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Wrap
//Intro In-Game Cinema Dialog precache: cachesound "dialog/intro/cinematic/jc/scfrc3.wav" cachesound "dialog/intro/cinematic/jc/ffb4.wav" cachesound "dialog/intro/cinematic/blade/damn.wav" cachesound "dialog/intro/cinematic/blade/anyword.wav" cachesound "dialog/intro/cinematic/jc/ndsc2.wav" cachesound "dialog/intro/cinematic/jc/fort5.wav" cachesound "dialog/intro/cinematic/blade/getasslt.wav" cachesound "dialog/intro/cinematic/jc/lrdy1.wav" cachesound "dialog/intro/cinematic/blade/gdwrk.wav" cachesound "dialog/intro/cinematic/jc/ntgd3.wav" cachesound "dialog/intro/cinematic/hc/approach.wav" cachesound "dialog/intro/cinematic/blade/cfld2.wav" cachesound "dialog/intro/cinematic/pilot/readroll1.wav" cachesound "dialog/intro/cinematic/jc/roger2.wav" cachesound "dialog/intro/cinematic/blade/yougotit.wav" cachesound "dialog/intro/cinematic/blade/pncht1.wav" end // intro_alarm1: dialog "i_jc" "Sec-forces emergency, code Delta-9!" "dialog/intro/cinematic/jc/scfrc3.wav" waitForSound "dialog/intro/cinematic/jc/scfrc3.wav" 0.3 wait .6 dialog "i_jc" "Freeport Federation Bank was just taken over - robbery in progress." "dialog/intro/cinematic/jc/ffb4.wav" waitForSound "dialog/intro/cinematic/jc/ffb4.wav" 0.3 dialog "i_blade" "Damn!" "dialog/intro/cinematic/blade/damn.wav" waitForSound "dialog/intro/cinematic/blade/damn.wav" 0.3 dialog "i_blade" "Any word on how many there are?" "dialog/intro/cinematic/blade/anyword.wav" waitForSound "dialog/intro/cinematic/blade/anyword.wav" 0.3 dialog "i_jc" "Undisclosed number of assailants, with hostages still inside." "dialog/intro/cinematic/jc/ndsc2.wav" waitForSound "dialog/intro/cinematic/jc/ndsc2.wav" 0.2 dialog "i_jc" "They're heavily fortified and deeply entrenched already." "dialog/intro/cinematic/jc/fort5.wav" waitForSound "dialog/intro/cinematic/jc/fort5.wav" 0.3 dialog "i_blade" "Get the assault chopper ready!" "dialog/intro/cinematic/blade/getasslt.wav" waitForSound "dialog/intro/cinematic/blade/getasslt.wav" 0.3 wait .2 dialog "i_jc" "Already done that, boss." "dialog/intro/cinematic/jc/lrdy1.wav" waitForSound "dialog/intro/cinematic/jc/lrdy1.wav" 0.3 dialog "i_blade" "Good work! What's the word from our team in that sector?" "dialog/intro/cinematic/blade/gdwrk.wav" waitForSound "dialog/intro/cinematic/blade/gdwrk.wav" 0.3 dialog "i_jc" "It's not good, boss. We've lost contact, and suspect they've been cut off - or worse." "dialog/intro/cinematic/jc/ntgd3.wav" waitForSound "dialog/intro/cinematic/jc/ntgd3.wav" 0.3 dialog "i_hcpilot" "All available HC units, hostiles are armed and extremely dangerous. Approach with deadly force!" "dialog/intro/cinematic/hc/approach.wav" waitForSound "dialog/intro/cinematic/hc/approach.wav" 0.3 end intro_alarm2: dialog "i_blade" "Hey Chief, are we locked and loaded yet?" "dialog/intro/cinematic/blade/cfld2.wav" waitForSound "dialog/intro/cinematic/blade/cfld2.wav" 0.3 dialog "i_hcpilot" "Yes Sir! Ready to roll!" "dialog/intro/cinematic/pilot/readroll1.wav" waitForSound "dialog/intro/cinematic/pilot/readroll1.wav" 0.3 dialog "i_jc" "Roger that. Hey Blade, give'em hell!" "dialog/intro/cinematic/jc/roger2.wav" waitForSound "dialog/intro/cinematic/jc/roger2.wav" 0.3 dialog "i_blade" "You got it!" "dialog/intro/cinematic/blade/yougotit.wav" waitForSound "dialog/intro/cinematic/blade/yougotit.wav" 0.3 dialog "i_blade" "OK, chief let's punch it!" "dialog/intro/cinematic/blade/pncht1.wav" waitForSound "dialog/intro/cinematic/blade/pncht1.wav" 0.3 end //thug_watch_this: //local.thug1 string parm.thug1 //local.thug2 string parm.thug2 //local.thug1 dialog "i_thug" "Ha ha, watch this!" "dialog/intro/cinematic/thug/wthis.wav" //waitForSound "dialog/intro/cinematic/thug/wthis.wav" 0.1 //local.thug2 dialog "i_thug2" "Yeah right, you'll never make it." "dialog/intro/cinematic/thug/yeahright.wav" //waitForSound "dialog/intro/cinematic/thug/yeahright.wav" 0.3 //end thug_too_easy: local.thug1 string parm.thug1 local.thug2 string parm.thug2 local.thug1 dialog "i_thug2" "Hey, that was a good shot!" "dialog/intro/cinematic/thug/goodshot.wav" 1 5 waitForSound "dialog/intro/cinematic/thug/goodshot.wav" 0.2 local.thug2 dialog "i_thug" "That's nothin' compared with last week. I shot this cop in the head... he never even saw it coming!" "dialog/intro/cinematic/thug/neversaw.wav" 1 5 waitForSound "dialog/intro/cinematic/thug/neversaw.wav" 0.3 local.thug1 dialog "i_thug2" "Ha ha ha ha!!" "dialog/intro/cinematic/thug/laff2a.wav" 1 6 waitForSound "dialog/intro/cinematic/thug/laff2.wav" -0.4 local.thug2 dialog "i_thug" "Ha ha ha ha!!" "dialog/intro/cinematic/thug/laff2.wav" 1 5 waitForSound "dialog/intro/cinematic/thug/laff2a.wav" -0.3 local.thug2 dialog "i_thug" "Yeah, those rentacop guys are wimps! There was this one time..." "dialog/intro/cinematic/thug/wimps.wav" 1 6 waitForSound "dialog/intro/cinematic/thug/wimps.wav" -0.3 local.thug1 dialog "i_thug2" "Hey, what's that sound?" "dialog/intro/cinematic/thug/heywhat.wav" 1 6 waitForSound "dialog/intro/cinematic/thug/heywhat.wav" -0.3 end blade_suprise: local.thug1 string parm.thug1 local.thug2 string parm.thug2 local.thug1 dialog "i_blade" "Surprise!" "dialog/intro/cinematic/blade/srprs1.wav" waitForSound "dialog/intro/cinematic/blade/srprs1.wav" 0.2 local.thug2 dialog "i_thug2" "Holy!... let's get out of here!" "dialog/intro/cinematic/thug/holy.wav" waitForSound "dialog/intro/cinematic/thug/holy.wav" 0.3 end