// // Villa // #include "stagesetup.h" // Characters #define CHR_SNIPER1 0x00 #define CHR_SNIPER2 0x01 #define CHR_SNIPER3 0x02 #define CHR_SNIPER4 0x03 #define CHR_SNIPER5 0x04 #define CHR_SNIPER6 0x05 #define CHR_SNIPER7 0x06 #define CHR_SNIPER8 0x07 #define CHR_BASEMENT1 0x43 #define CHR_BASEMENT2 0x44 #define CHR_BASEMENT3 0x45 #define CHR_BASEMENT4 0x46 #define CHR_BASEMENT5 0x47 #define CHR_BASEMENT6 0x48 #define CHR_BASEMENT7 0x49 #define CHR_BASEMENT8 0x4a #define CHR_BASEMENT9 0x4b #define CHR_TAKER1 0x4e #define CHR_TAKER2 0x4f #define CHR_NEGOTIATOR 0x50 #define CHR_CARRINGTON 0x51 #define CHR_HACKER1 0x52 #define CHR_HACKER2 0x53 #define CHR_HACKER3 0x54 #define CHR_CISOLDIER 0x55 // Objects #define OBJ_DROPSHIP 0x00 #define OBJ_COOLING_SWITCH 0x03 #define OBJ_POWER_SWITCH 0x04 #define OBJ_WINDMILL_SWITCH 0x05 #define OBJ_KEYCARD 0x0a #define OBJ_HACKERPC1 0x0b #define OBJ_HACKERPC2 0x0c #define OBJ_HACKERPC3 0x0d #define OBJ_HACKERPC4 0x0e #define OBJ_WINDMILL 0x0f #define OBJ_CMP150_1 0x8e #define OBJ_CMP150_2 0x8f #define OBJ_DEVASTATOR 0x99 // Stage flags #define STAGEFLAG_NEGOTIATOR_DEAD 0x00000100 #define STAGEFLAG_NEGOTIATOR_ESCAPED 0x00000200 #define STAGEFLAG_SNIPERS_DEAD 0x00000400 #define STAGEFLAG_COOLING_ACTIVE 0x00000800 #define STAGEFLAG_POWER_ACTIVE 0x00001000 #define STAGEFLAG_WINDMILL_ACTIVATED 0x00002000 #define STAGEFLAG_WINDMILL_SWITCH_DESTROYED 0x00004000 #define STAGEFLAG_HACKERS_DEAD 0x00008000 #define STAGEFLAG_HACKERS_SUCCEEDED 0x00010000 #define STAGEFLAG_CARRINGTON_RESCUED 0x00020000 #define STAGEFLAG_TAKERS_DEAD 0x00080000 #define STAGEFLAG_GUARD_CAPTURED 0x00100000 #define STAGEFLAG_HACKER_PC_DESTROYED 0x00200000 #define STAGEFLAG_HACKERS_STARTED 0x00400000 #define STAGEFLAG_INTRO_FINISHED 0x00800000 #define STAGEFLAG_ONE_BASEMENT_GUARD_REMAINING 0x01000000 #define STAGEFLAG_PLAYING_INTRO_FROM_MENU 0x02000000 #define STAGEFLAG_FORGOT_TO_KO_GUARD 0x04000000 // AI Lists #define AILIST_INIT_TAKER 0x0401 #define AILIST_TAKER 0x0402 #define AILIST_NEGOTIATOR 0x0403 #define AILIST_SNIPER 0x0404 #define AILIST_HACKER 0x0405 #define AILIST_INIT_HACKER 0x0406 #define AILIST_INIT_SNIPER 0x0407 #define AILIST_OUTRO 0x0408 #define AILIST_INTRO 0x0409 #define AILIST_ENABLE_SNIPER 0x040a #define AILIST_INIT_BASEMENT_GUARD 0x040b #define AILIST_INIT_TYPE1_GUARD 0x040c #define AILIST_INIT_TYPE2_GUARD 0x040d // has better accuracy on PA #define AILIST_PATH01 0x040e #define AILIST_PATH02 0x040f #define AILIST_CARRINGTON 0x0410 #define AILIST_CISOLIDER 0x0411 extern s32 intro[]; extern u32 props[]; extern struct path paths[]; extern struct ailist ailists[]; struct stagesetup setup = { NULL, NULL, NULL, intro, props, paths, ailists, NULL, }; u32 props[] = { briefing(BRIEFINGTYPE_LOCATION, L_ELD_001) briefing(BRIEFINGTYPE_TEXT_PA, L_ELD_000) briefing(BRIEFINGTYPE_TEXT_SA, L_ELD_002) briefing(BRIEFINGTYPE_TEXT_A, L_ELD_003) beginobjective(0, L_ELD_005, (DIFFBIT_A | DIFFBIT_SA)) // "Save the negotiator" complete_flags(STAGEFLAG_NEGOTIATOR_ESCAPED) fail_flags(STAGEFLAG_NEGOTIATOR_DEAD) endobjective beginobjective(1, L_ELD_006, (DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Eliminate rooftop snipers" complete_flags(STAGEFLAG_SNIPERS_DEAD) endobjective beginobjective(2, L_ELD_007, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Activate wind generator" complete_flags(STAGEFLAG_WINDMILL_ACTIVATED) fail_flags(STAGEFLAG_WINDMILL_SWITCH_DESTROYED) endobjective beginobjective(3, L_ELD_008, (DIFFBIT_PA | DIFFBIT_PD)) // "Locate and eliminate dataDyne hackers" complete_flags(STAGEFLAG_HACKERS_DEAD) fail_flags(STAGEFLAG_HACKERS_SUCCEEDED) fail_flags(STAGEFLAG_HACKER_PC_DESTROYED) endobjective beginobjective(4, L_ELD_010, (DIFFBIT_PA | DIFFBIT_PD)) // "Capture dataDyne guard" complete_flags(STAGEFLAG_GUARD_CAPTURED) #if VERSION >= VERSION_NTSC_1_0 fail_flags(STAGEFLAG_FORGOT_TO_KO_GUARD) #endif endobjective beginobjective(5, L_ELD_009, (DIFFBIT_A | DIFFBIT_SA | DIFFBIT_PA | DIFFBIT_PD)) // "Rescue Carrington" complete_flags(STAGEFLAG_CARRINGTON_RESCUED) endobjective // Note these snipers are replaced with new ones further below. chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONA | SPAWNFLAG_ONLYONSA, CHR_SNIPER1, PAD_ELD_0192, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0000, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONA | SPAWNFLAG_ONLYONSA, CHR_SNIPER2, PAD_ELD_0193, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0001, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONA | SPAWNFLAG_ONLYONSA, CHR_SNIPER3, PAD_ELD_0194, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0002, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONA | SPAWNFLAG_ONLYONSA, CHR_SNIPER6, PAD_ELD_0197, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0005, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONA | SPAWNFLAG_ONLYONSA, CHR_SNIPER7, PAD_ELD_0198, BODY_DDSNIPER, HEAD_RANDOM, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0006, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) tag(0x8e, 2) tag(0x8f, 2) weapon(0x0100, MODEL_CHRCMP150, PAD_ELD_019A, OBJFLAG_UNCOLLECTABLE, OBJFLAG2_INVISIBLE, 0, WEAPON_CMP150) weapon(0x0100, MODEL_CHRCMP150, PAD_ELD_019A, OBJFLAG_UNCOLLECTABLE, OBJFLAG2_INVISIBLE, 0, WEAPON_CMP150) link_guns(-1, -2) chr(SPAWNFLAG_FORCESUNGLASSES, CHR_SNIPER5, PAD_ELD_0196, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0004, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES, CHR_SNIPER8, PAD_ELD_0199, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0007, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES, CHR_SNIPER4, PAD_ELD_0195, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 40, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0003, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONPA, CHR_SNIPER1, PAD_ELD_0192, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 80, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0000, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONPA, CHR_SNIPER2, PAD_ELD_0193, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 80, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0001, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONPA, CHR_SNIPER3, PAD_ELD_0194, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 80, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0002, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONPA, CHR_SNIPER6, PAD_ELD_0197, BODY_DDSNIPER, HEAD_RANDOM, AILIST_INIT_SNIPER, -1, -1, 500, 80, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0005, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONPA, CHR_SNIPER7, PAD_ELD_0198, BODY_DDSNIPER, HEAD_DDSNIPER, AILIST_INIT_SNIPER, -1, -1, 500, 80, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0006, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_SNIPERRIFLE) tag(0x8e, 2) tag(0x8f, 2) weapon(0x0100, MODEL_CHRCMP150, PAD_ELD_019A, OBJFLAG_UNCOLLECTABLE, OBJFLAG2_INVISIBLE, 0, WEAPON_CMP150) weapon(0x0100, MODEL_CHRCMP150, PAD_ELD_019A, OBJFLAG_UNCOLLECTABLE, OBJFLAG2_INVISIBLE, 0, WEAPON_CMP150) link_guns(-1, -2) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, CHR_NEGOTIATOR, PAD_ELD_022B, BODY_SECRETARY, HEAD_SECRETARY, GAILIST_IDLE, -1, -1, 500, 50, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_ALLY, SQUADRON_00, -1, 0, 0, 0, 0, 0) chr(SPAWNFLAG_FORCESUNGLASSES, CHR_TAKER1, PAD_ELD_0229, BODY_DD_GUARD, HEAD_JON, GAILIST_IDLE, -1, -1, 500, 150, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x004e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES, CHR_TAKER2, PAD_ELD_022A, BODY_DD_GUARD, HEAD_BEAU1, GAILIST_IDLE, -1, -1, 500, 150, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x004f, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x08, PAD_ELD_00B4, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_CAN_RETREAT | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_SNIPE | CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0008, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x09, PAD_ELD_022F, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_CAN_RETREAT | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_SNIPE, TEAM_20, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0009, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x0a, PAD_ELD_019B, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_CAN_RETREAT | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_SNIPE | CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x000a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x0b, PAD_ELD_00B8, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_CAN_RETREAT | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_SNIPE, TEAM_20, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x000b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x0c, PAD_ELD_0231, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_CAN_RETREAT | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_SNIPE | CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x000c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x0d, PAD_ELD_0232, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_CAN_RETREAT | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_SNIPE, TEAM_20, SQUADRON_01, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x000d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x23, PAD_ELD_01B1, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_02, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0023, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x24, PAD_ELD_01B2, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_02, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0024, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x25, PAD_ELD_01B3, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_02, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0025, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x26, PAD_ELD_01B4, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_02, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0026, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x27, PAD_ELD_01B5, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_BACKOFF | CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_03, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0027, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x28, PAD_ELD_01B6, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_BACKOFF | CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_03, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0028, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x29, PAD_ELD_01B7, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_BACKOFF | CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_03, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0029, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x2a, PAD_ELD_01B8, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_BACKOFF | CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_03, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x002a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x2b, PAD_ELD_01B9, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_04, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x002b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x2c, PAD_ELD_01BA, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_04, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x002c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x2d, PAD_ELD_01BB, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_05, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x002d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x2e, PAD_ELD_01BC, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_05, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x002e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONA | SPAWNFLAG_ONLYONSA | SPAWNFLAG_BASICGUARD, 0x2f, PAD_ELD_01BD, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_06, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x002f, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_ONLYONA | SPAWNFLAG_ONLYONSA | SPAWNFLAG_BASICGUARD, 0x30, PAD_ELD_01BE, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_06, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0030, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x31, PAD_ELD_01BF, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_06, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0031, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x32, PAD_ELD_01C0, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_06, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0032, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x33, PAD_ELD_01C1, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_BACKOFF | CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_07, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0033, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x34, PAD_ELD_01C2, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_BACKOFF | CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_07, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0034, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x35, PAD_ELD_01C3, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_08, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0035, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x36, PAD_ELD_01C4, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_08, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0036, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x3d, PAD_ELD_01CB, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_08, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x003d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x37, PAD_ELD_01C5, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_RETREAT | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_09, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0037, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x38, PAD_ELD_01C6, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_RETREAT | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_09, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0038, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FORCESUNGLASSES | SPAWNFLAG_BASICGUARD, 0x39, PAD_ELD_01C7, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_RETREAT | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_CAN_FLEESURRENDER | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_09, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0039, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x3a, PAD_ELD_01C8, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0A, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x003a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x3b, PAD_ELD_01C9, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0A, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x003b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x3c, PAD_ELD_01CA, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0A, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x003c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x3e, PAD_ELD_01CC, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_00008000 | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0B, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x003e, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x3f, PAD_ELD_01CD, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_00008000 | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0B, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x003f, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x40, PAD_ELD_01CE, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE2_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_00008000 | CHRFLAG0_HOLD_POSITION | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0B, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0040, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x41, PAD_ELD_01CF, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0C, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0041, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x42, PAD_ELD_01D0, BODY_DD_GUARD, HEAD_RANDOM, AILIST_INIT_TYPE1_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0C, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0042, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT1, PAD_ELD_01D1, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, -1, -1, 500, 50, CHRFLAG0_CANT_ALERT_GROUP | CHRFLAG0_CAN_RETREAT | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0D, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0043, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT2, PAD_ELD_01D2, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0D, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0044, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT3, PAD_ELD_01D3, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0D, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0045, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT4, PAD_ELD_01D4, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAMP | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0E, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0046, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT5, PAD_ELD_01D5, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAMP | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0E, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0047, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT6, PAD_ELD_01D6, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, 0x0233, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOACCURACYAFTERJAM | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0E, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0048, OBJFLAG_ASSIGNEDTOCHR | OBJFLAG_DEACTIVATED, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT7, PAD_ELD_01D7, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, 0x00d2, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_NOACCURACYAFTERJAM | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0E, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0049, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT8, PAD_ELD_01D8, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAMP | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0F, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x004a, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(0, CHR_BASEMENT9, PAD_ELD_01D9, BODY_DDSHOCK, HEAD_DDSHOCK, AILIST_INIT_BASEMENT_GUARD, -1, -1, 500, 50, CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_SQUADALERTANYDIST | CHRFLAG0_CAMP | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0F, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x004b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, CHR_CARRINGTON, PAD_ELD_00DC, BODY_CARRINGTON, HEAD_CARRINGTON, AILIST_CARRINGTON, -1, -1, 500, 50, 0, 0, TEAM_20, SQUADRON_00, -1, 0, 0, 0, 0, 0) chr(SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_RTRACKED, CHR_HACKER1, PAD_ELD_022C, BODY_DD_SHOCK_INF, HEAD_RANDOM, AILIST_INIT_HACKER, -1, -1, 500, 30, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, 0x8d, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0052, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_RTRACKED, CHR_HACKER2, PAD_ELD_022D, BODY_DD_SHOCK_INF, HEAD_RANDOM, AILIST_INIT_HACKER, -1, -1, 500, 30, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_00, 0x8b, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0053, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_FIXEDHEIGHT | SPAWNFLAG_RTRACKED, CHR_HACKER3, PAD_ELD_022E, BODY_DD_SHOCK_INF, HEAD_RANDOM, AILIST_INIT_HACKER, -1, -1, 500, 30, CHRFLAG0_CAN_EXAMINE_BODY | CHRFLAG0_SURPRISABLE | CHRFLAG0_FORCESAFETYCHECKS, 0, TEAM_20, SQUADRON_00, 0x8c, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x0054, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x4c, PAD_ELD_0096, BODY_DD_GUARD, HEAD_RANDOM, AILIST_PATH01, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, CHRFLAG1_CAN_LOOK_AROUND, TEAM_20, SQUADRON_0C, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x004c, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_BASICGUARD, 0x4d, PAD_ELD_0085, BODY_DD_GUARD, HEAD_RANDOM, AILIST_PATH02, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_00008000 | CHRFLAG0_HEAR_REQUIRE_LOS | CHRFLAG0_CANLOSEGUN, 0, TEAM_20, SQUADRON_0C, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRCMP150, 0x004d, OBJFLAG_ASSIGNEDTOCHR, 0, 0, WEAPON_CMP150) chr(SPAWNFLAG_ANTINONINTERACTABLE | SPAWNFLAG_BLUESIGHT, CHR_CISOLDIER, PAD_ELD_0234, BODY_CISOLDIER, HEAD_RANDOM, AILIST_CISOLIDER, -1, -1, 500, 50, CHRFLAG0_CAN_FLANK | CHRFLAG0_FORCESAFETYCHECKS | CHRFLAG0_HEAR_REQUIRE_LOS, 0, TEAM_NONCOMBAT, SQUADRON_0C, -1, 0, 0, 0, 0, 0) weapon(0x0100, MODEL_CHRSNIPERRIFLE, 0x0055, OBJFLAG_ASSIGNEDTOCHR, OBJFLAG2_EXCLUDE_A | OBJFLAG2_EXCLUDE_SA, 0, WEAPON_SNIPERRIFLE) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0151, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0152, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0155, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0156, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0157, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0158, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0159, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_015A, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_015B, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_015C, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_015E, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0161, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_015F, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0162, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0164, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0166, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0167, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0168, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0169, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_016A, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_016B, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_0165, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_016C, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_016D, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_015D, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_016E, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) tinted_glass(0x0100, MODEL_WINDOW, PAD_ELD_016F, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_ORTHOGONAL | OBJFLAG_PATHBLOCKER | OBJFLAG_INVINCIBLE | OBJFLAG_DEACTIVATED, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000, 0x012c0258) glass(0x0100, MODEL_WINDOW, PAD_ELD_0160, OBJFLAG_00000002 | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ORTHOGONAL | OBJFLAG_INVINCIBLE, OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, 0, 1000) tag(0x93, 2) tag(0x94, 2) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0170, OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000080, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0171, OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000080, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0172, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0173, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004 | DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) tag(0x90, 2) tag(0x91, 2) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0174, OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000080, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0175, OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004 | DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000080, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_017C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_017D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004 | DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) tag(0x92, 1) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0176, OBJFLAG_DEACTIVATED, OBJFLAG2_LOCKEDFRONT, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000080, 0x00000384, 0x00000000, 0x00000000, 0x00000800) tag(0x06, 2) tag(0x07, 2) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0189, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004, DOORTYPE_SLIDING, 0x00000002, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_018A, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_0004 | DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000002, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_018B, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0x00000001, 0x00000600) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_018C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_DD_LIFTDOOR, PAD_ELD_018D, OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, 0, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0x00000001, 0x00000800) door(0x0100, MODEL_DD_LIFTDOOR, PAD_ELD_018E, OBJFLAG_AISEETHROUGH, 0, 0, 1000, 0x0000e666, 0x00010000, 0x00007fff, 0x00014000, 0x00000666, DOORFLAG_FLIP, DOORTYPE_SLIDING, 0x00000000, 0x00000384, 0x00000000, 0xffffffff, 0x00000000) tag(0x95, 1) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0177, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000080, 0x000005dc, 0x00000000, 0x00000000, 0x00000600) tag(0x97, 2) tag(0x98, 2) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0179, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_TWOWAY, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000080, 0x000005dc, 0x00000000, 0x00000001, 0x00000600) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0178, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT | OBJFLAG_DOOR_TWOWAY, OBJFLAG2_LOCKEDFRONT, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000080, 0x000005dc, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_018F, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_TWOWAY, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0x00000001, 0x00000600) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0190, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT | OBJFLAG_DOOR_TWOWAY, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0xffffffff, 0x00000000) tag(0x96, 1) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_017B, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT, OBJFLAG2_LOCKEDBACK, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000080, 0x000005dc, 0x00000000, 0x00000000, 0x00000600) tag(0x1e, 12) tag(0x1f, 12) tag(0x20, 12) tag(0x21, 12) tag(0x22, 12) tag(0x23, 12) tag(0x24, 12) tag(0x25, 12) tag(0x26, 12) tag(0x27, 12) tag(0x28, 12) tag(0x29, 12) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00E5, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00E6, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00E7, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00E8, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00E9, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00EA, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00EB, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00EC, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_00ED, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00EE, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00EF, OBJFLAG_00000008 | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00F0, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x2a, 6) tag(0x2b, 6) tag(0x2c, 6) tag(0x2d, 6) tag(0x2e, 6) tag(0x2f, 6) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00F1, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00F2, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00F3, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00F4, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00F5, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00F6, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x30, 12) tag(0x31, 12) tag(0x32, 12) tag(0x33, 12) tag(0x34, 12) tag(0x35, 12) tag(0x36, 12) tag(0x37, 12) tag(0x38, 12) tag(0x39, 12) tag(0x3a, 12) tag(0x3b, 12) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00F7, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_00F8, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00F9, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00FA, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00FB, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00FC, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00FD, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_00FE, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_00FF, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0100, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0101, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0102, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x3c, 6) tag(0x3d, 6) tag(0x3e, 6) tag(0x3f, 6) tag(0x40, 6) tag(0x41, 6) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_0103, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0104, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0105, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0106, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_0107, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0108, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x42, 12) tag(0x43, 12) tag(0x44, 12) tag(0x45, 12) tag(0x46, 12) tag(0x47, 12) tag(0x48, 12) tag(0x49, 12) tag(0x4a, 12) tag(0x4b, 12) tag(0x4c, 12) tag(0x4d, 12) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0109, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_010A, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_010B, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_010C, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_010D, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_010E, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_010F, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0110, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0111, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0112, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0113, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0114, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x4e, 6) tag(0x4f, 6) tag(0x50, 6) tag(0x51, 6) tag(0x52, 6) tag(0x53, 6) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0115, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0116, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0117, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0118, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0119, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_011A, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x54, 6) tag(0x55, 6) tag(0x56, 6) tag(0x57, 6) tag(0x58, 6) tag(0x59, 6) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_011B, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_011C, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_011D, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_011E, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_011F, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0120, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x5a, 12) tag(0x5b, 12) tag(0x5c, 12) tag(0x5d, 12) tag(0x5e, 12) tag(0x5f, 12) tag(0x60, 12) tag(0x61, 12) tag(0x62, 12) tag(0x63, 12) tag(0x64, 12) tag(0x65, 12) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0121, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0122, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_0123, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0124, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0125, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0126, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_0127, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0128, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0129, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_012A, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_012B, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_012C, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x66, 6) tag(0x67, 6) tag(0x68, 6) tag(0x69, 6) tag(0x6a, 6) tag(0x6b, 6) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_012D, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_012E, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_012F, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0130, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0131, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0132, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x6c, 12) tag(0x6d, 12) tag(0x6e, 12) tag(0x6f, 12) tag(0x70, 12) tag(0x71, 12) tag(0x72, 12) tag(0x73, 12) tag(0x74, 12) tag(0x75, 12) tag(0x76, 12) tag(0x77, 12) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_0133, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0134, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0135, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0136, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0137, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0138, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0139, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_013A, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_013B, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_013C, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_013D, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_013E, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x78, 6) tag(0x79, 6) tag(0x7a, 6) tag(0x7b, 6) tag(0x7c, 6) tag(0x7d, 6) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_013F, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0140, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_0141, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0142, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0143, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0144, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x7e, 12) tag(0x7f, 12) tag(0x80, 12) tag(0x81, 12) tag(0x82, 12) tag(0x83, 12) tag(0x84, 12) tag(0x85, 12) tag(0x86, 12) tag(0x87, 12) tag(0x88, 12) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0145, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0146, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_0147, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT2, PAD_ELD_0148, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_0149, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_014A, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_014B, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_014C, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT3, PAD_ELD_014D, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_014E, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) glass(0x003a, MODEL_AIVILLABOT1, PAD_ELD_014F, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_BOUNCEIFSHOT, 0, 0, 500) tag(0x0f, 1) autogun(0x0100, MODEL_AIVILLAWINDMILL, PAD_ELD_0191, OBJFLAG_00000008 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000, -1, 0x00020000, 0xfffe0000, 0x000000da, 0x000a0000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_019C, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_019D, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_019E, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_019F, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_01A1, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_01A2, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_01A3, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_01A4, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E5, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E6, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_DEVASTATOR) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E0, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E1, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01EB, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_DEVASTATOR) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01DC, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01DD, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_SMG) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01DE, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01DF, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_SMG) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01EA, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01DA, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_SMG) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01DB, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_DEVASTATOR) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E7, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E2, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_SMG) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E3, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_SMG) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E4, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) ammocrate(0x0080, MODEL_MULTI_AMMO_CRATE, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE, 0, 0, 1000, AMMOTYPE_SMG) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E9, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01E8, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01ED, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01EE, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x00cc, MODEL_CV_TABLE, PAD_ELD_01A7, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_TABLE, PAD_ELD_01A8, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_COFFEE_TABLE, PAD_ELD_01AE, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_COFFEE_TABLE, PAD_ELD_01AB, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_COFFEE_TABLE, PAD_ELD_01AC, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) tag(0x00, 1) stdobject(0x0100, MODEL_DROPSHIP, -1, OBJFLAG_FALL | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_IGNOREROOMCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x01, 1) weapon(0x0100, MODEL_CHRDATATHIEF, PAD_ELD_00BF, OBJFLAG_FALL, 0, 0, WEAPON_LAPTOPGUN) rename_object(-1, WEAPON_LAPTOPGUN, L_ELD_027, L_ELD_027, L_ELD_027, L_ELD_027, L_ELD_027) // "PC gun" tag(0x89, 1) weapon(0x0100, MODEL_CHRDATATHIEF, PAD_ELD_00BF, OBJFLAG_FALL, 0, 0, WEAPON_LAPTOPGUN) rename_object(-1, WEAPON_LAPTOPGUN, L_ELD_027, L_ELD_027, L_ELD_027, L_ELD_027, L_ELD_027) // "PC gun" tag(0x02, 1) weapon(0x0100, MODEL_CHRDATATHIEF, PAD_ELD_00C0, OBJFLAG_FALL, 0, 0, WEAPON_SNIPERRIFLE) rename_object(-1, WEAPON_SNIPERRIFLE, L_ELD_028, L_ELD_028, L_ELD_028, L_ELD_028, L_ELD_028) // "Sniper rifle" tag(0x8a, 1) weapon(0x0100, MODEL_CHRDATATHIEF, PAD_ELD_00C0, OBJFLAG_FALL, 0, 0, WEAPON_SNIPERRIFLE) rename_object(-1, WEAPON_SNIPERRIFLE, L_ELD_028, L_ELD_028, L_ELD_028, L_ELD_028, L_ELD_028) // "Sniper rifle" stdobject(0x00cc, MODEL_CV_TABLE, PAD_ELD_01EF, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) tag(0x8c, 1) stdobject(0x0100, MODEL_CV_CHAIR4, PAD_ELD_01F0, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x00cc, MODEL_CV_TABLE, PAD_ELD_01F1, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) stdobject(0x0100, MODEL_CV_CHAIR4, PAD_ELD_01F2, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x00cc, MODEL_CV_TABLE, PAD_ELD_01F4, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) tag(0x8d, 1) stdobject(0x0100, MODEL_CV_CHAIR4, PAD_ELD_01F3, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000) stdobject(0x00cc, MODEL_CV_TABLE, PAD_ELD_01F5, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) tag(0x8b, 1) stdobject(0x0100, MODEL_CV_CHAIR4, PAD_ELD_01F6, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_INVINCIBLE, 0, 0, 1000) tag(0x0b, 4) tag(0x0c, 4) tag(0x0d, 4) tag(0x0e, 4) singlemonitor(0x0100, MODEL_GOODPC, PAD_ELD_01F9, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOANTI, 0, 1000, 3) singlemonitor(0x0100, MODEL_GOODPC, PAD_ELD_01FA, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOANTI, 0, 1000, 3) singlemonitor(0x0100, MODEL_GOODPC, PAD_ELD_01F8, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOANTI, 0, 1000, 3) singlemonitor(0x0100, MODEL_GOODPC, PAD_ELD_01F7, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOANTI, 0, 1000, 3) tag(0x04, 3) tag(0x03, 3) tag(0x05, 3) multimonitor(0x0099, MODEL_CIHUB, PAD_ELD_01FC, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_INTERACTCHECKLOS, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0) multimonitor(0x0099, MODEL_CIHUB, PAD_ELD_01FB, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_INTERACTCHECKLOS, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0) multimonitor(0x0099, MODEL_CIHUB, PAD_ELD_01FD, OBJFLAG_00000002, OBJFLAG2_IMMUNETOANTI | OBJFLAG2_INTERACTCHECKLOS, OBJFLAG3_INTERACTABLE, 1000, 3, 0, 0, 0) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_017F, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT | OBJFLAG_DOOR_TWOWAY, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0x00000001, 0x00000600) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0180, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_TWOWAY, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0xffffffff, 0x00000000) tag(0x09, 1) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0187, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000040, 0x000005dc, 0x00000000, 0x00000001, 0x00000600) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0188, OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000040, 0x000005dc, 0x00000000, 0xffffffff, 0x00000000) tag(0x08, 1) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0183, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000040, 0x000005dc, 0x00000000, 0x00000001, 0x00000600) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0184, OBJFLAG_DEACTIVATED, OBJFLAG2_AICANNOTUSE, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000040, 0x000005dc, 0x00000000, 0xffffffff, 0x00000000) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0185, OBJFLAG_DEACTIVATED | OBJFLAG_DOOR_OPENTOFRONT, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0x00000001, 0x00000600) door(0x0100, MODEL_AIVILLADOOR2A, PAD_ELD_0186, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x005a0000, 0x03e80000, 0x012c0000, 0x012c0000, 0x00030000, 0, DOORTYPE_SWINGING, 0x00000000, 0x000005dc, 0x00000000, 0xffffffff, 0x00000000) tag(0x0a, 1) key(0x0080, MODEL_KEYCARD, 0x004b, OBJFLAG_ASSIGNEDTOCHR, 0, 0, 64) rename_object(-1, WEAPON_KEYCARD4A, L_ELD_030, L_ELD_031, L_ELD_032, L_ELD_033, L_ELD_034) // "Obtain door key." stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_01A5, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_SOFA, PAD_ELD_01A6, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_COFFEE_TABLE, PAD_ELD_01AF, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x014c, MODEL_DD_PLANTRUBBER, PAD_ELD_01FE, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0100, MODEL_DD_PLANTSPIDER, PAD_ELD_01FF, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0280, MODEL_DD_PLANTSPIKE, PAD_ELD_0200, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x014c, MODEL_DD_PLANTRUBBER, PAD_ELD_0201, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x014c, MODEL_DD_PLANTSPIDER, PAD_ELD_0202, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x014c, MODEL_DD_PLANTSPIKE, PAD_ELD_0203, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_DD_PLANTRUBBER, PAD_ELD_0204, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0180, MODEL_DD_PLANTSPIDER, PAD_ELD_0205, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x014c, MODEL_DD_PLANTSPIKE, PAD_ELD_0206, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x014c, MODEL_DD_PLANTRUBBER, PAD_ELD_0207, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0100, MODEL_DD_PLANTSPIDER, PAD_ELD_0208, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0180, MODEL_DD_PLANTSPIKE, PAD_ELD_0209, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x014c, MODEL_DD_PLANTRUBBER, PAD_ELD_020A, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0100, MODEL_DD_PLANTSPIDER, PAD_ELD_020B, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x014c, MODEL_DD_PLANTSPIKE, PAD_ELD_020C, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0133, MODEL_DD_PLANTSPIDER, PAD_ELD_020D, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0100, MODEL_DD_PLANTSPIKE, PAD_ELD_020E, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_DD_PLANTRUBBER, PAD_ELD_020F, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0100, MODEL_DD_PLANTSPIDER, PAD_ELD_0210, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x014c, MODEL_DD_PLANTSPIKE, PAD_ELD_0211, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0280, MODEL_DD_PLANTSPIKE, PAD_ELD_0212, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0100, MODEL_DD_PLANTSPIDER, PAD_ELD_0213, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, 0, 1000) stdobject(0x0180, MODEL_DD_PLANTSPIKE, PAD_ELD_0214, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0180, MODEL_DD_PLANTSPIKE, PAD_ELD_0215, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0080, MODEL_DD_PLANTSPIKE, PAD_ELD_0216, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0080, MODEL_DD_PLANTSPIKE, PAD_ELD_0217, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0080, MODEL_DD_PLANTSPIKE, PAD_ELD_0218, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_A51WASTEBIN, PAD_ELD_021A, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_A51WASTEBIN, PAD_ELD_021B, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_TABLE, PAD_ELD_01B0, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_IMMUNETOGUNFIRE, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_021C, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_021D, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_021E, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_021F, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_0220, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_0221, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_0222, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_0223, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_0224, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x00cc, MODEL_CV_CHAIR1, PAD_ELD_0225, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0200, MODEL_DD_PLANTSPIKE, PAD_ELD_0219, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR | OBJFLAG_AISEETHROUGH, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_SHOOTTHROUGH, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0200, MODEL_VILLASTOOL, PAD_ELD_0237, OBJFLAG_FALL | OBJFLAG_00000100, 0, OBJFLAG3_PUSHABLE, 1000) stdobject(0x0100, MODEL_CV_F_BED, PAD_ELD_0226, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) stdobject(0x0200, MODEL_CV_CABINET, PAD_ELD_0227, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) stdobject(0x0200, MODEL_CV_CABINET, PAD_ELD_0228, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, OBJFLAG2_NOFALL | OBJFLAG2_IMMUNETOGUNFIRE, 0, 1000) tag(0x10, 1) shield(0x0100, MODEL_CHRSHIELD, PAD_ELD_0238, OBJFLAG_FALL, OBJFLAG2_EXCLUDE_SA | OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1000) tag(0x11, 1) shield(0x0100, MODEL_CHRSHIELD, PAD_ELD_0239, OBJFLAG_FALL, OBJFLAG2_EXCLUDE_SA | OBJFLAG2_EXCLUDE_PA | OBJFLAG2_EXCLUDE_PD, 0, 1000) stdobject(0x0100, MODEL_A51_CRATE2, PAD_ELD_01EC, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_IGNOREFLOORCOLOUR, 0, 0, 1000) weapon(0x0100, MODEL_CHRDEVASTATOR, -1, OBJFLAG_INSIDEANOTHEROBJ | OBJFLAG_INVINCIBLE | OBJFLAG_WEAPON_NOAMMO, 0, 0, WEAPON_DEVASTATOR) tag(0x99, -1) endprops }; s32 intro[] = { spawn(PAD_ELD_00BE) ammo(AMMOTYPE_RIFLE, 100) ammo(AMMOTYPE_SMG, 100) ammo(AMMOTYPE_DEVASTATOR, 3) intro_weapon(WEAPON_UNARMED, -1) intro_weapon(WEAPON_RTRACKER, -1) endintro }; s32 path00[] = { PAD_ELD_0096, PAD_ELD_008A, PAD_ELD_008B, PAD_ELD_008C, PAD_ELD_0087, PAD_ELD_0088, PAD_ELD_0089, PAD_ELD_0083, PAD_ELD_0084, PAD_ELD_0085, -1, }; s32 path01[] = { PAD_ELD_0085, PAD_ELD_0084, PAD_ELD_0083, PAD_ELD_0089, PAD_ELD_0088, PAD_ELD_0087, PAD_ELD_008C, PAD_ELD_008B, PAD_ELD_008A, PAD_ELD_0096, -1, }; u8 func1001_objectives_failed_msg[] = { yield set_ailist(CHR_SELF, GAILIST_SHOW_OBJ_FAILED_MSG) endlist }; u8 func1400_setup_counterop[] = { yield set_chr_team(CHR_ANTI, TEAM_20) set_ailist(CHR_SELF, GAILIST_REBUILD_GROUPS) endlist }; u8 func1002_intro_from_menu[] = { set_stage_flag(STAGEFLAG_PLAYING_INTRO_FROM_MENU) set_ailist(CHR_SELF, AILIST_INTRO) endlist }; u8 func1002_intro[] = { set_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) camera_movement(ANIM_CUT_ELD_INTRO_CAM_01) set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) if_stage_flag_eq(STAGEFLAG_PLAYING_INTRO_FROM_MENU, TRUE, /*goto*/ 0x2e) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) label(0x2e) chr_do_animation(ANIM_CUT_ELD_INTRO_NEG_01, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4) remove_chr(CHR_NEGOTIATOR) play_cutscene_track(MUSIC_VILLA_INTRO3) goto_next(0x06) label(0x2d) play_cutscene_track(MUSIC_VILLA_INTRO2) chr_do_animation(ANIM_CUT_ELD_INTRO_NEG_01, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_NEGOTIATOR, 4) label(0x06) set_chr_chrflag(CHR_TAKER1, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER1, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TAKER1, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER1_01, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER1, 4) set_chr_chrflag(CHR_TAKER2, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER2, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TAKER2, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER2_01, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER2, 4) enable_object(OBJ_DROPSHIP) set_object_flag2(OBJ_DROPSHIP, OBJFLAG2_CANFILLVIEWPORT) set_object_flag3(OBJ_DROPSHIP, OBJFLAG3_00000010) object_do_animation(ANIM_CUT_ELD_INTRO_DROPSHIP_01, OBJ_DROPSHIP, 0x04, 0xffff) restart_timer fade_to_color(0x000000ff, 0) fade_to_color(0x00000000, 110) set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE) yield set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE) #define wait_until(time, loopid) \ beginloop(loopid) \ if_controller_button_pressed(/*goto*/ 0x56) \ if_timer_gt(time, /*goto*/ 0x06) \ endloop(loopid) \ \ label(0x06) wait_until(205, 0xab) speak(CHR_BOND, L_ELD_039, MP3_03FF, CHANNEL_4, COLOR_09_BLUE) // "Agent Dark Mission Log, 1846 hours. Last night we ..." wait_until(680, 0x66) play_sound(SFX_0161, CHANNEL_7) wait_until(687, 0x67) play_sound(SFX_0162, CHANNEL_6) wait_until(708, 0x68) play_sound(SFX_0163, CHANNEL_7) wait_until(716, 0x69) play_sound(SFX_0164, CHANNEL_7) wait_until(914, 0x6a) play_sound(SFX_0171, CHANNEL_7) wait_until(1010, 0x6b) play_sound(SFX_0172, CHANNEL_7) wait_until(1048, 0x6c) play_sound(SFX_0173, CHANNEL_7) wait_until(1075, 0x6d) play_sound(SFX_0161, CHANNEL_7) wait_until(1100, 0xac) speak(CHR_BOND, L_ELD_040, MP3_0400, CHANNEL_4, COLOR_09_BLUE) // "Unfortunately, we don't have it. Daniel and Dr. Ca..." wait_until(1118, 0x6e) play_sound(SFX_0162, CHANNEL_7) wait_until(1148, 0x6f) play_sound(SFX_0163, CHANNEL_7) wait_until(1175, 0x70) play_sound(SFX_0161, CHANNEL_7) wait_until(1193, 0x71) play_sound(SFX_0163, CHANNEL_7) wait_until(1214, 0x72) play_sound(SFX_0161, CHANNEL_7) wait_until(1313, 0x73) play_sound(SFX_0164, CHANNEL_7) wait_until(1313, 0x74) play_sound(SFX_0163, CHANNEL_6) wait_until(1331, 0x75) play_sound(SFX_0174, CHANNEL_7) wait_until(1348, 0x76) play_sound(SFX_0161, CHANNEL_7) wait_until(1366, 0x77) play_sound(SFX_0162, CHANNEL_7) wait_until(1386, 0x78) play_sound(SFX_0163, CHANNEL_7) wait_until(1390, 0x79) play_sound(SFX_0164, CHANNEL_7) wait_until(1450, 0x7a) play_sound(SFX_0161, CHANNEL_7) wait_until(1458, 0x7b) play_sound(SFX_0164, CHANNEL_7) wait_until(1519, 0x7c) play_sound(SFX_0162, CHANNEL_7) wait_until(1544, 0x7d) play_sound(SFX_0161, CHANNEL_7) wait_until(1554, 0x7e) play_sound(SFX_0164, CHANNEL_6) wait_until(1592, 0x7f) play_sound(SFX_0162, CHANNEL_7) wait_until(1618, 0x81) play_sound(SFX_0163, CHANNEL_7) wait_until(1645, 0x82) play_sound(SFX_0162, CHANNEL_7) wait_until(1654, 0x83) play_sound(SFX_0164, CHANNEL_6) wait_until(1657, 0x84) play_sound(SFX_0161, CHANNEL_6) wait_until(1679, 0x85) play_sound(SFX_0164, CHANNEL_6) wait_until(1683, 0x86) play_sound(SFX_0162, CHANNEL_6) wait_until(1692, 0x87) play_sound(SFX_0163, CHANNEL_6) wait_until(1716, 0x88) play_sound(SFX_0164, CHANNEL_6) beginloop(0x08) if_camera_animating(/*goto*/ 0x2d) goto_next(0x56) label(0x2d) if_controller_button_pressed(/*goto*/ 0x56) label(0x2d) endloop(0x08) label(0x56) if_controller_button_pressed(/*goto*/ 0x56) camera_movement(ANIM_CUT_ELD_INTRO_CAM_02) set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) if_stage_flag_eq(STAGEFLAG_PLAYING_INTRO_FROM_MENU, TRUE, /*goto*/ 0x2e) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) label(0x2e) chr_do_animation(ANIM_CUT_ELD_INTRO_NEG_02, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4) goto_next(0x06) label(0x2d) chr_do_animation(ANIM_CUT_ELD_INTRO_NEG_02, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_NEGOTIATOR, 4) label(0x06) set_chr_chrflag(CHR_TAKER1, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER1, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TAKER1, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER1_02, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER1, 4) set_chr_chrflag(CHR_TAKER2, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER2, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TAKER2, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER2_02, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER2, 4) restart_timer wait_until(50, 0xaa) speak(CHR_BOND, L_ELD_041, MP3_0401, CHANNEL_4, COLOR_09_BLUE) // "Hopefully our phoney negotiator ploy will give me ..." restart_timer wait_until(295, 0x89) play_sound(SFX_0179, CHANNEL_6) wait_until(302, 0x8a) play_sound(SFX_017A, CHANNEL_7) wait_until(333, 0x8b) play_sound(SFX_017B, CHANNEL_7) wait_until(338, 0x8c) play_sound(SFX_017A, CHANNEL_6) wait_until(344, 0x8d) play_sound(SFX_017C, CHANNEL_7) wait_until(353, 0x8e) play_sound(SFX_0179, CHANNEL_6) wait_until(372, 0x8f) play_sound(SFX_017A, CHANNEL_6) wait_until(412, 0x90) play_sound(SFX_017A, CHANNEL_6) wait_until(415, 0x91) play_sound(SFX_017B, CHANNEL_7) wait_until(466, 0x92) play_sound(SFX_0179, CHANNEL_6) wait_until(472, 0x93) play_sound(SFX_017C, CHANNEL_7) wait_until(515, 0x94) play_sound(SFX_017A, CHANNEL_6) wait_until(533, 0x95) play_sound(SFX_017B, CHANNEL_6) wait_until(535, 0x96) wait_until(561, 0x97) play_sound(SFX_017B, CHANNEL_6) wait_until(570, 0x98) play_sound(SFX_017C, CHANNEL_7) wait_until(572, 0x99) beginloop(0x09) if_camera_animating(/*goto*/ 0x2d) goto_next(0x56) label(0x2d) if_controller_button_pressed(/*goto*/ 0x56) label(0x2d) endloop(0x09) label(0x56) if_stage_flag_eq(STAGEFLAG_PLAYING_INTRO_FROM_MENU, TRUE, /*goto*/ 0x4f) if_difficulty_lt(DIFF_PA, /*goto*/ 0x4e) goto_next(0x4f) label(0x4e) camera_movement(ANIM_CUT_ELD_INTRO_CAM_03) cmd0175(60) if_controller_button_pressed(/*goto*/ 0x56) set_chr_chrflag(CHR_NEGOTIATOR, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_NEGOTIATOR, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_NEGOTIATOR, CHRHFLAG_00020000) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_NEGOTIATOR, 4) set_chr_chrflag(CHR_TAKER1, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER1, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TAKER1, CHRHFLAG_00020000) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER1, 4) set_chr_chrflag(CHR_TAKER2, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER2, CHRCFLAG_HIDDEN) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER2, 4) set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_JO_01, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4) enable_object(OBJ_DROPSHIP) set_object_flag2(OBJ_DROPSHIP, OBJFLAG2_CANFILLVIEWPORT) set_object_flag3(OBJ_DROPSHIP, OBJFLAG3_00000010) object_do_animation(ANIM_CUT_ELD_INTRO_DROPSHIP_02, OBJ_DROPSHIP, 0x04, 0xffff) restart_timer wait_until(238, 0x9e) play_sound(SFX_046E, CHANNEL_6) wait_until(305, 0x9f) play_sound(SFX_JO_LANDING_046F, CHANNEL_6) wait_until(313, 0xa0) play_sound(SFX_04AE, CHANNEL_7) wait_until(350, 0xa1) play_sound(SFX_0085, CHANNEL_6) wait_until(380, 0xa2) play_sound(SFX_0161, CHANNEL_6) wait_until(381, 0xa3) play_sound(SFX_0162, CHANNEL_7) wait_until(400, 0xa4) play_sound(SFX_0163, CHANNEL_6) wait_until(429, 0xa5) play_sound(SFX_0164, CHANNEL_6) beginloop(0x0a) if_camera_animating(/*goto*/ 0x2d) goto_next(0x56) label(0x2d) if_controller_button_pressed(/*goto*/ 0x56) label(0x2d) endloop(0x0a) label(0x56) set_stage_flag(STAGEFLAG_INTRO_FINISHED) label(0x06) mute_channel(CHANNEL_0) mute_channel(CHANNEL_1) mute_channel(CHANNEL_2) mute_channel(CHANNEL_3) mute_channel(CHANNEL_4) mute_channel(CHANNEL_5) mute_channel(CHANNEL_6) mute_channel(CHANNEL_7) unset_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_JO_01, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 2) unset_chr_chrflag(CHR_NEGOTIATOR, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_NEGOTIATOR, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_NEG_02, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_NEGOTIATOR, 2) unset_chr_chrflag(CHR_TAKER1, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_TAKER1, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER1_02, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER1, 2) unset_chr_chrflag(CHR_TAKER2, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_TAKER2, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER2_02, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER2, 2) disable_object(OBJ_DROPSHIP) stop_cutscene_track stop_ambient_track play_x_track(XREASON_DEFAULT, 10, 30) unset_stage_flag(STAGEFLAG_PLAYING_INTRO_FROM_MENU) enter_firstperson yield chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS, 0, CHR_NEGOTIATOR, 2) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS, 0, CHR_TAKER1, 2) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, CHRANIMFLAG_MOVEWHENINVIS, 0, CHR_TAKER2, 2) set_ailist(CHR_TAKER1, AILIST_INIT_TAKER) set_ailist(CHR_TAKER2, AILIST_INIT_TAKER) set_ailist(CHR_NEGOTIATOR, AILIST_NEGOTIATOR) unset_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x4f) camera_movement(ANIM_CUT_ELD_INTRO_CAM_04) cmd0175(60) disable_object(OBJ_DROPSHIP) if_controller_button_pressed(/*goto*/ 0x56) set_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_JO_02, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 4) set_chr_chrflag(CHR_TAKER1, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER1, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TAKER1, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER1_03, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER1, 4) set_chr_chrflag(CHR_TAKER2, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_TAKER2, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_TAKER2, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER2_03, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER2, 4) restart_timer beginloop(0xa6) if_controller_button_pressed(/*goto*/ 0x56) if_timer_gt(17, /*goto*/ 0x06) goto_first(0xa6) label(0x06) play_sound(SFX_0179, CHANNEL_6) beginloop(0xa7) if_controller_button_pressed(/*goto*/ 0x56) if_timer_gt(60, /*goto*/ 0x06) goto_first(0xa7) label(0x06) play_sound(SFX_017A, CHANNEL_6) beginloop(0xa8) if_controller_button_pressed(/*goto*/ 0x56) if_timer_gt(96, /*goto*/ 0x06) goto_first(0xa8) label(0x06) play_sound(SFX_017B, CHANNEL_6) beginloop(0xa9) if_controller_button_pressed(/*goto*/ 0x56) if_timer_gt(144, /*goto*/ 0x06) goto_first(0xa9) label(0x06) play_sound(SFX_017C, CHANNEL_6) beginloop(0x0b) if_camera_animating(/*goto*/ 0x2d) goto_next(0x56) label(0x2d) if_controller_button_pressed(/*goto*/ 0x56) label(0x2d) goto_first(0x0b) label(0x56) set_stage_flag(STAGEFLAG_INTRO_FINISHED) label(0x06) mute_channel(CHANNEL_0) mute_channel(CHANNEL_1) mute_channel(CHANNEL_2) mute_channel(CHANNEL_3) mute_channel(CHANNEL_4) mute_channel(CHANNEL_5) mute_channel(CHANNEL_6) mute_channel(CHANNEL_7) unset_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_INTRO_JO_02, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_BOND, 2) unset_chr_chrflag(CHR_TAKER1, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_TAKER1, CHRHFLAG_00020000) set_chr_chrflag(CHR_TAKER1, CHRCFLAG_FORCETOGROUND) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER1_03, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER1, 2) unset_chr_chrflag(CHR_TAKER2, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_TAKER2, CHRHFLAG_00020000) set_chr_chrflag(CHR_TAKER2, CHRCFLAG_FORCETOGROUND) chr_do_animation(ANIM_CUT_ELD_INTRO_TAKER2_03, -2, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_TAKER2, 2) disable_object(OBJ_DROPSHIP) stop_cutscene_track stop_ambient_track play_x_track(XREASON_DEFAULT, 10, 30) enter_firstperson yield set_ailist(CHR_TAKER1, AILIST_TAKER) set_ailist(CHR_TAKER2, AILIST_TAKER) unset_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0c02_outro_from_menu[] = { set_ailist(CHR_CARRINGTON, GAILIST_IDLE) set_ailist(CHR_SELF, AILIST_OUTRO) endlist }; u8 func0408_outro[] = { camera_movement(ANIM_CUT_ELD_OUTRO_CAM) play_cutscene_track(MUSIC_VILLA_OUTRO) set_chr_chrflag(CHR_ANTI, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_P1P2_OPPOSITE, CHRCFLAG_HIDDEN) set_ailist(CHR_P1P2, GAILIST_IDLE) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_INVINCIBLE) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_UNEXPLODABLE) set_chr_chrflag(CHR_P1P2, CHRCFLAG_UNPLAYABLE) #if VERSION >= VERSION_NTSC_1_0 unset_chr_chrflag(CHR_P1P2, CHRCFLAG_HIDDEN) #endif set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_OUTRO_JO, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_P1P2, 4) set_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_UNPLAYABLE) unset_chr_chrflag(CHR_CARRINGTON, CHRCFLAG_HIDDEN) set_chr_hiddenflag(CHR_CARRINGTON, CHRHFLAG_00020000) chr_do_animation(ANIM_CUT_ELD_OUTRO_CARR, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_CARRINGTON, 4) show_nonessential_chrs(FALSE) restart_timer set_cutscene_weapon(CHR_P1P2, WEAPON_NONE, WEAPON_NONE) yield set_cutscene_weapon(CHR_P1P2, WEAPON_NONE, WEAPON_NONE) #define outro_wait_until1(time, msg, loopid) \ beginloop(loopid) \ dprint msg, '\n', 0, \ if_controller_button_pressed(/*goto*/ 0x56) \ if_timer_gt(time, /*goto*/ 0x06) \ endloop(loopid) \ label(0x06) #define outro_wait_until2(time, msg1, msg2, loopid) \ beginloop(loopid) \ dprint msg1, msg2, '\n', 0, \ if_controller_button_pressed(/*goto*/ 0x56) \ if_timer_gt(time, /*goto*/ 0x06) \ endloop(loopid) \ label(0x06) outro_wait_until1(14, '1', 0x66) play_sound(SFX_FOOTSTEP_80D0, CHANNEL_7) outro_wait_until1(36, '2', 0x67) play_sound(SFX_FOOTSTEP_80D1, CHANNEL_6) outro_wait_until1(40, '3', 0x68) speak(CHR_P1P2, L_ELD_042, MP3_0402, CHANNEL_4, COLOR_09_BLUE) // "Sir? Are you injured?" outro_wait_until1(58, '4', 0xad) play_sound(SFX_FOOTSTEP_80D2, CHANNEL_7) outro_wait_until1(80, '5', 0x69) play_sound(SFX_FOOTSTEP_80D3, CHANNEL_7) outro_wait_until1(102, '6', 0x6a) play_sound(SFX_FOOTSTEP_80D0, CHANNEL_7) outro_wait_until1(142, '7', 0x6b) play_sound(SFX_FOOTSTEP_80D1, CHANNEL_7) outro_wait_until1(164, '8', 0x6c) play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until1(165, '9', 0xae) speak(CHR_P1P2, L_ELD_043, MP3_0403, CHANNEL_4, COLOR_05_GREEN) // "No, Joanna, I'm okay, but those dataDyne thugs mad..." outro_wait_until2(195, '1','0', 0x6d) play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(213, '1','1', 0x6e) play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(231, '1','2', 0x6f) play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) outro_wait_until2(235, '1','3', 0x70) play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) // @bug: No check for button presses for about 8 seconds while Carrington is // saying the above line. beginloop(0xaf) dprint '1','4','\n',0, if_timer_gt(738, /*goto*/ 0x06) endloop(0xaf) label(0x06) speak(CHR_P1P2, L_ELD_044, MP3_0404, CHANNEL_4, COLOR_09_BLUE) // "It's not your fault, sir. I should have been quick..." outro_wait_until2(956, '1','5', 0xb0) speak(CHR_P1P2, L_ELD_045, MP3_0405, CHANNEL_4, COLOR_05_GREEN) // "Don't blame yourself, Joanna. Dr. Caroll told me t..." outro_wait_until2(2280, '2','2', 0xb1) speak(CHR_P1P2, L_ELD_046, MP3_0406, CHANNEL_4, COLOR_09_BLUE) // "That won't be a problem, sir. So, did Dr. Caroll h..." outro_wait_until2(2457, '1','6', 0x71) play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until2(2496, '1','7', 0x72) play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(2620, '2','6', 0x7a) speak(CHR_P1P2, L_ELD_047, MP3_0407, CHANNEL_5, COLOR_05_GREEN) // "Oh, yes, indeed. He certainly did, and I'll brief ..." outro_wait_until2(2730, '1','8', 0x73) play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(2808, '1','9', 0x74) play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) outro_wait_until2(2861, '2','0', 0x75) play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until2(3030, '2','1', 0x76) play_sound(SFX_FOOTSTEP_80D1, CHANNEL_7) outro_wait_until2(3098, '2','3', 0x77) play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(3194, '2','4', 0x78) play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(3276, '2','5', 0x79) play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) outro_wait_until2(3370, '2','7', 0x7b) play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until2(3463, '2','8', 0x7c) play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(3503, '2','9', 0x7d) play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(3545, '3','0', 0x7e) play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) beginloop(0x08) if_camera_animating(/*goto*/ 0x2d) goto_next(0x56) label(0x2d) if_controller_button_pressed(/*goto*/ 0x56) label(0x2d) endloop(0x08) label(0x56) label(0x06) dprint '3','2','\n',0, mute_channel(CHANNEL_7) mute_channel(CHANNEL_6) mute_channel(CHANNEL_5) stop_cutscene_track stop_ambient_track end_level set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1003_give_items[] = { yield yield yield yield label(0x04) if_difficulty_lt(DIFF_PA, /*goto*/ 0x06) // PA give_object_to_chr(0x01, CHR_BOND) give_object_to_chr(0x89, CHR_COOP) chr_draw_weapon(CHR_BOND, WEAPON_UNARMED) chr_draw_weapon(CHR_COOP, WEAPON_UNARMED) disable_object(0x02) disable_object(0x8a) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x08) set_ailist(CHR_SELF, GAILIST_IDLE) // A and SA label(0x06) give_object_to_chr(0x02, CHR_BOND) give_object_to_chr(0x8a, CHR_COOP) chr_draw_weapon(CHR_BOND, WEAPON_SNIPERRIFLE) chr_draw_weapon(CHR_COOP, WEAPON_SNIPERRIFLE) disable_object(0x01) disable_object(0x89) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x08) set_ailist(CHR_SELF, GAILIST_IDLE) // Velvet doesn't exist label(0x08) disable_object(0x8a) disable_object(0x89) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1004_check_negotiator[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x04) goto_next(0x2d) // A and SA beginloop(0x04) if_stage_flag_eq(STAGEFLAG_NEGOTIATOR_ESCAPED, TRUE, /*goto*/ 0x2d) if_chr_dead(CHR_NEGOTIATOR, /*goto*/ 0x06) endloop(0x04) label(0x06) show_hudmsg(CHR_BOND, L_ELD_011) // "Negotiator has been killed." set_stage_flag(STAGEFLAG_NEGOTIATOR_DEAD) // PA label(0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0401_init_taker[] = { set_chr_maxdamage(CHR_SELF, 1) if_difficulty_gt(DIFF_SA, /*goto*/ 0x2d) unset_self_flag_bankx(CHRFLAG0_CANLOSEGUN, BANK_0) label(0x2d) set_ailist(CHR_SELF, AILIST_TAKER) endlist }; u8 func0402_taker[] = { set_self_chrflag(CHRCFLAG_NOFRIENDLYFIRE) yield yield if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) // PA set_shotlist(GAILIST_ALERTED) goto_next(0x06) // A and SA label(0x2d) set_shotlist(AILIST_TAKER) // All difficulties label(0x06) if_just_injured(CHR_SELF, /*goto*/ 0x61) goto_next(0x03) // Wait for injury recovery beginloop(0x61) if_chr_stopped(/*goto*/ 0x2d) endloop(0x61) // Injury recovered label(0x2d) goto_next(0x6f) label(0x03) if_difficulty_gt(DIFF_SA, /*goto*/ 0x2d) if_self_flag_bankx_eq(CHRFLAG0_HOLD_POSITION, TRUE, BANK_0, /*goto*/ 0x6f) set_self_flag_bankx(CHRFLAG0_HOLD_POSITION, BANK_0) label(0x2d) restart_timer if_difficulty_lt(DIFF_PA, /*goto*/ 0x63) label(0x60) if_self_flag_bankx_eq(CHRFLAG0_HEAR_REQUIRE_LOS, TRUE, BANK_0, /*goto*/ 0x06) set_target_chr(CHR_COOP) if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x06) goto_next(0x03) label(0x06) set_target_chr(CHR_BOND) label(0x03) try_attack_stand(ATTACKFLAG_AIMATTARGET | ATTACKFLAG_AIMONLY, 0, /*goto*/ 0x05) beginloop(0x05) if_distance_to_target_gt(1000, /*goto*/ 0x2e) if_distance_to_target_lt(300, /*goto*/ 0x06) if_self_flag_bankx_eq(CHRFLAG0_SKIPSAFETYCHECKS, TRUE, BANK_0, /*goto*/ 0x06) if_chr_weapon_equipped(CHR_BOND, WEAPON_LAPTOPGUN, /*goto*/ 0x0b) label(0x2d) if_timer_gt(600, /*goto*/ 0x06) endloop(0x05) // Jo got away label(0x2e) set_returnlist(CHR_SELF, GAILIST_ALERTED) set_ailist(CHR_SELF, GAILIST_ALERTED) // Jo got too close label(0x06) set_self_flag_bankx(CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) try_modify_attack(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x09) beginloop(0x09) if_chr_stopped(/*goto*/ 0x06) endloop(0x09) label(0x06) goto_first(0x03) // Laptop gun equipped label(0x0b) set_self_flag_bankx(CHRFLAG0_SKIPSAFETYCHECKS, BANK_0) say_quip(CHR_BOND, QUIP_SURPRISED, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00) restart_timer chr_do_animation(ANIM_SURPRISED_0202, 0, -1, CHRANIMFLAG_SLOWUPDATE, 10, CHR_SELF, 2) beginloop(0x5f) if_timer_gt(180, /*goto*/ 0x5e) endloop(0x5f) label(0x5e) goto_first(0x60) label(0x63) restart_timer set_target_chr(CHR_NEGOTIATOR) label(0x03) try_attack_stand(ATTACKFLAG_AIMATTARGET | ATTACKFLAG_AIMONLY, 0, /*goto*/ 0x04) beginloop(0x04) chr_toggle_p1p2(CHR_SELF) dprint 'A','I','M','I','N','G',' ','A','T',' ','M','E','\n',0, if_chr_distance_to_pad_lt(CHR_P1P2, 200, PAD_ELD_0236, /*goto*/ 0x06) label(0x2d) if_self_flag_bankx_eq(CHRFLAG0_CAN_FLEESURRENDER, TRUE, BANK_0, /*goto*/ 0x06) set_target_chr(CHR_NEGOTIATOR) if_chr_death_animation_finished(CHR_NEGOTIATOR, /*goto*/ 0x10) if_chr_dead(CHR_NEGOTIATOR, /*goto*/ 0x10) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2d) if_timer_gt(600, /*goto*/ 0x06) reloop(0x04) label(0x2d) if_timer_gt(900, /*goto*/ 0x06) endloop(0x04) label(0x06) set_chr_flag_bankx(CHR_TAKER1, CHRFLAG0_CAN_FLEESURRENDER, BANK_0) set_chr_flag_bankx(CHR_TAKER2, CHRFLAG0_CAN_FLEESURRENDER, BANK_0) restart_timer beginloop(0x0c) if_chr_death_animation_finished(CHR_NEGOTIATOR, /*goto*/ 0x10) if_chr_dead(CHR_NEGOTIATOR, /*goto*/ 0x10) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2d) if_timer_gt(600, /*goto*/ 0x06) reloop(0x0c) label(0x2d) if_timer_gt(1200, /*goto*/ 0x06) endloop(0x0c) // Shoot label(0x6f) label(0x06) try_modify_attack(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x08) beginloop(0x08) if_chr_death_animation_finished(CHR_NEGOTIATOR, /*goto*/ 0x06) if_chr_dead(CHR_NEGOTIATOR, /*goto*/ 0x06) if_chr_stopped(/*goto*/ 0x06) endloop(0x08) label(0x06) if_chr_death_animation_finished(CHR_NEGOTIATOR, /*goto*/ 0x10) if_chr_dead(CHR_NEGOTIATOR, /*goto*/ 0x10) goto_first(0x03) label(0x10) try_walk_to_target(/*goto*/ 0x0d) beginloop(0x0d) if_self_flag_bankx_eq(CHRFLAG0_HEAR_REQUIRE_LOS, FALSE, BANK_0, /*goto*/ 0x06) if_distance_to_target_lt(200, /*goto*/ 0x2d) reloop(0x0d) label(0x06) if_distance_to_target_lt(200, /*goto*/ 0x2d) if_chr_stopped(/*goto*/ 0x2d) endloop(0x0d) label(0x2d) if_self_flag_bankx_eq(CHRFLAG0_HEAR_REQUIRE_LOS, TRUE, BANK_0, /*goto*/ 0x06) chr_do_animation(ANIM_01FD, 0, -1, 0, 10, CHR_SELF, 2) goto_next(0x0e) label(0x06) chr_do_animation(ANIM_TALKING_0232, 0, -1, 0, 10, CHR_SELF, 2) beginloop(0x0e) if_saw_injury(0x00, /*goto*/ 0x2e) if_chr_stopped(/*goto*/ 0x2d) endloop(0x0e) label(0x2d) if_self_flag_bankx_eq(CHRFLAG0_HEAR_REQUIRE_LOS, TRUE, BANK_0, /*goto*/ 0x2d) walk_to_pad(PAD_ELD_004F) goto_next(0x11) label(0x2d) walk_to_pad(PAD_ELD_004F) beginloop(0x11) if_saw_injury(0x00, /*goto*/ 0x2e) if_chr_stopped(/*goto*/ 0x2d) endloop(0x11) label(0x2d) remove_chr(CHR_SELF) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2e) stop_chr set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100f_check_takers_dead[] = { beginloop(0x04) if_chr_dead(CHR_TAKER1, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_TAKER1, /*goto*/ 0x2d) if_chr_knockedout(CHR_TAKER1, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_TAKER2, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_TAKER2, /*goto*/ 0x2d) if_chr_knockedout(CHR_TAKER2, /*goto*/ 0x2d) endloop(0x04) label(0x2d) set_stage_flag(STAGEFLAG_TAKERS_DEAD) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0403_negotiator[] = { set_chr_maxdamage(CHR_SELF, 1) stop_chr beginloop(0x09) if_stage_flag_eq(STAGEFLAG_TAKERS_DEAD, TRUE, /*goto*/ 0x06) endloop(0x09) label(0x06) run_to_pad(PAD_ELD_004F) beginloop(0x08) dprint 'R','U','N',' ','T','O',' ','P','A','D','\n',0, if_chr_stopped(/*goto*/ 0x06) endloop(0x08) label(0x06) show_hudmsg(CHR_BOND, L_ELD_013) // "Negotiator has escaped to safety." set_stage_flag(STAGEFLAG_NEGOTIATOR_ESCAPED) stop_x_track(XREASON_DEFAULT) remove_chr(CHR_SELF) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1005_toggle_snipers[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) goto_next(0x2e) // A and SA label(0x2d) disable_chr(CHR_SNIPER1) disable_chr(CHR_SNIPER2) disable_chr(CHR_SNIPER3) disable_chr(CHR_SNIPER4) disable_chr(CHR_SNIPER5) disable_chr(CHR_SNIPER6) disable_chr(CHR_SNIPER7) disable_chr(CHR_SNIPER8) beginloop(0x08) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x002b, /*goto*/ 0x06) endloop(0x08) // PA label(0x2e) disable_chr(CHR_SNIPER1) disable_chr(CHR_SNIPER2) disable_chr(CHR_SNIPER3) disable_chr(CHR_SNIPER4) disable_chr(CHR_SNIPER6) disable_chr(CHR_SNIPER7) set_ailist(CHR_SNIPER5, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER8, AILIST_ENABLE_SNIPER) // Room 0x004e is the dock, ramp, and wooden floor at the top of the ramp. // @bug: When using small characters or play as Elvis cheats, the height // criteria is not met so the snipers cannot be unhidden. Fixed in PAL. beginloop(0x09) chr_toggle_p1p2(CHR_SELF) #if VERSION >= VERSION_PAL_FINAL if_chr_y(CHR_P1P2, -550, OPERATOR_LESS_THAN, /*goto*/ 0x2d) #else if_chr_y(CHR_P1P2, -500, OPERATOR_LESS_THAN, /*goto*/ 0x2d) #endif if_chr_in_room(CHR_P1P2, 0x00, 0x004e, /*goto*/ 0x06) label(0x2d) endloop(0x09) // All difficulties label(0x06) enable_chr(CHR_SNIPER1) yield enable_chr(CHR_SNIPER2) yield enable_chr(CHR_SNIPER3) yield enable_chr(CHR_SNIPER4) yield enable_chr(CHR_SNIPER6) yield enable_chr(CHR_SNIPER7) yield if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) goto_next(0x06) // A and SA label(0x2d) yield enable_chr(CHR_SNIPER5) yield enable_chr(CHR_SNIPER8) rebuild_teams rebuild_squadrons // All difficulties label(0x06) set_ailist(CHR_SNIPER1, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER2, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER3, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER4, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER5, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER6, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER7, AILIST_ENABLE_SNIPER) set_ailist(CHR_SNIPER8, AILIST_ENABLE_SNIPER) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0404_sniper[] = { stop_chr set_shotlist(AILIST_SNIPER) set_target_chr(CHR_BOND) if_chr_dead(CHR_SELF, /*goto*/ 0x64) if_self_flag_bankx_eq(CHRFLAG0_COVER_TYPE2, TRUE, BANK_0, /*goto*/ 0x04) beginloop(0x60) if_near_miss(/*goto*/ 0x04) if_stage_flag_eq(STAGEFLAG_TAKERS_DEAD, TRUE, /*goto*/ 0x2d) endloop(0x60) label(0x2d) restart_timer beginloop(0x11) if_near_miss(/*goto*/ 0x04) if_target_aiming_at_me(/*goto*/ 0x04) if_timer_gt(300, /*goto*/ 0x04) endloop(0x11) beginloop(0x04) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) dprint 'S','T','A','R','T','\n',0, if_can_see_target(/*goto*/ 0x58) // Choose a direction to face call_rng if_rand_lt(64, /*goto*/ 0x59) if_rand_lt(128, /*goto*/ 0x5a) if_rand_lt(196, /*goto*/ 0x5b) try_face_entity(ATTACKFLAG_AIMATDIRECTION, 0, /*goto*/ 0x06) reloop(0x04) label(0x59) try_face_entity(ATTACKFLAG_AIMATDIRECTION, 0x4000, /*goto*/ 0x06) reloop(0x04) label(0x5a) try_face_entity(ATTACKFLAG_AIMATDIRECTION, 0x8000, /*goto*/ 0x06) reloop(0x04) label(0x5b) try_face_entity(ATTACKFLAG_AIMATDIRECTION, 0xc000, /*goto*/ 0x06) reloop(0x04) // Not actually running to a pad. Just waiting 2 seconds for the change // in direction, or until detected player. label(0x06) dprint 'R','U','N',' ','T','O',' ','P','A','D','\n',0, restart_timer beginloop(0x0a) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_can_see_target(/*goto*/ 0x58) if_saw_death(0x00, /*goto*/ 0x58) if_saw_injury(0x00, /*goto*/ 0x58) dprint 'F','A','C','E','\n',0, if_timer_gt(120, /*goto*/ 0x06) endloop(0x0a) // 2 seconds passed label(0x06) restart_timer label(0x10) // 4 in 255 chance of looking around, // and the animation used is random too. call_rng if_rand_gt(3, /*goto*/ 0x0b) call_rng if_rand_lt(64, /*goto*/ 0x59) if_rand_lt(128, /*goto*/ 0x5a) if_rand_lt(196, /*goto*/ 0x5b) chr_do_animation(ANIM_LOOK_AROUND_025B, 0, -1, CHRANIMFLAG_SLOWUPDATE | CHRANIMFLAG_LOCKPOS, 10, CHR_SELF, 2) goto_next(0x0b) label(0x59) chr_do_animation(ANIM_LOOK_AROUND_025C, 0, -1, CHRANIMFLAG_SLOWUPDATE | CHRANIMFLAG_LOCKPOS, 10, CHR_SELF, 2) goto_next(0x0b) label(0x5a) chr_do_animation(ANIM_LOOK_AROUND_025D, 0, -1, CHRANIMFLAG_SLOWUPDATE | CHRANIMFLAG_LOCKPOS, 10, CHR_SELF, 2) goto_next(0x0b) label(0x5b) chr_do_animation(ANIM_LOOK_AROUND_025E, 0, -1, CHRANIMFLAG_SLOWUPDATE | CHRANIMFLAG_LOCKPOS, 10, CHR_SELF, 2) label(0x0b) yield chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_can_see_target(/*goto*/ 0x58) if_saw_death(0x00, /*goto*/ 0x58) if_saw_injury(0x00, /*goto*/ 0x58) dprint 'R','U','N','\n',0, call_rng if_rand_gt(3, /*goto*/ 0x2d) if_timer_gt(600, /*goto*/ 0x06) label(0x2d) if_chr_idle(/*goto*/ 0x2d) goto_first(0x10) label(0x2d) goto_first(0x0b) label(0x06) goto_first(0x04) // Detected player label(0x58) if_can_see_attack_target(/*goto*/ 0x2d) reloop(0x04) label(0x2d) restart_timer label(0x06) try_attack_stand(ATTACKFLAG_AIMATTARGET | ATTACKFLAG_AIMONLY, 0, /*goto*/ 0x08) reloop(0x04) label(0x08) yield label(0x06) try_modify_attack(ATTACKFLAG_AIMATTARGET, 0, /*goto*/ 0x09) reloop(0x04) beginloop(0x09) if_chr_stopped(/*goto*/ 0x06) endloop(0x09) label(0x06) endloop(0x04) label(0x64) dprint 'S','N','I','P','E',' ','D','I','E','\n',0, set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1006_check_snipers_dead[] = { beginloop(0x04) if_chr_dead(CHR_SNIPER1, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER1, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_SNIPER2, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER2, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_SNIPER3, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER3, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_SNIPER4, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER4, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_SNIPER5, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER5, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_SNIPER6, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER6, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_SNIPER7, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER7, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_SNIPER8, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_SNIPER8, /*goto*/ 0x2d) endloop(0x04) label(0x2d) show_hudmsg(CHR_BOND, L_ELD_012) // "Snipers have been eliminated." set_stage_flag(STAGEFLAG_SNIPERS_DEAD) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1007_cooling_switch[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, OBJ_COOLING_SWITCH, /*goto*/ 0x06) reloop(0x04) label(0x06) assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_COOLING_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_COOLING_ACTIVE, TRUE, /*goto*/ 0x06) show_hudmsg(CHR_P1P2, L_ELD_014) // "Cooling systems have been activated." set_stage_flag(STAGEFLAG_COOLING_ACTIVE) assign_sound(SFX_8148, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_COOLING_SWITCH, TRUE) restart_timer beginloop(0x08) if_timer_gt(120, /*goto*/ 0x2d) endloop(0x08) label(0x2d) assign_sound(SFX_811C, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_COOLING_SWITCH, 1, 1200, 1600) reloop(0x04) label(0x06) mute_channel(CHANNEL_1) assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_COOLING_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_WINDMILL_ACTIVATED, FALSE, /*goto*/ 0x2d) show_hudmsg(CHR_P1P2, L_ELD_048) // "Operation denied - windmill is active." goto_next(0x67) label(0x2d) assign_sound(SFX_8149, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_COOLING_SWITCH, TRUE) show_hudmsg(CHR_P1P2, L_ELD_015) // "Cooling systems have been deactivated." unset_stage_flag(STAGEFLAG_COOLING_ACTIVE) label(0x67) restart_timer beginloop(0x09) if_timer_gt(120, /*goto*/ 0x2d) endloop(0x09) label(0x2d) endloop(0x04) endlist }; u8 func1008_power_switch[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, OBJ_POWER_SWITCH, /*goto*/ 0x06) reloop(0x04) label(0x06) assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_POWER_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_POWER_ACTIVE, TRUE, /*goto*/ 0x06) show_hudmsg(CHR_P1P2, L_ELD_016) // "Power systems have been activated." set_stage_flag(STAGEFLAG_POWER_ACTIVE) assign_sound(SFX_8148, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_POWER_SWITCH, TRUE) restart_timer beginloop(0x08) if_timer_gt(120, /*goto*/ 0x2d) endloop(0x08) label(0x2d) assign_sound(SFX_8146, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_POWER_SWITCH, 1, 1200, 1600) reloop(0x04) label(0x06) mute_channel(CHANNEL_0) assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_POWER_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_WINDMILL_ACTIVATED, FALSE, /*goto*/ 0x2d) show_hudmsg(CHR_P1P2, L_ELD_048) // "Operation denied - windmill is active." goto_next(0x67) label(0x2d) assign_sound(SFX_8149, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_POWER_SWITCH, TRUE) show_hudmsg(CHR_P1P2, L_ELD_017) // "Power systems have been deactivated." unset_stage_flag(STAGEFLAG_POWER_ACTIVE) label(0x67) restart_timer beginloop(0x09) if_timer_gt(120, /*goto*/ 0x2d) endloop(0x09) label(0x2d) endloop(0x04) endlist }; u8 func1009_windmill_switch[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_activated_object(CHR_P1P2, OBJ_WINDMILL_SWITCH, /*goto*/ 0x06) reloop(0x04) label(0x06) if_stage_flag_eq(STAGEFLAG_COOLING_ACTIVE, FALSE, /*goto*/ 0x06) if_stage_flag_eq(STAGEFLAG_POWER_ACTIVE, FALSE, /*goto*/ 0x06) // Activating assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_WINDMILL_SWITCH, TRUE) assign_sound(SFX_8148, CHANNEL_2) control_sound_from_object(CHANNEL_2, OBJ_WINDMILL_SWITCH, TRUE) restart_timer beginloop(0x08) if_timer_gt(120, /*goto*/ 0x2d) endloop(0x08) label(0x2d) assign_sound(SFX_0438, CHANNEL_2) play_sound_from_object(CHANNEL_2, OBJ_WINDMILL_SWITCH, 1, 1800, 2400) show_hudmsg(CHR_P1P2, L_ELD_018) // "Windmill has been reactivated." yield set_stage_flag(STAGEFLAG_WINDMILL_ACTIVATED) set_object_flag2(OBJ_WINDMILL, OBJFLAG2_AICANNOTUSE) unlock_door(0x06, 0x02) unlock_door(0x07, 0x02) set_ailist(CHR_SELF, GAILIST_IDLE) // Cooling and power not active label(0x06) assign_sound(SFX_MENU_SUBFOCUS, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_WINDMILL_SWITCH, TRUE) restart_timer beginloop(0x09) if_timer_gt(120, /*goto*/ 0x2d) endloop(0x09) label(0x2d) endloop(0x04) endlist }; u8 func100a_check_switches_destroyed[] = { beginloop(0x04) if_object_in_good_condition(0x03, /*goto*/ 0x2d) if_stage_flag_eq(STAGEFLAG_COOLING_ACTIVE, TRUE, /*goto*/ 0x2d) show_hudmsg(CHR_BOND, L_ELD_021) // "Critical mission object has been destroyed." set_stage_flag(STAGEFLAG_WINDMILL_SWITCH_DESTROYED) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) if_object_in_good_condition(0x04, /*goto*/ 0x2d) if_stage_flag_eq(STAGEFLAG_POWER_ACTIVE, TRUE, /*goto*/ 0x2d) show_hudmsg(CHR_BOND, L_ELD_021) // "Critical mission object has been destroyed." set_stage_flag(STAGEFLAG_WINDMILL_SWITCH_DESTROYED) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) if_object_in_good_condition(0x05, /*goto*/ 0x2d) if_stage_flag_eq(STAGEFLAG_WINDMILL_ACTIVATED, TRUE, /*goto*/ 0x2d) show_hudmsg(CHR_BOND, L_ELD_021) // "Critical mission object has been destroyed." set_stage_flag(STAGEFLAG_WINDMILL_SWITCH_DESTROYED) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) endloop(0x04) endlist }; u8 func100b_invoke_hackers[] = { yield yield yield yield yield disable_chr(CHR_HACKER1) disable_chr(CHR_HACKER2) disable_chr(CHR_HACKER3) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) goto_next(0x04) // A or SA - exit label(0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) // PA - wait for windmill beginloop(0x04) if_stage_flag_eq(STAGEFLAG_WINDMILL_ACTIVATED, TRUE, /*goto*/ 0x06) endloop(0x04) // Wait 10 seconds label(0x06) restart_timer beginloop(0x08) if_timer_gt(600, /*goto*/ 0x06) endloop(0x08) label(0x06) speak(CHR_BOND, L_ELD_022, SFX_819F, CHANNEL_4, COLOR_05_GREEN) // "Joanna! It's Grimshaw. We've got hackers at the vi..." set_stage_flag(STAGEFLAG_HACKERS_STARTED) set_object_flag3(0x0b, OBJFLAG3_RTRACKED_YELLOW) set_object_flag3(0x0d, OBJFLAG3_RTRACKED_YELLOW) enable_chr(CHR_HACKER1) yield enable_chr(CHR_HACKER2) yield enable_chr(CHR_HACKER3) yield set_ailist(CHR_HACKER1, AILIST_HACKER) set_ailist(CHR_HACKER2, AILIST_HACKER) set_ailist(CHR_HACKER3, AILIST_HACKER) unset_chr_chrflag(CHR_HACKER1, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_HACKER2, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_HACKER3, CHRCFLAG_HIDDEN) rebuild_teams rebuild_squadrons play_x_track(XREASON_DEFAULT, 10, 60) set_countdown_timer(60) show_countdown_timer start_countdown_timer beginloop(0x09) if_stage_flag_eq(STAGEFLAG_HACKERS_DEAD, TRUE, /*goto*/ 0x2d) if_countdown_timer_lt(1, /*goto*/ 0x06) endloop(0x09) // Timer expired label(0x06) show_hudmsg(CHR_BOND, L_ELD_023) // "Hackers have uploaded vital data." set_stage_flag(STAGEFLAG_HACKERS_SUCCEEDED) // Hackers dead label(0x2d) hide_countdown_timer set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0406_init_hacker[] = { set_self_chrflag(CHRCFLAG_HIDDEN) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0405_hacker[] = { chr_do_animation(ANIM_SITTING_TYPING, 0, -1, CHRANIMFLAG_PAUSEATEND | CHRANIMFLAG_SLOWUPDATE, 0, CHR_SELF, 2) beginloop(0x04) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_stage_flag_eq(STAGEFLAG_HACKERS_SUCCEEDED, TRUE, /*goto*/ 0x2d) if_los_to_target(/*goto*/ 0x09) endloop(0x04) // Hackers succeeded label(0x2d) run_to_pad(PAD_ELD_0070) beginloop(0x08) chr_toggle_p1p2(CHR_SELF) set_target_chr(CHR_P1P2) if_los_to_target(/*goto*/ 0x09) if_chr_stopped(/*goto*/ 0x06) endloop(0x08) // Reached pad label(0x06) stop_chr remove_chr(CHR_SELF) set_ailist(CHR_SELF, GAILIST_IDLE) // Sees player label(0x09) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; u8 func100c_check_hackers_dead[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x0d) beginloop(0x04) // Wait for hackers to start if_stage_flag_eq(STAGEFLAG_HACKERS_STARTED, TRUE, /*goto*/ 0x2d) reloop(0x04) // Wait until they're all dead label(0x2d) yield yield yield yield yield yield if_chr_dead(CHR_HACKER1, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_HACKER1, /*goto*/ 0x2d) if_chr_knockedout(CHR_HACKER1, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_HACKER2, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_HACKER2, /*goto*/ 0x2d) if_chr_knockedout(CHR_HACKER2, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_chr_dead(CHR_HACKER3, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_HACKER3, /*goto*/ 0x2d) if_chr_knockedout(CHR_HACKER3, /*goto*/ 0x2d) endloop(0x04) label(0x2d) if_stage_flag_eq(STAGEFLAG_HACKERS_SUCCEEDED, TRUE, /*goto*/ 0x2d) show_hudmsg(CHR_BOND, L_ELD_024) // "Hackers have been eliminated." set_stage_flag(STAGEFLAG_HACKERS_DEAD) // Hackers succeeded label(0x2d) label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func100e_check_objectives_complete[] = { // @bug: This loop waits until the door is fully open, which allows the // player to enter the cellar while closing the door behind them and then // mess with Carrington. beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_door_state(0x09, DOORSTATE_OPEN, /*goto*/ 0x2d) if_door_state(0x08, DOORSTATE_OPEN, /*goto*/ 0x2d) endloop(0x04) label(0x2d) show_hudmsg(CHR_P1P2, L_ELD_025) // "Carrington has been rescued." set_stage_flag(STAGEFLAG_CARRINGTON_RESCUED) yield yield set_invincible(CHR_BOND) revoke_control(CHR_BOND, 4) hide_countdown_timer stop_countdown_timer if_all_objectives_complete(/*goto*/ 0x5c) show_hudmsg(CHR_BOND, L_ELD_026) // "All objectives not completed - mission failed." // If all objectives aren't complete, the player is shown the message, but // if the objective completes within the next 4 seconds you pass the level // anyway. label(0x2d) restart_timer beginloop(0x5d) if_timer_gt(280, /*goto*/ 0x5c) endloop(0x5d) label(0x5c) if_all_objectives_complete(/*goto*/ 0x2d) // Mission failed - objectives incomplete end_level set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2d) if_chr_dead(CHR_BOND, /*goto*/ 0x2d) if_chr_knockedout(CHR_BOND, /*goto*/ 0x2d) goto_next(0x06) label(0x2d) if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2d) if_chr_dead(CHR_COOP, /*goto*/ 0x2d) if_chr_knockedout(CHR_COOP, /*goto*/ 0x2d) goto_next(0x06) // Mission failed - players dead label(0x2d) end_level set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) if_chr_dead(CHR_CARRINGTON, /*goto*/ 0x2d) if_chr_death_animation_finished(CHR_CARRINGTON, /*goto*/ 0x2d) if_chr_knockedout(CHR_CARRINGTON, /*goto*/ 0x2d) // Mission complete set_ailist(CHR_SELF, AILIST_OUTRO) // Carrington died... somehow label(0x2d) end_level set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1010_set_pa_negotiator_flag[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x06) set_stage_flag(STAGEFLAG_NEGOTIATOR_ESCAPED) label(0x06) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1011_setup_snipers[] = { set_chr_special_death_animation(CHR_SNIPER7, SPECIALDIE_FALLBACK) set_chr_special_death_animation(CHR_SNIPER4, SPECIALDIE_ROLL1) set_chr_special_death_animation(CHR_SNIPER5, SPECIALDIE_ROLL2) set_chr_special_death_animation(CHR_SNIPER3, SPECIALDIE_ROLL3) set_chr_chrflag(CHR_SNIPER3, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_chr_chrflag(CHR_SNIPER4, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_chr_chrflag(CHR_SNIPER5, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_chr_chrflag(CHR_SNIPER7, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_chr_chrflag(CHR_SNIPER1, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_chr_chrflag(CHR_SNIPER2, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_chr_chrflag(CHR_SNIPER6, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_chr_chrflag(CHR_SNIPER8, CHRCFLAG_HAS_SPECIAL_DEATH_ANIMATION) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1013_check_guard_subdued[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) beginloop(0x04) if_num_subdued(0, OPERATOR_GREATER_THAN, /*goto*/ 0x06) // @bug? I think this is supposed to be if_stage_flag_eq... // CHRFLAG0_ALERT_ON_HEARSPAWN uses the same bitmask as STAGEFLAG_GUARD_CAPTURED. if_self_flag_bankx_eq(CHRFLAG0_ALERT_ON_HEARSPAWN, FALSE, BANK_0, /*goto*/ 0x66) unset_stage_flag(STAGEFLAG_GUARD_CAPTURED) label(0x66) reloop(0x04) // Captured someone label(0x06) if_stage_flag_eq(STAGEFLAG_GUARD_CAPTURED, TRUE, /*goto*/ 0x2e) show_hudmsg(CHR_BOND, L_ELD_029) // "Enemy guard has been subdued." label(0x2e) #if VERSION >= VERSION_NTSC_1_0 unset_stage_flag(STAGEFLAG_FORGOT_TO_KO_GUARD) yield #endif set_stage_flag(STAGEFLAG_GUARD_CAPTURED) beginloop(0x67) if_num_subdued(1, OPERATOR_LESS_THAN, /*goto*/ 0x06) endloop(0x67) label(0x06) unset_stage_flag(STAGEFLAG_GUARD_CAPTURED) endloop(0x04) // A and SA label(0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1014_give_keycard[] = { set_chr_chrflag(CHR_BASEMENT1, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT2, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT3, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT4, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT5, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT6, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT7, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT8, CHRCFLAG_KILLCOUNTABLE) set_chr_chrflag(CHR_BASEMENT9, CHRCFLAG_KILLCOUNTABLE) set_object_flag(OBJ_KEYCARD, OBJFLAG_UNCOLLECTABLE) set_object_flag2(OBJ_KEYCARD, OBJFLAG2_INVISIBLE) // Wait until one basement guard remaining beginloop(0x04) if_stage_flag_eq(STAGEFLAG_ONE_BASEMENT_GUARD_REMAINING, TRUE, /*goto*/ 0x06) endloop(0x04) label(0x06) #define give_keycard_if_alive(chr) \ if_chr_death_animation_finished(chr, /*goto*/ 0x2d) \ if_chr_dead(chr, /*goto*/ 0x2d) \ if_chr_knockedout(chr, /*goto*/ 0x2d) \ give_object_to_chr(OBJ_KEYCARD, chr) \ goto_next(0x09) \ label(0x2d) give_keycard_if_alive(CHR_BASEMENT1) give_keycard_if_alive(CHR_BASEMENT2) give_keycard_if_alive(CHR_BASEMENT3) give_keycard_if_alive(CHR_BASEMENT4) give_keycard_if_alive(CHR_BASEMENT5) give_keycard_if_alive(CHR_BASEMENT6) give_keycard_if_alive(CHR_BASEMENT7) give_keycard_if_alive(CHR_BASEMENT8) give_object_to_chr(OBJ_KEYCARD, CHR_BASEMENT9) goto_next(0x09) label(0x2d) // Gave key label(0x09) unset_object_flag(OBJ_KEYCARD, OBJFLAG_UNCOLLECTABLE) unset_object_flag2(OBJ_KEYCARD, OBJFLAG2_INVISIBLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1015_check_computers_destroyed[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x09) beginloop(0x04) if_object_in_good_condition(OBJ_HACKERPC1, /*goto*/ 0x2d) goto_next(0x08) label(0x2d) if_object_in_good_condition(OBJ_HACKERPC2, /*goto*/ 0x2d) goto_next(0x08) label(0x2d) if_object_in_good_condition(OBJ_HACKERPC3, /*goto*/ 0x2d) goto_next(0x08) label(0x2d) if_object_in_good_condition(OBJ_HACKERPC4, /*goto*/ 0x2d) goto_next(0x08) label(0x2d) endloop(0x04) label(0x08) show_hudmsg(CHR_BOND, L_ELD_021) // "Critical mission object has been destroyed." set_stage_flag(STAGEFLAG_HACKER_PC_DESTROYED) label(0x09) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; #define init_guard(accuracy, reaction, health, recovery) \ set_chr_dodge_rating(2, 10) \ set_accuracy(accuracy) \ set_reaction_speed(reaction) \ set_chr_maxdamage(CHR_SELF, health) \ add_health_or_armor(0) \ set_recovery_speed(recovery) \ set_shield(0) u8 func040a_enable_sniper[] = { init_guard(13, 15, 10, 15) set_ailist(CHR_SELF, AILIST_SNIPER) endlist }; u8 func040c_init_type1_guard[] = { init_guard(3, 15, 40, 0) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; u8 func040d_init_type2_guard[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) init_guard(15, 15, 40, 0) set_ailist(CHR_SELF, GAILIST_UNALERTED) label(0x2d) init_guard(3, 15, 40, 0) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; u8 func040b_init_basement_guard[] = { init_guard(13, 15, 40, 10) set_ailist(CHR_SELF, GAILIST_UNALERTED) endlist }; u8 func1016_msg_generator[] = { beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0077, /*goto*/ 0x2d) endloop(0x04) label(0x2d) speak(CHR_P1P2, L_ELD_035, MP3_03AC, CHANNEL_6, COLOR_09_BLUE) // "If I get the wind generator back online, I'll get ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1017_msg_gottobequick[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) restart_timer beginloop(0x04) if_stage_flag_eq(STAGEFLAG_INTRO_FINISHED, TRUE, /*goto*/ 0x2d) endloop(0x04) label(0x2d) restart_timer beginloop(0x08) if_timer_gt(120, /*goto*/ 0x06) endloop(0x08) label(0x06) speak(CHR_BOND, L_ELD_036, MP3_03AD, CHANNEL_6, COLOR_09_BLUE) // "I've got to be quick, or they'll kill the negotiat..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1018_msg_hidingdaniel[] = { // Wait for windmill activated beginloop(0x04) if_objective_complete(2, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_difficulty_lt(DIFF_PA, /*goto*/ 0x08) if_objective_complete(3, /*goto*/ 0x08) // hackers objective endloop(0x04) beginloop(0x08) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0088, /*goto*/ 0x2d) endloop(0x08) label(0x2d) speak(CHR_P1P2, L_ELD_037, MP3_03AE, CHANNEL_6, COLOR_09_BLUE) // "Here's where they must be holding Daniel." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1019_msg_hackershavetobestopped[] = { beginloop(0x04) if_stage_flag_eq(STAGEFLAG_HACKERS_STARTED, TRUE, /*goto*/ 0x2d) endloop(0x04) label(0x2d) restart_timer beginloop(0x08) if_timer_gt(450, /*goto*/ 0x2d) endloop(0x08) label(0x2d) speak(CHR_BOND, L_ELD_038, MP3_03AF, CHANNEL_6, COLOR_09_BLUE) // "Those hackers have to be stopped before I rescue D..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func040e_start_path00[] = { init_guard(3, 15, 40, 0) assign_path(0) start_patrol set_ailist(CHR_SELF, GAILIST_UNALERTED_0004) endlist }; u8 func040f_start_path01[] = { init_guard(3, 15, 40, 0) assign_path(1) start_patrol set_ailist(CHR_SELF, GAILIST_UNALERTED_0004) endlist }; u8 func101b_toggle_basement_chrs[] = { yield yield disable_chr(CHR_BASEMENT1) disable_chr(CHR_BASEMENT2) disable_chr(CHR_BASEMENT3) disable_chr(CHR_BASEMENT4) disable_chr(CHR_BASEMENT5) disable_chr(CHR_BASEMENT6) disable_chr(CHR_BASEMENT7) disable_chr(CHR_BASEMENT8) disable_chr(CHR_CARRINGTON) // Not sure which room 0x0087 is beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0087, /*goto*/ 0x2d) endloop(0x04) label(0x2d) enable_chr(CHR_BASEMENT1) yield enable_chr(CHR_BASEMENT2) yield enable_chr(CHR_BASEMENT3) yield enable_chr(CHR_BASEMENT4) yield enable_chr(CHR_BASEMENT5) yield enable_chr(CHR_BASEMENT6) yield enable_chr(CHR_BASEMENT7) yield enable_chr(CHR_BASEMENT8) yield yield enable_chr(CHR_CARRINGTON) yield rebuild_teams rebuild_squadrons // Every 5 frames, check if the wine bottles are destroyed. // There's a lot of stuff going on here without yielding. If you destroyed // all bottles except 0x88 then you might have a choppy experience. label(0x08) restart_timer beginloop(0x09) if_timer_gt(5, /*goto*/ 0x2d) goto_first(0x09) label(0x2d) if_object_in_good_condition(0x1e, /*goto*/ 0x06) if_object_in_good_condition(0x1f, /*goto*/ 0x06) if_object_in_good_condition(0x20, /*goto*/ 0x06) if_object_in_good_condition(0x21, /*goto*/ 0x06) if_object_in_good_condition(0x22, /*goto*/ 0x06) if_object_in_good_condition(0x23, /*goto*/ 0x06) if_object_in_good_condition(0x24, /*goto*/ 0x06) if_object_in_good_condition(0x25, /*goto*/ 0x06) if_object_in_good_condition(0x26, /*goto*/ 0x06) if_object_in_good_condition(0x27, /*goto*/ 0x06) if_object_in_good_condition(0x28, /*goto*/ 0x06) if_object_in_good_condition(0x29, /*goto*/ 0x06) if_object_in_good_condition(0x2a, /*goto*/ 0x06) if_object_in_good_condition(0x2b, /*goto*/ 0x06) if_object_in_good_condition(0x2c, /*goto*/ 0x06) if_object_in_good_condition(0x2d, /*goto*/ 0x06) if_object_in_good_condition(0x2e, /*goto*/ 0x06) if_object_in_good_condition(0x2f, /*goto*/ 0x06) if_object_in_good_condition(0x30, /*goto*/ 0x06) if_object_in_good_condition(0x31, /*goto*/ 0x06) if_object_in_good_condition(0x32, /*goto*/ 0x06) if_object_in_good_condition(0x33, /*goto*/ 0x06) if_object_in_good_condition(0x34, /*goto*/ 0x06) if_object_in_good_condition(0x35, /*goto*/ 0x06) if_object_in_good_condition(0x36, /*goto*/ 0x06) if_object_in_good_condition(0x37, /*goto*/ 0x06) if_object_in_good_condition(0x38, /*goto*/ 0x06) if_object_in_good_condition(0x39, /*goto*/ 0x06) if_object_in_good_condition(0x3a, /*goto*/ 0x06) if_object_in_good_condition(0x3b, /*goto*/ 0x06) if_object_in_good_condition(0x3c, /*goto*/ 0x06) if_object_in_good_condition(0x3d, /*goto*/ 0x06) if_object_in_good_condition(0x3e, /*goto*/ 0x06) if_object_in_good_condition(0x3f, /*goto*/ 0x06) if_object_in_good_condition(0x40, /*goto*/ 0x06) if_object_in_good_condition(0x41, /*goto*/ 0x06) if_object_in_good_condition(0x42, /*goto*/ 0x06) if_object_in_good_condition(0x43, /*goto*/ 0x06) if_object_in_good_condition(0x44, /*goto*/ 0x06) if_object_in_good_condition(0x45, /*goto*/ 0x06) if_object_in_good_condition(0x46, /*goto*/ 0x06) if_object_in_good_condition(0x47, /*goto*/ 0x06) if_object_in_good_condition(0x48, /*goto*/ 0x06) if_object_in_good_condition(0x49, /*goto*/ 0x06) if_object_in_good_condition(0x4a, /*goto*/ 0x06) if_object_in_good_condition(0x4b, /*goto*/ 0x06) if_object_in_good_condition(0x4c, /*goto*/ 0x06) if_object_in_good_condition(0x4d, /*goto*/ 0x06) if_object_in_good_condition(0x4e, /*goto*/ 0x06) if_object_in_good_condition(0x4f, /*goto*/ 0x06) if_object_in_good_condition(0x50, /*goto*/ 0x06) if_object_in_good_condition(0x51, /*goto*/ 0x06) if_object_in_good_condition(0x52, /*goto*/ 0x06) if_object_in_good_condition(0x53, /*goto*/ 0x06) if_object_in_good_condition(0x54, /*goto*/ 0x06) if_object_in_good_condition(0x55, /*goto*/ 0x06) if_object_in_good_condition(0x56, /*goto*/ 0x06) if_object_in_good_condition(0x57, /*goto*/ 0x06) if_object_in_good_condition(0x58, /*goto*/ 0x06) if_object_in_good_condition(0x59, /*goto*/ 0x06) if_object_in_good_condition(0x5a, /*goto*/ 0x06) if_object_in_good_condition(0x5b, /*goto*/ 0x06) if_object_in_good_condition(0x5c, /*goto*/ 0x06) if_object_in_good_condition(0x5d, /*goto*/ 0x06) if_object_in_good_condition(0x5e, /*goto*/ 0x06) if_object_in_good_condition(0x5f, /*goto*/ 0x06) if_object_in_good_condition(0x60, /*goto*/ 0x06) if_object_in_good_condition(0x61, /*goto*/ 0x06) if_object_in_good_condition(0x62, /*goto*/ 0x06) if_object_in_good_condition(0x63, /*goto*/ 0x06) if_object_in_good_condition(0x64, /*goto*/ 0x06) if_object_in_good_condition(0x65, /*goto*/ 0x06) if_object_in_good_condition(0x66, /*goto*/ 0x06) if_object_in_good_condition(0x67, /*goto*/ 0x06) if_object_in_good_condition(0x68, /*goto*/ 0x06) if_object_in_good_condition(0x69, /*goto*/ 0x06) if_object_in_good_condition(0x6a, /*goto*/ 0x06) if_object_in_good_condition(0x6b, /*goto*/ 0x06) if_object_in_good_condition(0x6c, /*goto*/ 0x06) if_object_in_good_condition(0x6d, /*goto*/ 0x06) if_object_in_good_condition(0x6e, /*goto*/ 0x06) if_object_in_good_condition(0x6f, /*goto*/ 0x06) if_object_in_good_condition(0x70, /*goto*/ 0x06) if_object_in_good_condition(0x71, /*goto*/ 0x06) if_object_in_good_condition(0x72, /*goto*/ 0x06) if_object_in_good_condition(0x73, /*goto*/ 0x06) if_object_in_good_condition(0x74, /*goto*/ 0x06) if_object_in_good_condition(0x75, /*goto*/ 0x06) if_object_in_good_condition(0x76, /*goto*/ 0x06) if_object_in_good_condition(0x77, /*goto*/ 0x06) if_object_in_good_condition(0x78, /*goto*/ 0x06) if_object_in_good_condition(0x79, /*goto*/ 0x06) if_object_in_good_condition(0x7a, /*goto*/ 0x06) if_object_in_good_condition(0x7b, /*goto*/ 0x06) if_object_in_good_condition(0x7c, /*goto*/ 0x06) if_object_in_good_condition(0x7d, /*goto*/ 0x06) if_object_in_good_condition(0x7e, /*goto*/ 0x06) if_object_in_good_condition(0x7f, /*goto*/ 0x06) if_object_in_good_condition(0x80, /*goto*/ 0x06) if_object_in_good_condition(0x81, /*goto*/ 0x06) if_object_in_good_condition(0x82, /*goto*/ 0x06) if_object_in_good_condition(0x83, /*goto*/ 0x06) if_object_in_good_condition(0x84, /*goto*/ 0x06) if_object_in_good_condition(0x85, /*goto*/ 0x06) if_object_in_good_condition(0x86, /*goto*/ 0x06) if_object_in_good_condition(0x87, /*goto*/ 0x06) if_object_in_good_condition(0x88, /*goto*/ 0x06) play_sound(MP3_07CB, -1) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) goto_first(0x08) endlist }; /** * This function hides guards inside the villa on A and SA, then unhides them * once you approach the villa. */ u8 func101c_toggle_villa_guards[] = { if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) // A and SA label(0x2d) disable_chr(0x23) disable_chr(0x24) disable_chr(0x25) disable_chr(0x26) disable_chr(0x27) disable_chr(0x28) disable_chr(0x29) disable_chr(0x2a) disable_chr(0x2b) disable_chr(0x2c) disable_chr(0x2d) disable_chr(0x2e) disable_chr(0x2f) disable_chr(0x30) disable_chr(0x31) disable_chr(0x32) disable_chr(0x33) disable_chr(0x34) disable_chr(0x35) disable_chr(0x36) disable_chr(0x37) disable_chr(0x38) disable_chr(0x39) disable_chr(0x3a) disable_chr(0x3b) disable_chr(0x3c) disable_chr(0x3d) disable_chr(0x3e) disable_chr(0x3f) disable_chr(0x40) disable_chr(0x41) disable_chr(0x42) // @bug: It is possible to cross room 0x002a in a single frame on coop if // hugging the corner tightly, which means the guards will not be unhidden. beginloop(0x04) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x002a, /*goto*/ 0x2d) endloop(0x04) label(0x2d) enable_chr(0x23) yield enable_chr(0x24) yield enable_chr(0x25) yield enable_chr(0x26) yield enable_chr(0x27) yield enable_chr(0x28) yield enable_chr(0x29) yield enable_chr(0x2a) yield enable_chr(0x2b) yield enable_chr(0x2c) yield enable_chr(0x2d) yield enable_chr(0x2e) yield enable_chr(0x2f) yield enable_chr(0x30) yield enable_chr(0x31) yield enable_chr(0x32) yield enable_chr(0x33) yield enable_chr(0x34) yield enable_chr(0x35) yield enable_chr(0x36) yield enable_chr(0x37) yield enable_chr(0x38) yield enable_chr(0x39) yield enable_chr(0x3a) yield enable_chr(0x3b) yield enable_chr(0x3c) yield enable_chr(0x3d) yield enable_chr(0x3e) yield enable_chr(0x3f) yield enable_chr(0x40) yield enable_chr(0x41) yield enable_chr(0x42) rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101d_dual_cmp150[] = { // Probable @bug: This timer starts from the start of the intro cinema, // rather than from when you take control of Jo. yield restart_timer // Wait 38.3 seconds or for CMP150 sniper to die beginloop(0x04) if_chr_dead(CHR_SNIPER7, /*goto*/ 0x2d) if_timer_gt(2300, /*goto*/ 0x06) endloop(0x04) label(0x2d) pause_timer play_sound(SFX_M0_MY_GUN, -1) // "My gun!" beginloop(0x08) if_chr_death_animation_finished(0x06, /*goto*/ 0x2d) endloop(0x08) label(0x2d) unset_object_flag(OBJ_CMP150_1, OBJFLAG_UNCOLLECTABLE) unset_object_flag(OBJ_CMP150_2, OBJFLAG_UNCOLLECTABLE) unset_object_flag2(OBJ_CMP150_1, OBJFLAG2_INVISIBLE) unset_object_flag2(OBJ_CMP150_1, OBJFLAG2_INVISIBLE) label(0x06) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0407_init_sniper[] = { set_chr_maxdamage(CHR_SELF, 1) stop_chr set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0410_carrington[] = { yield set_self_chrflag(CHRCFLAG_INVINCIBLE) set_self_chrflag(CHRCFLAG_UNEXPLODABLE) set_chr_maxdamage(CHR_SELF, 1) chr_do_animation(ANIM_CUT_ELD_OUTRO_CARR, 1, 1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_CARRINGTON, 2) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * Unlock exterior doors on SA and PA. */ u8 func101e_unlock_doors[] = { if_difficulty_lt(DIFF_SA, /*goto*/ 0x2d) unlock_door(0x90, 0x80) unlock_door(0x91, 0x80) unlock_door(0x92, 0x80) unlock_door(0x93, 0x80) unlock_door(0x94, 0x80) unlock_door(0x95, 0x80) unlock_door(0x96, 0x80) unlock_door(0x97, 0x80) unlock_door(0x98, 0x80) label(0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func101f_check_one_basement_guard_remaining[] = { #define inc_var_if_chr_dead(chr) \ if_chr_dead(chr, /*goto*/ 0x2d) \ if_chr_death_animation_finished(chr, /*goto*/ 0x2d) \ if_chr_knockedout(chr, /*goto*/ 0x2d) \ goto_next(0x06) \ label(0x2d) \ add_morale(1) \ label(0x06) beginloop(0x04) set_morale(0) inc_var_if_chr_dead(CHR_BASEMENT1) inc_var_if_chr_dead(CHR_BASEMENT2) inc_var_if_chr_dead(CHR_BASEMENT3) inc_var_if_chr_dead(CHR_BASEMENT4) inc_var_if_chr_dead(CHR_BASEMENT5) inc_var_if_chr_dead(CHR_BASEMENT6) inc_var_if_chr_dead(CHR_BASEMENT7) inc_var_if_chr_dead(CHR_BASEMENT8) inc_var_if_chr_dead(CHR_BASEMENT9) if_morale_lt(8, /*goto*/ 0x2d) set_stage_flag(STAGEFLAG_ONE_BASEMENT_GUARD_REMAINING) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) endloop(0x04) endlist }; /** * Counterop only. */ u8 func1420_setup_portals[] = { yield set_room_flag(0x0050, ROOMFLAG_BBOXHACK) set_room_flag(0x0052, ROOMFLAG_BBOXHACK) set_room_flag(0x006c, ROOMFLAG_BBOXHACK) set_room_flag(0x004d, ROOMFLAG_BBOXHACK) set_room_flag(0x0065, ROOMFLAG_BBOXHACK) set_room_flag(0x0059, ROOMFLAG_BBOXHACK) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1423_setup_environment[] = { yield configure_environment(0x0027, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0027, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x000c, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x000c, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0029, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0035, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0035, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0036, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0037, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0037, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0038, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0038, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0039, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0039, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x003a, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x003a, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x003b, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x003c, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x003d, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x003e, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x003e, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x003f, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x003f, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0040, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0040, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0041, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0043, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0044, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0045, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0046, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0046, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0047, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0048, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0048, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0049, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x004a, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x004b, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x004b, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x004c, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x004c, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x004e, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x004e, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x004f, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0050, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0050, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0051, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0053, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0053, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0054, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0056, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0056, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0057, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0059, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0059, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x005a, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x005b, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x005b, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x005c, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x005d, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x005e, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x005f, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0060, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0061, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0061, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0062, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0062, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0063, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0064, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0065, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0066, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0066, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0068, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0068, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0069, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x006a, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x006b, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x006c, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x006d, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x006e, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x006f, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0070, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0070, AIENVCMD_ROOM_SETOUTDOORS, TRUE) configure_environment(0x0071, AIENVCMD_ROOM_SETAMBIENT, TRUE) configure_environment(0x0071, AIENVCMD_ROOM_SETOUTDOORS, TRUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1021_toggle_last_basement_guard[] = { set_chr_chrflag(CHR_BASEMENT9, CHRCFLAG_HIDDEN) set_chr_chrflag(CHR_BASEMENT9, CHRCFLAG_INVINCIBLE) beginloop(0x04) if_difficulty_gt(DIFF_SA, /*goto*/ 0x2d) if_objective_complete(0, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2d) if_objective_complete(1, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_objective_complete(2, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) if_objective_complete(3, /*goto*/ 0x2d) reloop(0x04) label(0x2d) if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) if_objective_complete(4, /*goto*/ 0x2d) endloop(0x04) label(0x2d) unset_chr_chrflag(CHR_BASEMENT9, CHRCFLAG_HIDDEN) unset_chr_chrflag(CHR_BASEMENT9, CHRCFLAG_INVINCIBLE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func1022_setup_rtracker[] = { yield set_object_flag3(OBJ_CMP150_1, OBJFLAG3_RTRACKED_BLUE) set_object_flag3(OBJ_CMP150_2, OBJFLAG3_RTRACKED_BLUE) set_object_flag3(OBJ_DEVASTATOR, OBJFLAG3_RTRACKED_BLUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; u8 func0411_cisoldier[] = { set_self_chrflag(CHRCFLAG_INVINCIBLE) chr_drop_weapon(CHR_SELF) label(0x08) yield chr_do_animation(ANIM_0487, -1, -1, CHRANIMFLAG_MOVEWHENINVIS | CHRANIMFLAG_PAUSEATEND, 0, CHR_CISOLDIER, 2) yield yield yield kill(CHR_CISOLDIER) label(0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; /** * On PA, mark some guards so that AI buddies will not shoot at them. */ u8 func1024_set_chr_flags_on_pa[] = { yield if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d) set_chr_hiddenflag(CHR_TAKER1, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(0x0a, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(0x23, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(0x2f, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(0x34, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(0x37, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(0x3e, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(CHR_BASEMENT6, CHRHFLAG_DONTSHOOTME) set_chr_hiddenflag(CHR_BASEMENT8, CHRHFLAG_DONTSHOOTME) label(0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; #if VERSION >= VERSION_NTSC_1_0 u8 func1025_check_basement_entered_without_subdue[] = { yield if_difficulty_lt(DIFF_PA, /*goto*/ 0x0d) beginloop(0x04) if_objective_complete(4, /*goto*/ 0x0c) chr_toggle_p1p2(CHR_SELF) if_chr_in_room(CHR_P1P2, 0x00, 0x0087, /*goto*/ 0x06) label(0x0c) endloop(0x04) label(0x06) show_hudmsg(CHR_P1P2, L_ELD_049) // "Mission unsuccessful - enemy guard not captured." set_stage_flag(STAGEFLAG_FORGOT_TO_KO_GUARD) label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; #endif struct ailist ailists[] = { { func1400_setup_counterop, 0x1400 }, { func1001_objectives_failed_msg, 0x1001 }, { func1002_intro, 0x1002 }, { func1003_give_items, 0x1003 }, { func1004_check_negotiator, 0x1004 }, { func1005_toggle_snipers, 0x1005 }, { func1006_check_snipers_dead, 0x1006 }, { func1007_cooling_switch, 0x1007 }, { func1008_power_switch, 0x1008 }, { func1009_windmill_switch, 0x1009 }, { func100a_check_switches_destroyed, 0x100a }, { func100b_invoke_hackers, 0x100b }, { func100c_check_hackers_dead, 0x100c }, { func100e_check_objectives_complete, 0x100e }, { func100f_check_takers_dead, 0x100f }, { func1010_set_pa_negotiator_flag, 0x1010 }, { func1011_setup_snipers, 0x1011 }, { func1013_check_guard_subdued, 0x1013 }, { func1014_give_keycard, 0x1014 }, { func1015_check_computers_destroyed, 0x1015 }, { func1016_msg_generator, 0x1016 }, { func1017_msg_gottobequick, 0x1017 }, { func1018_msg_hidingdaniel, 0x1018 }, { func1019_msg_hackershavetobestopped, 0x1019 }, { func101b_toggle_basement_chrs, 0x101b }, { func101c_toggle_villa_guards, 0x101c }, { func101d_dual_cmp150, 0x101d }, { func101e_unlock_doors, 0x101e }, { func101f_check_one_basement_guard_remaining, 0x101f }, { func1420_setup_portals, 0x1420 }, { func1021_toggle_last_basement_guard, 0x1021 }, { func1022_setup_rtracker, 0x1022 }, { func1423_setup_environment, 0x1423 }, { func1024_set_chr_flags_on_pa, 0x1024 }, #if VERSION >= VERSION_NTSC_1_0 { func1025_check_basement_entered_without_subdue, 0x1025 }, #endif { func1002_intro, 0x0c00 }, { func1002_intro_from_menu, 0x0c01 }, { func0c02_outro_from_menu, 0x0c02 }, { func0401_init_taker, 0x0401 }, { func0402_taker, 0x0402 }, { func0403_negotiator, 0x0403 }, { func0404_sniper, 0x0404 }, { func0405_hacker, 0x0405 }, { func0406_init_hacker, 0x0406 }, { func0407_init_sniper, 0x0407 }, { func0408_outro, 0x0408 }, { func1002_intro, 0x0409 }, { func040a_enable_sniper, 0x040a }, { func040b_init_basement_guard, 0x040b }, { func040c_init_type1_guard, 0x040c }, { func040d_init_type2_guard, 0x040d }, { func040e_start_path00, 0x040e }, { func040f_start_path01, 0x040f }, { func0410_carrington, 0x0410 }, { func0411_cisoldier, 0x0411 }, { NULL, 0 }, }; struct path paths[] = { { path00, 0, 0 }, { path01, 1, 0 }, { NULL, 0, 0 }, };