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EnvWarehouse
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warehouse_cutscene.bsl
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Text File
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2000-11-03
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10KB
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437 lines
#
# warehouse_cutscene.bsl
#
########################
func void
Kon(
void)
{
cm_interpolate KonCamFoot01 0
cm_interpolate_block KonCamFoot02 300
sleep f260
#cm_interpolate KonCamChest01 0
#cm_interpolate_block KonCamChest02 180
#sleep f120
cm_interpolate KonCamBack01 0
cm_interpolate_block KonCamBack02 180
sleep f150
cm_interpolate KonCamSide01 0
cm_interpolate_block KonCamSide02 210
sleep f190
cm_interpolate KonCamFinish01
cm_interpolate_block KonCamFinish02 200
sleep 345
fade_out 0 0 0 15
sleep 15
cm_reset
fade_in 15
sleep 15
}
############################
func void
animate(string me)
{
#chr_animate me KONCOMpunch_fw
}
func void swing(void)
{
how_far_along = 0;
fade_out 0 0 0 30
sleep 30
splash_screen warehouse_splash_screen
swing_cutscene
}
func void jumping_sounds(void)
{
sleep 97
# first hit on ledge
sound_impulse_play kon_land_con
}
func void
swing_cutscene(
void)
{
fade_out 0 0 0 0
sleep 15
how_far_along = 0;
begin_cutscene
cutscene_sync off
ai2_spawn kerr
ai2_spawn griffin
playback kerr KerrSet
playback griffin GriffinSet
cm_interpolate GriffinCam 0
sleep 30
chr_changeteam char_0 Konoko
chr_inv_reset 0
chr_giveweapon 0 w1_tap
chr_forceholster 0 1
cm_interpolate GriffinCam 0
fade_in 30
sleep 60
#griffin talks
cinematic_start (GRIFnametag, 180, 180, 15, 1, 20, false)
sound_dialog_play c01_01_01griffin
sound_dialog_play_block pause
sound_dialog_play c01_01_02shinatama
cinematic_start (SHINnametagM, 180, 180, 16, 3, 20, true)
sound_dialog_play_block pause
cinematic_stop (SHINnametagM, 16, 20)
cm_interpolate OfficeCam02 0
cm_interpolate_block OfficeCam01 900
sleep 15
sound_dialog_play c01_01_03kerr
cinematic_start (KERRnametagM, 180, 180, 16, 3, 20, true)
sound_dialog_play_block pause
sound_dialog_play c01_01_04griffin
sound_dialog_play_block pause
playback 0 KonokoSet
sleep 10
cinematic_stop (KERRnametagM, 16, 20)
#camera of Konoko
#cm_reset
cm_interpolate KonokoCam01 0
cm_interpolate_block KonokoCam02 360
cinematic_start (KONnametagM, 180, 180, 16, 3, 20, true)
chr_animate 0 KONOKOwatch_idle 3000
sleep 10
sound_dialog_play c01_01_05griffin
sound_dialog_play_block pause
#cinematic_start (KONnametagM, 180, 180, 16, 3, 20, true)
sleep 30
sound_dialog_play c01_01_06konoko
sound_dialog_play_block pause
sleep 20
cinematic_stop (KONnametagM, 16, 20)
sleep 15
#griffin cam
#sleep 30
cm_interpolate GriffinCam 0
sleep 30
sound_dialog_play c01_01_07griffin
sound_dialog_play_block pause
sound_dialog_play c01_01_08shinatama
cinematic_start (SHINnametagM, 180, 180, 16, 3, 20, true)
sound_dialog_play_block pause
cinematic_stop (SHINnametagM, 16, 20)
#office cam
cm_interpolate OfficeCam01 0
cm_interpolate_block OfficeCam02 900
sound_dialog_play c01_01_09kerr
cinematic_start (KERRnametagM, 180, 180, 16, 3, 20, true)
sound_dialog_play_block pause
sound_dialog_play c01_01_10griffin
sound_dialog_play_block pause
#cinematic_stop (KERRnametagM, 16, 20)
cinematic_stop (GRIFnametag, 15, 20)
sleep 60
#KerrCam
cm_interpolate KerrCam 0
#cinematic_start (KERRnametagM, 180, 180, 16, 3, 20, true)
sleep 40
sound_dialog_play c01_01_11kerr
sound_dialog_play_block pause
cutscene_sync on
sleep 40
cinematic_stop (KERRnametagM, 16, 20)
cm_anim both Cam4
cutscene_sync mark
chr_envanim 0 KonBipedBox02 norotation
chr_animate 0 KONOKOlev1_intro
fork jumping_sounds
env_anim 20 20
sleep f180
sound_ambient_start c00_20_07window
sleep f154
playback 0 SwingKonokoSet
# hit on the floor
sound_impulse_play kon_land_con
sleep 30
cm_reset
sleep f30
# end_cutscene
letterbox 0
chr_full_health 0
give_powerup ammo
give_powerup ammo
give_powerup ammo
chr_delete griffin
chr_delete kerr
s1
yhealth
}
func void chung_music_start(void)
{
sound_music_start atm_low1 0.7
}
# we stop this music when we spawn the lsi striker (a tad after actually)
func void chung_music_stop(void)
{
sound_music_stop atm_low1
}
func void
Chung(
void)
{
begin_cutscene
chung_music_start
sleep 30
cm_jello 1
sound_dialog_play_block pause
sound_dialog_play c01_02_01konoko
sound_dialog_play_block pause
sleep 60
chr_animate 0 KONOKOwatch_start 60
sleep 40
cinematic_start (KONnametag, 180, 180, 15, 1, 20, false)
cinematic_start (GRIFnametagM, 180, 180, 16, 3, 20, true)
sleep 19
chr_animate 0 KONOKOwatch_idle 3000
sound_dialog_play c01_02_02konoko
sound_dialog_play_block pause
sound_dialog_play c01_02_03griffin
sound_dialog_play_block pause
sleep 30
sound_dialog_play c01_02_04konoko
sound_dialog_play_block pause
sleep 60
sound_dialog_play c01_02_05griffin
sound_dialog_play_block pause
chr_animate 0 KONOKOwatch_stop
cinematic_stop (KONnametag, 15,20)
cinematic_stop (GRIFnametagM, 16,20)
sleep 15
cm_reset
end_cutscene
trigvolume_enable gotLSI_tv 1
target_set(1,0)
input 1
}
func void
outro(
void)
{
chr_delete WH_Thug_A
chr_delete WH_Striker_B
chr_delete WH_Striker_D
begin_cutscene
#forklift raises into position
obj_create 101 109
env_show 101 0
env_show 102 0
env_show 103 0
env_show 104 0
env_show 105 0
env_show 106 0
env_show 107 0
env_show 108 0
env_show 109 0
env_anim 101 109
cm_anim both OutroCam01
cutscene_sync mark
sound_ambient_start c00_38_24_forklifta
sound_ambient_start c00_38_24_truck
playback 0 OutroKonokoWalk
cm_wait
#Konoko enters booth
cm_anim both OutroCam02
chr_envanim 0 OutroKonokoBox01 norotation
chr_animate 0 KONOKOlev1_Outro1
cm_wait
#Forklift starts down
cm_anim both OutroCam03
chr_envanim 0 OutroKonokoBox02
chr_animate 0 KONOKOlev1_Outro2 770
env_setanim 101 TwoForkLift01
env_setanim 102 TwoForkLift02
env_setanim 103 TwoForkLift03
env_setanim 104 TwoForkLift04
env_setanim 105 TwoForkLift05
env_setanim 106 TwoForkLift06
env_setanim 107 TwoForkLift07
env_setanim 108 TwoForkLift08
env_setanim 109 TwoForkLift09
env_show 201 0
env_show 202 0
env_show 203 0
env_show 204 0
env_show 205 0
env_show 206 0
env_show 207 0
obj_create 201 207
env_anim 201 207
cutscene_sync mark
sound_ambient_start c00_38_24_forkliftb
cm_anim_block both OutroCam04
cm_anim_block both OutroCam05
cutscene_sync mark
sound_ambient_start c00_52_13_crash_doors
cm_anim_block both OutroCam06
cm_wait
door_unlock 48
particle bigdoor_locklight02 do start
ai2_spawn OutroTCTF01
ai2_spawn OutroTCTF02
ai2_spawn OutroTCTF03
sleep 21
playback 0 OutroKonokoWalk
ai2_setmovementmode OutroTCTF01 run
ai2_setmovementmode OutroTCTF02 run
ai2_setmovementmode OutroTCTF03 run
cm_interpolate OutroCam07 0
cm_interpolate_block OutroCam08 240
playback OutroTCTF01 OutroTCTF01
playback OutroTCTF02 OutroTCTF02
playback OutroTCTF03 OutroTCTF03
sleep 230
playback 0 OutroKonokoJump
sleep 120
cm_interpolate OutroCam09 0
sleep 120
cm_reset
cm_orbit .1
chr_animate 0 KONOKOwatch_start 60
sleep 40
cinematic_start (KONnametag, 180, 180, 15, 1, 20, false)
cinematic_start (GRIFnametagM, 180, 180, 16, 3, 20, true)
sleep 19
chr_animate 0 KONOKOwatch_idle 3000
sound_dialog_play c01_03_01konoko
sound_dialog_play_block pause
sound_dialog_play c01_03_02griffin
sound_dialog_play_block pause
ai2_spawn griffin
playback griffin GriffinSet
sound_dialog_play c01_03_03konoko
sound_dialog_play_block pause
#griffin Cam
cm_interpolate GriffinCam 0
cm_interpolate_block GriffinCam01 500
sound_dialog_play c01_03_04griffin
sound_dialog_play_block pause
sound_dialog_play c01_03_05konoko
sound_dialog_play_block pause
cinematic_stop (KONnametag, 15, 20)
sleep 20
sound_dialog_play c01_03_06shinatama
cinematic_start (SHINtalking, 180, 180, 15, 1, 20, false)
sound_dialog_play_block pause
cinematic_stop (SHINtalking, 15, 20)
sleep 20
#konoko camera
chr_animate 0 KONOKOwatch_idle 3000
cm_reset
sleep 20
sound_dialog_play c01_03_07griffin
sound_dialog_play_block pause
sound_dialog_play c01_03_08konoko
cinematic_start (KONnametag, 180, 180, 15, 1, 20, false)
sound_dialog_play_block pause
sleep 15
chr_animate 0 KONOKOwatch_stop
cinematic_stop (KONnametag, 15,20)
cinematic_stop (GRIFnametagM, 16,20)
fade_out 0 0 0 120
sleep 120
win
}
func void
camcontrol(
void)
{
cm_anim both OutroCam03
cm_anim both OutroCam04
cm_anim both OutroCam05
cm_anim both OutroCam06
cm_wait
end_cutscene
}
func void
OutroLose(
void)
{
begin_cutscene weapon
ai2_spawn LoseTCTF01
ai2_spawn LoseTCTF02
ai2_spawn LoseTCTF03
sleep f30
fade_out 0 0 0 15
door_unlock 48
particle bigdoor_locklight02 do start
sleep f15
playback 0 OutroLoseKonoko
ai2_setmovementmode LoseTCTF01 run
ai2_setmovementmode LoseTCTF02 run
ai2_setmovementmode LoseTCTF03 run
playback LoseTCTF01 OutroLoseTCTF01
playback LoseTCTF02 OutroLoseTCTF02
playback LoseTCTF03 OutroLoseTCTF03
sleep f25
fade_in 20
##show tctf guys stormin the place
cm_interpolate OutroLoseCam01 0
cm_interpolate_block OutroLoseCam011 120
sleep f150
##show and Hide truck stuff
env_show 201 0
env_show 202 0
env_show 203 0
env_show 204 0
env_show 205 0
env_show 206 0
env_show 207 0
obj_create 201 207
##Truck starts up
env_setanim 201 Losetruckwheel01
env_setanim 202 Losetruckwheel02
env_setanim 203 Losetruckwheel03
env_setanim 204 Losetruckwheel04
env_setanim 205 Losetruckwheel05
env_setanim 206 Losetruckback
env_setanim 207 Losetruckcab
cm_anim both OutroLoseCam02
cutscene_sync mark
sound_ambient_start truckleave
###Truck leaves
cm_anim_block both OutroLoseCam03
playback LoseTCTF01 OutroLoseRoll
playback LoseTCTF02 OutroLoseDie
playback LoseTCTF03 OutroLoseDodge
sleep f20
cutscene_sync mark
sound_ambient_start gar_dr_up
###
sleep f105
chr_set_health LoseTCTF02 0
#door_jam 48
sleep f105
cutscene_sync mark
sound_ambient_start gar_dr_down
cm_wait
sleep f30
fade_out 0 0 0 90
sleep f90
lose
}