys_furniture4_thread
thread plant_break1_thread
thread painting1_thread
thread painting2_thread
thread painting3_thread
thread painting4_thread
thread painting5_thread
thread painting6_thread
thread sign1_thread
thread sign2_thread
// Characters
thread init_character_items_thread
$hostage01 thread hostage01_thread
$hostage02 thread hostage02_thread
$hostage03 thread hostage03_thread
$hostage04 thread hostage04_thread
$hostage05 thread hostage05_thread
$hostage06 thread hostage06_thread
$hostage07 thread hostage07_thread
$battle_hc01 thread battle_hc01_thread
$battle_hc02 thread battle_hc02_thread
$battle_thug01 thread battle_thug01_thread
$battle_thug02 thread battle_thug02_thread
$battle_thug03 thread battle_thug03_thread
$mancini thread mancini_thread
$mancini_thug03 thread mancini_thug03_thread
$mancini_thug04 thread mancini_thug04_thread
$mancini_thug05 thread mancini_thug05_thread
$mancini_thug06 thread mancini_thug06_thread
$hostage1_thug01 thread hostage1_thug01_thread
$hostage1_thug02 thread hostage1_thug02_thread
$hostage1_thug03 thread hostage1_thug03_thread
$hostage2_thug01 thread hostage2_thug01_thread
$hostage2_thug02 thread hostage2_thug02_thread
$hostage2_thug03 thread hostage2_thug03_thread
//$hostage3_thug01 thread hostage3_thug01_thread
//$hostage3_thug02 thread hostage3_thug02_thread
//$hostage3_thug03 thread hostage3_thug03_thread
//$hostage3_thug04 thread hostage3_thug04_thread
$hostage4_thug01 thread hostage4_thug01_thread
$hostage4_thug02 thread hostage4_thug02_thread
$securityroom_boss thread securityroom_boss_thread
$thug01 thread thug01_thread
$thug02 thread thug02_thread
$thug03 thread thug03_thread
$thug04 thread thug04_thread
$thug05 thread thug05_thread
$thug06 thread thug06_thread
// Consoles
thread SecMenu_Thread
thread ATM_Setup_Thread
end // Script Initialization
// init_thread:
/////////////////////////////////////////////////////////////////////////////
init_thread:
// FIXME:
$hostage3_thug01 remove
// Lock security doors
$door_security lock
// Setup the revolving doors
$revolvingdoor1 jumpto $revolvingdoor1_start
$revolvingdoor2 jumpto $revolvingdoor2_start
// Setup the ATM room stuff
$fountain_spill1 hide
$fountain_spill2 hide
// Setup the copter flying away
$hc_copter_rotors bind $hc_copter_parent
$hc_copter bind $hc_copter_parent
wait 0.1
$hc_copter_rotors rotateY 540
// Setup the ambient fighting sounds
local.Count = 1
loop_random_noise_init:
parm.NoiseMaker = local.Count
parm.NumNoiseMakers = 6
thread random_noise_init_thread
local.Count += 1
local.Count ifless 7 goto loop_random_noise_init
// Setup the repelers
thread repel_init_thread
// Setup the teller security gate
$teller_securitygate time 0.1
$teller_securitygate moveUp 144
waitFor $teller_securitygate
// Setup the vault combination
level.VaultCombo1 randomint 8
level.VaultCombo1 += 1
level.VaultCombo2 randomint 8
level.VaultCombo2 += 1
// Setup cinematics
// DEMO: thread init_start_cinematic_thread
thread init_exit_cinematic_thread
// DEMO: remove the start cinematic characters
$start_mancini remove
$start_thug01 remove
$start_thug02 remove
$start_money01 remove
$start_money02 remove
$start_money03 remove
Waitforplayer
// Play the starting cinematic
// DEMO: thread start_cinematic_thread
// DEMO: waitForThread parm.previousthread
wait 2
// Start intro dialog and update the mission computer
thread jc_clear_bank_out_dialog_thread
waitForThread parm.previousthread
thread bank_start_misscomp_thread
end // init_thread
// random_noise_init_thread:
/////////////////////////////////////////////////////////////////////////////
random_noise_init_thread:
local.NoiseMaker string "$random_noise0"
local.NoiseMaker appendint parm.NoiseMaker
loop_random_noise:
level.BattleThugsKilled ifequal 7 goto random_noise_done
local.delay randomint 60
local.delay += 30
wait local.delay
local.NoiseIndex randomint 7
local.NoiseIndex += 1
local.NoiseIndex ifequal 1 goto RandomNoisePlay1
local.NoiseIndex ifequal 2 goto RandomNoisePlay2
local.NoiseIndex ifequal 3 goto RandomNoisePlay3
local.NoiseIndex ifequal 4 goto RandomNoisePlay4
local.NoiseIndex ifequal 5 goto RandomNoisePlay5
local.NoiseIndex ifequal 6 goto RandomNoisePlay6
local.NoiseIndex ifequal 7 goto RandomNoisePlay7
RandomNoisePlay1:
parm.actor1 string local.NoiseMaker
parm.actor2 string local.NoiseMaker
thread dialog::combat_one
waitForThread parm.previousthread
goto loop_random_noise
RandomNoisePlay2:
parm.actor1 string local.NoiseMaker
parm.actor2 string local.NoiseMaker
thread dialog::combat_two
waitForThread parm.previousthread
goto loop_random_noise
RandomNoisePlay3:
parm.actor1 string local.NoiseMaker
parm.actor2 string local.NoiseMaker
thread dialog::combat_three
waitForThread parm.previousthread
goto loop_random_noise
RandomNoisePlay4:
parm.actor1 string local.NoiseMaker
parm.actor2 string local.NoiseMaker
thread dialog::combat_four
waitForThread parm.previousthread
goto loop_random_noise
RandomNoisePlay5:
parm.actor1 string local.NoiseMaker
parm.actor2 string local.NoiseMaker
thread dialog::combat_five
waitForThread parm.previousthread
goto loop_random_noise
RandomNoisePlay6:
parm.actor1 string local.NoiseMaker
parm.actor2 string local.NoiseMaker
thread dialog::combat_six
waitForThread parm.previousthread
goto loop_random_noise
RandomNoisePlay7:
parm.actor1 string local.NoiseMaker
parm.actor2 string local.NoiseMaker
thread dialog::combat_seven
waitForThread parm.previousthread
goto loop_random_noise
random_noise_done:
end // random_noise_init_thread
// repel_init_thread:
/////////////////////////////////////////////////////////////////////////////
repel_init_thread:
local.Count = 1
loop_setup_repel:
local.Rope string "$repel_thug"
local.Rope appendint local.Count
local.Rope append "_rope"
local.Rope hide
local.Count += 1
local.Count ifless 12 goto loop_setup_repel
repel_init_done:
end // repel_init_thread
//===========================================================================
//===========================================================================
// CINEMATICS
//===========================================================================
//===========================================================================
// init_start_cinematic_thread:
/////////////////////////////////////////////////////////////////////////////
init_start_cinematic_thread:
$mancini_thug04 ignoreall
$mancini_thug04 hide
$mancini_thug04 notsolid
$mancini_thug05 ignoreall
$mancini_thug05 hide
$mancini_thug05 notsolid
$start_mancini thread start_mancini_thread
$start_thug01 thread start_thug01_thread
$start_thug02 thread start_thug02_thread
end // init_start_cinematic_thread
// start_cinematic_thread:
/////////////////////////////////////////////////////////////////////////////
start_cinematic_thread:
cinematic
freezeplayer
cueplayer
hud 0
fadeout 0.1 0 0 0
skipthread start_cinematic_skip_thread
// START: disable the game enemies
$mancini_thug04 ignoreall
$mancini_thug04 hide
$mancini_thug04 notsolid
$mancini_thug05 ignoreall
$mancini_thug05 hide
$mancini_thug05 notsolid
// END: disable the game enemies
$start_camera jumpto $start_camera_start
$start_camera lookat $start_mancini
cuecamera $start_camera
$start_camera follow $start_camera_start $start_mancini
wait 0.1
fadein 1 0 0 0
thread mancini_what_get_paid_dialog_thread
waitForThread parm.previousthread
wait 1
trigger $start_thug01
wait 10
// Clean up the cinematic stuff to start the map normally
thread start_cinematic_skip_thread
end // start_cinematic_thread
// start_cinematic_skip_thread:
/////////////////////////////////////////////////////////////////////////////
start_cinematic_skip_thread:
level.StartCinematicSkipped ifnotequal 0 goto start_cinematic_skip_done
level.StartCinematicSkipped = 1
fadeout 1 0 0 0
wait 1
fadein 1 0 0 0
$start_mancini remove
$start_thug01 remove
$start_thug02 remove
$start_money01 remove
$start_money02 remove
$start_money03 remove
// START: enable the game enemies
$mancini_thug04 respondtoall
$mancini_thug04 show
$mancini_thug04 solid
$mancini_thug05 respondtoall
$mancini_thug05 show
$mancini_thug05 solid
// END: enable the game enemies
hud 1
cueplayer
releaseplayer
noncinematic
start_cinematic_skip_done:
end // start_cinematic_skip_thread
// start_mancini_thread:
/////////////////////////////////////////////////////////////////////////////
start_mancini_thread:
local.self ignoreall
local.self idle idle_giving_orders
end // start_mancini_thread
// start_thug01_thread:
/////////////////////////////////////////////////////////////////////////////
start_thug01_thread:
local.self attachmodel moneybag.def gun $temp_money01
local.self ignoreall
local.self activate start_thug01_activate
pause
start_thug01_activate:
local.self ignore activate
local.self walkto $start_thug01_node1
waitFor local.self
local.self turnto 75
$temp_money01 throw $temp_money01 100 $start_moneybag_target 1
thread thug_hurryup_dialog_thread
waitForThread parm.previousthread
local.self walkto $start_thug01_node2
waitFor local.self
trigger $start_thug02
end // start_thug01_thread
// start_thug02_thread:
/////////////////////////////////////////////////////////////////////////////
start_thug02_thread:
local.self attachmodel moneybag.def gun $temp_money02
local.self ignoreall
local.self activate start_thug02_activate
pause
start_thug02_activate:
local.self ignore activate
local.self walkto $start_thug01_node3
waitFor local.self
local.self turnto 225
$temp_money01 throw $temp_money01 100 $start_moneybag_target 1
thread thug_hurryup_dialog_thread
waitForThread parm.previousthread
end // start_thug02_thread
// init_exit_cinematic_thread:
/////////////////////////////////////////////////////////////////////////////
init_exit_cinematic_thread:
$exit_blade hide
$exit_blade notsolid
$exit_blade thread exit_blade_thread
end // init_exit_cinematic_thread
// exit_cinematic_thread:
/////////////////////////////////////////////////////////////////////////////
exit_cinematic_thread:
cinematic
cueplayer
hud 0
// DEMO:
goto exit_cinematic_done
// FIXME: make this work after the demo
goto exit_cinematic_done
fadeout 1 0 0 0
exit_cinematic_waitfordialog:
wait 0.1
//level.ExitDialogComplete ifequal 0 goto exit_cinematic_waitfordialog
skipthread exit_cinematic_skip_thread
$exit_blade show
$exit_blade solid
$exit_camera lookat $exit_blade
$exit_camera watch $exit_blade
cuecamera $exit_camera
wait 1
// delay freezing player so they fall and don't block the camera
freezeplayer
fadein 0.5 0 0 0
wait 0.5
trigger $exit_blade
wait 5
exit_cinematic_done:
thread exit_cinematic_skip_thread
end // exit_cinematic_thread
// exit_cinematic_skip_thread:
/////////////////////////////////////////////////////////////////////////////
exit_cinematic_skip_thread:
level.ExitCinematicSkipped ifnotequal 0 goto exit_cinematic_skip_done
level.ExitCinematicSkipped = 1
fadeout 1 0 0 0
wait 1
fadein 1 0 0 0
level.Demo ifnotequal 0 menu outtro
level.Demo ifequal 0 map abandon$start1
exit_cinematic_skip_done:
end // exit_cinematic_skip_thread
// exit_blade_thread:
/////////////////////////////////////////////////////////////////////////////
exit_blade_thread:
local.self nodamage
local.self ignoreall
local.self definestate activate exit_blade_activate
pause
exit_blade_activate:
local.self ignore activate
local.self walkto $exit_blade_node1
waitFor local.self
local.self anim frontflip
waitFor local.self
local.self remove
end // exit_blade_thread
//===========================================================================
//===========================================================================
// GENERAL
//===========================================================================
//===========================================================================
// roof_break1_thread:
/////////////////////////////////////////////////////////////////////////////
roof_break1_thread:
game.intro_roof_break1 iflessequal 1 goto roof_break1_not_broken
roof_break1_sequence:
$ls_roof1 lightstyle "z"
$roof_break1 remove
$roof_railing1 remove
goto roof_break1_end
roof_break1_not_broken:
//$roof_light1 lightstyle "a"
$roof_debris1 remove
$roof_debris2 remove
roof_break1_end:
end // roof_break1_thread
// billboard_thread:
/////////////////////////////////////////////////////////////////////////////
billboard_thread:
$billboard2 bind $billboard
wait 0.1
game.intro_billboard_fall ifequal 2 goto billboard_fall_sequence_left_quick
game.intro_billboard_fall ifequal 3 goto billboard_fall_sequence_right_quick
$billboard_damage ondamage billboard_fall_sequence2
pause
billboard_fall_sequence_left_quick:
$billboard_clip remove
$billboard time 0.1
$billboard moveEast 96
$billboard moveWest 64
$billboard moveDown 30
$billboard rotateXdown 56
waitFor $billboard
$billboard time 0.1
$billboard rotateXdown 98
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard time 0.1
$billboard rotateXdown 85
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard time 0.1
$billboard rotateXdown 71
$billboard rotateZup 5
$billboard moveDown 490
$billboard moveSouth 16
$billboard moveWest 107
waitFor $billboard
$window_bar2 time 0.1
$window_bar2 moveDown 368
$window_bar2 rotateXup 22
$window_bar2 rotateYup 30
$window_bar2 moveWest 16
waitFor $window_bar2
$glass2 remove
$glass3 remove
goto billboard_fall_sequence_done
billboard_fall_sequence_right_quick:
$billboard_clip time 0.1
$billboard_clip moveUp 64
waitFor $billboard_clip
$billboard time 0.1
$billboard moveEast 96
$billboard rotateXdown 56
$billboard moveWest 64
$billboard moveDown 30
waitFor $billboard
$billboard time 0.1
$billboard rotateXdown 98
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard time 0.1
$billboard rotateXdown 85
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard time 0.1
$billboard rotateXdown 71
$billboard rotateZup 5
$billboard moveDown 490
$billboard moveSouth 16
$billboard moveWest 107
waitFor $billboard
$billboard time 0.1
$billboard moveDown 356
$billboard rotateXup 20
$billboard rotateZdown 20
waitFor $billboard
$window_bar1 time 0.1
$window_bar2 time 0.1
$window_bar1 moveDown 368
$window_bar1 rotateXup 22
$window_bar1 rotateYdown 15
$window_bar1 moveWest 16
$window_bar2 moveDown 368
$window_bar2 rotateXup 22
$window_bar2 rotateYup 30
$window_bar2 moveWest 16
waitFor $window_bar2
$fountain_flood time 0.1
$fountain_flood moveUp 394
waitFor $fountain_flood
$glass2 remove
$glass3 remove
$fountain_break remove
$fountain_spill1 show
$fountain_spill2 show
$fountain_flood show
goto billboard_fall_sequence_done
billboard_fall_sequence2:
$billboard_damage nodamage
$billboard_clip remove
$billboard_right remove
$billboard_left remove
game.intro_billboard_fall = 2
wait .3
$billboard time .4
$billboard rotateXdown 56
$billboard moveWest 64
$billboard moveDown 30
waitFor $billboard
$billboard time .7
$billboard rotateXdown 98
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 96
waitFor $billboard
$billboard time .5
$billboard rotateXdown 85
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 96
waitFor $billboard
$billboard time .4
$billboard rotateXdown 71
$billboard rotateZup 5
$billboard moveDown 490
$billboard moveSouth 16
$billboard moveWest 75
waitFor $billboard
$glass2 shatter "0 0 0" 75 10 75 .25 0
$glass3 shatter "0 0 0" 75 10 75 .25 0
$glass2 remove
$glass3 remove
$billboard playsound impact/crates/crate3.wav 4
$window_bar2 time .5
$window_bar2 moveDown 368
$window_bar2 rotateXup 22
$window_bar2 rotateYup 30
$window_bar2 moveWest 16
waitFor $window_bar2
thread destroys_property8_dialog_thread
billboard_fall_sequence_done:
end // billboard_thread
// hc_copter_thread:
/////////////////////////////////////////////////////////////////////////////
hc_copter_thread:
$hc_copter playsound vehicle/helicopt/flyloop.wav 4.0
$hc_copter_parent followpath $hc_copter_path1
waitFor $hc_copter_parent
$hc_copter stopsound
$hc_copter_rotors remove
$hc_copter remove
$hc_copter_parent remove
end // hc_copter_thread
// escalator_thread:
/////////////////////////////////////////////////////////////////////////////
escalator_thread:
local.escalator_speed = 16
escalator_sequence:
$escalator_button onuse escalator_off
pause
escalator_off:
$escalator_button nouse
$escalator_button playsound environment/cabinet/glasscab/latch12.wav 1.0
$escalator_button time .5
$escalator_button moveNorth 1
waitFor $escalator_button
trigger $escalator_sound
$escalator_button time .5
$escalator_button moveSouth 1
waitFor $escalator_button
escalator_slow_down:
local.escalator_speed -= 1
wait .1
@escalator trans_mag local.escalator_speed
local.escalator_speed ifgreater 0 goto escalator_slow_down
$escalator_button onuse escalator_on
pause
escalator_on:
$escalator_button nouse
$escalator_button playsound environment/cabinet/glasscab/latch12.wav 1.0
$escalator_button time .5
$escalator_button moveNorth 1
waitFor $escalator_button
trigger $escalator_sound
$escalator_button time .5
$escalator_button moveSouth 1
waitFor $escalator_button
escalator_speed_up:
wait .1
@escalator trans_mag local.escalator_speed
local.escalator_speed += 1
local.escalator_speed iflessequal 16 goto escalator_speed_up
goto escalator_sequence
end // escalator_thread
// tele_thread:
/////////////////////////////////////////////////////////////////////////////
tele_thread:
$tele1 key coin
$tele2 key coin
tele_start:
$tele1 onuse tele1_sequence
$tele2 onuse tele2_sequence
pause
tele1_sequence:
$tele1 nouse
$tele2 nouse
local.other take local.key
thread phone_bruno_dialog_thread
goto tele_thread_done
tele2_sequence:
$tele1 nouse
$tele2 nouse
local.other take local.key
thread phone_cinema_dialog_thread
tele_thread_done:
end // tele_thread
// revolvingdoor1_thread:
/////////////////////////////////////////////////////////////////////////////
revolvingdoor1_thread:
revolvingdoor1_start:
$revolvingdoor1 ontouch revolvingdoor1_touched
$revolvingdoor1 ondamage revolvingdoor1_damaged
pause
revolvingdoor1_touched:
$revolvingdoor1 notouch
$revolvingdoor1_pole playsound environment/levelsnds/bank/rvlv001.wav 2.0
$revolvingdoor1 time 4
$revolvingdoor1_pole time 4
$revolvingdoor1 rotateYup 180
$revolvingdoor1_pole rotateYup 180
waitFor $revolvingdoor1_pole
$revolvingdoor1_pole stopsound
goto revolvingdoor1_start
revolvingdoor1_damaged:
$revolvingdoor1 playsound impact/glass/glassbrk/mix1.wav
$revolvingdoor1 shatter "0 0 0" 50 10 25 .05 0
$revolvingdoor1 remove
end // revolvingdoor1_thread
// revolvingdoor2_thread:
/////////////////////////////////////////////////////////////////////////////
revolvingdoor2_thread:
revolvingdoor2_start:
$revolvingdoor2 ontouch revolvingdoor2_touched
$revolvingdoor2 ondamage revolvingdoor2_damaged
pause
revolvingdoor2_touched:
$revolvingdoor2 notouch
$revolvingdoor2_pole playsound environment/levelsnds/bank/rvlv001.wav 2.0
$revolvingdoor2 time 4
$revolvingdoor2_pole time 4
$revolvingdoor2 rotateYup 180
$revolvingdoor2_pole rotateYup 180
waitFor $revolvingdoor2_pole
$revolvingdoor2_pole stopsound
goto revolvingdoor2_start
revolvingdoor2_damaged:
$revolvingdoor2 playsound impact/glass/glassbrk/mix1.wav
$revolvingdoor2 shatter "0 0 0" 50 10 25 .05 0
$revolvingdoor2 remove
end // revolvingdoor2_thread
// clock_thread:
/////////////////////////////////////////////////////////////////////////////
clock_thread:
thread clock_hour_thread
clock_sequence:
wait 60
$longhand time 1
$shorthand time 1
$shorthand rotateXdown .5
$longhand rotateXdown 6
waitFor $longhand
goto clock_sequence
end // clock_thread
// clock_hour_thread:
/////////////////////////////////////////////////////////////////////////////
clock_hour_thread:
clock_hour_sequence:
wait 3600
$longhand playsound misc/bell.wav
wait 2
$longhand playsound misc/bell.wav
wait 2
$longhand playsound misc/bell.wav
wait 2
$longhand playsound misc/bell.wav
goto clock_hour_sequence
end // clock_hour_thread
// teller1_thread:
/////////////////////////////////////////////////////////////////////////////
teller1_thread:
$teller1 time 1
$teller1 moveNorth 22
waitFor $teller1
teller1_start:
$teller1 onuse teller1_open
pause
teller1_open:
$teller1 nouse
$teller1 playsound environment/cabinet/drawer/cab11.wav
$teller1 time 1
$teller1 moveSouth 22
waitFor $teller1
$teller1 onuse teller1_close
pause
teller1_close:
$teller1 nouse
$teller1 playsound environment/cabinet/drawer/cab12.wav
$teller1 moveNorth 22
waitFor $teller1
goto teller1_start
end // teller1_thread
// teller2_thread:
/////////////////////////////////////////////////////////////////////////////
teller2_thread:
local.cashtaken = 0
$dollar1 bind $teller2
$teller2_use bind $teller2
wait 0.1
$teller2 time 1
$teller2 moveNorth 22
waitFor $teller2
teller2_start:
$teller2 onuse teller2_open
pause
teller2_open:
$teller2 nouse
$teller2 playsound environment/cabinet/drawer/cab11.wav
$teller2 time 1
$teller2 moveSouth 22
waitFor $teller2
teller2_close_ready:
local.cashtaken ifequal 0 $teller2_use onuse teller2_takecash
local.cashtaken ifnotequal 0 $teller2 onuse teller2_close
pause
teller2_takecash:
$teller2_use nouse
$teller2_use remove
local.cashtaken = 1
thread cash1_dialog_thread
// FIXME: *1
$dollar1 remove
*1 item dollar 1
goto teller2_close_ready
teller2_close:
$teller2 nouse
$teller2 playsound environment/cabinet/drawer/cab12.wav
$teller2 moveNorth 22
waitFor $teller2
goto teller2_start
end // teller2_thread
// table1_thread:
/////////////////////////////////////////////////////////////////////////////
table1_thread:
$table1 ontrigger table1_rotate_sequence
pause
table1_rotate_sequence:
$table1 notrigger
$table1 time .3
$table1 rotateXup 75
waitFor $table1
wait 1
trigger $table1_damaged
$table1 remove
end // table1_thread
// vault_thread:
/////////////////////////////////////////////////////////////////////////////
vault_thread:
local.OpenedOnce = 0
$vault_handle bind $vault_door
wait 0.1
//open door for mancini's sequence
$vault_portal open
$vault_handle time 1
$vault_handle rotateZdown 60
waitFor $vault_handle
$vault_door time 2
$vault_door rotateYup 75
waitFor $vault_door
$vault_trigger ontrigger vault_door_close_for_mancini
pause
vault_door_close_for_mancini:
$vault_trigger notrigger
$vault_door playsound environment/levelsnds/bank/bankdoo2.wav
$vault_door time 2
$vault_door rotateYdown 75
waitFor $vault_door
$vault_door playsound impact/metal/drm2.wav
$vault_handle playsound environment/doors/metal/mtldoor1.wav
$vault_handle time 1
$vault_handle rotateZup 60
waitFor $vault_handle
$vault_portal close
$camgun1 activate
$camgun2 activate
vault_begin:
$vault_handle onuse check_vault_combo
pause
check_vault_combo:
$vault_handle nouse
level.vault_switch1_position ifequal level.VaultCombo1 goto check_vault_combo2
level.description ifequal 0 goto vault_begin
$camgun1 activate
$camgun2 activate
local.jc_warn_dialog ifequal 0 thread jc_warn_dialog_thread
local.jc_warn_dialog = 1
wait 5
$camgun1 deactivate
$camgun2 deactivate
goto vault_begin
check_vault_combo2:
level.vault_switch2_position ifequal level.VaultCombo2 goto vault_open
level.description ifequal 0 goto vault_begin
$camgun1 activate
$camgun2 activate
local.jc_warn_dialog ifequal 0 thread jc_warn_dialog_thread
local.jc_warn_dialog = 1
wait 5
$camgun1 deactivate
$camgun2 deactivate
goto vault_begin
vault_open:
local.OpenedOnce ifequal 0 thread vault_opened_misscomp_thread
local.OpenedOnce = 1
$vault_portal open
$vault_handle playsound environment/doors/metal/mtldoor1.wav
$vault_hanlde time 1
$vault_handle rotateZdown 60
waitFor $vault_handle
$vault_door playsound environment/levelsnds/bank/bankdoo2.wav
$vault_door time 2
$vault_door rotateYup 75
waitFor $vault_door
$vault_door playsound impact/metal/drm2.wav
$vault_handle onuse vault_closed
pause
vault_closed:
$vault_handle nouse
$vault_door playsound environment/levelsnds/bank/bankdoo2.wav
$vault_door time 2
$vault_door rotateYdown 75
waitFor $vault_door
$vault_door playsound impact/metal/drm2.wav
$vault_handle playsound environment/doors/metal/mtldoor1.wav
$vault_handle time 1
$vault_handle rotateZup 60
waitFor $vault_handle
$vault_portal close
goto vault_begin
end // vault_thread
// vault_switch1_thread:
/////////////////////////////////////////////////////////////////////////////
vault_switch1_thread:
vault_switch1_sequence:
$vault_switch1 onuse vault_switch1_rotate
pause
vault_switch1_rotate:
$vault_switch1 nouse
$vault_switch1 time 0.5
$vault_switch1 rotateZdown 45
waitFor $vault_switch1
$vault_switch1 playsound environment/cabinet/glasscab/latch12.wav
level.vault_switch1_position += 1
level.vault_switch1_position ifequal 9 level.vault_switch1_position = 1
goto vault_switch1_sequence
end // vault_switch1_thread
// vault_switch2_thread:
/////////////////////////////////////////////////////////////////////////////
vault_switch2_thread:
vault_switch2_sequence:
$vault_switch2 onuse vault_switch2_rotate
pause
vault_switch2_rotate:
$vault_switch2 nouse
$vault_switch2 time 0.5
$vault_switch2 rotateZdown 45
waitFor $vault_switch2
$vault_switch2 playsound environment/cabinet/glasscab/latch12.wav
level.vault_switch2_position += 1
level.vault_switch2_position ifequal 9 level.vault_switch2_position = 1
goto vault_switch2_sequence
end // vault_switch2_thread
// safety_deposit_drawer_thread:
/////////////////////////////////////////////////////////////////////////////
safety_deposit_drawer_thread:
$safe_drawer time 1
$safe_drawer moveEast 32
waitFor $safe_drawer
safe_drawer_start:
$safe_drawer onuse safe_drawer_open
pause
safe_drawer_open:
$safe_drawer nouse
$safe_drawer playsound environment/cabinet/drawer/cab11.wav 1.0
$safe_drawer moveWest 32
waitFor $safe_drawer
$safe_drawer onuse safe_drawer_close
pause
safe_drawer_close:
$safe_drawer nouse
$safe_drawer playsound environment/cabinet/drawer/cab12.wav 1.0
$safe_drawer moveEast 32
waitFor $safe_drawer
goto safe_drawer_start
end // safety_deposit_drawer_thread
// receptacle1_thread:
/////////////////////////////////////////////////////////////////////////////
receptacle1_thread:
$receptacle1_rim time .3
$receptacle1 time .3
$receptacle1 notsolid
receptacle1_begin:
$receptacle1_rim onuse receptacle1_sequence
$receptacle1_rim ondamage receptacle1_break
pause
receptacle1_sequence:
$receptacle1_rim nouse
$receptacle1 rotateXup 60
waitFor $receptacle1
$receptacle1 rotateXdown 90
waitFor $receptacle1
$receptacle1 rotateXup 45
waitFor $receptacle1
$receptacle1 rotateXdown 22
waitFor $receptacle1
$receptacle1 rotateXup 7
waitFor $receptacle1
goto receptacle1_begin
receptacle1_break:
trigger $g5
$receptacle1 hide
$receptacle1_rim notsolid
$receptacle1_rim hide
end // receptacle1_thread
// receptacle2_thread:
/////////////////////////////////////////////////////////////////////////////
receptacle2_thread:
$receptacle2_rim time .3
$receptacle2 time .3
$receptacle2 notsolid
receptacle2_begin:
$receptacle2_rim onuse receptacle2_sequence
$receptacle2_rim ondamage receptacle2_break
pause
receptacle2_sequence:
$receptacle2_rim nouse
$receptacle2 rotateXdown 60
waitFor $receptacle2
$receptacle2 rotateXup 90
waitFor $receptacle2
$receptacle2 rotateXdown 45
waitFor $receptacle2
$receptacle2 rotateXup 22
waitFor $receptacle2
$receptacle2 rotateXdown 7
waitFor $receptacle2
goto receptacle2_begin
receptacle2_break:
trigger $g3
$receptacle2 hide
$receptacle2_rim notsolid
$receptacle2_rim hide
end // receptacle2_thread
// destroys_furniture1_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture1_thread:
$destroys_furniture1 ontrigger destroys_furniture1_sequence
pause
destroys_furniture1_sequence:
$destroys_furniture1 notrigger
wait 2
thread destroys_furniture1_dialog_thread
end // destroys_furniture1_thread
// destroys_furniture2_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture2_thread:
$destroys_furniture2 ontrigger destroys_furniture2_sequence
pause
destroys_furniture2_sequence:
$destroys_furniture2 notrigger
wait 2
thread destroys_furniture2_dialog_thread
end // destroys_furniture2_thread
// destroys_furniture3_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture3_thread:
$destroys_furniture3 ontrigger destroys_furniture3_sequence
pause
destroys_furniture3_sequence:
$destroys_furniture3 notrigger
wait 2
thread destroys_furniture3_dialog_thread
end // destroys_furniture3_thread
// destroys_furniture4_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture4_thread:
$destroys_furniture4 ontrigger destroys_furniture4_sequence
pause
destroys_furniture4_sequence:
$destroys_furniture4 notrigger
wait 2
thread destroys_furniture4_dialog_thread
end // destroys_furniture4_thread
// plant_break1_thread:
/////////////////////////////////////////////////////////////////////////////
plant_break1_thread:
$plant_break1 ontrigger plant_break1_sequence
pause
plant_break1_sequence:
$plant_break1 notrigger
wait 2
thread destroys_plant1_dialog_thread
end // plant_break1_thread
// painting1_thread:
/////////////////////////////////////////////////////////////////////////////
painting1_thread:
local.cashtaken = 0
// Couldn't place $safe_use on top of the dollars or else they would fall
// out of the world
painting1_sequence_begin:
$painting1 onuse painting1_sequence
$safe_door onuse painting1_sequence
pause
painting1_sequence:
$painting1 nouse
$safe_door nouse
$painting1 time 1
$painting1 moveEast 80
waitFor $painting1
$safe_door time 1
$safe_door rotateYdown 95
waitFor $safe_door
painting1_sequence2_ready:
$painting1 onuse painting1_sequence2
$safe_door onuse painting1_sequence2
pause
painting1_sequence2:
$painting1 nouse
$safe_door nouse
$safe_door time 1
$safe_door rotateYup 95
waitFor $safe_door
$painting1 time 1
$painting1 moveWest 80
waitFor $painting1
goto painting1_sequence_begin
end // painting1_thread
// painting2_thread:
/////////////////////////////////////////////////////////////////////////////
painting2_thread:
$painting2 ondamage painting2_sequence
pause
painting2_sequence:
$painting2 nodamage
wait .2
$painting2 time .4
$painting2 rotateZdown 20
waitFor $painting2
$painting2 time .4
$painting2 rotateZup 8
waitFor $painting2
$painting2 time .4
$painting2 rotateZdown 3
waitFor $painting2
end // painting2_thread
// painting3_thread:
/////////////////////////////////////////////////////////////////////////////
painting3_thread:
$painting3 ondamage painting3_sequence
pause
painting3_sequence:
$painting3 nodamage
wait .2
$painting3 time .4
$painting3 rotateZup 30
waitFor $painting3
$painting3 time .4
$painting3 rotateZdown 8
waitFor $painting3
$painting3 time .4
$painting3 rotateZup 3
waitFor $painting3
end // painting3_thread
// painting4_thread:
/////////////////////////////////////////////////////////////////////////////
painting4_thread:
$painting4 ondamage painting4_sequence
pause
painting4_sequence:
$painting4 nodamage
wait .2
$painting4 time .4
$painting4 rotateZdown 40
waitFor $painting4
$painting4 time .4
$painting4 rotateZup 12
waitFor $painting4
$painting4 time .4
$painting4 rotateZdown 5
waitFor $painting4
end // painting4_thread
// painting5_thread:
/////////////////////////////////////////////////////////////////////////////
painting5_thread:
$painting5 ondamage painting5_sequence
pause
painting5_sequence:
$painting5 nodamage
wait .2
$painting5 time .4
$painting5 rotateXdown 20
waitFor $painting5
$painting5 time .4
$painting5 rotateXup 8
waitFor $painting5
$painting5 time .4
$painting5 rotateXdown 4
waitFor $painting5
end // painting5_thread
// painting6_thread:
/////////////////////////////////////////////////////////////////////////////
painting6_thread:
$painting6 ondamage painting6_sequence
pause
painting6_sequence:
$painting6 nodamage
wait .2
$painting6 time .4
$painting6 rotateXdown 20
waitFor $painting6
$painting6 time .4
$painting6 rotateXup 8
waitFor $painting6
$painting6 time .4
$painting6 rotateXdown 4
waitFor $painting6
end // painting6_thread
// sign1_thread:
/////////////////////////////////////////////////////////////////////////////
sign1_thread:
$sign1 ondamage sign1_sequence
pause
sign1_sequence:
$sign1 nodamage
$sign1 time .4
$sign1 rotateXup 20
waitFor $sign1
$sign1 time .4
$sign1 rotateXdown 8
waitFor $sign1
$sign1 time .4
$sign1 rotateXup 4
waitFor $sign1
end // sign1_thread
// sign2_thread:
/////////////////////////////////////////////////////////////////////////////
sign2_thread:
$sign2 ondamage sign2_sequence
pause
sign2_sequence:
$sign2 nodamage
$sign2 time .4
$sign2 rotateZup 20
waitFor $sign2
$sign2 time .4
$sign2 rotateZdown 8
waitFor $sign2
$sign2 time .4
$sign2 rotateZup 4
waitFor $sign2
end // sign2_thread
// helicopter_sound_thread:
/////////////////////////////////////////////////////////////////////////////
helicopter_sound_thread:
game.intro_ground_entrance ifequal 2 goto helicopter_sound_done
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 4.0
wait 1
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 3.0
wait 1
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 2.0
wait 1
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 1.0
wait .8
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 0.5
wait .6
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 0.25
wait .4
$helicopter_sound stopsound
$helicopter_sound remove
helicopter_sound_done:
end // helicopter_sound_thread
// security_key_thread:
/////////////////////////////////////////////////////////////////////////////
security_key_thread:
trigger $spawn_hostage1_thug04
trigger $spawn_hostage1_thug05
trigger $spawn_hostage1_thug06
thread security_key_misscomp_thread
end // security_key_thread
// keydoor_unlocked_thread:
/////////////////////////////////////////////////////////////////////////////
keydoor_unlocked_thread:
$keydoor key ""
end // keydoor_unlocked_thread
// revolvingdoor1_remove_thread:
/////////////////////////////////////////////////////////////////////////////
revolvingdoor1_remove_thread:
$revolvingdoor1 playsound impact/glass/glassbrk/mix1.wav
$revolvingdoor1 shatter "0 0 0" 50 10 25 .05 0
$revolvingdoor1 remove
end // revolvingdoor1_remove_thread
//===========================================================================
//===========================================================================
// CHARACTERS
//===========================================================================
//===========================================================================
// init_character_items_thread:
/////////////////////////////////////////////////////////////////////////////
init_character_items_thread:
$securityroom_boss health 100
$securityroom_boss item RiotHelmet 100
$securityroom_boss item FlakJacket 100
$securityroom_boss item FlakPants 100
$mancini_thug04 health 100
$mancini_thug04 item RiotHelmet 100
$mancini_thug04 item FlakJacket 100
$mancini_thug04 item FlakPants 100
$mancini_thug05 health 100
$mancini_thug05 item RiotHelmet 100
$mancini_thug05 item FlakJacket 100
$mancini_thug05 item FlakPants 100
$thug02 item Health 20
$hostage1_thug03 item Health 20
$mancini_thug03 item Health 50
$hostage4_thug01 item Health 20
$thug06 item Health 20
end // init_character_items_thread
// hostage01_thread:
/////////////////////////////////////////////////////////////////////////////
hostage01_thread:
local.self anim crouch_idle
local.self ignoreall
local.self respondto pain
local.self respondto opendoor
local.self definestate activate hostage01_activate
local.self definestate killed hostage01_killed
pause
hostage01_activate:
local.self ignore activate
trigger $hostage01_snd
// Cause the thug to attack her
trigger $hostage1_thug01
local.self runto $hostage01_node1
waitFor local.self
local.self anim crouch_idle
local.self definestate use hostage01_use
pause
hostage01_use:
local.self ignore use
// FIXME: demo
// thread blade_saved_female_dialog_thread
local.self runto $hostage_flee01
waitFor local.self
local.self remove
level.HostagesSaved += 1
thread hostage_thread
pause
hostage01_killed:
local.self ignore killed
level.HostagesKilled += 1
thread hostage_thread
end // hostage01_thread
// hostage02_thread:
/////////////////////////////////////////////////////////////////////////////
hostage02_thread:
local.self anim crouch_idle
local.self ignoreall
local.self respondto pain
local.self respondto opendoor
local.self definestate activate hostage02_activate
local.self definestate use hostage02_use
local.self definestate killed hostage02_killed
pause
hostage02_activate:
local.self ignore activate
trigger $hostage02_snd
pause
hostage02_use:
local.self ignore use
// FIXME: demo
// thread blade_saved_female_dialog_thread
local.self runto $hostage_flee01
waitFor local.self
local.self remove
level.HostagesSaved += 1
thread hostage_thread
pause
hostage02_killed:
local.self ignore killed
level.HostagesKilled += 1
thread hostage_thread
end // hostage02_thread
// hostage03_thread:
/////////////////////////////////////////////////////////////////////////////
hostage03_thread:
local.self anim crouch_idle
local.self ignoreall
local.self respondto pain
local.self respondto opendoor
local.self definestate activate hostage03_activate
local.self definestate use hostage03_use
local.self definestate killed hostage03_killed
pause
hostage03_activate:
local.self ignore activate
local.self playsound misc/civmale/site1.wav
pause
hostage03_use:
local.self ignore use
// FIXME: demo
// thread blade_saved_male_dialog_thread
local.self runto $hostage_flee02
waitFor local.self
local.self remove
level.HostagesSaved += 1
thread hostage_thread
pause
hostage03_killed:
local.self ignore killed
level.HostagesKilled += 1
thread hostage_thread
end // hostage03_thread
// hostage04_thread:
/////////////////////////////////////////////////////////////////////////////
hostage04_thread:
local.self anim crouch_idle
local.self ignoreall
local.self respondto pain
local.self respondto opendoor
local.self definestate use hostage04_use
local.self definestate killed hostage04_killed
pause
hostage04_use:
local.self ignore use
// FIXME: demo
// thread blade_saved_female_dialog_thread
local.self runto $hostage_flee02
waitFor local.self
local.self remove
level.HostagesSaved += 1
thread hostage_thread
pause
hostage04_killed:
local.self ignore killed
level.HostagesKilled += 1
thread hostage_thread
end // hostage04_thread
// hostage05_thread:
/////////////////////////////////////////////////////////////////////////////
hostage05_thread:
local.self anim crouch_idle
local.self ignoreall
local.self respondto pain
local.self respondto opendoor
local.self definestate activate hostage05_activate
local.self definestate use hostage05_use
local.self definestate killed hostage05_killed
pause
hostage05_activate:
local.self ignore activate
local.self playsound misc/civmale/beg1.wav
pause
hostage05_use:
local.self ignore use
// FIXME: demo
// thread blade_saved_male_dialog_thread
local.self runto $hostage_flee03
waitFor local.self
local.self remove
level.HostagesSaved += 1
thread hostage_thread
pause
hostage05_killed:
local.self ignore killed
level.HostagesKilled += 1
thread hostage_thread
end // hostage05_thread
// hostage06_thread:
/////////////////////////////////////////////////////////////////////////////
hostage06_thread:
local.self anim crouch_idle
local.self ignoreall
local.self respondto pain
local.self respondto opendoor
local.self definestate use hostage06_use
local.self definestate killed hostage06_killed
pause
hostage06_use:
local.self ignore use
// FIXME: demo
// thread blade_saved_female_dialog_thread
local.self runto $hostage_flee04
waitFor local.self
local.self remove
level.HostagesSaved += 1
thread hostage_thread
pause
hostage06_killed:
local.self ignore killed
level.HostagesKilled += 1
thread hostage_thread
end // hostage06_thread
// hostage07_thread:
/////////////////////////////////////////////////////////////////////////////
hostage07_thread:
local.self anim crouch_idle
local.self ignoreall
local.self respondto pain
local.self respondto opendoor
local.self definestate activate hostage07_activate
local.self definestate use hostage07_use
local.self definestate killed hostage07_killed
pause
hostage07_activate:
local.self ignore activate
trigger $hostage07_snd
pause
hostage07_use:
local.self ignore use
// FIXME: demo
// thread blade_saved_male_dialog_thread
local.self runto hostage_flee04
waitFor local.self
local.self remove
level.HostagesSaved += 1
thread hostage_thread
pause
hostage07_killed:
local.self ignore killed
level.HostagesKilled += 1
thread hostage_thread
end // hostage07_thread
// hostage_thread:
/////////////////////////////////////////////////////////////////////////////
hostage_thread:
local.MustSave = level.Skill
local.MustSave += 4
local.AllowKilled = 3
local.AllowKilled -= level.Skill
level.SObjective2 ifnotequal 0 goto hostage_done
level.HostagesSaved ifgreaterequal local.MustSave goto hostage_enoughsaved
level.HostagesKilled ifgreater local.AllowKilled goto hostage_toomanykilled
goto hostage_done
hostage_enoughsaved:
thread hostages_saved_misscomp_thread
goto hostage_done
hostage_toomanykilled:
thread hostages_killed_misscomp_thread
goto hostage_done
hostage_done:
end // hostage_thread
// repel_thug_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug_thread:
local.Thug string parm.Thug
local.Node1 string local.Thug
local.Node1 append "_node1"
local.Node2 string local.Thug
local.Node2 append "_node2"
local.Rope string local.Thug
local.Rope append "_rope"
local.Glass string local.Thug
local.Glass append "_glass"
local.self ignoreall
local.self respondto opendoor
trigger local.Glass
local.self runto local.Node1
waitFor local.self
local.Rope show
local.self behavior Repel "repel1" local.Node2 48
waitFor local.self
wait 0.1
local.Rope remove
local.self respondtoall
local.self attackplayer
end repel_thug_thread
// repel_thug1_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug1_thread:
trigger $spawn_repel_thug1
wait 0.1
parm.Thug string "$repel_thug1"
$repel_thug1 thread repel_thug_thread
end // repel_thug1_thread
// repel_thug2_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug2_thread:
trigger $spawn_repel_thug2
wait 0.1
parm.Thug string "$repel_thug2"
$repel_thug2 thread repel_thug_thread
end // repel_thug2_thread
// repel_thug3_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug3_thread:
trigger $spawn_repel_thug3
wait 0.1
parm.Thug string "$repel_thug3"
$repel_thug3 thread repel_thug_thread
end // repel_thug3_thread
// repel_thug4_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug4_thread:
trigger $spawn_repel_thug4
wait 0.1
parm.Thug string "$repel_thug4"
$repel_thug4 thread repel_thug_thread
end // repel_thug4_thread
// repel_thug5_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug5_thread:
trigger $spawn_repel_thug5
wait 0.1
parm.Thug string "$repel_thug5"
$repel_thug5 thread repel_thug_thread
end // repel_thug5_thread
// repel_thug6_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug6_thread:
trigger $spawn_repel_thug6
wait 0.1
parm.Thug string "$repel_thug6"
$repel_thug6 thread repel_thug_thread
end // repel_thug6_thread
// repel_thug7_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug7_thread:
trigger $spawn_repel_thug7
wait 0.1
parm.Thug string "$repel_thug7"
$repel_thug7 thread repel_thug_thread
end // repel_thug7_thread
// repel_thug8_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug8_thread:
trigger $spawn_repel_thug8
wait 0.1
parm.Thug string "$repel_thug8"
$repel_thug8 thread repel_thug_thread
end // repel_thug8_thread
// repel_thug9_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug9_thread:
trigger $spawn_repel_thug9
wait 0.1
parm.Thug string "$repel_thug9"
$repel_thug9 thread repel_thug_thread
end // repel_thug9_thread
// repel_thug10_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug10_thread:
trigger $spawn_repel_thug10
wait 0.1
parm.Thug string "$repel_thug10"
$repel_thug10 thread repel_thug_thread
end // repel_thug10_thread
// repel_thug11_thread:
/////////////////////////////////////////////////////////////////////////////
repel_thug11_thread:
trigger $spawn_repel_thug11
wait 0.1
parm.Thug string "$repel_thug11"
$repel_thug11 thread repel_thug_thread
end // repel_thug11_thread
// battle_hc01_thread:
/////////////////////////////////////////////////////////////////////////////
battle_hc01_thread:
local.self ignoreall
local.self respondto opendoor
local.self definestate activate battle_hc01_activate
pause
battle_hc01_activate:
local.self definestate activate battle_hc01_activate2
// FIXME: add the code to make the battle harder
// If set, the player crashed and must enter the bank from the lower entrance
// make sure that they encounter more enemyies at the start as a result of
// taking the less desireable entrance
// level.intro_start2 ifequal 1 ......
trigger $battle_hc02
trigger $battle_hc03
trigger $battle_thug01
trigger $battle_thug02
trigger $battle_thug03
$revolvingdoor1 playsound impact/glass/glassbrk/mix1.wav
$revolvingdoor2 shatter "0 0 0" 50 10 25 .05 0
$revolvingdoor2 remove
local.self respondtoall
local.self attack $battle_thug02
pause
battle_hc01_activate2:
local.self ignore activate
local.self ignoreall
local.self runto $battle_hc_flee
waitFor local.self
local.self remove
end // battle_hc01_thread
// battle_hc02_thread:
/////////////////////////////////////////////////////////////////////////////
battle_hc02_thread:
local.self ignoreall
local.self respondto opendoor
local.self definestate activate battle_hc02_activate
pause
battle_hc02_activate:
local.self definestate activate battle_hc02_activate2
local.self respondtoall
local.self attack $battle_thug01
pause
battle_hc02_activate2:
local.self ignore activate
local.self ignoreall
local.self runto $battle_hc_flee
waitFor local.self
local.self remove
end // battle_hc02_thread
// spawn_battle_thug_thread:
/////////////////////////////////////////////////////////////////////////////
spawn_battle_thug_thread:
level.BattleThugsKilled += 1
// All the thugs are gone, have the HC guys take off
level.BattleThugsKilled ifequal 7 trigger $battle_hc01
level.BattleThugsKilled ifequal 7 trigger $battle_hc02
level.BattleThugsKilled ifequal 1 goto spawn_battle_thug1
level.BattleThugsKilled ifequal 2 goto spawn_battle_thug2
level.BattleThugsKilled ifequal 3 goto spawn_battle_thug3
level.BattleThugsKilled ifequal 4 goto spawn_battle_thug4
goto spawn_battle_thug_done
spawn_battle_thug1:
trigger $spawn_battle_thug04
wait 0.1
$battle_thug04 thread battle_thug04_thread
goto spawn_battle_thug_done
spawn_battle_thug2:
trigger $spawn_battle_thug05
wait 0.1
$battle_thug05 thread battle_thug05_thread
goto spawn_battle_thug_done
spawn_battle_thug3:
trigger $spawn_battle_thug06
wait 0.1
$battle_thug06 thread battle_thug06_thread
goto spawn_battle_thug_done
spawn_battle_thug4:
trigger $spawn_battle_thug07
wait 0.1
$battle_thug07 thread battle_thug07_thread
goto spawn_battle_thug_done
spawn_battle_thug_done:
end // spawn_battle_thug_thread
// battle_thug01_thread:
/////////////////////////////////////////////////////////////////////////////
battle_thug01_thread:
local.self ignoreall
local.self respondto opendoor
local.self definestate activate battle_thug01_activate
local.self definestate killed battle_thug01_killed
pause
battle_thug01_activate:
local.self ignore activate
local.self respondtoall
pause
battle_thug01_killed:
local.self ignore killed
thread spawn_battle_thug_thread
end // battle_thug01_thread
// battle_thug02_thread:
/////////////////////////////////////////////////////////////////////////////
battle_thug02_thread:
local.self ignoreall
local.self respondto opendoor
local.self definestate activate battle_thug02_activate
local.self definestate killed battle_thug02_killed
pause
battle_thug02_activate:
local.self ignore activate
local.self respondtoall
pause
battle_thug02_killed:
local.self ignore killed
thread spawn_battle_thug_thread
end // battle_thug02_thread
// battle_thug03_thread:
/////////////////////////////////////////////////////////////////////////////
battle_thug03_thread:
local.self ignoreall
local.self respondto opendoor
local.self definestate activate battle_thug03_activate
local.self definestate killed battle_thug03_killed
pause
battle_thug03_activate:
local.self ignore activate
local.self respondtoall
pause
battle_thug03_killed:
local.self ignore killed
thread spawn_battle_thug_thread
end // battle_thug03_thread
// battle_thug04_thread:
/////////////////////////////////////////////////////////////////////////////
battle_thug04_thread:
local.self definestate killed battle_thug04_killed
local.self attackplayer
pause
battle_thug04_killed:
local.self ignore killed
thread spawn_battle_thug_thread
end // battle_thug04_thread
// battle_thug05_thread:
/////////////////////////////////////////////////////////////////////////////
battle_thug05_thread:
local.self definestate killed battle_thug05_killed
local.self attackplayer
pause
battle_thug05_killed:
local.self ignore killed
thread spawn_battle_thug_thread
end // battle_thug05_thread
// battle_thug06_thread:
/////////////////////////////////////////////////////////////////////////////
battle_thug06_thread:
local.self definestate killed battle_thug06_killed
local.self attackplayer
pause
battle_thug06_killed:
local.self ignore killed
thread spawn_battle_thug_thread
end // battle_thug06_thread
// battle_thug07_thread:
/////////////////////////////////////////////////////////////////////////////
battle_thug07_thread:
local.self definestate killed battle_thug07_killed
local.self attackplayer
pause
battle_thug07_killed:
local.self ignore killed
thread spawn_battle_thug_thread
end // battle_thug07_thread
// mancini_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thread:
local.self nodamage
local.self anim idle_giving_orders
local.self ignoreall
local.self respondto opendoor
local.self definestate activate mancini_activate1
pause
// Mancini seen the first time
mancini_activate1:
local.self ignore activate
$teller_securitygate playsound environment/doors/door1cls.wav
$teller_securitygate time 1
$teller_securitygate moveDown 144
waitFor $teller_securitygate
thread mancini_seen1_dialog_thread
waitForThread parm.previousthread
//trigger $mancini_thug01
//trigger $mancini_thug02
trigger $spawn_mancini_thug01
trigger $spawn_mancini_thug02
trigger $spawn_mancini_thug03
trigger $mancini_thug06
wait 0.1
$mancini_thug01 thread mancini_thug01_thread
$mancini_thug02 thread mancini_thug02_thread
$mancini_thug03 thread mancini_thug03_thread
local.self runto $mancini_node1
waitFor local.self
thread capture_mancini_misscomp_thread
local.self runto $mancini_node2
waitFor local.self
local.self turnto 0
waitFor local.self
local.self anim idle_tantrum
$teller_securitygate playsound environment/doors/door1opn.wav
$teller_securitygate time 1
$teller_securitygate moveUp 144
waitFor $teller_securitygate
$teller_securitygate remove
local.self definestate activate mancini_activate2
pause
// Mancini seen the second time
mancini_activate2:
local.self ignore activate
thread mancini_seen2_dialog_thread
wait 1
local.self runto $mancini_node3
waitFor local.self
trigger $vault_trigger
thread need_vault_combo_dialog_thread
local.self runto $mancini_node4
waitFor local.self
local.self runto $mancini_node5
waitFor local.self
local.self anim idle_giving_orders
local.self definestate activate mancini_activate3
pause
// Mancini seen the third time
mancini_activate3:
local.self ignore activate
thread mancini_seen3_dialog_thread
waitForThread parm.previousthread
local.self anim jump_in_hole
waitFor local.self
$mancini remove
end // mancini_thread
// mancini_thug01_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thug01_thread:
local.self definestate killed mancini_thug01_killed
local.self attackplayer
pause
mancini_thug01_killed:
local.self ignore killed
thread repel_thug6_thread
end // mancini_thug01_thread
// mancini_thug02_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thug02_thread:
local.self definestate killed mancini_thug02_killed
local.self attackplayer
pause
mancini_thug02_killed:
local.self ignore killed
thread repel_thug7_thread
end // mancini_thug02_thread
// mancini_thug03_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thug03_thread:
local.self attackplayer
end // mancini_thug03_thread
// mancini_thug04_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thug04_thread:
end // mancini_thug04_thread
// mancini_thug05_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thug05_thread:
end // mancini_thug05_thread
// mancini_thug06_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thug06_thread:
local.self ignoreall
local.self respondto opendoor
local.self definestate activate mancini_thug06_activate
pause
mancini_thug06_activate:
local.self ignore activate
// Wait for mancini to get through the door
wait 2
local.self runto $mancini_node1
waitFor local.self
local.self runto $mancini_thug06_node1
waitFor local.self
local.self runto $mancini_thug06_node2
waitFor local.self
local.self turnto 315
waitFor local.self
local.self remove
wait 0.1
trigger $spawn_mancini_thug07
end // mancini_thug06_thread
// spawn_mancini_thug07_thread:
/////////////////////////////////////////////////////////////////////////////
spawn_mancini_thug07_thread:
trigger $spawn_mancini_thug07
wait 0.1
$mancini_thug07 thread mancini_thug07_thread
end // spawn_mancini_thug07_thread
// mancini_thug07_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_thug07_thread:
local.self attackplayer
end // mancini_thug07_thread
// hostage1_thug01_thread:
/////////////////////////////////////////////////////////////////////////////
hostage1_thug01_thread:
local.self ignoresounds
local.self definestate activate hostage_thug01_activate
pause
hostage_thug01_activate:
local.self ignore activate
local.self respondtosounds
level.Skill ifgreater 0 local.self attack $hostage01
level.Skill ifequal 0 local.self attackplayer
end // hostage1_thug01_thread
// hostage1_thug02_thread:
/////////////////////////////////////////////////////////////////////////////
hostage1_thug02_thread:
end // hostage1_thug02_thread
// hostage1_thug03_thread:
/////////////////////////////////////////////////////////////////////////////
hostage1_thug03_thread:
local.self definestate activate hostage1_thug03_activate
pause
hostage1_thug03_activate:
local.self ignore activate
// FIXME: FULLGAME: have him attack hostage
local.self attackplayer
end // hostage1_thug03_thread
// hostage2_thug01_thread:
/////////////////////////////////////////////////////////////////////////////
hostage2_thug01_thread:
local.self definestate killed hostage2_thug01_killed
pause
hostage2_thug01_killed:
local.self ignore killed
thread repel_thug8_thread
end // hostage2_thug01_thread
// hostage2_thug02_thread:
/////////////////////////////////////////////////////////////////////////////
hostage2_thug02_thread:
local.self definestate killed hostage2_thug02_killed
pause
hostage2_thug02_killed:
local.self ignore killed
thread repel_thug9_thread
end // hostage2_thug02_thread
// hostage2_thug03_thread:
/////////////////////////////////////////////////////////////////////////////
hostage2_thug03_thread:
local.self definestate activate hostage2_thug03_activate
pause
hostage2_thug03_activate:
local.self ignore activate
local.self attackplayer
end // hostage2_thug03_thread
// hostage3_thug01_thread:
/////////////////////////////////////////////////////////////////////////////
hostage3_thug01_thread:
end // hostage3_thug01_thread
// hostage3_thug02_thread:
/////////////////////////////////////////////////////////////////////////////
hostage3_thug02_thread:
end // hostage3_thug02_thread
// hostage3_thug03_thread:
/////////////////////////////////////////////////////////////////////////////
hostage3_thug03_thread:
end // hostage3_thug03_thread
// hostage3_thug04_thread:
/////////////////////////////////////////////////////////////////////////////
hostage3_thug04_thread:
end // hostage3_thug04_thread
// hostage4_thug01_thread:
/////////////////////////////////////////////////////////////////////////////
hostage4_thug01_thread:
local.self respondto opendoor
local.self definestate activate hostage4_thug01_activate
pause
hostage4_thug01_activate:
local.self ignore activate
trigger $table1
trigger $hostage4_thug02
local.self attackplayer
end // hostage4_thug01_thread
// hostage4_thug02_thread:
/////////////////////////////////////////////////////////////////////////////
hostage4_thug02_thread:
local.self definestate activate hostage4_thug02_activate
pause
hostage4_thug02_activate:
local.self ignore activate
local.self attackplayer
end // hostage4_thug02_thread
// securityroom_boss_thread:
/////////////////////////////////////////////////////////////////////////////
securityroom_boss_thread:
local.self definestate activate securityroom_boss_activate
local.self definestate killed securityroom_boss_killled
pause
securityroom_boss_activate:
local.self ignore activate
local.self attackplayer
end // securityroom_boss_thread
securityroom_boss_killled:
local.self ignore killed
thread security_room_entered_misscomp_thread
end // securityroom_boss_thread
// thug01_thread:
/////////////////////////////////////////////////////////////////////////////
thug01_thread:
local.self definestate idle thug01_patrol
local.self definestate killed thug01_killed
local.self state idle
pause
thug01_patrol:
local.self ignore activate
local.self walkto $thug01_node1
waitFor local.self
local.self walkto $thug01_node2
waitFor local.self
local.self anim guerilla_talk
wait 5
local.self walkto $thug01_node1
waitFor local.self
goto thug01_patrol
thug01_killed:
trigger $spawn_thug01_killed01a
wait 0.1
$thug01_killed01 thread thug01_killed01_thread
trigger $thug03
end // thug01_thread
// thug01_killed01_thread:
/////////////////////////////////////////////////////////////////////////////
thug01_killed01_thread:
local.self attackplayer
end // thug01_killed01_thread
// thug02_thread:
/////////////////////////////////////////////////////////////////////////////
thug02_thread:
local.self definestate idle thug02_patrol
local.self definestate killed thug02_killed
local.self state idle
pause
thug02_patrol:
local.self walkto $thug02_node1
waitFor local.self
local.self walkto $thug02_node2
waitFor local.self
goto thug02_patrol
thug02_killed:
trigger $spawn_thug02_killed01a
wait 0.1
$thug02_killed01 thread thug02_killed01_thread
end // thug02_thread
// thug02_killed01_thread:
/////////////////////////////////////////////////////////////////////////////
thug02_killed01_thread:
local.self attackplayer
end // thug02_killed01_thread
// thug03_thread:
/////////////////////////////////////////////////////////////////////////////
thug03_thread:
local.self ignoresounds
local.self definestate activate thug03_activate
pause
thug03_activate:
local.self ignore activate
local.self respondtosounds
local.self attackplayer
end // thug03_thread
// thug04_thread:
/////////////////////////////////////////////////////////////////////////////
thug04_thread:
local.self definestate idle thug04_patrol
local.self definestate activate thug04_activate
local.self definestate killed thug04_killed
local.self state idle
pause
thug04_patrol:
local.self walkto $thug04_node1
waitFor local.self
local.self walkto $thug04_node2
waitFor local.self
goto thug04_patrol
thug04_activate:
local.self ignore activate
trigger $thug05
thread revolvingdoor1_remove_thread
local.self attackplayer
end // thug04_thread
thug04_killed:
thread repel_thug10_thread
end // thug04_thread
// thug05_thread:
/////////////////////////////////////////////////////////////////////////////
thug05_thread:
local.self definestate idle thug05_patrol
local.self definestate activate thug05_activate
local.self definestate killed thug05_killed
local.self state idle
pause
thug05_patrol:
local.self walkto $thug05_node1
waitFor local.self
local.self walkto $thug05_node2
waitFor local.self
goto thug05_patrol
thug05_activate:
local.self ignore activate
thread revolvingdoor1_remove_thread
local.self attackplayer
end // thug05_thread
thug05_killed:
thread repel_thug11_thread
end // thug05_thread
// thug06_thread:
/////////////////////////////////////////////////////////////////////////////
thug06_thread:
end // thug06_thread
//===========================================================================
//===========================================================================
// DIALOG
//===========================================================================
//===========================================================================
// no_exit_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
no_exit_dialog_thread:
thread dialog::jc_sightseeing
waitForThread parm.previousthread
end // no_exit_dialog_thread
// mancini_what_get_paid_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_what_get_paid_dialog_thread:
parm.mancini1 string "$start_mancini"
thread dialog::mancini_what_get_paid_for
waitForThread parm.previousthread
end // mancini_what_get_paid_dialog_thread
// thug_hurryup_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
thug_hurryup_dialog_thread:
parm.thug1 string "$start_thug01"
thread dialog::thug_hurry_up
waitForThread parm.previousthread
end // thug_hurryup_dialog_thread
// thug_move_move_move_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
thug_move_move_move_dialog_thread:
parm.thug1 string "$start_thug02"
thread dialog::thug_move_move_move
waitForThread parm.previousthread
end // thug_move_move_move_dialog_thread
// blade_saved_female_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
blade_saved_female_dialog_thread:
local.Count randomint 2
local.Count ifequal 0 thread dialog::blade_civfemale_rescue1
local.Count ifequal 1 thread dialog::blade_civfemale_rescue2
waitForThread parm.previousthread
end // blade_saved_female_dialog_thread
// blade_saved_male_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
blade_saved_male_dialog_thread:
local.Count randomint 2
local.Count ifequal 0 thread dialog::blade_civmale_rescue1
local.Count ifequal 1 thread dialog::blade_civmale_rescue2
waitForThread parm.previousthread
end // blade_saved_male_dialog_thread
// jc_clear_bank_out_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
jc_clear_bank_out_dialog_thread:
thread dialog::jc_clear_bank_out
waitForThread parm.previousthread
end // jc_clear_bank_out_dialog_thread
// quarter_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
quarter_dialog_thread:
thread dialog::blade_finds_quarter1
waitForThread parm.previousthread
end // quarter_dialog_thread
// thug_trouble_at_vault_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
thug_trouble_at_vault_dialog_thread:
parm.thug1 string "$mancini_thug06"
thread dialog::thug_trouble_at_vault
waitForThread parm.previousthread
end // thug_trouble_at_vault_dialog_thread
// need_vault_combo_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
need_vault_combo_dialog_thread:
wait 2
thread dialog::blade_needs_vault_combo
waitForThread parm.previousthread
end // need_vault_combo_dialog_thread
// identcard_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
identcard_dialog_thread:
thread dialog::jc_handy1
waitForThread parm.previousthread
end // end identcard_dialog_thread
// jc_warn_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
jc_warn_dialog_thread:
thread dialog::jneed_to_shut_down_sec1
waitForThread parm.previousthread
end // jc_warn_dialog_thread
// lockerdoor_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
lockerdoor_dialog_thread:
thread dialog::jc_handy1
waitForThread parm.previousthread
end // lockerdoor_dialog_thread
// cash1_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
cash1_dialog_thread:
thread dialog::blade_takes_money1
waitForThread parm.previousthread
end // cash1_dialog_thread
// cash2_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
cash2_dialog_thread:
thread dialog::blade_takes_money2
waitForThread parm.previousthread
end // cash2_dialog_thread
// destroys_furniture1_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture1_dialog_thread:
thread dialog::blade_destroys_furniture1
waitForThread parm.previousthread
end // destroys_furniture1_dialog_thread
// destroys_furniture2_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture2_dialog_thread:
thread dialog::blade_destroys_furniture2
waitForThread parm.previousthread
end // destroys_furniture2_dialog_thread
// destroys_furniture3_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture3_dialog_thread:
thread dialog::blade_destroys_furniture3
waitForThread parm.previousthread
end // destroys_furniture3_dialog_thread
// destroys_furniture4_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_furniture4_dialog_thread:
thread dialog::blade_destroys_furniture4
waitForThread parm.previousthread
end // destroys_furniture4_dialog_thread
// destroys_property8_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_property8_dialog_thread:
thread dialog::blade_destroys_property8
waitForThread parm.previousthread
end // destroys_property8_dialog_thread
// destroys_plant1_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
destroys_plant1_dialog_thread:
thread dialog::blade_destroys_plant
waitForThread parm.previousthread
end // destroys_plant1_dialog_thread
// phone_bruno_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
phone_bruno_dialog_thread:
parm.phone string "$tele1"
thread dialog::phone_bruno
waitForThread parm.previousthread
end // phone_bruno_dialog_thread
// phone_cinema_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
phone_cinema_dialog_thread:
parm.phone string "$tele2"
thread dialog::phone_cinema
waitForThread parm.previousthread
end // phone_cinema_dialog_thread
// mancini_seen1_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_seen1_dialog_thread:
parm.mancini1 string "$mancini"
thread dialog::mancini_damn_blade
waitForThread parm.previousthread
parm.mancini1 string "$mancini"
parm.thug1 string $mancini_thug03
thread dialog::mancini_dont_stand_kill
waitForThread parm.previousthread
end // mancini_seen1_dialog_thread
// mancini_seen2_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_seen2_dialog_thread:
parm.mancini1 string "$mancini"
thread dialog::mancini_dont_let_him_thru
waitForThread parm.previousthread
//parm.mancini1 string "$mancini"
//thread dialog::mancini_hurry
//waitForThread parm.previousthread
thread thug_trouble_at_vault_dialog_thread
waitForThread parm.previousthread
end // mancini_seen2_dialog_thread
// mancini_seen3_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
mancini_seen3_dialog_thread:
parm.thug1 string "$thug9"
thread dialog::thug_leave_now
waitForThread parm.previousthread
parm.mancini1 string "$mancini2"
thread dialog::mancini_call_chopper
waitForThread parm.previousthread
end // mancini_seen3_dialog_thread
// end_sequence_dialog_thread:
/////////////////////////////////////////////////////////////////////////////
end_sequence_dialog_thread:
thread dialog::end_of_level
waitForThread parm.previousthread
level.ExitDialogComplete = 1
end // end_sequence_dialog_thread
//===========================================================================
//===========================================================================
// CONSOLES
//===========================================================================
//===========================================================================
//---------------------------------------------------------------
// SecMenu_Thread
//---------------------------------------------------------------
SecMenu_Thread:
wait 3
local.sec_console string "con_security"
local.sec_consoleobject string "%con_security"
local.sec_consoleobject confraction .3
goto SecMenu_Main_Input
//---------------------------------------------------------------
SecMenu_Main_Input:
local.CustomerName string "--------"
local.CustomerNumber string "--------"
local.CustomerPIN string "--------"
local.sec_consoleobject conclear
local.sec_consoleobject confraction .3
local.sec_consoleobject conmenufile "menus/bank/bank.001"
local.PrintString string "xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
local.sec_consoleobject focus menu
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Main_ProcessInput
SecMenu_Main_ProcessInput:
local.secinput ifequal 1 goto SecMenu_Doors_Input
local.secinput ifequal 2 goto SecMenu_Vault_Input
local.secinput ifequal 3 goto SecMenu_Account_Input
local.secinput ifequal 4 goto SecMenu_Prompt_Input
goto SecMenu_Main_Input
//---------------------------------------------------------------
SecMenu_Doors_Input:
local.sec_consoleobject conclear
local.doors_locked ifequal 0 local.sec_consoleobject conmenufile "menus/bank/bank.002"
local.doors_locked ifequal 1 local.sec_consoleobject conmenufile "menus/bank/bank.003"
local.PrintString string "xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Doors_ProcessInput
SecMenu_Doors_ProcessInput:
local.secinput ifequal 2 goto SecMenu_Main_Input
local.doors_locked *= -1
local.doors_locked += 1
local.SecurityDoorsUnlockedOnce ifequal 0 thread security_doors_unlocked_misscomp_thread
local.SecurityDoorsUnlockedOnce = 1
local.doors_locked ifequal 1 $door_security unlock
local.doors_locked ifequal 0 $door_security lock
goto SecMenu_Doors_Input
//---------------------------------------------------------------
SecMenu_Vault_Input:
local.sec_consoleobject conclear
level.description ifequal 0 local.sec_consoleobject conmenufile "menus/bank/bank.004"
level.description ifequal 1 local.sec_consoleobject conmenufile "menus/bank/bank.005"
local.PrintString string "xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Vault_ProcessInput
SecMenu_Vault_ProcessInput:
local.secinput ifequal 2 goto SecMenu_Vault_ViewPasscode
local.secinput ifequal 3 goto SecMenu_Main_Input
level.description *= -1
level.description += 1
level.description ifequal 0 $camgun1 activate
level.description ifequal 0 $camgun2 activate
level.description ifequal 1 $camgun1 deactivate
level.description ifequal 1 $camgun2 deactivate
goto SecMenu_Vault_Input
SecMenu_Vault_ViewPasscode:
local.sec_consoleobject conclear
local.sec_consoleobject conmenufile "menus/bank/bank.006"
local.PrintString string "xl 140 yt -210 fc 0.5 0.5 0.5 1 string \" "
local.PrintString appendint level.VaultCombo1
local.PrintString append "\" xl 140 yt -240 fc 0.5 0.5 0.5 1 string \" "
local.PrintString appendint level.VaultCombo2
local.PrintString append "\" xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
local.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Vault_Input
//---------------------------------------------------------------
SecMenu_Account_Input:
local.sec_consoleobject conclear
local.sec_consoleobject conmenufile "menus/bank/bank.007"
local.PrintString string "xl 260 yt -230 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.CustomerName
local.PrintString append "\" xl 260 yt -260 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.CustomerNumber
local.PrintString append "\" xl 260 yt -290 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.CustomerPIN
local.PrintString append "\""
local.sec_consoleobject conlayout local.PrintString
local.sec_consoleobject focus console
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Account_ProcessInput
SecMenu_Account_ProcessInput:
local.secinput ifstrequal "Blade" goto SecMenu_Account_Blade
local.secinput ifstrequal "blade" goto SecMenu_Account_Blade
local.secinput ifstrequal "BLADE" goto SecMenu_Account_Blade
local.secinput ifstrequal "Sinclaire" goto SecMenu_Account_Sinclaire
local.secinput ifstrequal "sinclaire" goto SecMenu_Account_Sinclaire
local.secinput ifstrequal "SINCLAIRE" goto SecMenu_Account_Sinclaire
local.secinput ifstrequal "Exit" goto SecMenu_Main_Input
local.secinput ifstrequal "exit" goto SecMenu_Main_Input
local.secinput ifstrequal "EXIT" goto SecMenu_Main_Input
local.CustomerName string "Invalid Handle"
local.CustomerNumber string "--------"
local.CustomerPIN string "--------"
goto SecMenu_Account_Input
SecMenu_Account_Blade:
local.CustomerName string "John R. Blade"
local.CustomerNumber string "010345"
local.CustomerPIN string "2019"
goto SecMenu_Account_Input
SecMenu_Account_Sinclaire:
local.CustomerName string "Elexis Sinclaire"
local.CustomerNumber string "010333"
local.CustomerPIN string "6969"
goto SecMenu_Account_Input
//---------------------------------------------------------------
SecMenu_Prompt_Input:
local.CurrentDir string "fcbsec"
local.sec_consoleobject conclear
local.sec_consoleobject conclearlayout
local.sec_consoleobject conmenufile "menus/bank/bank.008"
local.sec_consoleobject confraction .9
local.sec_consoleobject focus console
local.PrintString string "Ultralarge(R) Doorways 36(TM)\n"
local.PrintString append "(C) Copyright 2015-2037 Ultralarge Corp.\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Input_Loop:
local.sec_consoleobject conprint local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Prompt_ProcessInput
SecMenu_Prompt_ProcessInput:
local.secinput ifstrequal "dir" goto SecMenu_Prompt_Dir
local.secinput ifstrequal "cd .." goto SecMenu_Prompt_CDDotDot
local.secinput ifstrequal "cd.." goto SecMenu_Prompt_CDDotDot
local.secinput ifstrequal "cd fcbsec" goto SecMenu_Prompt_CDUpTo_fcbsec
local.secinput ifstrequal "cd data" goto SecMenu_Prompt_CDUpTo_fcbsec_data
local.secinput ifstrequal "cd doorways" goto SecMenu_Prompt_Denied
local.secinput ifstrequal "type fcbsec.ini" goto SecMenu_Prompt_Type_fcbsecini
local.secinput ifstrequal "type fcbsec01.pwd" goto SecMenu_Prompt_Type_fcbsec01pwd
local.secinput ifstrequal "type fcbsec02.pwd" goto SecMenu_Prompt_Type_fcbsec02pwd
local.secinput ifstrequal "type fcbsec03.pwd" goto SecMenu_Prompt_Type_fcbsec03pwd
local.secinput ifstrequal "type fcbsec04.pwd" goto SecMenu_Prompt_Type_fcbsec04pwd
local.secinput ifstrequal "type fcbsec.exe" goto SecMenu_Prompt_Type_fcbsecexe
local.secinput ifstrequal "type autoexec.bat" goto SecMenu_Prompt_Type_autoexec
local.secinput ifstrequal "type config.sys" goto SecMenu_Prompt_Type_config
local.secinput ifstrequal "autoexec" goto SecMenu_Main_Input
local.secinput ifstrequal "autoexec.bat" SecMenu_Main_Input
local.secinput ifstrequal "fcbsec" goto SecMenu_Main_Input
local.secinput ifstrequal "fcbsec.exe" goto SecMenu_Main_Input
local.secinput ifstrequal "cls" goto SecMenu_Prompt_Cls
local.secinput ifstrequal "" goto SecMenu_Prompt_Empty
local.secinput ifstrequal "date" goto SecMenu_Prompt_Date
local.secinput ifstrequal "help" goto SecMenu_Prompt_Help
local.secinput ifstrequal "exit" goto SecMenu_Main_Input
goto SecMenu_Prompt_Invalid
SecMenu_Prompt_Dir:
local.CurrentDir ifstrequal "fcbsec_data" goto SecMenu_Prompt_Dir_fcbsec_data
local.CurrentDir ifstrequal "fcbsec" goto SecMenu_Prompt_Dir_fcbsec
local.CurrentDir ifstrequal "root" goto SecMenu_Prompt_Dir_root
SecMenu_Prompt_Dir_fcbsec_data:
local.CurrentDir string "fcbsec_data"
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.PrintString append "Volume in drive C is FCBX040\n"
local.PrintString append "Directory of C:\\fcbsec\\data\n\n"
local.PrintString append ". <DIR> 06-24-35 9:12a\n"
local.PrintString append ".. <DIR> 06-24-35 9:12a\n"
local.PrintString append "fcbsec01.pwd 110 01-01-37 4:45p\n"
local.PrintString append "fcbsec02.pwd 110 01-01-37 4:45p\n"
local.PrintString append "fcbsec03.pwd 110 01-01-37 4:45p\n"
local.PrintString append "fcbsec04.pwd 12 01-01-37 4:45p\n"
local.PrintString append "fcbsec.ini 97 01-01-37 4:45p\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Dir_fcbsec:
local.CurrentDir string "fcbsec"
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.PrintString append "Volume in drive C is FCBX040\n"
local.PrintString append "Directory of C:\\fcbsec\n\n"
local.PrintString append ". <DIR> 06-24-35 9:12a\n"
local.PrintString append ".. <DIR> 06-24-35 9:12a\n"
local.PrintString append "data <DIR> 03-10-36 7:55p\n"
local.PrintString append "fcbsec.exe 21,710 03-10-36 7:57p\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Dir_root:
local.CurrentDir string "root"
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.PrintString append "Volume in drive C is FCBX040\n"
local.PrintString append "Directory of C:\\n\n"
local.PrintString append "doorways <DIR> 06-22-35 3:32a\n"
local.PrintString append "fcbsec <DIR> 03-10-36 7:54p\n"
local.PrintString append "autoexec.bat 156 06-22-35 8:32p\n"
local.PrintString append "config.sys 145 06-22-35 8:33p\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDDotDot:
local.CurrentDir ifstrequal "fcbsec_data" goto SecMenu_Prompt_CDDownto_fcbsec
local.CurrentDir ifstrequal "fcbsec" goto SecMenu_Prompt_CDDownto_root
local.CurrentDir ifstrequal "root" goto SecMenu_Prompt_CDDownto_root
SecMenu_Prompt_CDUpTo_fcbsec_data:
local.CurrentDir ifstrnotequal "fcbsec" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "fcbsec_data"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDUpTo_fcbsec:
local.CurrentDir ifstrnotequal "root" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "fcbsec"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDDownto_fcbsec:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "fcbsec"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDDownto_root:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "root"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsecexe:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "mz fUfi%fu( <&wRiEeDdEeIrW"
$warn_dialog_trigger playsound "environment/computer/beeps/cmpbp1.wav" 3
local.sec_consoleobject conprint local.PrintString
wait 0.5
local.PrintString string "iL!@ $$nNtX*%=\n"
local.PrintString append "frfuflfefs*u0=eN2eiv0 "
$warn_dialog_trigger playsound "environment/computer/beeps/reject1.wav" 3
local.sec_consoleobject conprint local.PrintString
wait 0.5
local.PrintString string "EISA&f;u\n"
local.PrintString append "viQif\n"
local.PrintString append "uZ<e-\\<u^<e-<$vi+Qi[f\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_autoexec:
local.CurrentDir ifstrnotequal "root" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "@ECHO OFF\n"
local.PrintString append "C:\\DOORS36\\MSCDEX.EXE /D:ASPICD0\n"
local.PrintString append "PROMPT $G\n"
local.PrintString append "PATH C:\\DOORS36;C:\\FCBSEC;C:\\\n"
local.PrintString append "SET TEMP=C:\\DOORS36\n"
local.PrintString append "REM C:\\DOORS36\\MOUSE.EXE\n"
local.PrintString append "C:\\FCBSEC\\FCBSEC.EXE\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_config:
local.CurrentDir ifstrnotequal "root" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "DEVICE=C:\\SCSI\\ASPI8DOORS.SYS /D\n"
local.PrintString append "DEVICE=C:\\SCSI\\ASPICD.SYS /D:ASPICD0\n"
local.PrintString append "DEVICE=C:\\DOORS36\\SETVER.EXE\n"
local.PrintString append "DEVICE=C:\\DOORS36\\HIMEM.SYS\n"
local.PrintString append "DOORS36=HIGH\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsecini:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "BRANCH=FREEPORT\n"
local.PrintString append "WALLPAPER=C:\\DOORWAYS\\JLH-IS-HOT.BMP\n"
local.PrintString append "QTDVIDEO=0x0001\n"
local.PrintString append "MCIXSND=0x0001\n"
local.PrintString append "GDANIM=0x0001\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec01pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$303195@6666\n"
local.PrintString append "$845724@9157\n"
local.PrintString append "$010333@6969\n"
local.PrintString append "$060571@8303\n"
local.PrintString append "$601571@6672\n"
local.PrintString append "$010345@2019\n"
local.PrintString append "$002215@2635\n"
local.PrintString append "$873282@2635\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec02pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$112029@2029\n"
local.PrintString append "$042171@5811\n"
local.PrintString append "$101505@5769\n"
local.PrintString append "$??????@????\n"
local.PrintString append "$443344@4444\n"
local.PrintString append "$123456@1234\n"
local.PrintString append "$100372@3265\n"
local.PrintString append "$070677@5316\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec03pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$081296@0000\n"
local.PrintString append "$021977@5334\n"
local.PrintString append "$272727@2727\n"
local.PrintString append "$052881@6275\n"
local.PrintString append "$032079@2361\n"
local.PrintString append "$041384@2663\n"
local.PrintString append "$020298@5334\n"
local.PrintString append "$422907@8252\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec04pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$012671@2600\n"
local.PrintString append "$642753@9084\n"
local.PrintString append "$050480@1984\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Help:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Available commands:\n\n"
local.PrintString append "cd Change current directory.\n"
local.PrintString append "cls Clears the screen.\n"
local.PrintString append "date Print the current date.\n"
local.PrintString append "dir View the current directory contents\n"
local.PrintString append "type Displays the contents of a text file. \n"
local.PrintString append "exit Exit the command prompt.\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Empty:
local.PrintString string "C:\\>\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Cls:
local.PrintString string ""
local.sec_consoleobject conclear
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Date:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Current Date is: Thu 06/23/37\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Denied:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Access Denied.\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Invalid:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Bad command or file name\n\n"
goto SecMenu_Prompt_Input_Loop
end
//---------------------------------------------------------------
// ATM_Setup_Thread
//---------------------------------------------------------------
ATM_Setup_Thread:
game.bank_balance = 0
level.ElexisAccount string "010333"
level.ElexisPIN string "6969"
level.ElexisChecking string "$9,390,000.00"
level.ElexisSavings string "$100,040.00"
level.BladeAccount string "010345"
level.BladePIN string "2019"
level.BladeChecking string "$0.00"
level.BladeSavings string "$0.00"
parm.atm_console string "con_atm1"
thread ATM_Thread
game.intro_billboard_fall ifequal 3 trigger $atm_sparks
game.intro_billboard_fall ifequal 3 $con_atm2_use remove
game.intro_billboard_fall ifequal 3 goto con_atm_bottom
parm.atm_console string "con_atm2"
thread ATM_Thread
con_atm_bottom:
end
//-----------------
----------------------------------------------------------
ATM_Thread:
local.Egg1Account string "303195"
local.Egg1PIN string "6666"
local.Egg1Checking string "$-10,000,000.00"
local.Egg1Savings string "$0.00"
local.Egg2Account string "845724"
local.Egg2PIN string "9157"
local.Egg2Checking string "$357.01"
local.Egg2Savings string "$5,000.99"
local.Egg3Account string "060571"
local.Egg3PIN string "8303"
local.Egg3Checking string "$403.71"
local.Egg3Savings string "$1.99"
local.Egg4Account string "601571"
local.Egg4PIN string "6672"
local.Egg4Checking string "$2,753.65"
local.Egg4Savings string "$2,500.00"
local.Egg5Account string "002215"
local.Egg5PIN string "2635"
local.Egg5Checking string "$256.03"
local.Egg5Savings string "$109.19"
local.Egg6Account string "873282"
local.Egg6PIN string "2635"
local.Egg6Checking string "$20,000.70"
local.Egg6Savings string "$2,500.00"
local.Egg7Account string "112029"
local.Egg7PIN string "2029"
local.Egg7Checking string "$42,276.00"
local.Egg7Savings string "$22.00"
local.Egg8Account string "042171"
local.Egg8PIN string "5811"
local.Egg8Checking string "$-32,000.00"
local.Egg8Savings string "Yeah, Right!!"
local.Egg9Account string "101505"
local.Egg9PIN string "5769"
local.Egg9Checking string "$14,022.00"
local.Egg9Savings string "$65,536.00"
local.Egg10Account string "??????"
local.Egg10PIN string "????"
local.Egg10Checking string "$???,???.??"
local.Egg10Savings string "$???,???.??"
local.Egg11Account string "443344"
local.Egg11PIN string "4444"
local.Egg11Checking string "$5.45"
local.Egg11Savings string "$0.00"
local.Egg12Account string "123456"
local.Egg12PIN string "1234"
local.Egg12Checking string "$1,234,567.89"
local.Egg12Savings string "$9,876,543.21"
local.Egg13Account string "100372"
local.Egg13PIN string "3265"
local.Egg13Checking string "$0.00"
local.Egg13Savings string "$0.00"
local.Egg14Account string "070677"
local.Egg14PIN string "5316"
local.Egg14Checking string "$16,000,000.00"
local.Egg14Savings string "$17,500,000.00"
local.Egg15Account string "422907"
local.Egg15PIN string "8252"
local.Egg15Checking string "$69,907.00"
local.Egg15Savings string "$8.00"
local.Egg16Account string "272727"
local.Egg16PIN string "2727"
local.Egg16Checking string "$27,000.00"
local.Egg16Savings string "$27,000.00"
local.Egg17Account string "052881"
local.Egg17PIN string "6275"
local.Egg17Checking string "$2,954.00"
local.Egg17Savings string "$14,326.00"
local.Egg18Account string "032079"
local.Egg18PIN string "2361"
local.Egg18Checking string "$-9,000.00"
local.Egg18Savings string "$0.00"
local.Egg19Account string "041384"
local.Egg19PIN string "2663"
local.Egg19Checking string "$0.00"
local.Egg19Savings string "$20,000.00"
local.Egg20Account string "020298"
local.Egg20PIN string "5334"
local.Egg20Checking string "$2,090.21"
local.Egg20Savings string "$0.00"
local.Egg21Account string "021977"
local.Egg21PIN string "5334"
local.Egg21Checking string "$2,090.21"
local.Egg21Savings string "$0.00"
local.Egg22Account string "081296"
local.Egg22PIN string "0000"
local.Egg22Checking string "$250,000.00"
local.Egg22Savings string "$0.00"
local.Egg23Account string "050480"
local.Egg23PIN string "1984"
local.Egg23Checking string "$66,082.00"
local.Egg23Savings string "$28,064.00"
local.Egg24Account string "642753"
local.Egg24PIN string "9084"
local.Egg24Checking string "$65,302.00"
local.Egg24Savings string "$29,053.00"
local.Egg25Account string "012671"
local.Egg25PIN string "2600"
local.Egg25Checking string "Not Enough!"
local.Egg25Savings string "Too Much!"
local.atm_console string parm.atm_console
local.atm_consoleobject string "%"
local.atm_consoleobject append local.atm_console
local.atm_consoleobject confraction .3
local.MainScreenInvalid = 0
goto ATM_Main_Input
ATM_Main_Input:
local.atm_consoleobject conclear
local.atm_consoleobject conclearlayout
local.MainScreenInvalid ifequal 0 local.atm_consoleobject conmenufile "menus/bank/bank.009"
local.MainScreenInvalid ifequal 1 local.atm_consoleobject conmenufile "menus/bank/bank.010"
local.atm_consoleobject focus console
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_ProcessInput
ATM_Main_ProcessInput:
local.Account string local.atminput
local.atminput ifstrequal level.ElexisAccount goto ATM_Pin_Input
local.atminput ifstrequal level.BladeAccount goto ATM_Pin_Input
local.atminput ifstrequal local.Egg1Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg2Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg3Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg4Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg5Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg6Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg7Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg8Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg9Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg10Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg11Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg12Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg13Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg14Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg15Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg16Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg17Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg18Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg19Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg20Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg21Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg22Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg23Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg24Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg25Account goto ATM_Pin_Input
local.MainScreenInvalid = 1
goto ATM_Main_Input
ATM_Pin_Input:
local.MainScreenInvalid = 0
local.Account ifstrequal level.ElexisAccount local.atm_consoleobject conmenufile "menus/bank/bankac01.001"
local.Account ifstrequal level.BladeAccount local.atm_consoleobject conmenufile "menus/bank/bankac02.001"
local.Account ifstrequal local.Egg1Account local.atm_consoleobject conmenufile "menus/bank/bankac03.001"
local.Account ifstrequal local.Egg2Account local.atm_consoleobject conmenufile "menus/bank/bankac04.001"
local.Account ifstrequal local.Egg3Account local.atm_consoleobject conmenufile "menus/bank/bankac05.001"
local.Account ifstrequal local.Egg4Account local.atm_consoleobject conmenufile "menus/bank/bankac06.001"
local.Account ifstrequal local.Egg5Account local.atm_consoleobject conmenufile "menus/bank/bankac07.001"
local.Account ifstrequal local.Egg6Account local.atm_consoleobject conmenufile "menus/bank/bankac08.001"
local.Account ifstrequal local.Egg7Account local.atm_consoleobject conmenufile "menus/bank/bankac09.001"
local.Account ifstrequal local.Egg8Account local.atm_consoleobject conmenufile "menus/bank/bankac10.001"
local.Account ifstrequal local.Egg9Account local.atm_consoleobject conmenufile "menus/bank/bankac11.001"
local.Account ifstrequal local.Egg10Account local.atm_consoleobject conmenufile "menus/bank/bankac12.001"
local.Account ifstrequal local.Egg11Account local.atm_consoleobject conmenufile "menus/bank/bankac13.001"
local.Account ifstrequal local.Egg12Account local.atm_consoleobject conmenufile "menus/bank/bankac14.001"
local.Account ifstrequal local.Egg13Account local.atm_consoleobject conmenufile "menus/bank/bankac15.001"
local.Account ifstrequal local.Egg14Account local.atm_consoleobject conmenufile "menus/bank/bankac16.001"
local.Account ifstrequal local.Egg15Account local.atm_consoleobject conmenufile "menus/bank/bankac17.001"
local.Account ifstrequal local.Egg16Account local.atm_consoleobject conmenufile "menus/bank/bankac18.001"
local.Account ifstrequal local.Egg17Account local.atm_consoleobject conmenufile "menus/bank/bankac19.001"
local.Account ifstrequal local.Egg18Account local.atm_consoleobject conmenufile "menus/bank/bankac20.001"
local.Account ifstrequal local.Egg19Account local.atm_consoleobject conmenufile "menus/bank/bankac21.001"
local.Account ifstrequal local.Egg20Account local.atm_consoleobject conmenufile "menus/bank/bankac22.001"
local.Account ifstrequal local.Egg21Account local.atm_consoleobject conmenufile "menus/bank/bankac23.001"
local.Account ifstrequal local.Egg22Account local.atm_consoleobject conmenufile "menus/bank/bankac24.001"
local.Account ifstrequal local.Egg23Account local.atm_consoleobject conmenufile "menus/bank/bankac25.001"
local.Account ifstrequal local.Egg24Account local.atm_consoleobject conmenufile "menus/bank/bankac26.001"
local.Account ifstrequal local.Egg25Account local.atm_consoleobject conmenufile "menus/bank/bankac27.001"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Pin_ProcessInput
ATM_Pin_ProcessInput:
local.Account ifstrequal level.ElexisAccount goto ATM_PIN_Elexis
local.Account ifstrequal level.BladeAccount goto ATM_PIN_Blade
goto ATM_PIN_Eggs
ATM_PIN_Elexis:
local.atminput ifstrequal level.ElexisPIN goto ATM_PIN_Elexis_Valid
local.atm_consoleobject focus menu
local.atm_consoleobject conmenufile "menus/bank/bank.011"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_Input
ATM_PIN_Elexis_Valid:
local.DisplayAccount string level.ElexisAccount
local.DisplayChecking string level.ElexisChecking
local.DisplaySavings string level.ElexisSavings
goto ATM_Account_Input
ATM_PIN_Blade:
local.atminput ifstrequal level.BladePIN goto ATM_PIN_Blade_Valid
local.atm_consoleobject focus menu
local.atm_consoleobject conmenufile "menus/bank/bank.011"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_Input
ATM_PIN_Blade_Valid:
local.DisplayAccount string level.BladeAccount
local.DisplayChecking string level.BladeChecking
local.DisplaySavings string level.BladeSavings
goto ATM_Account_Input
ATM_PIN_Eggs:
local.Account ifstrequal local.Egg1Account local.PIN string local.Egg1PIN
local.Account ifstrequal local.Egg2Account local.PIN string local.Egg2PIN
local.Account ifstrequal local.Egg3Account local.PIN string local.Egg3PIN
local.Account ifstrequal local.Egg4Account local.PIN string local.Egg4PIN
local.Account ifstrequal local.Egg5Account local.PIN string local.Egg5PIN
local.Account ifstrequal local.Egg6Account local.PIN string local.Egg6PIN
local.Account ifstrequal local.Egg7Account local.PIN string local.Egg7PIN
local.Account ifstrequal local.Egg8Account local.PIN string local.Egg8PIN
local.Account ifstrequal local.Egg9Account local.PIN string local.Egg9PIN
local.Account ifstrequal local.Egg10Account local.PIN string local.Egg10PIN
local.Account ifstrequal local.Egg11Account local.PIN string local.Egg11PIN
local.Account ifstrequal local.Egg12Account local.PIN string local.Egg12PIN
local.Account ifstrequal local.Egg13Account local.PIN string local.Egg13PIN
local.Account ifstrequal local.Egg14Account local.PIN string local.Egg14PIN
local.Account ifstrequal local.Egg15Account local.PIN string local.Egg15PIN
local.Account ifstrequal local.Egg16Account local.PIN string local.Egg16PIN
local.Account ifstrequal local.Egg17Account local.PIN string local.Egg17PIN
local.Account ifstrequal local.Egg18Account local.PIN string local.Egg18PIN
local.Account ifstrequal local.Egg19Account local.PIN string local.Egg19PIN
local.Account ifstrequal local.Egg20Account local.PIN string local.Egg20PIN
local.Account ifstrequal local.Egg21Account local.PIN string local.Egg21PIN
local.Account ifstrequal local.Egg22Account local.PIN string local.Egg22PIN
local.Account ifstrequal local.Egg23Account local.PIN string local.Egg23PIN
local.Account ifstrequal local.Egg24Account local.PIN string local.Egg24PIN
local.Account ifstrequal local.Egg25Account local.PIN string local.Egg25PIN
local.atminput ifstrequal local.PIN goto ATM_PIN_Eggs_Valid
local.atm_consoleobject focus menu
local.atm_consoleobject conmenufile "menus/bank/bank.011"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_Input
ATM_PIN_Eggs_Valid:
local.DisplayAccount string local.Account
local.Account ifstrequal local.Egg1Account local.DisplayChecking string local.Egg1Checking
local.Account ifstrequal local.Egg1Account local.DisplaySavings string local.Egg1Savings
local.Account ifstrequal local.Egg2Account local.DisplayChecking string local.Egg2Checking
local.Account ifstrequal local.Egg2Account local.DisplaySavings string local.Egg2Savings
local.Account ifstrequal local.Egg3Account local.DisplayChecking string local.Egg3Checking
local.Account ifstrequal local.Egg3Account local.DisplaySavings string local.Egg3Savings
local.Account ifstrequal local.Egg4Account local.DisplayChecking string local.Egg4Checking
local.Account ifstrequal local.Egg4Account local.DisplaySavings string local.Egg4Savings
local.Account ifstrequal local.Egg5Account local.DisplayChecking string local.Egg5Checking
local.Account ifstrequal local.Egg5Account local.DisplaySavings string local.Egg5Savings
local.Account ifstrequal local.Egg6Account local.DisplayChecking string local.Egg6Checking
local.Account ifstrequal local.Egg6Account local.DisplaySavings string local.Egg6Savings
local.Account ifstrequal local.Egg7Account local.DisplayChecking string local.Egg7Checking
local.Account ifstrequal local.Egg7Account local.DisplaySavings string local.Egg7Savings
local.Account ifstrequal local.Egg8Account local.DisplayChecking string local.Egg8Checking
local.Account ifstrequal local.Egg8Account local.DisplaySavings string local.Egg8Savings
local.Account ifstrequal local.Egg9Account local.DisplayChecking string local.Egg9Checking
local.Account ifstrequal local.Egg9Account local.DisplaySavings string local.Egg9Savings
local.Account ifstrequal local.Egg10Account local.DisplayChecking string local.Egg10Checking
local.Account ifstrequal local.Egg10Account local.DisplaySavings string local.Egg10Savings
local.Account ifstrequal local.Egg11Account local.DisplayChecking string local.Egg11Checking
local.Account ifstrequal local.Egg11Account local.DisplaySavings string local.Egg11Savings
local.Account ifstrequal local.Egg12Account local.DisplayChecking string local.Egg12Checking
local.Account ifstrequal local.Egg12Account local.DisplaySavings string local.Egg12Savings
local.Account ifstrequal local.Egg13Account local.DisplayChecking string local.Egg13Checking
local.Account ifstrequal local.Egg13Account local.DisplaySavings string local.Egg13Savings
local.Account ifstrequal local.Egg14Account local.DisplayChecking string local.Egg14Checking
local.Account ifstrequal local.Egg14Account local.DisplaySavings string local.Egg14Savings
local.Account ifstrequal local.Egg15Account local.DisplayChecking string local.Egg15Checking
local.Account ifstrequal local.Egg15Account local.DisplaySavings string local.Egg15Savings
local.Account ifstrequal local.Egg16Account local.DisplayChecking string local.Egg16Checking
local.Account ifstrequal local.Egg16Account local.DisplaySavings string local.Egg16Savings
local.Account ifstrequal local.Egg17Account local.DisplayChecking string local.Egg17Checking
local.Account ifstrequal local.Egg17Account local.DisplaySavings string local.Egg17Savings
local.Account ifstrequal local.Egg18Account local.DisplayChecking string local.Egg18Checking
local.Account ifstrequal local.Egg18Account local.DisplaySavings string local.Egg18Savings
local.Account ifstrequal local.Egg19Account local.DisplayChecking string local.Egg19Checking
local.Account ifstrequal local.Egg19Account local.DisplaySavings string local.Egg19Savings
local.Account ifstrequal local.Egg20Account local.DisplayChecking string local.Egg20Checking
local.Account ifstrequal local.Egg20Account local.DisplaySavings string local.Egg20Savings
local.Account ifstrequal local.Egg21Account local.DisplayChecking string local.Egg21Checking
local.Account ifstrequal local.Egg21Account local.DisplaySavings string local.Egg21Savings
local.Account ifstrequal local.Egg22Account local.DisplayChecking string local.Egg22Checking
local.Account ifstrequal local.Egg22Account local.DisplaySavings string local.Egg22Savings
local.Account ifstrequal local.Egg23Account local.DisplayChecking string local.Egg23Checking
local.Account ifstrequal local.Egg23Account local.DisplaySavings string local.Egg23Savings
local.Account ifstrequal local.Egg24Account local.DisplayChecking string local.Egg24Checking
local.Account ifstrequal local.Egg24Account local.DisplaySavings string local.Egg24Savings
local.Account ifstrequal local.Egg25Account local.DisplayChecking string local.Egg25Checking
local.Account ifstrequal local.Egg25Account local.DisplaySavings string local.Egg25Savings
goto ATM_Account_Input
ATM_Account_Input:
local.DisplayAccount ifstrequal level.ElexisAccount local.atm_consoleobject conmenufile "menus/bank/bankac01.002"
local.DisplayAccount ifstrequal level.BladeAccount local.atm_consoleobject conmenufile "menus/bank/bankac02.002"
local.DisplayAccount ifstrequal local.Egg1Account local.atm_consoleobject conmenufile "menus/bank/bankac03.002"
local.DisplayAccount ifstrequal local.Egg2Account local.atm_consoleobject conmenufile "menus/bank/bankac04.002"
local.DisplayAccount ifstrequal local.Egg3Account local.atm_consoleobject conmenufile "menus/bank/bankac05.002"
local.DisplayAccount ifstrequal local.Egg4Account local.atm_consoleobject conmenufile "menus/bank/bankac06.002"
local.DisplayAccount ifstrequal local.Egg5Account local.atm_consoleobject conmenufile "menus/bank/bankac07.002"
local.DisplayAccount ifstrequal local.Egg6Account local.atm_consoleobject conmenufile "menus/bank/bankac08.002"
local.DisplayAccount ifstrequal local.Egg7Account local.atm_consoleobject conmenufile "menus/bank/bankac09.002"
local.DisplayAccount ifstrequal local.Egg8Account local.atm_consoleobject conmenufile "menus/bank/bankac10.002"
local.DisplayAccount ifstrequal local.Egg9Account local.atm_consoleobject conmenufile "menus/bank/bankac11.002"
local.DisplayAccount ifstrequal local.Egg10Account local.atm_consoleobject conmenufile "menus/bank/bankac12.002"
local.DisplayAccount ifstrequal local.Egg11Account local.atm_consoleobject conmenufile "menus/bank/bankac13.002"
local.DisplayAccount ifstrequal local.Egg12Account local.atm_consoleobject conmenufile "menus/bank/bankac14.002"
local.DisplayAccount ifstrequal local.Egg13Account local.atm_consoleobject conmenufile "menus/bank/bankac15.002"
local.DisplayAccount ifstrequal local.Egg14Account local.atm_consoleobject conmenufile "menus/bank/bankac16.002"
local.DisplayAccount ifstrequal local.Egg15Account local.atm_consoleobject conmenufile "menus/bank/bankac17.002"
local.DisplayAccount ifstrequal local.Egg16Account local.atm_consoleobject conmenufile "menus/bank/bankac18.002"
local.DisplayAccount ifstrequal local.Egg17Account local.atm_consoleobject conmenufile "menus/bank/bankac19.002"
local.DisplayAccount ifstrequal local.Egg18Account local.atm_consoleobject conmenufile "menus/bank/bankac20.002"
local.DisplayAccount ifstrequal local.Egg19Account local.atm_consoleobject conmenufile "menus/bank/bankac21.002"
local.DisplayAccount ifstrequal local.Egg20Account local.atm_consoleobject conmenufile "menus/bank/bankac22.002"
local.DisplayAccount ifstrequal local.Egg21Account local.atm_consoleobject conmenufile "menus/bank/bankac23.002"
local.DisplayAccount ifstrequal local.Egg22Account local.atm_consoleobject conmenufile "menus/bank/bankac24.002"
local.DisplayAccount ifstrequal local.Egg23Account local.atm_consoleobject conmenufile "menus/bank/bankac25.002"
local.DisplayAccount ifstrequal local.Egg24Account local.atm_consoleobject conmenufile "menus/bank/bankac26.002"
local.DisplayAccount ifstrequal local.Egg25Account local.atm_consoleobject conmenufile "menus/bank/bankac27.002"
local.PrintString string "jr 20 yt -120 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplayChecking
local.PrintString append "\" jr 20 yt -180 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplaySavings
local.PrintString append "\""
local.atm_consoleobject conlayout local.PrintString
local.atm_consoleobject focus menu
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Account_ProcessInput
ATM_Account_ProcessInput:
local.atminput ifequal 1 goto ATM_Account_Withdrawl
local.atminput ifequal 2 goto ATM_Account_Deposit
local.atminput ifequal 3 goto ATM_Account_WireFunds
local.atminput ifequal 4 goto ATM_Main_Input
ATM_Account_Withdrawl:
local.atm_consoleobject conprint " Withdrawls Temporarily Unavailable.\n"
goto ATM_Account_Input
ATM_Account_Deposit:
local.atm_consoleobject conprint " Deposits Temporarily Unavailable.\n"
goto ATM_Account_Input
ATM_Account_WireFunds:
local.DisplayAccount ifstrequal level.ElexisAccount goto ATM_Account_WireFunds_FromElexis
local.DisplayAccount ifstrequal level.BladeAccount goto ATM_Account_WireFunds_FromBlade
local.atm_consoleobject conprint " Access Denied On This Account.\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromElexis:
game.bank_balance ifequal 1 goto ATM_Account_WireFunds_FromElexis_OnHold
local.atm_consoleobject conprint " Enter Destination Account Number\n"
local.atm_consoleobject focus console
waitForConsole local.atm_console
local.atminput coninput local.atm_console
local.atminput ifstrequal level.BladeAccount goto ATM_Account_WireFunds_FromElexis_ValidAccount
local.atminput ifstrequal level.ElexisAccount goto ATM_Account_WireFunds_Denied
// Put stuff for extra accounts
local.atm_consoleobject conprint " Invalid Account Number\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromElexis_ValidAccount:
game.bank_balance ifequal 0 goto ATM_Account_WireFunds_FromElexis_Sufficient
goto ATM_Account_WireFunds_FromElexis_OnHold
ATM_Account_WireFunds_FromElexis_OnHold:
local.atm_consoleobject conprint " Funds On Hold For 48 Hours.\n"
local.DisplayChecking string level.ElexisChecking
local.DisplaySavings string level.ElexisSavings
local.PrintString string "jr 20 yt -120 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplayChecking
local.PrintString append "\" jr 20 yt -180 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplaySavings
local.PrintString append "\""
goto ATM_Account_Input
ATM_Account_WireFunds_FromElexis_Sufficient:
game.bank_balance = 1
local.DisplayChecking string "$0.00"
local.DisplaySavings string "$0.00"
level.ElexisChecking string "$0.00"
level.ElexisSavings string "$0.00"
level.BladeChecking string "$9,390,000.00"
level.BladeSavings string "$100,040.00"
local.atm_consoleobject conprint " $9,490,041.00 Wired To John R. Blade\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromBlade:
game.bank_balance ifequal 0 goto ATM_Account_WireFunds_FromBlade_Insufficient
game.bank_balance ifequal 1 goto ATM_Account_WireFunds_FromBlade_OnHold
ATM_Account_WireFunds_FromBlade_OnHold:
local.atm_consoleobject conprint " Funds On Hold For 48 Hours.\n"
local.DisplayChecking string level.BladeChecking
local.DisplaySavings string level.BladeSavings
local.PrintString string "jr 20 yt -120 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplayChecking
local.PrintString append "\" jr 20 yt -180 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplaySavings
local.PrintString append "\""
goto ATM_Account_Input
ATM_Account_WireFunds_FromBlade_Insufficient:
local.atm_consoleobject conprint " Insufficient Funds.\n"
goto ATM_Account_Input
ATM_Account_WireFunds_Denied:
local.atm_consoleobject conprint " Action Denied On Account #"
local.atm_consoleobject conprint local.atminput
local.atm_consoleobject conprint "\n"
goto ATM_Account_Input
end
//===========================================================================
//===========================================================================
// MISSION COMPUTER
//===========================================================================
//===========================================================================
// bank_start_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
bank_start_misscomp_thread:
thread BankMissionComputer
thread global/universal_script.scr::StatusUpdated
waitForThread parm.previousthread
end // bank_start_misscomp_thread
// capture_mancini_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
capture_mancini_misscomp_thread:
level.PObjective5 = 0 // Capture Mancini
thread BankMissionComputer
thread global/universal_script.scr::StatusUpdated
waitForThread parm.previousthread
end // capture_mancini_misscomp_thread
// security_key_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
security_key_misscomp_thread:
level.PObjective2 = 1 // Locate Security Office Key
level.PObjective3 = 0 // Gain Access To Security Room
thread global/universal_script.scr::PObjectiveComplete
waitForThread parm.previousthread
thread BankMissionComputer
thread global/universal_script.scr::StatusUpdated
waitForThread parm.previousthread
end // security_key_misscomp_thread
// security_room_entered_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
security_room_entered_misscomp_thread:
level.PObjective3 = 1 // Gain Access To Security Room
level.PObjective4 = 0 // Gain Access To The Vault
thread global/universal_script.scr::PObjectiveComplete
waitForThread parm.previousthread
thread BankMissionComputer
thread global/universal_script.scr::StatusUpdated
waitForThread parm.previousthread
end // security_room_entered_misscomp_thread
// vault_opened_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
vault_opened_misscomp_thread:
level.PObjective4 = 1 // Gain Access To The Vault
thread BankMissionComputer
thread global/universal_script.scr::SObjectiveComplete
thread BankMissionComputer
thread global/universal_script.scr::StatusUpdated
waitForThread parm.previousthread
end // vault_opened_misscomp_thread
// security_doors_unlocked_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
security_doors_unlocked_misscomp_thread:
level.SObjective1 = 1 // Unlock All Security Doors
thread BankMissionComputer
thread global/universal_script.scr::SObjectiveComplete
waitForThread parm.previousthread
end // security_doors_unlocked_misscomp_thread
// hostages_saved_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
hostages_saved_misscomp_thread:
level.SObjective2 = 1 // Minimize Hostage Casualties
thread BankMissionComputer
thread global/universal_script.scr::SObjectiveComplete
waitForThread parm.previousthread
end // hostages_saved_misscomp_thread
// hostages_killed_misscomp_thread:
/////////////////////////////////////////////////////////////////////////////
hostages_killed_misscomp_thread:
level.SObjective2 = 2 // Minimize Hostage Casualties
thread BankMissionComputer
thread global/universal_script.scr::SObjectiveFailed
waitForThread parm.previousthread
end // hostages_killed_misscomp_thread
// BankMissionComputer:
/////////////////////////////////////////////////////////////////////////////
BankMissionComputer:
%missioncon conlayout "xv -74 yv 76 fc 0.6 0.6 1 1 string \"Banking On Destruction\""
%missioncon conapplayout "xv -120 yv 60 fc 0.4 0.4 0.8 1 string \"Primary Objective(s):\""
level.PObjective1 ifequal 0 %missioncon conapplayout "xv -118 yv 48 spicn b_blank 0.5 0.5 xv -116 yv 48 fc 0.7 0.7 0.7 1 string \" Disable Hostile Threat\""
level.PObjective2 ifequal 0 %missioncon conapplayout "xv -118 yv 36 spicn b_blank 0.5 0.5 xv -116 yv 36 fc 0.7 0.7 0.7 1 string \" Locate Security Office Key\""
level.PObjective3 ifequal 0 %missioncon conapplayout "xv -118 yv 24 spicn b_blank 0.5 0.5 xv -116 yv 24 fc 0.7 0.7 0.7 1 string \" Gain Access To Security Room\""
level.PObjective4 ifequal 0 %missioncon conapplayout "xv -118 yv 12 spicn b_blank 0.5 0.5 xv -116 yv 12 fc 0.7 0.7 0.7 1 string \" Gain Access To The Vault\""
level.PObjective5 ifequal 0 %missioncon conapplayout "xv -118 yv 0 spicn b_blank 0.5 0.5 xv -116 yv 0 fc 0.7 0.7 0.7 1 string \" Capture Mancini\""
level.PObjective1 ifequal 1 %missioncon conapplayout "xv -118 yv 48 spicn b_checked 0.5 0.5 xv -116 yv 48 fc 0.2 0.2 0.2 1 string \" Disable Hostile Threat\""
level.PObjective2 ifequal 1 %missioncon conapplayout "xv -118 yv 36 spicn b_checked 0.5 0.5 xv -116 yv 36 fc 0.2 0.2 0.2 1 string \" Locate Security Office Key\""
level.PObjective3 ifequal 1 %missioncon conapplayout "xv -118 yv 24 spicn b_checked 0.5 0.5 xv -116 yv 24 fc 0.2 0.2 0.2 1 string \" Gain Access To Security Room\""
level.PObjective4 ifequal 1 %missioncon conapplayout "xv -118 yv 12 spicn b_checked 0.5 0.5 xv -116 yv 12 fc 0.2 0.2 0.2 1 string \" Gain Access To The Vault\""
level.PObjective5 ifequal 1 %missioncon conapplayout "xv -118 yv 0 spicn b_checked 0.5 0.5 xv -116 yv 0 fc 0.2 0.2 0.2 1 string \" Capture Mancini\""
level.PObjective1 ifequal 2 %missioncon conapplayout "xv -118 yv 48 spicn b_notchecked 0.5 0.5 xv -116 yv 48 fc 0.2 0.2 0.2 1 string \" Disable Hostile Threat\""
level.PObjective2 ifequal 2 %missioncon conapplayout "xv -118 yv 36 spicn b_notchecked 0.5 0.5 xv -116 yv 36 fc 0.2 0.2 0.2 1 string \" Locate Security Office Key\""
level.PObjective3 ifequal 2 %missioncon conapplayout "xv -118 yv 24 spicn b_notchecked 0.5 0.5 xv -116 yv 24 fc 0.2 0.2 0.2 1 string \" Gain Access To Security Room\""
level.PObjective4 ifequal 2 %missioncon conapplayout "xv -118 yv 12 spicn b_notchecked 0.5 0.5 xv -116 yv 12 fc 0.2 0.2 0.2 1 string \" Gain Access To The Vault\""
level.PObjective5 ifequal 2 %missioncon conapplayout "xv -118 yv 0 spicn b_notchecked 0.5 0.5 xv -116 yv 0 fc 0.2 0.2 0.2 1 string \" Capture Mancini\""
level.PObjective1 ifequal 3 %missioncon conapplayout "xv -116 yv 48 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective2 ifequal 3 %missioncon conapplayout "xv -116 yv 36 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective3 ifequal 3 %missioncon conapplayout "xv -116 yv 24 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective4 ifequal 3 %missioncon conapplayout "xv -116 yv 12 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective5 ifequal 3 %missioncon conapplayout "xv -116 yv 0 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
%missioncon conapplayout "xv -120 yv -16 fc 0.4 0.4 0.8 1 string \"Secondary Objective(s):\""
level.SObjective1 ifequal 0 %missioncon conapplayout "xv -118 yv -28 spicn b_blank 0.5 0.5 xv -116 yv -28 fc 0.7 0.7 0.7 1 string \" Unlock All Security Doors\""
level.SObjective2 ifequal 0 %missioncon conapplayout "xv -118 yv -40 spicn b_blank 0.5 0.5 xv -116 yv -40 fc 0.7 0.7 0.7 1 string \" Minimize Hostage Casualties\""
level.SObjective1 ifequal 1 %missioncon conapplayout "xv -118 yv -28 spicn b_checked 0.5 0.5 xv -116 yv -28 fc 0.2 0.2 0.2 1 string \" Unlock All Security Doors\""
level.SObjective2 ifequal 1 %missioncon conapplayout "xv -118 yv -40 spicn b_checked 0.5 0.5 xv -116 yv -40 fc 0.2 0.2 0.2 1 string \" Minimize Hostage Casualties\""
level.SObjective1 ifequal 2 %missioncon conapplayout "xv -118 yv -28 spicn b_notchecked 0.5 0.5 xv -116 yv -28 fc 0.2 0.2 0.2 1 string \" Unlock All Security Doors\""
level.SObjective2 ifequal 2 %missioncon conapplayout "xv -118 yv -40 spicn b_notchecked 0.5 0.5 xv -116 yv -40 fc 0.2 0.2 0.2 1 string \" Minimize Hostage Casualties\""
level.SObjective1 ifequal 3 %missioncon conapplayout "xv -116 yv -28 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.SObjective2 ifequal 3 %missioncon conapplayout "xv -116 yv -40 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
end // BankMissionComputer
// precache:
/////////////////////////////////////////////////////////////////////////////
precache:
cachesound impact/crates/crate3.wav
cachesound vehicle/helicopt/flyloop.wav
cachesound environment/cabinet/glasscab/latch12.wav
cachesound environment/levelsnds/bank/rvlv001.wav
cachesound impact/glass/glassbrk/mix1.wav
cachesound misc/bell.wav
cachesound environment/cabinet/drawer/cab11.wav
cachesound environment/cabinet/drawer/cab12.wav
cachesound environment/levelsnds/bank/bankdoo2.wav
cachesound impact/metal/drm2.wav
cachesound environment/doors/metal/mtldoor1.wav
cachesound misc/civmale/site1.wav
cachesound misc/civmale/beg1.wav
cachesound environment/doors/door1cls.wav
cachesound environment/doors/door1opn.wav
cachesound environment/computer/beeps/cmpbp1.wav
cachesound environment/computer/beeps/reject1.wav
end // precache