<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.oni2.net/w/index.php?action=history&amp;feed=atom&amp;title=Oni_%28folder%29%2FGameDataFolder%2FIGMD%2Ftctf_ii%2Ftctf2.bsl_%28Mac%29</id>
	<title>Oni (folder)/GameDataFolder/IGMD/tctf ii/tctf2.bsl (Mac) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.oni2.net/w/index.php?action=history&amp;feed=atom&amp;title=Oni_%28folder%29%2FGameDataFolder%2FIGMD%2Ftctf_ii%2Ftctf2.bsl_%28Mac%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&amp;action=history"/>
	<updated>2026-04-20T20:01:44Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&amp;diff=42748&amp;oldid=prev</id>
		<title>Iritscen: Iritscen moved page BSL:Tutorial/tctf2.bsl (Mac) to Oni (folder)/GameDataFolder/IGMD/tctf ii/tctf2.bsl (Mac) without leaving a redirect: it&#039;s not being used for tutorial purposes</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&amp;diff=42748&amp;oldid=prev"/>
		<updated>2024-05-18T17:46:33Z</updated>

		<summary type="html">&lt;p&gt;Iritscen moved page &lt;a href=&quot;/w/index.php?title=BSL:Tutorial/tctf2.bsl_(Mac)&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;BSL:Tutorial/tctf2.bsl (Mac) (page does not exist)&quot;&gt;BSL:Tutorial/tctf2.bsl (Mac)&lt;/a&gt; to &lt;a href=&quot;/Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&quot; title=&quot;Oni (folder)/GameDataFolder/IGMD/tctf ii/tctf2.bsl (Mac)&quot;&gt;Oni (folder)/GameDataFolder/IGMD/tctf ii/tctf2.bsl (Mac)&lt;/a&gt; without leaving a redirect: it&amp;#039;s not being used for tutorial purposes&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:46, 18 May 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&amp;diff=21492&amp;oldid=prev</id>
		<title>Iritscen: +cat</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&amp;diff=21492&amp;oldid=prev"/>
		<updated>2013-03-01T21:33:49Z</updated>

		<summary type="html">&lt;p&gt;+cat&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:33, 1 March 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2022&quot;&gt;Line 2,022:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2,022:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Game scripts]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&amp;diff=21305&amp;oldid=prev</id>
		<title>Iritscen: Created page with &quot;{{nochange}} &lt;pre&gt;#	tctf2_spawn #	scripts for level 18 by wu  var int counter=3; var int my_save_point=0; var int counterA=0; var int counterB=0; var int counterC=0; var int c...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=Oni_(folder)/GameDataFolder/IGMD/tctf_ii/tctf2.bsl_(Mac)&amp;diff=21305&amp;oldid=prev"/>
		<updated>2013-01-16T02:56:07Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{nochange}} &amp;lt;pre&amp;gt;#	tctf2_spawn #	scripts for level 18 by wu  var int counter=3; var int my_save_point=0; var int counterA=0; var int counterB=0; var int counterC=0; var int c...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{nochange}}&lt;br /&gt;
&amp;lt;pre&amp;gt;#	tctf2_spawn&lt;br /&gt;
#	scripts for level 18 by wu&lt;br /&gt;
&lt;br /&gt;
var int counter=3;&lt;br /&gt;
var int my_save_point=0;&lt;br /&gt;
var int counterA=0;&lt;br /&gt;
var int counterB=0;&lt;br /&gt;
var int counterC=0;&lt;br /&gt;
var int counterD=0;&lt;br /&gt;
var int counterDestroy=0;&lt;br /&gt;
var int lastdoor_count=0;&lt;br /&gt;
var int sub1 = 0;&lt;br /&gt;
var int sub2 = 0;&lt;br /&gt;
var int sub3 = 0;&lt;br /&gt;
var int ld1;&lt;br /&gt;
var int ld2;&lt;br /&gt;
var int ld3;&lt;br /&gt;
var int audio_counter = 3;&lt;br /&gt;
&lt;br /&gt;
#########&lt;br /&gt;
# music #&lt;br /&gt;
#########&lt;br /&gt;
func void music_intro(void)&lt;br /&gt;
{&lt;br /&gt;
	sound_music_start mus_main03 1.0&lt;br /&gt;
#	this music stopped in t2 script&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void music_chair(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint music_chair&lt;br /&gt;
	sound_music_start mus_wls 1.0&lt;br /&gt;
#	this music stopped in 11 and 11b script&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void music_atrium(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint music_atrium&lt;br /&gt;
	sound_music_start mus_trt .8&lt;br /&gt;
#	this music stopped in check_power script&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void music_zom(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint music_zom&lt;br /&gt;
	sound_music_start mus_sv 0.75&lt;br /&gt;
#	this music stopped in Zom script&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void music_stop(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint STOP_THE_MUSIC&lt;br /&gt;
	sound_music_stop mus_main03&lt;br /&gt;
	sound_music_stop mus_wls&lt;br /&gt;
	sound_music_stop mus_trt&lt;br /&gt;
	sound_music_stop mus_sv&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void spawnA(void)&lt;br /&gt;
{&lt;br /&gt;
		dprint spawn_zone_A&lt;br /&gt;
&lt;br /&gt;
		ai2_spawn A_L19&lt;br /&gt;
		ai2_spawn l1&lt;br /&gt;
		ai2_spawn l3&lt;br /&gt;
		ai2_spawn A_L12&lt;br /&gt;
		ai2_spawn A_Lbo13&lt;br /&gt;
		ai2_spawn A_L8&lt;br /&gt;
		ai2_spawn l7&lt;br /&gt;
}&lt;br /&gt;
###############################&lt;br /&gt;
#	start and objectives    #&lt;br /&gt;
###############################&lt;br /&gt;
func void start(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint start&lt;br /&gt;
	trig_deactivate	1	&lt;br /&gt;
	trig_deactivate	2	&lt;br /&gt;
	trig_deactivate	3	&lt;br /&gt;
	trig_deactivate	4	&lt;br /&gt;
	trig_deactivate	5&lt;br /&gt;
	trig_deactivate	6&lt;br /&gt;
	trig_deactivate	7&lt;br /&gt;
	trig_deactivate	8&lt;br /&gt;
	trig_deactivate	9&lt;br /&gt;
	trig_deactivate 91&lt;br /&gt;
	trig_deactivate 92&lt;br /&gt;
	trig_deactivate 93&lt;br /&gt;
	trig_deactivate	98&lt;br /&gt;
	trig_deactivate	99&lt;br /&gt;
	trig_deactivate	10&lt;br /&gt;
	trig_deactivate	302	&lt;br /&gt;
	trig_deactivate	303	&lt;br /&gt;
	trig_deactivate	315&lt;br /&gt;
	trig_deactivate	320	&lt;br /&gt;
	trig_deactivate	100&lt;br /&gt;
	trig_deactivate	101	&lt;br /&gt;
	trig_deactivate	500	&lt;br /&gt;
	trig_deactivate	501	&lt;br /&gt;
	trig_deactivate	502	&lt;br /&gt;
	trig_deactivate	503	&lt;br /&gt;
	trig_deactivate	400		&lt;br /&gt;
	trig_deactivate	510&lt;br /&gt;
	trig_deactivate 511&lt;br /&gt;
	trig_deactivate	512	&lt;br /&gt;
	trig_deactivate	520&lt;br /&gt;
	trig_deactivate	521&lt;br /&gt;
	trig_deactivate	522&lt;br /&gt;
	door_unlock 65&lt;br /&gt;
	door_unlock 71&lt;br /&gt;
#	door_unlock 59&lt;br /&gt;
	door_unlock 61	&lt;br /&gt;
	door_unlock 67&lt;br /&gt;
	door_lock 7&lt;br /&gt;
	door_lock 4&lt;br /&gt;
	door_lock 5&lt;br /&gt;
	door_lock 8&lt;br /&gt;
	door_lock 6&lt;br /&gt;
	door_lock 9&lt;br /&gt;
	console_deactivate 3&lt;br /&gt;
&lt;br /&gt;
	# incidental zombie shinatama dialog&lt;br /&gt;
	trigvolume_enable shinzom_voice1 0&lt;br /&gt;
	trigvolume_enable shinzom_voice2 0&lt;br /&gt;
	trigvolume_enable shinzom_voice3 0&lt;br /&gt;
	trigvolume_enable shinzom_voice4 0&lt;br /&gt;
&lt;br /&gt;
	particle griffin_locklight01 do start&lt;br /&gt;
	particle door42_locklight01 do start&lt;br /&gt;
	particle stair_lock_locklight01 do start&lt;br /&gt;
	particle roof_doors_locklight01 do start&lt;br /&gt;
	trigvolume_enable trigger_volume_29 0&lt;br /&gt;
	trigvolume_enable trigger_volume_35 0&lt;br /&gt;
	trigvolume_enable trigger_volume_39 0&lt;br /&gt;
	trigvolume_enable trigger_volume_36 0&lt;br /&gt;
	trigvolume_enable trigger_volume_41 0&lt;br /&gt;
&lt;br /&gt;
	my_save_point = save_point;&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		objective_set(1)&lt;br /&gt;
		target_set(590,30.0)&lt;br /&gt;
&lt;br /&gt;
		Intro	&lt;br /&gt;
		spawnA&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point eq 1)&lt;br /&gt;
	{&lt;br /&gt;
		dprint restore1&lt;br /&gt;
		objective_set(1)&lt;br /&gt;
		env_show 403 0 &lt;br /&gt;
		target_set(590,30.0)&lt;br /&gt;
		spawnA&lt;br /&gt;
		music_intro&lt;br /&gt;
		restore_game&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point eq 2)&lt;br /&gt;
	{&lt;br /&gt;
		dprint restore2&lt;br /&gt;
		objective_set(2)&lt;br /&gt;
		target_set(593,30.0)&lt;br /&gt;
		trigvolume_enable trigger_volume_06 0&lt;br /&gt;
		ai2_spawn B_S22&lt;br /&gt;
&lt;br /&gt;
		particle shin_lock_locklight01 do start&lt;br /&gt;
		door_unlock 48&lt;br /&gt;
		door_unlock 14&lt;br /&gt;
		trig_activate	6&lt;br /&gt;
		trig_activate	7&lt;br /&gt;
		trig_activate	99&lt;br /&gt;
		trig_activate	98&lt;br /&gt;
		restore_game&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point eq 3)&lt;br /&gt;
	{&lt;br /&gt;
		dprint restore3&lt;br /&gt;
		particle shin_lock_locklight01 do stop&lt;br /&gt;
		door_lock 14&lt;br /&gt;
		objective_set(2)&lt;br /&gt;
		trigvolume_enable trigger_volume_46 0&lt;br /&gt;
		trigvolume_enable trigger_volume_47 0&lt;br /&gt;
		trig_deactivate	60&lt;br /&gt;
		trig_deactivate	61&lt;br /&gt;
		trig_deactivate	62&lt;br /&gt;
		trig_deactivate	63&lt;br /&gt;
		trig_deactivate	64&lt;br /&gt;
		trig_deactivate	65&lt;br /&gt;
		trig_deactivate	70&lt;br /&gt;
		trig_deactivate	71&lt;br /&gt;
		trig_deactivate	72&lt;br /&gt;
		trig_deactivate	73&lt;br /&gt;
		trig_deactivate	74&lt;br /&gt;
		trig_deactivate	75&lt;br /&gt;
		trig_deactivate 91&lt;br /&gt;
		trig_deactivate 92&lt;br /&gt;
		trig_deactivate 93&lt;br /&gt;
		trig_deactivate	98&lt;br /&gt;
		trig_deactivate	99&lt;br /&gt;
		trig_deactivate	6&lt;br /&gt;
		trig_deactivate	7&lt;br /&gt;
		target_set(587,30.0)&lt;br /&gt;
		restore_game&lt;br /&gt;
		spine1&lt;br /&gt;
		sleep 7&lt;br /&gt;
		spine2&lt;br /&gt;
		sleep 7&lt;br /&gt;
		spine3&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point eq 4)&lt;br /&gt;
	{&lt;br /&gt;
		dprint restore4&lt;br /&gt;
		objective_set(3)&lt;br /&gt;
		target_set(596,30.0)&lt;br /&gt;
		trig_deactivate	60&lt;br /&gt;
		trig_deactivate	61&lt;br /&gt;
		trig_deactivate	62&lt;br /&gt;
		trig_deactivate	63&lt;br /&gt;
		trig_deactivate	64&lt;br /&gt;
		trig_deactivate	65&lt;br /&gt;
		trig_deactivate	70&lt;br /&gt;
		trig_deactivate	71&lt;br /&gt;
		trig_deactivate	72&lt;br /&gt;
		trig_deactivate	73&lt;br /&gt;
		trig_deactivate	74&lt;br /&gt;
		trig_deactivate	75&lt;br /&gt;
		trig_deactivate 91&lt;br /&gt;
		trig_deactivate 92&lt;br /&gt;
		trig_deactivate 93&lt;br /&gt;
		trig_deactivate	98&lt;br /&gt;
		trig_deactivate	99&lt;br /&gt;
		trig_deactivate	6&lt;br /&gt;
		trig_deactivate	7&lt;br /&gt;
		door_lock 42&lt;br /&gt;
		particle door42_locklight01 do stop&lt;br /&gt;
		ai2_spawn D_N74&lt;br /&gt;
		restore_game&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point eq 5)&lt;br /&gt;
	{&lt;br /&gt;
		dprint restore5&lt;br /&gt;
		objective_set(4)&lt;br /&gt;
		trigvolume_enable trigger_volume_42 0&lt;br /&gt;
		trigvolume_enable trigger_volume_35 0&lt;br /&gt;
		particle ZomShin_door_locklight01 do stop&lt;br /&gt;
		door_lock 16&lt;br /&gt;
&lt;br /&gt;
		#TCTF II cutscene &amp;quot;Base&amp;quot;&lt;br /&gt;
		env_show 171 1&lt;br /&gt;
		env_show 172 1&lt;br /&gt;
		env_show 173 1&lt;br /&gt;
		env_show 174 1&lt;br /&gt;
		particle Forcefield do start&lt;br /&gt;
		particle zombiesteam start&lt;br /&gt;
		sound_ambient_start zomshin_amb_loop 1.0&lt;br /&gt;
		music_zom&lt;br /&gt;
&lt;br /&gt;
		GrifSpawn&lt;br /&gt;
&lt;br /&gt;
		# don&amp;#039;t call the GrifSpawn function again&lt;br /&gt;
		trigvolume_enable t9 0&lt;br /&gt;
&lt;br /&gt;
		create_zomshin&lt;br /&gt;
		playback ZomShin BaseShin&lt;br /&gt;
&lt;br /&gt;
		restore_game&lt;br /&gt;
&lt;br /&gt;
		zombie_round_2&lt;br /&gt;
	#	chr_teleport 0 589&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void you_lose(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	sleep 240&lt;br /&gt;
	fade_out 0 0 0 180 &lt;br /&gt;
	sleep 240&lt;br /&gt;
	lose&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void you_win(int char_index)&lt;br /&gt;
{&lt;br /&gt;
	outro&lt;br /&gt;
	win&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void set_objective_1(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint set_objective_1&lt;br /&gt;
	objective_set(1)&lt;br /&gt;
	target_set (1,0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void set_objective_2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint set_objective_2&lt;br /&gt;
	objective_set(2)&lt;br /&gt;
	target_set (1,0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void set_objective_3(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint set_objective_3&lt;br /&gt;
	objective_set(3)&lt;br /&gt;
	target_set (1,0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void set_objective_4(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint set_objective_4&lt;br /&gt;
	objective_set(4)&lt;br /&gt;
	target_set (401,30)&lt;br /&gt;
	particle ZomShin_door_locklight01 do start&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#################################&lt;br /&gt;
#	cut scene scripts         #&lt;br /&gt;
#################################&lt;br /&gt;
&lt;br /&gt;
func void grifdies(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	killed_griffen 1&lt;br /&gt;
	OutroKill&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t35(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	killed_griffen 0&lt;br /&gt;
	OutroNoKill&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void outta_sight(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_dopath n5 patrol_99&lt;br /&gt;
	ai2_setjobstate n5&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#########################&lt;br /&gt;
#  trigger volume stuff #&lt;br /&gt;
#########################&lt;br /&gt;
&lt;br /&gt;
func void t68(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_spawn mbo_femcop&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t2_active&lt;br /&gt;
	trigvolume_enable trigger_volume_61 0&lt;br /&gt;
	ai2_spawn n5&lt;br /&gt;
	ai2_spawn A_Sbo14&lt;br /&gt;
	ai2_dopath A_Sbo14 patrol_14&lt;br /&gt;
	ai2_setjobstate A_Sbo14&lt;br /&gt;
	ai2_spawn A_Sbo15&lt;br /&gt;
	sleep 30&lt;br /&gt;
	ai2_dopath A_Sbo15 patrol_14&lt;br /&gt;
	ai2_setjobstate A_Sbo15&lt;br /&gt;
#	ai2_spawn A_Sbo16&lt;br /&gt;
	music_stop&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t61(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t61_active&lt;br /&gt;
	trigvolume_enable trigger_volume_02 0&lt;br /&gt;
	ai2_spawn n5&lt;br /&gt;
	ai2_spawn A_Sbo14&lt;br /&gt;
	ai2_spawn A_Sbo15&lt;br /&gt;
	music_stop&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t3(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t3_active&lt;br /&gt;
	ai2_dopath A_n17 patrol_16&lt;br /&gt;
	ai2_setjobstate A_n17&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t4(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t4_active&lt;br /&gt;
	ai2_spawn A_L18&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t6(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t6_active&lt;br /&gt;
	ai2_spawn A_L20&lt;br /&gt;
	ai2_spawn A_L21	&lt;br /&gt;
	ai2_spawn B_S22&lt;br /&gt;
	ai2_makeignoreplayer B_S22 1&lt;br /&gt;
	trig_activate	6&lt;br /&gt;
	trig_activate	7&lt;br /&gt;
	trig_activate	99&lt;br /&gt;
	trig_activate	98&lt;br /&gt;
	target_set(593,30.0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t7(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t7_active&lt;br /&gt;
	ai2_dopath B_S22 patrol_23&lt;br /&gt;
	ai2_setjobstate B_S22&lt;br /&gt;
	ai2_makeignoreplayer B_S22 0&lt;br /&gt;
	ai2_spawn B_N28	&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t7b(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t7b_active&lt;br /&gt;
	ai2_spawn B_Lbo26&lt;br /&gt;
	playback_block B_Lbo26 run1 interp 20&lt;br /&gt;
	sleep 20&lt;br /&gt;
	ai2_dopath B_Lbo26 patrol_27&lt;br /&gt;
	ai2_setjobstate B_Lbo26&lt;br /&gt;
		&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t8(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t8_active&lt;br /&gt;
	chr_delete A_L19&lt;br /&gt;
	chr_delete l1&lt;br /&gt;
	chr_delete l3&lt;br /&gt;
	chr_delete A_L12&lt;br /&gt;
	chr_delete A_Lbo13&lt;br /&gt;
	chr_delete A_L8&lt;br /&gt;
	chr_delete l7&lt;br /&gt;
	chr_delete n5&lt;br /&gt;
	chr_delete A_T25&lt;br /&gt;
	chr_delete A_n17&lt;br /&gt;
	chr_delete A_N31&lt;br /&gt;
	ai2_spawn B_Sbo38&lt;br /&gt;
	ai2_spawn B_S36	&lt;br /&gt;
	ai2_makeignoreplayer B_S36 1&lt;br /&gt;
	ai2_spawn B_L40&lt;br /&gt;
	ai2_spawn B_L41&lt;br /&gt;
	music_chair&lt;br /&gt;
	sleep 90&lt;br /&gt;
	substation_monologue&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t9(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t9_spawning_griffin&lt;br /&gt;
#	ai2_spawn ZomGrif&lt;br /&gt;
	GrifSpawn&lt;br /&gt;
	target_set (1,0.0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t10(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t10_active&lt;br /&gt;
	ai2_spawn B_S29&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t11(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t11_active&lt;br /&gt;
	ai2_dopath B_S36 patrol_38&lt;br /&gt;
	ai2_setjobstate B_S36&lt;br /&gt;
	ai2_makeignoreplayer B_Sbo38 0&lt;br /&gt;
#	ai2_makeignoreplayer B_Sbo35 0&lt;br /&gt;
	ai2_makeignoreplayer B_S36 0&lt;br /&gt;
	ai2_makeignoreplayer B_S37 0&lt;br /&gt;
	ai2_spawn B_Lbo76&lt;br /&gt;
#	ai2_spawn B_Lbo77&lt;br /&gt;
	ai2_spawn B_C34&lt;br /&gt;
	ai2_spawn B_C33&lt;br /&gt;
	ai2_spawn B_C32&lt;br /&gt;
	trigvolume_enable trigger_volume_11_copy 0&lt;br /&gt;
	music_stop&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t59(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_spawn B_L30&lt;br /&gt;
	ai2_spawn B_L95&lt;br /&gt;
	ai2_spawn B_Lbo27&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t60(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_spawn B_C32&lt;br /&gt;
	ai2_spawn B_C34&lt;br /&gt;
	ai2_spawn B_C33&lt;br /&gt;
	ai2_makeignoreplayer B_S36 0&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t67(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_spawn B_S43&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t11b(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t11b_active&lt;br /&gt;
	ai2_dopath B_S36 patrol_38&lt;br /&gt;
	ai2_setjobstate B_S36&lt;br /&gt;
	ai2_makeignoreplayer B_Sbo38 0&lt;br /&gt;
#	ai2_makeignoreplayer B_Sbo35 0&lt;br /&gt;
	ai2_makeignoreplayer B_S36 0&lt;br /&gt;
	ai2_makeignoreplayer B_S37 0&lt;br /&gt;
	ai2_spawn B_Lbo76&lt;br /&gt;
#	ai2_spawn B_Lbo77&lt;br /&gt;
	trigvolume_enable trigger_volume_11 0&lt;br /&gt;
	music_stop&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t12(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t12_active&lt;br /&gt;
	ai2_dopath B_N28 patrol_42&lt;br /&gt;
	ai2_setjobstate B_N28&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t14(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t14_active&lt;br /&gt;
	ai2_spawn C_Sbo44&lt;br /&gt;
#	ai2_spawn C_C46&lt;br /&gt;
	ai2_spawn C_C47&lt;br /&gt;
	ai2_spawn C_N48&lt;br /&gt;
#	ai2_spawn C_L50&lt;br /&gt;
#	ai2_makeignoreplayer C_L50 1&lt;br /&gt;
#	ai2_spawn C_L51&lt;br /&gt;
#	ai2_makeignoreplayer C_L51 1&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t15(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t15_active&lt;br /&gt;
	ai2_lookatme C_L51&lt;br /&gt;
	ai2_dopath C_L51 patrol_51&lt;br /&gt;
	ai2_setjobstate C_L51&lt;br /&gt;
	ai2_makeignoreplayer C_L51 0&lt;br /&gt;
	sleep 90&lt;br /&gt;
	ai2_lookatme C_L50&lt;br /&gt;
	ai2_dopath C_L50 patrol_50&lt;br /&gt;
	ai2_setjobstate C_L50 &lt;br /&gt;
	ai2_makeignoreplayer C_L50 0&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t16(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t16_active&lt;br /&gt;
	ai2_makeignoreplayer C_L50 0&lt;br /&gt;
	ai2_makeignoreplayer C_L51 0&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t17(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t17_active&lt;br /&gt;
	ai2_makeignoreplayer C_N55 0&lt;br /&gt;
	ai2_spawn C_Sbo56&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t18(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t18_active&lt;br /&gt;
	ai2_spawn C_S57&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t19(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t19_active&lt;br /&gt;
	ai2_spawn C_S58&lt;br /&gt;
	ai2_spawn C_S59&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t20(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t20_active&lt;br /&gt;
#	sleep 200&lt;br /&gt;
	ai2_spawn C_Lbo62&lt;br /&gt;
	ai2_spawn C_Sbo61&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t21(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t21_active&lt;br /&gt;
	ai2_spawn C_Sbo63&lt;br /&gt;
	ai2_spawn C_Sbo64&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t22(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t22_active&lt;br /&gt;
	ai2_makeignoreplayer C_C65 0&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t23(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t23_active&lt;br /&gt;
	ai2_spawn C_L71&lt;br /&gt;
	ai2_spawn C_S72&lt;br /&gt;
	ai2_spawn C_N74&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t25(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t25_active&lt;br /&gt;
	ai2_spawn D_C70&lt;br /&gt;
	ai2_makeignoreplayer D_C70 1&lt;br /&gt;
	ai2_spawn D_Sbo71&lt;br /&gt;
	ai2_spawn D_Sbo72&lt;br /&gt;
	ai2_spawn D_Sbo73&lt;br /&gt;
	ai2_spawn D_Sbo75&lt;br /&gt;
	ai2_spawn D_N76&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t26(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t26_active&lt;br /&gt;
	ai2_spawn D_L74&lt;br /&gt;
	ai2_spawn new_1&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t28(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t28_active&lt;br /&gt;
	ai2_spawn D_S78&lt;br /&gt;
	ai2_spawn D_S79&lt;br /&gt;
	trigvolume_enable trigger_volume_29 1&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t29(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t29_active&lt;br /&gt;
	ai2_spawn D_Lbo81&lt;br /&gt;
	ai2_spawn D_S82&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t30(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t30_active&lt;br /&gt;
	ai2_spawn D_L80&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t31(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t31_active&lt;br /&gt;
	ai2_spawn D_S83&lt;br /&gt;
	ai2_spawn D_L84&lt;br /&gt;
	ai2_spawn D_Lbo85&lt;br /&gt;
	ai2_spawn D_Sbo86&lt;br /&gt;
	trigvolume_enable trigger_volume_32 0&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t32(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t32_active&lt;br /&gt;
	ai2_spawn D_L88&lt;br /&gt;
	ai2_spawn D_S87&lt;br /&gt;
	ai2_spawn D_Sbo86&lt;br /&gt;
	trigvolume_enable trigger_volume_31 0&lt;br /&gt;
	target_set(599,30.0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
func void t33(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t33_active&lt;br /&gt;
	door_lock 97&lt;br /&gt;
	particle lastdoor1_locklight01 do stop&lt;br /&gt;
	particle lastdoor2_locklight01 do stop&lt;br /&gt;
	particle lastdoor3_locklight01 do stop&lt;br /&gt;
	#play doorsound&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t34(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t34_active&lt;br /&gt;
	ai2_spawn D_Sbo75&lt;br /&gt;
	ai2_spawn D_Sbo92&lt;br /&gt;
	ai2_spawn D_L91&lt;br /&gt;
	ai2_spawn D_S90&lt;br /&gt;
	ai2_spawn D_S89&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t37(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t37_active&lt;br /&gt;
	ai2_makeignoreplayer D_C70 0&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t38(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t38&lt;br /&gt;
#	ai2_spawn B_N31&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t41(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t41_active&lt;br /&gt;
	target_set(596,30.0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t42(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t42_active&lt;br /&gt;
	door_lock 16&lt;br /&gt;
	particle ZomShin_door_locklight01 do stop&lt;br /&gt;
	trigvolume_enable trigger_volume_35 0&lt;br /&gt;
	Base&lt;br /&gt;
	s5&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t43(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t43_active&lt;br /&gt;
	ai2_spawn B_S96&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t44(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t44&lt;br /&gt;
	target_set(598,30.0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t45(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t45_active&lt;br /&gt;
	target_set(587,30.0)&lt;br /&gt;
	door_lock 14&lt;br /&gt;
	particle shin_lock_locklight01 do stop&lt;br /&gt;
	console_activate 3&lt;br /&gt;
#	play door lock sound&lt;br /&gt;
	trig_deactivate	60&lt;br /&gt;
	trig_deactivate	61&lt;br /&gt;
	trig_deactivate	62&lt;br /&gt;
	trig_deactivate	63&lt;br /&gt;
	trig_deactivate	64&lt;br /&gt;
	trig_deactivate	65&lt;br /&gt;
	trig_deactivate	70&lt;br /&gt;
	trig_deactivate	71&lt;br /&gt;
	trig_deactivate	72&lt;br /&gt;
	trig_deactivate	73&lt;br /&gt;
	trig_deactivate	74&lt;br /&gt;
	trig_deactivate	75&lt;br /&gt;
	trig_deactivate 91&lt;br /&gt;
	trig_deactivate 92&lt;br /&gt;
	trig_deactivate 93&lt;br /&gt;
	trig_deactivate	98&lt;br /&gt;
	trig_deactivate	99&lt;br /&gt;
	trig_deactivate	6&lt;br /&gt;
	trig_deactivate	7&lt;br /&gt;
	if (trigvolume_count(20) eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		dprint delete_B_AI&lt;br /&gt;
		chr_delete B_L95&lt;br /&gt;
		chr_delete B_Lbo27&lt;br /&gt;
		chr_delete B_S29&lt;br /&gt;
		chr_delete B_L30&lt;br /&gt;
		chr_delete B_Sbo38&lt;br /&gt;
		chr_delete B_S36	&lt;br /&gt;
		chr_delete B_S37&lt;br /&gt;
		chr_delete B_L40&lt;br /&gt;
		chr_delete B_L41&lt;br /&gt;
		chr_delete B_Lbo39&lt;br /&gt;
		chr_delete B_S43&lt;br /&gt;
		chr_delete B_C32&lt;br /&gt;
		chr_delete B_C33&lt;br /&gt;
		chr_delete B_C34&lt;br /&gt;
		chr_delete B_Lbo26&lt;br /&gt;
		chr_delete B_S96&lt;br /&gt;
		chr_delete B_Lbo76&lt;br /&gt;
		chr_delete B_S22&lt;br /&gt;
		chr_delete B_N31&lt;br /&gt;
		chr_delete B_Lbo77&lt;br /&gt;
	}&lt;br /&gt;
	dprint delete_A_AI&lt;br /&gt;
	chr_delete A_L20&lt;br /&gt;
	chr_delete A_L21&lt;br /&gt;
	chr_delete A_Sbo15&lt;br /&gt;
	chr_delete A_Sbo14&lt;br /&gt;
	chr_delete A_L19&lt;br /&gt;
	chr_delete l1&lt;br /&gt;
	chr_delete l3&lt;br /&gt;
	chr_delete A_L12&lt;br /&gt;
	chr_delete A_Lbo13&lt;br /&gt;
	chr_delete A_L8&lt;br /&gt;
	chr_delete l7&lt;br /&gt;
	chr_delete n5&lt;br /&gt;
	chr_delete A_T25&lt;br /&gt;
	chr_delete B_N28&lt;br /&gt;
	chr_delete A_n17&lt;br /&gt;
	chr_delete A_N31&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void attack_konoko(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_attack new_1 A_player&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void substation_monologue(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint playkonokoline&lt;br /&gt;
	sound_dialog_play c14_54_24konoko&lt;br /&gt;
	cinematic_start (KONtalkangryfront, 180, 180, 19, 7, 20)&lt;br /&gt;
	sound_dialog_play_block&lt;br /&gt;
	sleep f60&lt;br /&gt;
	cinematic_stop (KONtalkangryfront, 19, 20)&lt;br /&gt;
&lt;br /&gt;
	objective_set(2, silent)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void save3_and_spine(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	s3&lt;br /&gt;
	spine1&lt;br /&gt;
	sleep 7&lt;br /&gt;
	spine2&lt;br /&gt;
	sleep 7&lt;br /&gt;
	spine3&lt;br /&gt;
}&lt;br /&gt;
func void t45b(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t45b_modified_by_okita&lt;br /&gt;
	ai2_spawn C_L51&lt;br /&gt;
	ai2_spawn C_L50&lt;br /&gt;
	ai2_spawn C_C65&lt;br /&gt;
	ai2_spawn C_N66&lt;br /&gt;
	ai2_spawn C_Sbo93&lt;br /&gt;
	ai2_spawn C_N60&lt;br /&gt;
	ai2_spawn C_N55&lt;br /&gt;
	ai2_makeignoreplayer C_L50 1&lt;br /&gt;
	ai2_makeignoreplayer C_L51 1&lt;br /&gt;
	ai2_makeignoreplayer C_N55 1&lt;br /&gt;
	ai2_makeignoreplayer C_C65 1&lt;br /&gt;
	trig_activate	1	&lt;br /&gt;
	trig_activate	2	&lt;br /&gt;
	trig_activate	3	&lt;br /&gt;
	trig_activate	4	&lt;br /&gt;
	trig_activate	5&lt;br /&gt;
	trig_activate	8		&lt;br /&gt;
	trig_activate	303	&lt;br /&gt;
	trig_activate	100&lt;br /&gt;
	trig_activate	101	&lt;br /&gt;
	trig_activate	500	&lt;br /&gt;
	trig_activate	400	&lt;br /&gt;
	trig_activate	503&lt;br /&gt;
	trig_activate	502&lt;br /&gt;
	trig_activate	501&lt;br /&gt;
	trig_activate	510&lt;br /&gt;
	trig_activate 	511&lt;br /&gt;
	trig_activate	512	&lt;br /&gt;
	trig_activate	520&lt;br /&gt;
	trig_activate	521&lt;br /&gt;
	trig_activate	522&lt;br /&gt;
	trig_activate	320&lt;br /&gt;
	trig_activate	315&lt;br /&gt;
	trig_activate	302	&lt;br /&gt;
	music_atrium	&lt;br /&gt;
}&lt;br /&gt;
################ begin #################&lt;br /&gt;
########## okita&amp;#039;s modification ########&lt;br /&gt;
########################################&lt;br /&gt;
func void spine1(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint spine1_start&lt;br /&gt;
&lt;br /&gt;
	if (sub1 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		particle spine1 start&lt;br /&gt;
		particle spinesound1 start&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void spine2(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint spine2_start&lt;br /&gt;
&lt;br /&gt;
	if (sub2 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		particle spine2 start&lt;br /&gt;
		particle spinesound2 start&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void spine3(void)&lt;br /&gt;
{&lt;br /&gt;
	dprint spine3_start&lt;br /&gt;
&lt;br /&gt;
	if (sub3 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		particle spine3 start&lt;br /&gt;
		particle spinesound3 start&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
################  end  #################&lt;br /&gt;
########## okita&amp;#039;s modification ########&lt;br /&gt;
########################################&lt;br /&gt;
func void patrolscript0001(void)&lt;br /&gt;
{&lt;br /&gt;
	playback_block B_S22 taunt1 interp 20&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void B_S22_run (string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_dopath B_S22 patrol_24&lt;br /&gt;
	ai2_setjobstate B_S22&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void A_T25_run (string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_dopath A_T25 patrol_25&lt;br /&gt;
	ai2_setjobstate A_T25&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t39(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	target_set(598,30.0)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t48(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_spawn D_S101&lt;br /&gt;
	ai2_spawn D_C100&lt;br /&gt;
}&lt;br /&gt;
#########################################&lt;br /&gt;
#      		console/special	    #&lt;br /&gt;
#########################################&lt;br /&gt;
func void unlock14(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint unlock14_active&lt;br /&gt;
	door_unlock 14&lt;br /&gt;
	particle shin_lock_locklight01 do start&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void console_android(void)&lt;br /&gt;
{&lt;br /&gt;
	text_console level_18b&lt;br /&gt;
	console_reset 16&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void console_zombie(void)&lt;br /&gt;
{&lt;br /&gt;
	text_console level_18a&lt;br /&gt;
	console_reset 17&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void console1(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint console1_active&lt;br /&gt;
	text_console level_18c&lt;br /&gt;
	console_reset 14&lt;br /&gt;
	console_activate 14&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void console2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint console2_active&lt;br /&gt;
	text_console level_18d&lt;br /&gt;
	console_reset 15&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void level_18e(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint text_18e&lt;br /&gt;
	text_console level_18e&lt;br /&gt;
	console_reset 1&lt;br /&gt;
	console_activate 1&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void lastdoor_console(string ai_name)&lt;br /&gt;
{	&lt;br /&gt;
	dprint lastdoor_console&lt;br /&gt;
	lastdoor_count = lastdoor_count + 1&lt;br /&gt;
	if (lastdoor_count eq 1)&lt;br /&gt;
	{&lt;br /&gt;
		input 0&lt;br /&gt;
		fade_out 0 0 0 30&lt;br /&gt;
		cm_interpolate lastdoor_cam 0&lt;br /&gt;
		fade_in 30&lt;br /&gt;
		sleep 60&lt;br /&gt;
		particle lastdoor3_locklight01 do start&lt;br /&gt;
		sleep 30&lt;br /&gt;
		fade_out 0 0 0 30&lt;br /&gt;
		cm_reset&lt;br /&gt;
		input 1&lt;br /&gt;
		fade_in 30&lt;br /&gt;
	}&lt;br /&gt;
	if (lastdoor_count eq 2)&lt;br /&gt;
	{&lt;br /&gt;
		input 0&lt;br /&gt;
		fade_out 0 0 0 30&lt;br /&gt;
		cm_interpolate lastdoor_cam 0&lt;br /&gt;
		fade_in 30&lt;br /&gt;
		sleep 60&lt;br /&gt;
		particle lastdoor2_locklight01 do start&lt;br /&gt;
		sleep 30&lt;br /&gt;
		fade_out 0 0 0 30&lt;br /&gt;
		cm_reset&lt;br /&gt;
		input 1&lt;br /&gt;
		fade_in 30&lt;br /&gt;
	}&lt;br /&gt;
	if (lastdoor_count eq 3)&lt;br /&gt;
	{&lt;br /&gt;
		input 0&lt;br /&gt;
		fade_out 0 0 0 30&lt;br /&gt;
		cm_interpolate lastdoor_cam 0&lt;br /&gt;
		fade_in 30&lt;br /&gt;
		sleep 60&lt;br /&gt;
		particle lastdoor1_locklight01 do start&lt;br /&gt;
		set_objective_4&lt;br /&gt;
		target_set(401,30.0)&lt;br /&gt;
		sleep 30&lt;br /&gt;
		fade_out 0 0 0 30&lt;br /&gt;
		cm_reset&lt;br /&gt;
		input 1&lt;br /&gt;
		fade_in 30&lt;br /&gt;
		trigvolume_enable trigger_volume_40 0&lt;br /&gt;
		door_unlock 97&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void refuse_script(string ai_name)&lt;br /&gt;
{	&lt;br /&gt;
	dprint refuse&lt;br /&gt;
	ai2_dopath C_N48 patrol_98&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void patrolscript0098(string ai_name)&lt;br /&gt;
{	&lt;br /&gt;
	dprint patrolscript0098&lt;br /&gt;
	ai2_doalarm C_N48 10&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void shin_lock(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	particle shin_lock_locklight01 do start&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void stair_lock(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	particle stair_lock_locklight01 do start&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void roof(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	particle roof_locklight01 do start&lt;br /&gt;
	particle shin_lock_locklight01 do start&lt;br /&gt;
	ai2_spawn A_T25&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void floor4_lock(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	particle floor4_lock_locklight01 do start&lt;br /&gt;
	trigvolume_enable trigger_volume_39 1&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void roof_doors(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	particle roof_doors_locklight01 do start&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void roof_door2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	particle roof_door2_locklight01 do start&lt;br /&gt;
	ai2_spawn A_n17&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void enable_t29(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	trigvolume_enable trigger_volume_29 1&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t40(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t40_active&lt;br /&gt;
	if(sub1 ne 1)&lt;br /&gt;
	{&lt;br /&gt;
		if (audio_counter eq 2)&lt;br /&gt;
		{&lt;br /&gt;
			if(trigvolume_count(49) eq 0)&lt;br /&gt;
			{&lt;br /&gt;
				trigvolume_enable trigger_volume_40 0&lt;br /&gt;
				sound_dialog_play c14_54_26konoko&lt;br /&gt;
				sound_dialog_play_block pause&lt;br /&gt;
				audio_counter = audio_counter - 1;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		if (audio_counter eq 3)&lt;br /&gt;
		{&lt;br /&gt;
			if(trigvolume_count(49) eq 0)&lt;br /&gt;
			{&lt;br /&gt;
				trigvolume_enable trigger_volume_40 0&lt;br /&gt;
				sound_dialog_play c14_54_25konoko&lt;br /&gt;
				sound_dialog_play_block pause&lt;br /&gt;
				audio_counter = audio_counter - 1;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t50(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t50_active&lt;br /&gt;
	if(sub2 ne 1)&lt;br /&gt;
	{&lt;br /&gt;
		if (audio_counter eq 2)&lt;br /&gt;
		{&lt;br /&gt;
			if(trigvolume_count(51) eq 0)&lt;br /&gt;
			{&lt;br /&gt;
&lt;br /&gt;
				trigvolume_enable trigger_volume_50 0&lt;br /&gt;
				sound_dialog_play c14_54_26konoko&lt;br /&gt;
				sound_dialog_play_block pause&lt;br /&gt;
				audio_counter = audio_counter - 1;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		if (audio_counter eq 3)&lt;br /&gt;
		{&lt;br /&gt;
			if(trigvolume_count(51) eq 0)&lt;br /&gt;
			{&lt;br /&gt;
				trigvolume_enable trigger_volume_50 0&lt;br /&gt;
				sound_dialog_play c14_54_25konoko&lt;br /&gt;
				sound_dialog_play_block pause&lt;br /&gt;
				audio_counter = audio_counter - 1;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t53(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint t53_active&lt;br /&gt;
	if(sub3 ne 1)&lt;br /&gt;
	{&lt;br /&gt;
		if (audio_counter eq 2)&lt;br /&gt;
		{&lt;br /&gt;
			if(trigvolume_count (54) eq 0)&lt;br /&gt;
			{&lt;br /&gt;
				trigvolume_enable trigger_volume_53 0&lt;br /&gt;
				sound_dialog_play c14_54_26konoko&lt;br /&gt;
				sound_dialog_play_block pause&lt;br /&gt;
				audio_counter = audio_counter - 1;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		if (audio_counter eq 3)&lt;br /&gt;
		{&lt;br /&gt;
			if(trigvolume_count(54) eq 0)&lt;br /&gt;
			{&lt;br /&gt;
				trigvolume_enable trigger_volume_53 0&lt;br /&gt;
				sound_dialog_play c14_54_25konoko&lt;br /&gt;
				sound_dialog_play_block pause&lt;br /&gt;
				audio_counter = audio_counter - 1;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func powersub1(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint powersub1_active&lt;br /&gt;
	sub1 = 1;&lt;br /&gt;
	particle spine1 stop&lt;br /&gt;
	particle spinesound1 stop&lt;br /&gt;
&lt;br /&gt;
	if(sub3 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		target_set(594,30.0)&lt;br /&gt;
	}&lt;br /&gt;
	if(sub3 ne 0)&lt;br /&gt;
	{&lt;br /&gt;
		if(sub2 eq 0)&lt;br /&gt;
		{&lt;br /&gt;
			target_set(595,30.0)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	check_power&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func powersub2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint powersub2_active&lt;br /&gt;
	particle spine2 do stop&lt;br /&gt;
	particle spinesound2 stop&lt;br /&gt;
	sub2 = 1;&lt;br /&gt;
	if(sub3 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		target_set(594,30.0)&lt;br /&gt;
	}&lt;br /&gt;
	if(sub3 ne 0)&lt;br /&gt;
	{&lt;br /&gt;
		if(sub1 eq 0)&lt;br /&gt;
		{&lt;br /&gt;
			target_set(587,30.0)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	check_power&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func powersub3(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint powersub3_active&lt;br /&gt;
	sub3 = 1;&lt;br /&gt;
	particle spine3 do stop&lt;br /&gt;
	particle spinesound3 stop&lt;br /&gt;
	if(sub2 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		target_set(595,30.0)&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if(sub2 ne 0)&lt;br /&gt;
	{&lt;br /&gt;
		if(sub1 eq 0)&lt;br /&gt;
		{&lt;br /&gt;
			target_set(587,30.0)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	check_power&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func check_power(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint check_power_active&lt;br /&gt;
	counter = counter - 1&lt;br /&gt;
	if (counter eq 1)&lt;br /&gt;
	{&lt;br /&gt;
		sound_dialog_play c14_54_27konoko&lt;br /&gt;
		sound_dialog_play_block pause&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (counter eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		dprint power_down&lt;br /&gt;
		trigvolume_enable trigger_volume_36 1&lt;br /&gt;
		trigvolume_enable trigger_volume_41 1&lt;br /&gt;
		input 0&lt;br /&gt;
		fade_out 0 0 0 30&lt;br /&gt;
		cm_interpolate substation 0&lt;br /&gt;
		fade_in 30&lt;br /&gt;
	#	sleep 180&lt;br /&gt;
		trig_deactivate	1	&lt;br /&gt;
		trig_deactivate	2	&lt;br /&gt;
		trig_deactivate	3	&lt;br /&gt;
		trig_deactivate	4	&lt;br /&gt;
		trig_deactivate	5&lt;br /&gt;
		trig_deactivate	8		&lt;br /&gt;
		trig_deactivate	303	&lt;br /&gt;
		trig_deactivate	100&lt;br /&gt;
		trig_deactivate	101	&lt;br /&gt;
		trig_deactivate	500	&lt;br /&gt;
		trig_deactivate	400	&lt;br /&gt;
		sleep 15&lt;br /&gt;
		trig_deactivate	503&lt;br /&gt;
		sleep 5&lt;br /&gt;
		trig_deactivate	502&lt;br /&gt;
		sleep 5&lt;br /&gt;
		trig_deactivate	501&lt;br /&gt;
		sleep 15	&lt;br /&gt;
		trig_deactivate	510&lt;br /&gt;
		sleep 5&lt;br /&gt;
		trig_deactivate 	511&lt;br /&gt;
		sleep 5	&lt;br /&gt;
		trig_deactivate	512	&lt;br /&gt;
		sleep 15&lt;br /&gt;
		trig_deactivate	520&lt;br /&gt;
		sleep 5	&lt;br /&gt;
		trig_deactivate	521&lt;br /&gt;
		sleep 5	&lt;br /&gt;
		trig_deactivate	522&lt;br /&gt;
		sleep 15&lt;br /&gt;
		trig_deactivate	320&lt;br /&gt;
		sleep 15&lt;br /&gt;
		trig_deactivate	315&lt;br /&gt;
		sleep 15&lt;br /&gt;
		trig_deactivate	302	&lt;br /&gt;
		door_unlock	16&lt;br /&gt;
		particle ZomShin_door_locklight do start&lt;br /&gt;
		sleep 120&lt;br /&gt;
		fade_out 0 0 0 240&lt;br /&gt;
		cm_reset&lt;br /&gt;
		input 1&lt;br /&gt;
		target_set(403, 30.0)&lt;br /&gt;
		fade_in 30&lt;br /&gt;
		music_stop&lt;br /&gt;
		objective_set(3)&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void lastdoor1(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ld1=1&lt;br /&gt;
	if(ld2 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		target_set(599,30.0)&lt;br /&gt;
	}&lt;br /&gt;
	if (ld2 ne 0)&lt;br /&gt;
	{&lt;br /&gt;
		if(ld3 eq 0)&lt;br /&gt;
		{&lt;br /&gt;
			target_set(598,30.0)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void lastdoor2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ld2=1&lt;br /&gt;
	if(ld3 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		target_set(598,30.0)&lt;br /&gt;
	}&lt;br /&gt;
	if(ld3 ne 0)&lt;br /&gt;
	{&lt;br /&gt;
		if(ld1 eq 0)&lt;br /&gt;
		{&lt;br /&gt;
			target_set(597,30.0)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void lastdoor3(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ld3=1&lt;br /&gt;
	if(ld2 eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		target_set(599,30.0)&lt;br /&gt;
	}&lt;br /&gt;
	if(ld2 ne 0)&lt;br /&gt;
	{&lt;br /&gt;
		if(ld1 eq 0)&lt;br /&gt;
		{&lt;br /&gt;
			target_set(597,30.0)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#########################&lt;br /&gt;
#	save game	      #&lt;br /&gt;
#########################&lt;br /&gt;
func void s1(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint SAVEDGAME1	&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point ne 1)&lt;br /&gt;
	{&lt;br /&gt;
		save_game 1 autosave&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void s2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint SAVEDGAME2	&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point ne 2)&lt;br /&gt;
	{&lt;br /&gt;
		save_game 2 autosave&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void s3(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint SAVEDGAME3	&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point ne 3)&lt;br /&gt;
	{&lt;br /&gt;
		save_game 3 autosave&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void s4(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint SAVEDGAME4	&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point ne 4)&lt;br /&gt;
	{&lt;br /&gt;
		save_game 4 autosave&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void s5(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint SAVEDGAME5	&lt;br /&gt;
&lt;br /&gt;
	if (my_save_point ne 5)&lt;br /&gt;
	{&lt;br /&gt;
		save_game 5 autosave&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
###############################################&lt;br /&gt;
#####   FURIOUS ZOMBIE SHINATAMA FIGHT   ######&lt;br /&gt;
###############################################&lt;br /&gt;
&lt;br /&gt;
var int console_count = 4;&lt;br /&gt;
var int zombie_counter_var = 0;&lt;br /&gt;
&lt;br /&gt;
func void zombie_counter(string player_name)&lt;br /&gt;
{&lt;br /&gt;
	console_count = console_count - 1;&lt;br /&gt;
&lt;br /&gt;
	door_lock 16	&lt;br /&gt;
&lt;br /&gt;
	if (console_count eq 0)&lt;br /&gt;
	{&lt;br /&gt;
		console_count = 4;&lt;br /&gt;
&lt;br /&gt;
		dprint zombie_counter&lt;br /&gt;
		zombie_counter_var = zombie_counter_var + 1;&lt;br /&gt;
&lt;br /&gt;
		if (zombie_counter_var eq 0)&lt;br /&gt;
		{&lt;br /&gt;
			zombie_round_2&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		if (zombie_counter_var eq 1)&lt;br /&gt;
		{&lt;br /&gt;
			zombie_round_3&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		if (zombie_counter_var eq 2)&lt;br /&gt;
		{&lt;br /&gt;
			zombie_round_4&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		if (zombie_counter_var eq 3)&lt;br /&gt;
		{&lt;br /&gt;
			zombie_round_5&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t52(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_dopath ZomGrif patrol_102&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t55(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_dopath ZomGrif patrol_103&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t56(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_dopath ZomGrif patrol_104&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t57(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_dopath ZomGrif patrol_105&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void t58(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	ai2_spawn C_Lbo53&lt;br /&gt;
	ai2_spawn C_Sbo52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void zombie_dialog_round3(void)&lt;br /&gt;
{&lt;br /&gt;
	sound_dialog_play c14_51_07shinatama&lt;br /&gt;
	cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)&lt;br /&gt;
	sound_dialog_play_block&lt;br /&gt;
	cinematic_stop (SHINZOMlistening, 19, 20)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void zombie_dialog_round4(void)&lt;br /&gt;
{&lt;br /&gt;
	sound_dialog_play c14_51_08shinatama&lt;br /&gt;
	cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)&lt;br /&gt;
	sound_dialog_play_block&lt;br /&gt;
	cinematic_stop (SHINZOMlistening, 19, 20)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void zombie_dialog_round5(void)&lt;br /&gt;
{&lt;br /&gt;
	sound_dialog_play c14_51_09shinatama&lt;br /&gt;
	cinematic_start(SHINZOMlistening, 180,180,19,8,20, false)&lt;br /&gt;
	sound_dialog_play_block&lt;br /&gt;
	cinematic_stop (SHINZOMlistening, 19, 20)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
# CB: this round is not called any longer! only zombie rounds 2-5 are used now&lt;br /&gt;
# ZOMBIE ROUND 1&lt;br /&gt;
func void zombie_round_1(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint zombie_round_1&lt;br /&gt;
&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
&lt;br /&gt;
	ai2_allpassive 1&lt;br /&gt;
	input 0&lt;br /&gt;
&lt;br /&gt;
	# CB: kill all weapon particles&lt;br /&gt;
	p3_removedangerous&lt;br /&gt;
&lt;br /&gt;
	sleep 120&lt;br /&gt;
&lt;br /&gt;
	trig_show 91&lt;br /&gt;
	trig_show 92&lt;br /&gt;
	trig_show 93&lt;br /&gt;
&lt;br /&gt;
	trig_activate 91&lt;br /&gt;
	trig_activate 92&lt;br /&gt;
	trig_activate 93&lt;br /&gt;
&lt;br /&gt;
	sleep 30&lt;br /&gt;
&lt;br /&gt;
#	trig_speed 202 .2&lt;br /&gt;
#	trig_speed 204 .2&lt;br /&gt;
#	trig_hide 2023&lt;br /&gt;
#	trig_hide 2013&lt;br /&gt;
&lt;br /&gt;
#	particle ????? start&lt;br /&gt;
#	particle ????? start&lt;br /&gt;
&lt;br /&gt;
	cm_reset&lt;br /&gt;
	input 1&lt;br /&gt;
	sleep 90&lt;br /&gt;
	ai2_allpassive 0&lt;br /&gt;
	ai2_makeignoreplayer ZomGrif 1&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
# CB: this round has all the old zombie round 2 setup including camera angles&lt;br /&gt;
# OLD ZOMBIE ROUND 2&lt;br /&gt;
func void old_zombie_round_2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint zombie_round_2&lt;br /&gt;
&lt;br /&gt;
	ai2_allpassive 1&lt;br /&gt;
	turret_deactivate 330&lt;br /&gt;
	turret_deactivate 333&lt;br /&gt;
	turret_deactivate 336&lt;br /&gt;
	input 0&lt;br /&gt;
&lt;br /&gt;
	# CB: kill all weapon particles&lt;br /&gt;
	p3_removedangerous&lt;br /&gt;
&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
&lt;br /&gt;
	sleep 90&lt;br /&gt;
&lt;br /&gt;
	cm_interpolate zombie_hint 0&lt;br /&gt;
&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
&lt;br /&gt;
	sleep 120&lt;br /&gt;
&lt;br /&gt;
	trig_deactivate 91&lt;br /&gt;
	trig_deactivate 92&lt;br /&gt;
	trig_deactivate 93&lt;br /&gt;
&lt;br /&gt;
	dprint trig_off_1&lt;br /&gt;
&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_hide 91&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_hide 92&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_hide 93&lt;br /&gt;
&lt;br /&gt;
	sleep 120&lt;br /&gt;
&lt;br /&gt;
	trig_show 210&lt;br /&gt;
	trig_show 310&lt;br /&gt;
	trig_show 410&lt;br /&gt;
	trig_show 510&lt;br /&gt;
&lt;br /&gt;
	trig_activate 210&lt;br /&gt;
	trig_activate 310&lt;br /&gt;
	trig_activate 410&lt;br /&gt;
	trig_activate 510&lt;br /&gt;
&lt;br /&gt;
	trig_reset 91&lt;br /&gt;
	trig_reset 92&lt;br /&gt;
	trig_reset 93&lt;br /&gt;
&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 91&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 92&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 93&lt;br /&gt;
&lt;br /&gt;
	trig_activate 91&lt;br /&gt;
	trig_activate 92&lt;br /&gt;
	trig_activate 93&lt;br /&gt;
&lt;br /&gt;
	sleep 90&lt;br /&gt;
	&lt;br /&gt;
	cm_reset&lt;br /&gt;
	input 1&lt;br /&gt;
	sleep 90&lt;br /&gt;
	ai2_allpassive 0&lt;br /&gt;
	ai2_passive ZomShin 1&lt;br /&gt;
	ai2_makeignoreplayer ZomGrif 1&lt;br /&gt;
&lt;br /&gt;
	console_reset 399&lt;br /&gt;
	console_reset 400&lt;br /&gt;
	console_reset 401&lt;br /&gt;
	console_reset 402&lt;br /&gt;
}	&lt;br /&gt;
&lt;br /&gt;
# CB: this round is the new zombie round 2 setup which is tabulae rasa&lt;br /&gt;
# and fit to be called from a save point, or from the cutscene&lt;br /&gt;
# ZOMBIE ROUND 2&lt;br /&gt;
func void zombie_round_2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint zombie_round_2_active&lt;br /&gt;
&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
&lt;br /&gt;
	ai2_allpassive 1&lt;br /&gt;
	input 0&lt;br /&gt;
&lt;br /&gt;
	# CB: kill all weapon particles&lt;br /&gt;
	p3_removedangerous&lt;br /&gt;
&lt;br /&gt;
	sleep 120&lt;br /&gt;
&lt;br /&gt;
	trig_show 210&lt;br /&gt;
	trig_show 310&lt;br /&gt;
	trig_show 410&lt;br /&gt;
	trig_show 510&lt;br /&gt;
&lt;br /&gt;
	trig_activate 210&lt;br /&gt;
	trig_activate 310&lt;br /&gt;
	trig_activate 410&lt;br /&gt;
	trig_activate 510&lt;br /&gt;
&lt;br /&gt;
	trig_reset 91&lt;br /&gt;
	trig_reset 92&lt;br /&gt;
	trig_reset 93&lt;br /&gt;
&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 91&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 92&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 93&lt;br /&gt;
&lt;br /&gt;
	trig_activate 91&lt;br /&gt;
	trig_activate 92&lt;br /&gt;
	trig_activate 93&lt;br /&gt;
&lt;br /&gt;
	# incidental zombie shinatama dialog&lt;br /&gt;
	trigvolume_enable shinzom_voice1 1&lt;br /&gt;
	trigvolume_enable shinzom_voice2 1&lt;br /&gt;
&lt;br /&gt;
	cm_reset&lt;br /&gt;
	input 1&lt;br /&gt;
	sleep 90&lt;br /&gt;
	ai2_allpassive 0&lt;br /&gt;
	ai2_makeignoreplayer ZomGrif 1&lt;br /&gt;
	ai2_passive ZomShin 1&lt;br /&gt;
}	&lt;br /&gt;
&lt;br /&gt;
# ZOMBIE ROUND 3&lt;br /&gt;
func void zombie_round_3(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint zombie_round_3_active&lt;br /&gt;
&lt;br /&gt;
	ai2_allpassive 1&lt;br /&gt;
	turret_deactivate 330&lt;br /&gt;
	turret_deactivate 333&lt;br /&gt;
	turret_deactivate 336&lt;br /&gt;
	input 0&lt;br /&gt;
&lt;br /&gt;
	# CB: kill all weapon particles&lt;br /&gt;
	p3_removedangerous&lt;br /&gt;
&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
&lt;br /&gt;
	# incidental zombie shinatama dialog&lt;br /&gt;
	trigvolume_enable shinzom_voice3 1&lt;br /&gt;
&lt;br /&gt;
	sleep 90&lt;br /&gt;
&lt;br /&gt;
	cm_interpolate zombie_hint 0&lt;br /&gt;
&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
	sleep 20&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
	sleep 10&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
&lt;br /&gt;
	sleep 120&lt;br /&gt;
&lt;br /&gt;
	trig_deactivate 91&lt;br /&gt;
	trig_deactivate 92&lt;br /&gt;
	trig_deactivate 93&lt;br /&gt;
&lt;br /&gt;
	dprint trig_off_2&lt;br /&gt;
&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_hide 91&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_hide 92&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_hide 93&lt;br /&gt;
&lt;br /&gt;
	trig_deactivate 210&lt;br /&gt;
	trig_deactivate 310&lt;br /&gt;
	trig_deactivate 410&lt;br /&gt;
	trig_deactivate 510&lt;br /&gt;
&lt;br /&gt;
	fork zombie_dialog_round3&lt;br /&gt;
	sleep 120&lt;br /&gt;
&lt;br /&gt;
	trig_reset 91&lt;br /&gt;
	trig_reset 92&lt;br /&gt;
	trig_reset 93&lt;br /&gt;
&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 91&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 92&lt;br /&gt;
	sleep 15&lt;br /&gt;
	trig_show 93&lt;br /&gt;
&lt;br /&gt;
	trig_activate 91&lt;br /&gt;
	trig_activate 92&lt;br /&gt;
	trig_activate 93&lt;br /&gt;
&lt;br /&gt;
	trig_reset 210&lt;br /&gt;
	trig_reset 310&lt;br /&gt;
	trig_reset 410&lt;br /&gt;
	trig_reset 510&lt;br /&gt;
&lt;br /&gt;
	trig_activate 210&lt;br /&gt;
	trig_activate 310&lt;br /&gt;
	trig_activate 410&lt;br /&gt;
	trig_activate 510&lt;br /&gt;
&lt;br /&gt;
	trig_show 2101&lt;br /&gt;
	trig_show 3101&lt;br /&gt;
	trig_show 4101&lt;br /&gt;
	trig_show 5101&lt;br /&gt;
&lt;br /&gt;
	trig_activate 2101&lt;br /&gt;
	trig_activate 3101&lt;br /&gt;
	trig_activate 4101&lt;br /&gt;
	trig_activate 5101&lt;br /&gt;
&lt;br /&gt;
	trig_speed 210 .3&lt;br /&gt;
	trig_speed 310 .3&lt;br /&gt;
	trig_speed 410 .3&lt;br /&gt;
	trig_speed 510 .3&lt;br /&gt;
&lt;br /&gt;
	trig_speed 2101 .3&lt;br /&gt;
	trig_speed 3101 .3&lt;br /&gt;
	trig_speed 4101 .3&lt;br /&gt;
	trig_speed 5101 .3&lt;br /&gt;
&lt;br /&gt;
	sleep 90&lt;br /&gt;
&lt;br /&gt;
	cm_reset&lt;br /&gt;
	input 1&lt;br /&gt;
	sleep 90&lt;br /&gt;
	ai2_allpassive 0&lt;br /&gt;
	ai2_passive ZomShin 1&lt;br /&gt;
	# ai2_passive ZomGrif 1&lt;br /&gt;
&lt;br /&gt;
	console_reset 399&lt;br /&gt;
	console_reset 400&lt;br /&gt;
	console_reset 401&lt;br /&gt;
	console_reset 402&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
## ZOMBIE ROUND 4&lt;br /&gt;
func void zombie_round_4(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint zombie_round_4_active&lt;br /&gt;
&lt;br /&gt;
	ai2_allpassive 1&lt;br /&gt;
	turret_deactivate 330&lt;br /&gt;
	turret_deactivate 333&lt;br /&gt;
	turret_deactivate 336&lt;br /&gt;
	input 0&lt;br /&gt;
&lt;br /&gt;
	# CB: kill all weapon particles&lt;br /&gt;
	p3_removedangerous&lt;br /&gt;
&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
&lt;br /&gt;
	# incidental zombie shinatama dialog&lt;br /&gt;
	trigvolume_enable shinzom_voice4 1&lt;br /&gt;
&lt;br /&gt;
	sleep 90&lt;br /&gt;
&lt;br /&gt;
	cm_interpolate zombie_hint 0&lt;br /&gt;
&lt;br /&gt;
	sleep 30&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
	sleep 20&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
	sleep 30&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
&lt;br /&gt;
	fork zombie_dialog_round4&lt;br /&gt;
	sleep 120&lt;br /&gt;
&lt;br /&gt;
	trig_deactivate 91&lt;br /&gt;
	trig_deactivate 92&lt;br /&gt;
	trig_deactivate 93&lt;br /&gt;
&lt;br /&gt;
	dprint trig_off_3&lt;br /&gt;
&lt;br /&gt;
	trig_hide 91&lt;br /&gt;
	trig_hide 92&lt;br /&gt;
	trig_hide 93&lt;br /&gt;
&lt;br /&gt;
	trig_deactivate 210&lt;br /&gt;
	trig_deactivate 310&lt;br /&gt;
	trig_deactivate 410&lt;br /&gt;
	trig_deactivate 510&lt;br /&gt;
&lt;br /&gt;
	trig_hide 210&lt;br /&gt;
	trig_hide 310&lt;br /&gt;
	trig_hide 410&lt;br /&gt;
	trig_hide 510&lt;br /&gt;
&lt;br /&gt;
	trig_deactivate 2101&lt;br /&gt;
	trig_deactivate 3101&lt;br /&gt;
	trig_deactivate 4101&lt;br /&gt;
	trig_deactivate 5101&lt;br /&gt;
&lt;br /&gt;
	trig_hide 2101&lt;br /&gt;
	trig_hide 3101&lt;br /&gt;
	trig_hide 4101&lt;br /&gt;
	trig_hide 5101&lt;br /&gt;
&lt;br /&gt;
	sleep 120&lt;br /&gt;
		&lt;br /&gt;
	trig_show 214&lt;br /&gt;
	trig_show 314&lt;br /&gt;
	trig_show 414&lt;br /&gt;
	trig_show 514&lt;br /&gt;
&lt;br /&gt;
	sleep 15&lt;br /&gt;
&lt;br /&gt;
	trig_show 94&lt;br /&gt;
&lt;br /&gt;
	sleep 15&lt;br /&gt;
&lt;br /&gt;
	trig_show 910&lt;br /&gt;
&lt;br /&gt;
	trig_activate 214&lt;br /&gt;
	trig_activate 314&lt;br /&gt;
	trig_activate 414&lt;br /&gt;
	trig_activate 514&lt;br /&gt;
&lt;br /&gt;
	trig_activate 910&lt;br /&gt;
	trig_activate 94&lt;br /&gt;
&lt;br /&gt;
	trig_speed 214 .15&lt;br /&gt;
	trig_speed 314 .15&lt;br /&gt;
	trig_speed 414 .15&lt;br /&gt;
	trig_speed 514 .15&lt;br /&gt;
&lt;br /&gt;
	trig_speed 910 .35&lt;br /&gt;
	trig_speed 94 .35&lt;br /&gt;
		&lt;br /&gt;
	sleep 90&lt;br /&gt;
	&lt;br /&gt;
	cm_reset&lt;br /&gt;
	input 1&lt;br /&gt;
	sleep 90&lt;br /&gt;
	ai2_allpassive 0&lt;br /&gt;
	ai2_passive ZomShin 1&lt;br /&gt;
	# # ai2_passive ZomGrif 1&lt;br /&gt;
&lt;br /&gt;
	console_reset 399&lt;br /&gt;
	console_reset 400&lt;br /&gt;
	console_reset 401&lt;br /&gt;
	console_reset 402&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
########## ZOMBIE ROUND 5 - YOU WIN ############&lt;br /&gt;
&lt;br /&gt;
func void zombie_round_5(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	dprint zombie_round_5_active&lt;br /&gt;
&lt;br /&gt;
	ai2_allpassive 1&lt;br /&gt;
	turret_deactivate 330&lt;br /&gt;
	turret_deactivate 333&lt;br /&gt;
	turret_deactivate 336&lt;br /&gt;
&lt;br /&gt;
	trig_hide 214&lt;br /&gt;
	trig_hide 414&lt;br /&gt;
&lt;br /&gt;
	trig_activate 210&lt;br /&gt;
	trig_activate 410	&lt;br /&gt;
&lt;br /&gt;
	# CB: kill all weapon particles&lt;br /&gt;
	p3_removedangerous&lt;br /&gt;
&lt;br /&gt;
	input 0&lt;br /&gt;
&lt;br /&gt;
	begin_cutscene	&lt;br /&gt;
&lt;br /&gt;
	music_stop&lt;br /&gt;
&lt;br /&gt;
	sleep 60&lt;br /&gt;
&lt;br /&gt;
	cm_interpolate zombie_death 0&lt;br /&gt;
	&lt;br /&gt;
	fork zombie_dialog_round5&lt;br /&gt;
	sleep 90&lt;br /&gt;
&lt;br /&gt;
	trig_speed 9 1&lt;br /&gt;
	trig_speed 10 2&lt;br /&gt;
	trig_speed 910 2.5&lt;br /&gt;
	trig_speed 94 .5&lt;br /&gt;
	trig_speed 210 2&lt;br /&gt;
	sleep 90	&lt;br /&gt;
	trig_speed 410 2&lt;br /&gt;
	sleep 90	&lt;br /&gt;
	trig_speed 514 1&lt;br /&gt;
	trig_speed 410 1&lt;br /&gt;
	sleep 90&lt;br /&gt;
	trig_speed 314 2&lt;br /&gt;
	sleep 90&lt;br /&gt;
	trig_speed 210 1&lt;br /&gt;
&lt;br /&gt;
	sleep 60&lt;br /&gt;
	trig_hide 210&lt;br /&gt;
	trig_hide 9&lt;br /&gt;
	trig_speed 10 .2&lt;br /&gt;
	sleep 60	&lt;br /&gt;
	trig_hide 314&lt;br /&gt;
	trig_hide 910&lt;br /&gt;
	sleep 60	&lt;br /&gt;
	trig_speed 514 .2&lt;br /&gt;
	trig_hide 410&lt;br /&gt;
	trig_hide 10&lt;br /&gt;
	trig_hide 94&lt;br /&gt;
	sleep 60&lt;br /&gt;
	trig_hide 514&lt;br /&gt;
	sleep 60&lt;br /&gt;
	trig_hide 93&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
	sound_ambient_start shin_zom_shutdown 1.0&lt;br /&gt;
	sleep 10&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
	sleep 20&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
	particle zombie1 create&lt;br /&gt;
	particle zombie1 start&lt;br /&gt;
	sleep 30&lt;br /&gt;
	particle zombie1 kill&lt;br /&gt;
	particle zombiesteam stop&lt;br /&gt;
	particle zombient stop&lt;br /&gt;
	&lt;br /&gt;
	sleep 90&lt;br /&gt;
&lt;br /&gt;
#	Hardy, if griffin has to see konoko after or during the zom cutscene, &lt;br /&gt;
#	make sure this next line makes it into the shorter zombie shin scripts --mike&lt;br /&gt;
&lt;br /&gt;
	ai2_makeignoreplayer ZomGrif 0&lt;br /&gt;
	Zom&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
############################################################&lt;br /&gt;
########### INCIDENTAL SHINATAMA ZOMBIE DIALOG #############&lt;br /&gt;
############################################################&lt;br /&gt;
&lt;br /&gt;
func void shinzom_voice1(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	sound_dialog_play c00_01_102shinatama&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void shinzom_voice2(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	sound_dialog_play c00_01_101shinatama&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void shinzom_voice3(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	sound_dialog_play c00_01_100shinatama&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
func void shinzom_voice4(string ai_name)&lt;br /&gt;
{&lt;br /&gt;
	sound_dialog_play c00_01_103shinatama&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
</feed>