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DATA/SCRIPTS/STORY/STORY_EXEC_DEMO_NABOO_LAND_TACTICAL.LUA
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303
DATA/SCRIPTS/STORY/STORY_EXEC_DEMO_NABOO_LAND_TACTICAL.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Exec_Demo_Naboo_Land_Tactical.lua#1 $
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Exec_Demo_Naboo_Land_Tactical.lua $
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--
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-- Original Author: Dan Etter
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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--
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-- $Revision: #1 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("PGStateMachine")
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require("PGStoryMode")
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--
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-- Definitions -- This function is called once when the script is first created.
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--
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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StoryModeEvents =
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{
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Underworld_Exec_Demo_1_Endor_Begin = State_Underworld_Exec_Demo_1_Endor_Begin
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}
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underworld = Find_Player("Underworld")
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rebel = Find_Player("Rebel")
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neutral = Find_Player("Neutral")
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mdu_deployed = false
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camera_offset = 135
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intro_state = 0
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end
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function State_Underworld_Exec_Demo_1_Endor_Begin(message)
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if message == OnEnter then
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--Turning off AI
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Suspend_AI(1)
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FogOfWar.Reveal_All(underworld)
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--Preventing T2Bs from moving
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t2b_group = Find_All_Objects_With_Hint("t2b")
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for k, unit in pairs(t2b_group) do
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if TestValid(unit) then
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unit.Prevent_AI_Usage(true)
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unit.Suspend_Locomotor(true)
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end
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end
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--Preventing MPTLs from moving
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mptl_group = Find_All_Objects_Of_Type("MPTL")
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for k, unit in pairs(mptl_group) do
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if TestValid(unit) then
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unit.Activate_Ability("DEPLOY", true)
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unit.Prevent_Opportunity_Fire(true)
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unit.Prevent_AI_Usage(true)
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unit.Suspend_Locomotor(true)
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end
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end
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sab_prox = Find_Hint("STORY_TRIGGER_ZONE_00", "sabprox")
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Register_Prox(sab_prox, PROX_Saboteur, 100, underworld)
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--Spawning in all Underworld units
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--Spawning in cinematic ewok handler
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cine_handler_loc = Find_Hint("STORY_TRIGGER_ZONE_00", "handler0")
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cine_handler = Spawn_Unit(Find_Object_Type("EWOK_HANDLER"), cine_handler_loc, underworld)
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cine_handler[1].Teleport_And_Face(cine_handler_loc)
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--Spawning in 3 other handlers
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handler_spawn_list = Find_All_Objects_With_Hint("handler")
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for k, loc in pairs(handler_spawn_list) do
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if TestValid(loc) then
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handler = Spawn_Unit(Find_Object_Type("EWOK_HANDLER"), loc, underworld)
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handler[1].Teleport_And_Face(loc)
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end
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end
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--Spawning in 5 saboteurs
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sab_spawn_list = Find_All_Objects_With_Hint("saboteur")
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for k, loc in pairs(sab_spawn_list) do
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if TestValid(loc) then
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saboteur = Spawn_Unit(Find_Object_Type("UNDERWORLD_SABOTEUR"), loc, underworld)
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saboteur[1].Teleport_And_Face(loc)
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end
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end
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--Spawning in 2 groups of underworld mercs
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merc_spawn_list = Find_All_Objects_With_Hint("merc")
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for k, loc in pairs(merc_spawn_list) do
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if TestValid(loc) then
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Spawn_Unit(Find_Object_Type("UNDERWORLD_MERC_SQUAD"), loc, underworld)
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end
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end
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--Spawning in 2 groups of underworld disruptors
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disruptor_spawn_list = Find_All_Objects_With_Hint("disruptor")
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for k, loc in pairs(disruptor_spawn_list) do
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if TestValid(loc) then
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Spawn_Unit(Find_Object_Type("UNDERWORLD_DISRUPTOR_MERC_SQUAD"), loc, underworld)
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end
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end
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--Spawning in IG-88
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ig88_loc = Find_All_Objects_With_Hint("ig88")
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for k, loc in pairs(ig88_loc) do
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if TestValid(loc) then
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ig88 = Spawn_Unit(Find_Object_Type("IG-88"), loc, underworld)
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ig88[1].Teleport_And_Face(loc)
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end
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end
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--Spawning in Tyber Zann
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tyber_loc = Find_All_Objects_With_Hint("tyberloc")
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for k, loc in pairs(tyber_loc) do
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if TestValid(loc) then
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tyber = Spawn_Unit(Find_Object_Type("TYBER_ZANN"), loc, underworld)
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tyber[1].Teleport_And_Face(loc)
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end
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end
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--Spawning in Underworld Mobile Defense Unit
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mdu_loc = Find_All_Objects_With_Hint("mduloc")
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for k, loc in pairs(mdu_loc) do
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if TestValid(loc) then
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mdu = Spawn_Unit(Find_Object_Type("UNDERWORLD_MOBILE_DEFENSE_UNIT"), loc, underworld)
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mdu[1].Turn_To_Face(sab_prox)
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end
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end
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--Spawning in Underworld Transport
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transport_loc = Find_All_Objects_With_Hint("transport")
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for k, loc in pairs(transport_loc) do
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if TestValid(loc) then
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transport = Spawn_Unit(Find_Object_Type("F9TZ_CLOAKING_TRANSPORT"), loc, underworld)
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transport[1].Teleport_And_Face(loc)
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end
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end
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current_cinematic_thread = Create_Thread("Intro_Cinematic")
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end
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end
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function Story_Mode_Service()
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if not mdu_deployed then
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mdu_list = Find_All_Objects_Of_Type("UNDERWORLD_MOBILE_DEFENSE_UNIT")
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if TestValid(mdu_list[1]) then
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if mdu_list[1].Is_Ability_Active("DEPLOY") then
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--MessageBox("MDU 1 Deployed! Sending Speeders!")
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mdu_deployed = true
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Create_Thread("Send_Speeders", mdu_list[1])
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end
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end
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if TestValid(mdu_list[2]) then
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if mdu_list[2].Is_Ability_Active("DEPLOY") then
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--MessageBox("MDU 2 Deployed! Sending Speeders!")
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mdu_deployed = true
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Create_Thread("Send_Speeders", mdu_list[2])
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end
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end
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end
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end
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function Send_Speeders(target)
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Sleep(10)
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speeder_list = Find_All_Objects_Of_Type("SNOWSPEEDER")
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for k, unit in pairs(speeder_list) do
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if TestValid(unit) then
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unit.Attack_Move(target)
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end
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end
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end
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function PROX_Saboteur(prox_obj, trigger_obj)
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if trigger_obj.Get_Type().Get_Name() == "UNDERWORLD_SABOTEUR" then
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--MessageBox("Prox Tripped, Sending T2Bs!")
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prox_obj.Cancel_Event_Object_In_Range(PROX_Saboteur)
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t2b_goto = Find_Hint("STORY_TRIGGER_ZONE_00", "t2bgoto")
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t2b_group = Find_All_Objects_With_Hint("t2b")
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for k, unit in pairs(t2b_group) do
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if TestValid(unit) then
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unit.Suspend_Locomotor(false)
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unit.Move_To(t2b_goto)
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end
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end
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end
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end
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function Story_Handle_Esc()
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if current_cinematic_thread ~= nil then
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Thread.Kill(current_cinematic_thread)
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current_cinematic_thread = nil
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Create_Thread("End_Camera")
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end
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end
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function End_Camera()
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if intro_state == 1 then
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Transition_To_Tactical_Camera(6)
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Sleep(4)
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Letter_Box_Out(2)
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Sleep(2)
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Lock_Controls(0)
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End_Cinematic_Camera()
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end
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if intro_state == 0 then
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intro_state = 1
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current_cinematic_thread = Create_Thread("Intro_Cinematic_Part2")
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end
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end
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-- ************************************************************************
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-- ***********************INTRO CINEMATIC FUNCTION*************************
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-- ************************************************************************
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function Intro_Cinematic ()
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Lock_Controls(1)
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Start_Cinematic_Camera()
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Letter_Box_In(0)
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Fade_Screen_In(2)
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Transition_Cinematic_Camera_Key(cine_handler[1], 0, 50, 25, 45, 1, 1, 1, 0)
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Transition_Cinematic_Target_Key(cine_handler[1], 0, 0, 0, 0, 0, cine_handler[1], 0, 0)
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--Sleep(7)
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Transition_Cinematic_Camera_Key(cine_handler[1], 5, 50, 25, 135, 1, 1, 1, 0)
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Sleep(4.5)
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while true do
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camera_offset = camera_offset + 90
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Transition_Cinematic_Camera_Key(cine_handler[1], 5, 50, 25, camera_offset, 1, 1, 1, 0)
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if camera_offset == 315 then
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camera_offset = -45
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end
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Sleep(4.5)
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end
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end
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function Intro_Cinematic_Part2()
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if TestValid(cine_handler[1]) then
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Transition_Cinematic_Camera_Key(cine_handler[1], 5, 50, 18, 180, 1, cine_handler[1], 1, 0)
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Transition_Cinematic_Target_Key(cine_handler[1], 5, 0, 0, 0, 0, cine_handler[1], 0, 0)
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Sleep(4)
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ewok_target = Find_Hint("MPTL", "ewoktarget")
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cine_handler[1].Attack_Move(ewok_target)
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Transition_Cinematic_Camera_Key(cine_handler[1], 6, 50, 10, 110, 1, cine_handler[1], 1, 0)
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Sleep(7)
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Transition_Cinematic_Camera_Key(cine_handler[1], 6, 40, 10, 145, 1, cine_handler[1], 1, 0)
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Sleep(4)
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Transition_Cinematic_Target_Key(cine_handler[1], 3, -20, 0, 5, 0, cine_handler[1], 0, 0)
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end
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end
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