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DATA/SCRIPTS/STORY/STORY_UNDERWORLD_ANAXES_INTIMIDATION.LUA
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253
DATA/SCRIPTS/STORY/STORY_UNDERWORLD_ANAXES_INTIMIDATION.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Anaxes_Intimidation.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_Underworld_Anaxes_Intimidation.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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Anaxes_Intimidation_Mission_Begin = State_Anaxes_Intimidation_Mission_Begin,
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Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text = State_Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text
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}
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underworld = Find_Player("Underworld")
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rebel = Find_Player("Rebel")
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empire = Find_Player("Empire")
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hutts = Find_Player("Hutts")
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rebel_defender = false
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empire_defender = false
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phase_0_triggered = false
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mission_started = false
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victory_triggered = false
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end
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function State_Anaxes_Intimidation_Mission_Begin(message)
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if message == OnEnter then
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mission_started = true
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rebel_list = Find_All_Objects_Of_Type(rebel)
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empire_list = Find_All_Objects_Of_Type(empire)
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hutt_list = Find_All_Objects_Of_Type(hutts)
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hero = Find_First_Object("BOSSK")
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if TestValid(rebel_list[1]) then
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rebel_defender = true
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end
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if TestValid(empire_list[1]) then
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empire_defender = true
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end
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-- phase_0_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase0guard")
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-- phase_1_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase1guard")
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-- phase_2_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase2guard")
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-- phase_0_list = Find_All_Objects_With_Hint("phase0")
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-- phase_1_list = Find_All_Objects_With_Hint("phase0")
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-- phase_2_list = Find_All_Objects_With_Hint("phase0")
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objective_list = Find_All_Objects_With_Hint("objective")
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objective = objective_list[1]
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-- for k, unit in pairs(phase_0_list) do
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-- if TestValid(unit) then
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-- unit.Guard_Target(phase_0_guard)
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-- end
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-- end
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-- for k, unit in pairs(phase_1_list) do
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-- if TestValid(unit) then
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-- unit.Guard_Target(phase_1_guard)
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-- end
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-- end
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-- for k, unit in pairs(phase_2_list) do
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-- if TestValid(unit) then
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-- unit.Guard_Target(phase_2_guard)
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-- end
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-- end
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Point_Camera_At(hero)
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Start_Cinematic_Camera()
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End_Cinematic_Camera()
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Letter_Box_Out(0)
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--current_cinematic_thread = Create_Thread("Intro_Cinematic", hero)
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Fade_Screen_In(1)
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Lock_Controls(0)
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Story_Event("ADD_OBJECTIVE_01")
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Story_Event("TEXT_SPEECH_ANAXES_INT_TACTICAL_COR04_02")
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mdu_list = Find_All_Objects_With_Hint("mdu")
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for k, unit in pairs(mdu_list) do
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if TestValid(unit) then
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unit.Prevent_AI_Usage(true)
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unit.Activate_Ability("DEPLOY", true)
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end
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end
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if rebel_defender then
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mptl = Find_First_Object("MPTL")
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mptl.Prevent_AI_Usage(true)
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mptl.Activate_Ability("DEPLOY", true)
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for k, unit in pairs(rebel_list) do
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if TestValid(unit) then
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unit.Prevent_AI_Usage(true)
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unit.Guard_Target(unit.Get_Position())
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end
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end
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Sleep(2)
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for k, unit in pairs(mdu_list) do
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if TestValid(unit) then
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unit.Build("UC_Rebel_Mobile_Shield_Generator")
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end
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end
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end
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if empire_defender then
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spmat = Find_First_Object("SPMAT_WALKER")
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spmat.Prevent_AI_Usage(true)
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spmat.Activate_Ability("DEPLOY", true)
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for k, unit in pairs(empire_list) do
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if TestValid(unit) then
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unit.Prevent_AI_Usage(true)
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unit.Guard_Target(unit.Get_Position())
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end
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end
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Sleep(2)
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for k, unit in pairs(mdu_list) do
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if TestValid(unit) then
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unit.Build("UC_Empire_EM_Field_Generator")
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end
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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_Mode_Service()
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if mission_started then
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if not TestValid(hero) then
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Story_Event("FAIL_OBJECTIVE_00")
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if empire_defender then
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Story_Event("VICTORY_EMPIRE")
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end
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if rebel_defender then
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Story_Event("VICTORY_REBEL")
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end
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end
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end
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if mission_started and not victory_triggered then
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if not TestValid(objective) then
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victory_triggered = true
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Story_Event("COMPLETE_OBJECTIVE_00")
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end
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end
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end
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function State_Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text(message)
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if message == OnEnter then
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Story_Event("ADD_OBJECTIVE_00")
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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(focus_unit)
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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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camera_distance = 50
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camera_rotation = 45
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camera_end = (camera_rotation + 180)
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Transition_Cinematic_Camera_Key(focus_unit, 0, camera_distance, 25, (camera_rotation - 90), 1, 1, 1, 0)
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Transition_Cinematic_Target_Key(focus_unit, 0, 0, 0, 7, 0, focus_unit, 0, 0)
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Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0)
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Sleep(4.5)
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while true do
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camera_rotation = camera_rotation + 90
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Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0)
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if camera_rotation == camera_end then
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End_Camera()
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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 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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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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