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PC Gamer 4.4
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1998-10_Disc_4.4.iso
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sindemo
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sin_demo.exe
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DATA
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base
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Pak0.pak
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maps
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bank.scr
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Text File
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1998-07-26
|
109KB
|
4,007 lines
setdialogscript dialog/dialog_bank.scr
$fountain_flood hide
$fountain_spill1 hide
$fountain_spill2 hide
wait 1
// Lord modifications -----------------------------------------------------
// Lord modifications -----------------------------------------------------
// Lord modifications -----------------------------------------------------
// Lord modifications -----------------------------------------------------
thread repel_thugs_init_thread
thread random_noise_init_thread
$thug2 item Health 20
$thug8a item Health 50
$thug12 item Health 20
$thug16 item Health 20
// Pat modifications ------------------------------------------------------
// Pat modifications ------------------------------------------------------
// Pat modifications ------------------------------------------------------
// Pat modifications ------------------------------------------------------
level.HostagesKilled = 0
thread bank_finished_thread
thread security_key_thread
thread security_room_entered_thread
thread hostage_init_thread
$pat_thug2 thread pat_thug2_node1_thread
$thug_miniboss1 health 100
$thug_miniboss1 item RiotHelmet 100
$thug_miniboss1 item FlakJacket 100
$thug_miniboss1 item FlakPants 100
$thug8 remove
$thug9 remove
$thug_10 health 100
$thug_10 item RiotHelmet 100
$thug_10 item FlakJacket 100
$thug_10 item FlakPants 100
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Got rid of old security_console_thread
thread SecMenu_Thread
// Got rid of old atm1_loop_thread
thread ATM_SetupLoop_Thread
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
//game.intro_roof_break1 = 2
//game.intro_ground_entrance = 2
//---------------------
thread bank_init
thread billboard_thread
thread revolving_door_thread
thread revolving_door2_thread
thread revolving_door_glass_thread
thread revolving_door2_glass_thread
thread vault_thread
thread vault_switch1_thread
thread vault_switch2_thread
thread receptacle1_thread
thread receptacle2_thread
thread clock_thread
thread clock_hour_thread
//thread elev_thread
thread teller_thread
thread safety_deposit_drawer_thread
thread tele_thread
thread escalator_thread
thread locker_door1_thread
thread locker_door2_thread
thread painting1_thread
thread painting2_thread
thread painting3_thread
thread painting4_thread
thread painting5_thread
thread painting6_thread
thread roof_break1_thread
thread light_spark_thread
thread sign1_thread
thread sign2_thread
thread table_init_thread
thread furniture_break1_thread
thread furniture_break2_thread
thread furniture_break3_thread
thread furniture_break4_thread
thread plant_break1_thread
thread quarter_dialog_thread
thread identcard_dialog_thread
thread cash1_dialog_thread
thread cash2_dialog_thread
thread no_exit_thread
thread jc_warn_dialog2_thread
thread end_sequence_thread
thread helicopter_sound_thread
wait .1
$thug1 thread thug1_patrol_thread
//$thug1a thread thug1a_thread
$thug2 thread thug2_patrol_thread
//$thug2a thread thug2a_thread
$thug3 thread thug3_patrol_thread
$thug4 thread thug4_patrol_thread
//$thug4a thread thug4a_patrol_thread
$thug5 thread thug5_patrol_thread
$thug6 thread thug6_patrol_thread
$thug7 thread thug7_patrol_thread
$htug8a thread thug8a_thread
$thug9 thread thug9_thread
$thug10 thread thug10_thread
$thug11 thread thug11_thread
$thug12 thread thug12_thread
$thug13 thread thug13_thread
$thug14 thread thug14_thread
$thug15 thread thug15_thread
$thug16 thread thug16_thread
$hostage1 thread hostage1_thread
$mancini thread mancini_thread
$mancini2 thread mancini2_thread
end
bank_init:
$fountain_flood time 0
$fountain_flood moveDown 10
waitFor $fountain_flood
$sky1 notsolid
$sky1 hide
$sky2 notsolid
$sky2 hide
$portal_open1 open
$furniture_break1 notsolid
$furniture_break2 notsolid
$furniture_break3 notsolid
$furniture_break4 notsolid
$plant_break1 notsolid
$thug1_patrol_trigger notsolid
$quarter_dialog notsolid
$identcard_dialog notsolid
$vault_trigger notsolid
$warn_dialog_trigger notsolid
$end_sequence notsolid
$helicopter_sound notsolid
//*1 give FlakJacket 100
//*1 give FlakPants 100
//*1 give RiotHelmet 100
level.SecurityDoorsUnlockedOnce = 0
level.SecurityDoorsOpenedOnce = 0
level.VaultOpenedOnce = 0
wait 2
thread dialog::jc_clear_bank_out
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
// Mission Objective States
// 0 not accomplished 1 = success 2 = fail 3 = not available
level.PObjective1 = 0 // Disable Hostile Threat
level.PObjective2 = 0 // Locate Security Office Key
level.PObjective3 = 3 // Gain Access To Security Room
level.PObjective4 = 3 // Gain Access To The Vault
level.PObjective5 = 3 // Capture Mancini
level.SObjective1 = 0 // Unlock All Security Doors
level.SObjective2 = 0 // Minimize Hostage Casualties
thread BankMissionComputer
thread dialog::StatusUpdated
game.BankInitialized = 1
end
revolving_door_thread:
$revolving_door1 joinTeam $revolving_door2
$revolving_door1 time 4
$revolving_door2 time 4
revolving_start:
level.revolving_door2_removed ifequal 1 goto revolving_start_broken
$revolving_door1 ontouch revolving_sequence
$revolving_door2 ontouch revolving_sequence
pause
revolving_sequence:
$revolving_door1 notouch
$revolving_door2 notouch
$revolving_door1 playsound environment/levelsnds/bank/rvlv001.wav 2.0
$revolving_door1 rotateYup 180
$revolving_door2 rotateYup 180
$revolving_door1 stopsound
waitFor $revolving_door1
goto revolving_start
revolving_start_broken:
$revolving_door1 ontouch revolving_sequence_broken
pause
revolving_sequence_broken:
$revolving_door1 notouch
$revolving_door1 playsound environment/levelsnds/bank/rvlv001.wav 2.0
$revolving_door1 rotateYup 180
waitFor $revolving_door1
$revolving_door1 stopsound
goto revolving_start_broken
end
revolving_door2_thread:
$revolving_door3 joinTeam $revolving_door4
$revolving_door3 time 4
$revolving_door4 time 4
revolving2_start:
level.revolving_door4_removed ifequal 1 goto revolving2_start_broken
$revolving_door3 ontouch revolving2_sequence
$revolving_door4 ontouch revolving2_sequence
pause
revolving2_sequence:
$revolving_door3 notouch
$revolving_door4 notouch
$revolving_door3 playsound environment/levelsnds/bank/rvlv001.wav 2.0
$revolving_door3 rotateYup 180
$revolving_door4 rotateYup 180
waitFor $revolving_door3
$revolving_door3 stopsound
goto revolving2_start
revolving2_start_broken:
$revolving_door3 ontouch revolving2_sequence_broken
pause
revolving2_sequence_broken:
$revolving_door3 notouch
$revolving_door3 playsound environment/levelsnds/bank/rvlv001.wav 3.0
$revolving_door3 rotateYup 180
waitFor $revolving_door3
$revolving_door3 stopsound
goto revolving2_start_broken
end
revolving_door_glass_thread:
$revolving_door2 ondamage revolving_door2_break
pause
revolving_door2_break:
$revolving_door1 quitTeam $revolving_door2
$revolving_door2 shatter "0 0 0" 25 10 35 .25 0
$revolving_door2 remove
level.revolving_door2_removed = 1
end
revolving_door2_glass_thread:
$revolving_door4 ondamage revolving_door4_break
pause
revolving_door4_break:
$revolving_door3 quitTeam $revolving_door4
$revolving_door4 shatter "0 0 0" 25 10 35 .25 0
$revolving_door4 remove
level.revolving_door4_removed = 1
end
door1g_thread:
$door1g time .6
$door1ga time .6
$door1gb time .6
door1g_sequence:
$door1ga onuse door1ga_sequence
$door1gb onuse door1gb_sequence
pause
door1ga_sequence:
$door1ga nouse
$door1gb nouse
$doorg1 rotateYup 90
$door1ga rotateYup 90
$door1gb rotateYup 90
waitFor $door1ga
wait 3
$door1g rotateYdown 90
$door1ga rotateYdown 90
$door1gb rotateYdown 90
waitFor $door1gb
goto door1g_sequence
door1gb_sequence:
$door1ga nouse
$door1gb nouse
$door1g rotateYdown 90
$door1ga rotateYdown 90
$door1gb rotateYdown 90
waitFor $door1ga
wait 3
$door1g rotateYup 90
$door1ga rotateYup 90
$door1gb rotateYup 90
waitFor $door1gb
goto door1g_sequence
end
door2g_thread:
$door2g time .6
$door2ga time .6
$door2gb time .6
door2g_sequence:
$door2ga onuse door2ga_sequence
$door2gb onuse door2gb_sequence
pause
door2ga_sequence:
$door2ga nouse
$door2gb nouse
$door2g rotateYup 90
$door2ga rotateYup 90
$door2gb rotateYup 90
waitFor $door2ga
wait 3
$door2g rotateYdown 90
$door2ga rotateYdown 90
$door2gb rotateYdown 90
waitFor $door2gb
goto door2g_sequence
door2gb_sequence:
$door2ga nouse
$door2gb nouse
$door2g rotateYdown 90
$door2ga rotateYdown 90
$door2gb rotateYdown 90
waitFor $door2ga
wait 3
$door2g rotateYup 90
$door2ga rotateYup 90
$door2gb rotateYup 90
waitFor $door2gb
goto door2g_sequence
end
vault_switch1_thread:
level.vault_switch1_position = 1
vault_switch1_sequence:
$vault_switch1 onuse vault_switch1_rotate
pause
vault_switch1_rotate:
$vault_switch1 nouse
$vault_switch1 rotateZdown 45
waitFor $vault_switch1
$vault_switch1 playsound environment/cabinet/glasscab/latch12.wav 1.0
level.vault_switch1_position += 1
level.vault_switch1_position ifequal 9 level.vault_switch1_position = 1
goto vault_switch1_sequence
end
vault_switch2_thread:
level.vault_switch2_position = 1
vault_switch2_sequence:
$vault_switch2 onuse vault_switch2_rotate
pause
vault_switch2_rotate:
$vault_switch2 nouse
$vault_switch2 rotateZdown 45
waitFor $vault_switch2
$vault_switch2 playsound environment/cabinet/glasscab/latch12.wav 1.0
level.vault_switch2_position += 1
level.vault_switch2_position ifequal 9 level.vault_switch2_position = 1
goto vault_switch2_sequence
end
vault_thread:
$vault_door time 3
$vault_switch1 time 1
$vault_switch2 time 1
$vault_button time .2
$vault_handle time 1
level.jc_warn = 0
$vault_handle bind $vault_door
wait .1
//open door for mancini's sequence
$vault_portal open
$vault_handle rotateZdown 60
waitFor $vault_handle
$vault_door rotateYup 75
waitFor $vault_door
$vault_trigger ontrigger vault_door_close_for_mancini
pause
vault_door_close_for_mancini:
$vault_trigger notrigger
$vault_door playsound environment/levelsnds/bank/bankdoo2.wav 1.0
$vault_door rotateYdown 75
waitFor $vault_door
$vault_door playsound impact/metal/drm2.wav 1.0
$vault_handle playsound environment/doors/metal/mtldoor1.wav 1.0
$vault_handle rotateZup 60
waitFor $vault_handle
$vault_portal close
$camgun1 activate
$camgun2 activate
$vault_door time 6
vault_begin:
$vault_handle onuse check_vault_combo
$vault_handle ondamage check_vault_combo
pause
check_vault_combo:
$vault_handle nouse
$vault_handle nodamage
level.vault_switch1_position ifequal level.VaultCombo1 goto check_vault_combo2
level.description ifequal 0 goto vault_begin
$camgun1 activate
$camgun2 activate
level.jc_warn ifequal 0 thread jc_warn_dialog_thread
wait 5
$camgun1 deactivate
$camgun2 deactivate
goto vault_begin
check_vault_combo2:
level.vault_switch2_position ifequal level.VaultCombo2 goto vault_open
level.description ifequal 0 goto vault_begin
$camgun1 activate
$camgun2 activate
level.jc_warn ifequal 0 thread jc_warn_dialog_thread
wait 5
$camgun1 deactivate
$camgun2 deactivate
goto vault_begin
vault_open:
level.VaultOpenedOnce ifequal 0 thread vault_open_completed
$vault_portal open
$vault_handle playsound environment/doors/metal/mtldoor1.wav 1.0
$vault_handle rotateZdown 60
waitFor $vault_handle
$vault_door playsound environment/levelsnds/bank/bankdoo2.wav 1.0
$vault_door rotateYup 75
waitFor $vault_door
$vault_door playsound impact/metal/drm2.wav 1.0
$vault_handle onuse vault_closed
$vault_handle ondamage vault_closed
pause
vault_closed:
$vault_handle nouse
$vault_handle nodamage
$vault_door playsound environment/levelsnds/bank/bankdoo2.wav 1.0
$vault_door rotateYdown 75
waitFor $vault_door
$vault_door playsound impact/metal/drm2.wav 1.0
$vault_handle playsound environment/doors/metal/mtldoor1.wav 1.0
$vault_handle rotateZup 60
waitFor $vault_handle
$vault_portal close
goto vault_begin
end
vault_open_completed:
level.VaultOpenedOnce = 1
level.PObjective4 = 1 // Gain Access To The Vault
level.PObjective5 = 0 // Capture Mancini
thread BankMissionComputer
thread dialog::PObjectiveComplete
end // vault_open_completed
jc_warn_dialog_thread:
level.jc_warn = 1
wait 2
thread dialog::jneed_to_shut_down_sec1
end
jc_warn_dialog2_thread:
$warn_dialog_trigger ontrigger jc_warn_dialog2_sequence
pause
jc_warn_dialog2_sequence:
$warn_dialog_trigger notrigger
thread dialog::need_to_shut_down_sec2
end
receptacle1_thread:
$receptacle1_rim time .3
$receptacle1 time .3
$receptacle1 notsolid
receptacle1_begin:
$receptacle1_rim onuse receptacle1_sequence
$receptacle1_rim ondamage receptacle1_break
pause
receptacle1_sequence:
$receptacle1_rim nouse
$receptacle1 rotateXup 60
waitFor $receptacle1
$receptacle1 rotateXdown 90
waitFor $receptacle1
$receptacle1 rotateXup 45
waitFor $receptacle1
$receptacle1 rotateXdown 22
waitFor $receptacle1
$receptacle1 rotateXup 7
waitFor $receptacle1
goto receptacle1_begin
receptacle1_break:
trigger $g5
$receptacle1 hide
$receptacle1_rim notsolid
$receptacle1_rim hide
end
receptacle2_thread:
$receptacle2_rim time .3
$receptacle2 time .3
$receptacle2 notsolid
receptacle2_begin:
$receptacle2_rim onuse receptacle2_sequence
$receptacle2_rim ondamage receptacle2_break
pause
receptacle2_sequence:
$receptacle2_rim nouse
$receptacle2 rotateXdown 60
waitFor $receptacle2
$receptacle2 rotateXup 90
waitFor $receptacle2
$receptacle2 rotateXdown 45
waitFor $receptacle2
$receptacle2 rotateXup 22
waitFor $receptacle2
$receptacle2 rotateXdown 7
waitFor $receptacle2
goto receptacle2_begin
receptacle2_break:
trigger $g3
$receptacle2 hide
$receptacle2_rim notsolid
$receptacle2_rim hide
end
clock_thread:
$longhand time 1
$shorthand time 1
$shorthand rotateXdown 180
waitFor $shorthand
clock_sequence:
wait 60
$longhand rotateXdown 6
$shorthand rotateXdown .5
waitFor $longhand
goto clock_sequence
clock_hour_thread:
clock_hour_sequence:
wait 3600
$longhand playsound misc/bell.wav 1.0
wait 2
$longhand playsound misc/bell.wav 1.0
wait 2
$longhand playsound misc/bell.wav 1.0
wait 2
$longhand playsound misc/bell.wav 1.0
goto clock_hour_sequence
door_thread:
local.doorindex = 3
doorloop:
parm.door string "$door"
parm.door appendint local.doorindex
parm.door notsolid
parm.door hide
local.doorindex += 1
local.doorindex ifequal 4 local.doorindex += 1
local.doorindex iflessequal 10 goto doorloop
end
door4_thread:
$door4a time .6
$door4b time .6
$portal4 close
door4_sequence:
$door4a onuse door4a_sequence
$door4b onuse door4b_sequence
pause
door4a_sequence:
$door4a nouse
$door4b nouse
$portal4 open
$door4a rotateYup 90
$door4b rotateYup 90
waitFor $door4b
wait 3
$door4a rotateYdown 90
$door4b rotateYdown 90
waitFor $door4b
$portal4 close
goto door4_sequence
door4b_sequence:
$door4a nouse
$door4b nouse
$portal4 open
$door4a rotateYdown 90
$door4b rotateYdown 90
waitFor $door4b
wait 3
$door4a rotateYup 90
$door4b rotateYup 90
waitFor $door4b
$portal4 close
goto door4_sequence
end
door12_thread:
$door12a time .6
$door12b time .6
$portal12 close
door12_sequence:
$door12a onuse door12a_sequence
$door12b onuse door12b_sequence
pause
door12a_sequence:
$door12a nouse
$door12b nouse
$portal12 open
$door12a rotateYup 90
$door12b rotateYup 90
waitFor $door12b
wait 3
$door12a rotateYdown 90
$door12b rotateYdown 90
waitFor $door12b
$portal12 close
goto door12_sequence
door12b_sequence:
$door12a nouse
$door12b nouse
$portal12 open
$door12a rotateYdown 90
$door12b rotateYdown 90
waitFor $door12b
wait 3
$door12a rotateYup 90
$door12b rotateYup 90
waitFor $door12b
$portal12 close
goto door12_sequence
end
billboard_thread:
$billboard2 bind $billboard
game.intro_billboard_fall ifequal 2 goto billboard_fall_sequence_left_quick
game.intro_billboard_fall ifequal 3 goto billboard_fall_sequence_right_quick
$billboard_left ondamage billboard_fall_sequence2_left
$billboard_right ondamage billboard_fall_sequence2_right
pause
billboard_fall_sequence_left_quick:
$billboard time .1
$billboard moveEast 96
$billboard rotateXdown 56
$billboard moveWest 64
$billboard moveDown 30
waitFor $billboard
$billboard rotateXdown 98
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard rotateXdown 85
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard rotateXdown 71
$billboard rotateZup 5
$billboard moveDown 490
$billboard moveSouth 16
$billboard moveWest 107
waitFor $billboard
$window_bar2 time .1
$window_bar2 moveDown 368
$window_bar2 rotateXup 22
$window_bar2 rotateYup 30
$window_bar2 moveWest 16
waitFor $window_bar2
$glass1 remove
$glass2 remove
$glass3 remove
$billboard playsound impact/crates/crate3.wav 3.0
goto bottom
billboard_fall_sequence_right_quick:
$billboard time 0
$window_bar1 time 0
$window_bar2 time 0
$billboard moveEast 96
$billboard rotateXdown 56
$billboard moveWest 64
$billboard moveDown 30
waitFor $billboard
$billboard rotateXdown 98
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard rotateXdown 85
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 128
waitFor $billboard
$billboard rotateXdown 71
$billboard rotateZup 5
$billboard moveDown 490
$billboard moveSouth 16
$billboard moveWest 107
waitFor $billboard
$glass1 remove
$glass2 remove
$glass3 remove
$billboard playsound impact/crates/crate3.wav 3.0
$window_bar1 moveDown 368
$window_bar1 rotateXup 22
$window_bar1 rotateYdown 15
$window_bar1 moveWest 16
$window_bar2 moveDown 368
$window_bar2 rotateXup 22
$window_bar2 rotateYup 30
$window_bar2 moveWest 16
$billboard moveDown 356
$billboard rotateXup 20
$billboard rotateZdown 20
waitFor $billboard
$billboard playsound impact/crates/crate3.wav 3.0
$fountain_break notsolid
$fountain_break hide
$fountain_spill1 show
$fountain_spill2 show
$fountain_flood moveUp 10
$fountain_flood show
waitFor $fountain_flood
goto bottom
billboard_fall_sequence2_left:
$billboard_right nodamage
$billboard_left nodamage
$billboard time .4
wait .3
$billboard rotateXdown 56
$billboard moveWest 64
$billboard moveDown 30
waitFor $billboard
$billboard time .7
$billboard rotateXdown 98
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 96
waitFor $billboard
$billboard time .5
$billboard rotateXdown 85
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 96
waitFor $billboard
$billboard time .4
$billboard rotateXdown 71
$billboard rotateZup 5
$billboard moveDown 490
$billboard moveSouth 16
$billboard moveWest 75
waitFor $billboard
$glass1 shatter "0 0 0" 75 10 75 .25 0
$glass2 shatter "0 0 0" 75 10 75 .25 0
$glass3 shatter "0 0 0" 75 10 75 .25 0
$glass1 remove
$glass2 remove
$glass3 remove
$billboard playsound impact/crates/crate3.wav 3.0
$window_bar2 time .5
$window_bar2 moveDown 368
$window_bar2 rotateXup 22
$window_bar2 rotateYup 30
$window_bar2 moveWest 16
waitFor $window_bar2
goto bottom
billboard_fall_sequence2_right:
$billboard_right nodamage
$billboard_left nodamage
$billboard time .4
wait .3
$billboard rotateXdown 56
$billboard moveWest 64
$billboard moveDown 30
waitFor $billboard
$billboard time .7
$billboard rotateXdown 98
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 96
waitFor $billboard
$billboard time .5
$billboard rotateXdown 85
$billboard rotateZup 5
$billboard moveDown 495
$billboard moveSouth 16
$billboard moveWest 96
waitFor $billboard
$billboard time .4
$billboard rotateXdown 71
$billboard rotateZup 5
$billboard moveDown 490
$billboard moveSouth 16
$billboard moveWest 75
waitFor $billboard
$glass1 shatter "0 0 0" 75 10 75 .25 0
$glass2 shatter "0 0 0" 75 10 75 .25 0
$glass3 shatter "0 0 0" 75 10 75 .25 0
$glass1 remove
$glass2 remove
$glass3 remove
$billboard playsound impact/crates/crate3.wav 3.0
wait .2
$billboard time .7
$window_bar1 time .7
$window_bar2 time .7
$window_bar1 moveDown 368
$window_bar1 rotateXup 22
$window_bar1 rotateYdown 15
$window_bar1 moveWest 16
$window_bar2 moveDown 368
$window_bar2 rotateXup 22
$window_bar2 rotateYup 30
$window_bar2 moveWest 16
$billboard moveDown 356
$billboard rotateXup 20
$billboard rotateZdown 20
waitFor $billboard
$billboard playsound impact/crates/crate3.wav 3.0
$fountain_break notsolid
$fountain_break hide
wait .1
$fountain_spill1 show
wait .1
$fountain_spill2 show
$fountain_flood show
$fountain_flood moveUp 2
waitFor $fountain_flood
$fountain_flood time 15
$fountain_flood moveUp 8
waitFor $fountain_flood
bottom:
thread dialog::blade_destroys_property8
end
elev_thread:
$elev time 10
$elev_left1 time .5
$elev_left2 time .5
$elev_right1 time .5
$elev_right2 time .5
$elev_call time .5
$elev_call_pressed time .5
$elev_button time .5
$elev_button_pressed time .5
$elev_call_pressed notsolid
$elev_call_pressed hide
$elev_button_pressed notsolid
$elev_button_pressed hide
$elev_call onuse elev_call_sequence
pause
elev_call_sequence:
$elev_call nouse
$elev_call notsolid
$elev_call hide
$elev_call_pressed solid
$elev_call_pressed show
//playsound
wait 5
$elev_left1 moveEast 20
$elev_right1 moveWest 20
waitFor $elev_left1
$elev_left1 time 1
$elev_left2 time 1
$elev_right1 time 1
$elev_right2 time 1
$elev_left1 moveEast 40
$elev_right1 moveWest 40
$elev_left2 moveEast 60
$elev_right2 moveWest 60
waitFor $elev_left1
$elev_call_pressed notsolid
$elev_call_pressed hide
$elev_call show
$elev_call solid
$elev_button onuse elev_move_sequence
pause
elev_move_sequence:
$elev_button notsolid
$elev_button hide
$elev_button_pressed show
$elev_button_pressed solid
$elev_left1 time .5
$elev_left2 time .5
$elev_right1 time .5
$elev_right2 time .5
$elev_left1 moveWest 20
$elev_right1 moveEast 20
waitFor $elev_left1
$elev_left1 time 1
$elev_left2 time 1
$elev_right1 time 1
$elev_right2 time 1
$elev_left1 moveWest 40
$elev_right1 moveEast 40
$elev_left2 moveWest 60
$elev_right2 moveEast 60
waitFor $elev_left1
$elev_left2 time 10
$elev_right2 time 10
$elev_button_pressed time 10
$elev moveUp 512
$elev_left2 moveUp 512
$elev_right2 moveUp 512
$elev_button_pressed moveUp 512
waitFor $elev
$elev_button_pressed notsolid
$elev_button_pressed hide
$elev_button show
$elev_button solid
elev_start:
$elev_call onuse elev_call_sequence2
pause
elev_call_sequence2:
$elev_call nouse
$elev_call notsolid
$elev_call hide
$elev_call_pressed solid
$elev_call_pressed show
$elev moveDown 512
$elev_left2 moveDown 512
$elev_right2 moveDown 512
$elev_button_pressed moveDown 512
waitFor $elev
$elev_left1 time .5
$elev_right1 time .5
$elev_left1 moveEast 20
$elev_right1 moveWest 20
waitFor $elev_left1
$elev_left1 time 1
$elev_left2 time 1
$elev_right1 time 1
$elev_right2 time 1
$elev_left1 moveEast 40
$elev_right1 moveWest 40
$elev_left2 moveEast 60
$elev_right2 moveWest 60
waitFor $elev_left1
$elev_call_pressed notsolid
$elev_call_pressed hide
$elev_call show
$elev_call solid
$elev_button onuse elev_move_sequence2
pause
elev_move_sequence2:
$elev_button notsolid
$elev_button hide
$elev_button_pressed show
$elev_button_pressed solid
$elev_left1 time .5
$elev_left2 time .5
$elev_right1 time .5
$elev_right2 time .5
$elev_left1 moveWest 20
$elev_right1 moveEast 20
waitFor $elev_left1
$elev_left1 time 1
$elev_left2 time 1
$elev_right1 time 1
$elev_right2 time 1
$elev_left1 moveWest 40
$elev_right1 moveEast 40
$elev_left2 moveWest 60
$elev_right2 moveEast 60
waitFor $elev_left1
$elev_left2 time 10
$elev_right2 time 10
$elev_button_pressed time 10
$elev moveUp 512
$elev_left2 moveUp 512
$elev_right2 moveUp 512
$elev_button_pressed moveUp 512
waitFor $elev
$elev_button_pressed notsolid
$elev_button_pressed hide
$elev_button show
$elev_button solid
goto elev_start
end
teller_thread:
$dollar1 bind $teller2
$dollar2 bind $teller2
$dollar3 bind $teller2
wait .1
local.tellerindex = 1
teller_loop:
parm.teller string "$teller"
parm.teller appendint local.tellerindex
thread teller_setup_thread
local.tellerindex += 1
local.tellerindex iflessequal 2 goto teller_loop
end
teller_setup_thread:
local.teller string parm.teller
local.teller time 1
local.teller moveNorth 22
waitFor local.teller
teller_start:
local.teller onuse teller_open
pause
teller_open:
local.teller nouse
local.teller playsound environment/cabinet/drawer/cab11.wav 1.0
local.teller moveSouth 22
waitFor local.teller
local.teller onuse teller_close
pause
teller_close:
local.teller nouse
local.teller playsound environment/cabinet/drawer/cab12.wav 1.0
local.teller moveNorth 22
waitFor local.teller
goto teller_start
end
//==================================
safety_deposit_drawer_thread:
$safe_drawer time 1
$safe_drawer moveEast 32
waitFor $safe_drawer
safe_drawer_start:
$safe_drawer onuse safe_drawer_open
pause
safe_drawer_open:
$safe_drawer nouse
$safe_drawer playsound environment/cabinet/drawer/cab11.wav 1.0
$safe_drawer moveWest 32
waitFor $safe_drawer
$safe_drawer onuse safe_drawer_close
pause
safe_drawer_close:
$safe_drawer nouse
$safe_drawer playsound environment/cabinet/drawer/cab12.wav 1.0
$safe_drawer moveEast 32
waitFor $safe_drawer
goto safe_drawer_start
end
tele_thread:
$tele1 key coin
$tele2 key coin
tele_start:
$tele1 onuse tele1_sequence
$tele2 onuse tele2_sequence
pause
tele1_sequence:
$tele1 nouse
$tele2 nouse
local.other take local.key
//$tele1 playsound environment/levelsnds/bank/dialtone.wav 2.0
parm.phone string "$tele1"
thread dialog::phone_bruno
end
tele2_sequence:
$tele1 nouse
$tele2 nouse
local.other take local.key
parm.phone string "$tele2"
thread dialog::phone_cinema
end
escalator_thread:
$escalator_button time .5
local.escalator_speed = 16
escalator_sequence:
$escalator_button onuse escalator_off
pause
escalator_off:
$escalator_button nouse
$escalator_button playsound environment/cabinet/glasscab/latch12.wav 1.0
$escalator_button moveNorth 1
waitFor $escalator_button
trigger $escalator_sound
$escalator_button moveSouth 1
waitFor $escalator_button
escalator_slow_down:
local.escalator_speed -= 1
wait .1
@escalator trans_mag local.escalator_speed
local.escalator_speed ifgreater 0 goto escalator_slow_down
$escalator_button onuse escalator_on
pause
escalator_on:
$escalator_button nouse
$escalator_button playsound environment/cabinet/glasscab/latch12.wav 1.0
$escalator_button moveNorth 1
waitFor $escalator_button
trigger $escalator_sound
$escalator_button moveSouth 1
waitFor $escalator_button
escalator_speed_up:
wait .1
@escalator trans_mag local.escalator_speed
local.escalator_speed += 1
local.escalator_speed iflessequal 16 goto escalator_speed_up
goto escalator_sequence
end
locker_door1_thread:
level.locker_dialog = 0
$locker_door1 time 1
locker_door1_sequence:
$locker_door1 onuse locker_door1_open
pause
locker_door1_open:
$locker_door1 nouse
level.locker_dialog ifequal 0 thread locker_dialog_thread
$locker_door1 rotateYdown 90
waitFor $locker_door1
$locker_door1 onuse locker_door1_close
pause
locker_door1_close:
$locker_door1 nouse
$locker_door1 rotateYup 90
waitFor $locker_door1
goto locker_door1_sequence
end
locker_door2_thread:
$locker_door2 time 1
locker_door2_sequence:
$locker_door2 onuse locker_door2_open
pause
locker_door2_open:
$locker_door2 nouse
level.locker_dialog ifequal 0 thread locker_dialog_thread
$locker_door2 rotateYup 90
waitFor $locker_door2
$locker_door2 onuse locker_door2_close
pause
locker_door2_close:
$locker_door2 nouse
$locker_door2 rotateYdown 90
waitFor $locker_door2
goto locker_door2_sequence
end
level.locker_dialog ifequal 0 thread locker_dialog_thread
locker_dialog_thread:
level.locker_dialog = 1
wait .5
thread dialog::jc_handy1
end
painting1_thread:
$painting1 time .8
$safe_door time .8
painting1_sequence_begin:
$painting1 onuse painting1_sequence
$safe_door onuse painting1_sequence
pause
painting1_sequence:
$painting1 nouse
$safe_door nouse
$painting1 moveEast 80
waitFor $painting1
$safe_door rotateYdown 95
waitFor $safe_door
$painting1 onuse painting1_sequence2
$safe_door onuse painting1_sequence2
pause
painting1_sequence2:
$painting1 nouse
$safe_door nouse
$safe_door rotateYup 95
waitFor $safe_door
$painting1 moveWest 80
waitFor $painting1
goto painting1_sequence_begin
end
painting2_thread:
$painting2 time .4
$painting2 ondamage painting2_sequence
pause
painting2_sequence:
$painting2 nodamage
wait .2
$painting2 rotateZdown 20
waitFor $painting2
$painting2 rotateZup 8
waitFor $painting2
$painting2 rotateZdown 3
waitFor $painting2
//$painting2 time .7
//wait .2
//$painting2 rotateXup 60
//$painting2 moveEast 40
//$painting2 moveDown 64
//waitFor $painting2
end
painting3_thread:
$painting3 time .4
$painting3 ondamage painting3_sequence
pause
painting3_sequence:
$painting3 nodamage
wait .2
$painting3 rotateZup 30
waitFor $painting3
$painting3 rotateZdown 8
waitFor $painting3
$painting3 rotateZup 3
waitFor $painting3
end
painting4_thread:
$painting4 time .4
$painting4 ondamage painting4_sequence
pause
painting4_sequence:
$painting4 nodamage
wait .2
$painting4 rotateZdown 40
waitFor $painting4
$painting4 rotateZup 12
waitFor $painting4
$painting4 rotateZdown 5
waitFor $painting4
end
painting5_thread:
$painting5 time .4
$painting5 ondamage painting5_sequence
pause
painting5_sequence:
$painting5 nodamage
wait .2
$painting5 rotateXdown 20
waitFor $painting5
$painting5 rotateXup 8
waitFor $painting5
$painting5 rotateXdown 4
waitFor $painting5
end
painting6_thread:
$painting6 time .4
$painting6 ondamage painting6_sequence
pause
painting6_sequence:
$painting6 nodamage
wait .2
$painting6 rotateXdown 20
waitFor $painting6
$painting6 rotateXup 8
waitFor $painting6
$painting6 rotateXdown 4
waitFor $painting6
end
roof_break1_thread:
game.intro_roof_break1 iflessequal 1 goto roof_break1_not_broken
roof_break1_sequence:
$roof_light1 lightstyle "RgGhBm"
$roof_break1 notsolid
$roof_break1 hide
$roof_railing1 notsolid
$roof_railing1 hide
goto roof_break1_end
roof_break1_not_broken:
$roof_light1 lightstyle "a"
$roof_debris1 notsolid
$roof_debris1 hide
$roof_debris2 notsolid
$roof_debris2 hide
$roof_railing1 ondamage roof_railing1_shatter
pause
roof_railing1_shatter:
$roof_railing1 nodamage
$roof_railing1 shatter "0 0 0" 25 10 35 .25 0
$roof_railing1 notsolid
$roof_railing1 hide
roof_break1_end:
end
light_spark_thread:
local.spark_num = 7
light_spark_loop:
parm.light_spark string "$light_sparks"
parm.spark string "$sparks"
parm.light_spark appendint local.spark_num
parm.spark appendint local.spark_num
thread light_spark_setup_thread
local.spark_num += 1
local.spark_num iflessequal 14 goto light_spark_loop
end
light_spark_setup_thread:
local.light_spark string parm.light_spark
local.spark string parm.spark
local.light_spark ondamage light_spark_sequence
pause
light_spark_sequence:
local.light_spark nodamage
trigger local.spark
end
sign1_thread:
$sign1 time .4
$sign1 ondamage sign1_sequence
pause
sign1_sequence:
$sign1 nodamage
$sign1 rotateXup 20
waitFor $sign1
$sign1 rotateXdown 8
waitFor $sign1
$sign1 rotateXup 4
waitFor $sign1
end
sign2_thread:
$sign2 time .4
$sign2 ondamage sign2_sequence
pause
sign2_sequence:
$sign2 nodamage
$sign2 rotateZup 20
waitFor $sign2
$sign2 rotateZdown 8
waitFor $sign2
$sign2 rotateZup 4
waitFor $sign2
end
no_exit_thread:
no_exit_start:
$no_exit ontrigger no_exit_sequence
pause
no_exit_sequence:
$no_exit notrigger
thread dialog::jc_sightseeing
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
wait 5
goto no_exit_start
end
end_sequence_thread:
$end_sequence ontrigger end_sequence_begin
pause
end_sequence_begin:
$end_sequence notrigger
thread dialog::end_of_level
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
end
quarter_dialog_thread:
$quarter_dialog ontrigger quarter_dialog_sequence
pause
quarter_dialog_sequence:
$quarter_dialog notrigger
thread dialog::blade_finds_quarter1
end
identcard_dialog_thread:
$identcard_dialog ontrigger identcard_dialog_sequence
pause
identcard_dialog_sequence:
$identcard_dialog notrigger
//thread dialog::jc_handy1
thread dialog::jc_interesting1
end
cash1_dialog_thread:
$cash1_dialog ontrigger cash1_dialog_sequence
pause
cash1_dialog_sequence:
$cash1_dialog notrigger
thread dialog::blade_takes_money1
end
cash2_dialog_thread:
$cash2_dialog ontrigger cash2_dialog_sequence
pause
cash2_dialog_sequence:
$cash2_dialog notrigger
thread dialog::blade_takes_money2
end
furniture_break1_thread:
$furniture_break1 ontrigger furniture_break1_sequence
pause
furniture_break1_sequence:
$furniture_break1 notrigger
wait 2
thread dialog::blade_destroys_furniture2
end
furniture_break2_thread:
$furniture_break2 ontrigger furniture_break2_sequence
pause
furniture_break2_sequence:
$furniture_break2 notrigger
wait 2
thread dialog::blade_destroys_furniture4
end
furniture_break3_thread:
$furniture_break3 ontrigger furniture_break3_sequence
pause
furniture_break3_sequence:
$furniture_break3 notrigger
wait 2
thread dialog::blade_destroys_property8
end
furniture_break4_thread:
$furniture_break4 ontrigger furniture_break4_sequence
pause
furniture_break4_sequence:
$furniture_break4 notrigger
wait 2
thread dialog::blade_destroys_property2
end
plant_break1_thread:
$plant_break1 ontrigger plant_break1_sequence
pause
plant_break1_sequence:
$plant_break1 notrigger
wait 2
thread dialog::blade_destroys_plant
end
helicopter_sound_thread:
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 3.0
wait .6
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 2.0
wait .3
$helicopter_sound playsound vehicle/helicopt/flyloop.wav 1.0
wait .3
$helicopter_sound playsound vehicle/helicopt/flyloop.wav .5
wait .3
$helicopter_sound playsound vehicle/helicopt/flyloop.wav .25
wait .3
$helicopter_sound stopsound
end
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
//&&&&&&&&&&&&&&&&&################!!!!!!!!!!!!!!!!!!!!
table_init_thread:
$table1 time .3
$table1 ontrigger table1_rotate_sequence
pause
table1_rotate_sequence:
$table1 notrigger
$table1 rotateXup 75
waitFor $table1
$table1 ondamage table1_damage_sequence
pause
table1_damage_sequence:
$table1 nodamage
trigger $h1
$table1 notsolid
$table1 hide
end
thug1_patrol_thread:
local.self respondto act_killed thug1a_spawn
local.self respondto act_activated thug1_patrol_loop
pause
thug1_patrol_loop:
local.self ignore act_activated
local.self walkto $node2
waitFor local.self
local.self walkto $node3
waitFor local.self
local.self walkto $node4
waitFor local.self
local.self anim guerilla_talk
wait 5
local.self walkto $node3
waitFor local.self
local.self walkto $node2
waitFor local.self
local.self walkto $node1
waitFor local.self
goto thug1_patrol_loop
thug1a_spawn:
*1 playsound snd_taunt1
//trigger $thug1a_trigger
//wait .1
$thug1a thread thug1a_thread
end
thug1a_thread:
local.self respondto act_idle thug1a_patrol_loop
local.self state act_idle
pause
thug1a_patrol_loop:
local.self walkto $node2
waitFor local.self
local.self walkto $node1
waitFor local.self
local.self walkto $node2
waitFor local.self
thug1a_patrol2_loop:
local.self walkto $node3
waitFor local.self
local.self walkto $node4
waitFor local.self
wait 1
goto thug1a_patrol2_loop
end
thug2_patrol_thread:
wait 4
local.self respondto act_idle thug2_patrol_loop
//local.self respondto act_killed thug2a_spawn
local.self state act_idle
pause
thug2_patrol_loop:
local.self walkto $node5
waitFor local.self
local.self walkto $node6
waitFor local.self
local.self walkto $node7
waitFor local.self
local.self walkto $node6
waitFor local.self
goto thug2_patrol_loop
end
thug2a_spawn:
*1 playsound snd_taunt2
trigger $thug2a_trigger
wait .1
$thug2a thread thug2a_thread
end
thug2a_thread:
local.self respondto act_idle thug2a_patrol_loop
local.self state act_idle
pause
thug2a_patrol_loop:
local.self walkto $node5
waitFor local.self
local.self walkto $node6
waitFor local.self
local.self walkto $node7
waitFor local.self
goto thug2a_patrol2_loop
end
thug3_patrol_thread:
game.intro_roof_break1 iflessequal 1 goto thug3_patrol_start
$thug3 remove
$dead_thug3 kill
goto thug3_patrol1_bottom
thug3_patrol_start:
$dead_thug3 remove
local.self respondto act_idle thug3_patrol_loop
local.self state act_idle
thug3_patrol_loop:
local.self walkto $node11
waitFor local.self
local.self turnto 180
wait 2
local.self walkto $node10
waitFor local.self
local.self walkto $node9
waitFor local.self
local.self turnto 90
waitFor local.self
wait 2
local.self walkto $node10
waitFor local.self
goto thug3_patrol_loop
thug3_patrol1_bottom:
end
thug4_patrol_thread:
wait 4
local.self respondto act_idle thug4_patrol_loop
local.self respondto act_killed spawn_thug4a
local.self state act_idle
pause
thug4_patrol_loop:
local.self walkto $node12
waitFor local.self
local.self turnto 0
waitFor local.self
wait 2
local.self walkto $node13
waitFor local.self
local.self walkto $node14
waitFor local.self
local.self turnto 270
waitFor local.self
wait 2
local.self walkto $node13
waitFor local.self
goto thug4_patrol_loop
end
spawn_thug4a:
*1 playsound snd_taunt3
trigger $thug4a_trigger
$thug4a thread thug4a_patrol_thread
end
thug4a_patrol_thread:
local.self respondto act_idle thug4a_patrol_loop
local.self state act_idle
thug4a_patrol_loop:
local.self walkto $node19
waitFor local.self
local.self walkto $node18
waitFor local.self
goto thug4a_patrol_loop
end
thug5_patrol_thread:
local.self respondto act_activated thug5_patrol_loop_start
pause
thug5_patrol_loop_start:
local.self ignore act_activated
local.self runto $node15
waitFor local.self
local.self runto $node16
waitFor local.self
local.self runto $node17
waitFor local.self
thug5_patrol_loop:
local.self walkto $node18
waitFor local.self
local.self walkto $node19
waitFor local.self
goto thug5_patrol_loop
end
thug6_patrol_thread:
local.self respondto act_activated thug6_patrol_loop
pause
thug6_patrol_loop:
local.self walkto $node20
waitFor local.self
local.self walkto $node21
waitFor local.self
local.self walkto $node22
waitFor local.self
local.self walkto $node23
waitFor local.self
goto thug6_patrol_loop
end
thug7_patrol_thread:
local.self respondto act_activated thug7_patrol_loop_start
pause
thug7_patrol_loop_start:
local.self walkto $node25
waitFor local.self
thug7_patrol_loop:
local.self walkto $node26
waitFor local.self
local.self turnto 180
waitFor local.self
wait 2
local.self walkto $node25
waitFor local.self
local.self walkto $node24
waitFor local.self
local.self turnto 180
waitFor local.self
wait 2
local.self walkto $node25
waitFor local.self
goto thug7_patrol_loop
end
thug8a_thread:
local.self ignore act_runtoarea
pause
end
mancini_thread:
local.self ignoreall
local.self respondto act_activated mancini_runaway
local.self respondto act_idle mancini_idle
local.self state act_idle
pause
mancini_idle:
local.self anim idle_giving_orders
pause
end
mancini_runaway:
local.self ignore act_activated
local.self ignore act_idle
thread mancini_dialog1_thread
wait 1
local.self ignore act_runtoarea
local.self runto $node27a
waitFor local.self
$door4_mancini open
local.self runto $node27b
waitFor local.self
local.self runto $node28
waitFor local.self
local.self runto $node29
waitFor local.self
$door4_mancini close
$door4_mancini lock
$mancini_clip remove
local.self anim idle_tantrum
local.self respondto act_activated mancini_runaway2
level.PObjective5 = 0 // Capture Mancini
thread BankMissionComputer
thread dialog::StatusUpdated
pause
end
mancini_runaway2:
thread mancini_dialog2_thread
trigger $vault_trigger
wait 1
local.self ignore act_activated
local.self runto $node30
waitFor local.self
local.self runto $node31
waitFor local.self
wait 3
thread dialog::blade_needs_vault_combo
$mancini remove
end
mancini_dialog1_thread:
parm.mancini1 string "$mancini"
thread dialog::mancini_damn_blade
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
parm.mancini1 string "$mancini"
parm.thug1 string $thug8a
thread dialog::mancini_dont_stand_kill
trigger $thug5_relay
end
mancini_dialog2_thread:
parm.mancini1 string "$mancini"
thread dialog::mancini_dont_let_him_thru
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
parm.mancini1 string "$mancini"
thread dialog::mancini_hurry
end
mancini2_thread:
local.self ignoreall
local.self respondto act_activated mancini_runaway3
local.self respondto act_idle mancini_idle2
local.self state act_idle
pause
mancini_idle2:
local.self anim idle_giving_orders
pause
end
mancini_runaway3:
thread mancini2_dialog1_thread
//trigger $thug9
trigger $thug10
// say, get him?
wait 1.5
// jump him into the hole
local.self anim jump_in_hole
waitFor local.self
$mancini2 remove
pause
end
mancini2_dialog1_thread:
parm.thug1 string "$thug9"
thread dialog::thug_leave_now
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
parm.mancini1 string "$mancini2"
thread dialog::mancini_call_chopper
//thread dialog::mancini_call_backup
end
thug9_thread:
local.self ignoreall
local.self respondto act_activated thug9_sequence
pause
thug9_sequence:
wait .5
local.self walkto $node33
waitFor local.self
local.self ignore act_runtoarea
pause
end
thug10_thread:
local.self respondto act_activated thug10_patrol_sequence
pause
thug10_patrol_sequence:
local.self walkto $node33
waitFor local.self
local.self walkto $node34
waitFor local.self
goto thug10_patrol_sequence
end
hostage1_thread:
local.self ignoreall
local.self respondto act_activated hostage1_run_for_help
local.self respondto act_killed hostage1_killed
local.self respondto act_idle hostage1_idle
local.self state act_idle
pause
hostage1_run_for_help:
$hostage1_door open
local.self runto $node35
waitFor local.self
$thug11 state act_activated
local.self runto $node36
waitFor local.self
$hostage1_door close
local.self ignoreall
local.self respondto act_killed hostage1_killed
local.self respondto act_idle hostage1_idle
local.self state act_idle
end
hostage1_idle:
local.self anim civfem_cowering
waitFor local.self
pause
goto hostage1_idle
hostage1_killed:
level.HostagesKilled += 1
thread check_hostagebodycount_thread
end
thug11_thread:
local.self respondto act_activated thug11_kill_hostage1
pause
thug11_kill_hostage1:
local.self runto $node35a
waitFor local.self
slocal.self runto $node35
waitFor local.self
local.self attack $hostage1
end
thug12_thread:
local.self respondto act_activated thug12_duck_and_shoot
pause
thug12_duck_and_shoot:
trigger $table1
end
thug13_thread:
local.self ignore act_runtoarea
local.self respondto act_activated thug13_duck_and_shoot
pause
thug13_duck_and_shoot:
end
thug14_thread:
local.self respondto act_activated thug14_patrol_sequence
pause
thug14_patrol_sequence:
local.self walkto $node37
waitFor local.self
local.self walkto $node38
waitFor local.self
goto thug14_patrol_sequence
end
thug15_thread:
local.self respondto act_killed thug15_killed_sequence
pause
thug15_killed_sequence:
*1 playsound snd_taunt4
trigger $thug15a_trigger
wait .1
$thug15a thread thug15a_thread
end
thug15a_thread:
local.self respondto act_idle thug15a_patrol_sequence
local.self state act_idle
pause
thug15a_patrol_sequence:
local.self walkto $node4
waitFor local.self
local.self walkto $node3
waitFor local.self
local.self walkto $node2
waitFor local.self
local.self walkto $node3
waitFor local.self
goto thug15a_patrol_sequence
end
thug16_thread:
local.self respondto act_killed thug16_killed_sequence
pause
thug16_killed_sequence:
*1 playsound snd_taunt3
trigger $thug16a_trigger
wait .1
$thug16a thread thug16a_thread
end
thug16a_thread:
local.self respondto act_idle thug16a_patrol_sequence
local.self state act_idle
pause
thug16a_patrol_sequence:
local.self walkto $node10
waitFor local.self
local.self walkto $node11
waitFor local.self
local.self walkto $node10
waitFor local.self
local.self walkto $node9
waitFor local.self
goto thug16a_patrol_sequence
end
//$flee1
//$flee6
//$node15
//$node18
//$flee7
//=====================
repel_thugs_init_thread:
local.index = 1
repel_thugs_init_loop:
parm.thugname string "$repel_thug"
parm.thugname appendint local.index
thread repel_thug_thread
local.index += 1
local.index iflessequal 11 goto repel_thugs_init_loop
end
//=====================
//===============
repel_thug_thread:
local.thugname string parm.thugname
local.rope string local.thugname
local.rope append "_rope"
local.rope hide
local.rope notsolid
local.rope ontrigger cast_repeller
pause
cast_repeller:
local.rope notrigger
parm.thugname string local.thugname
local.thugname thread repel_thug
end
//=====
//=========
repel_thug:
local.thugname string parm.thugname
local.node1 string local.thugname
local.node1 append "_node1"
local.node2 string local.thugname
local.node2 append "_node2"
local.node3 string local.thugname
local.node3 append "_node3"
local.rope string local.thugname
local.rope append "_rope"
local.glass string local.thugname
local.glass append "_glass"
local.self ignore act_sightenemy
local.self ignore act_weaponsound act_movementsound act_painsound
local.self ignore act_deathsound act_breakingsound
local.self ignore act_doorsound act_mutantsound act_voicesound
local.self ignore act_machinesound act_radiosound
local.self ignore act_activated act_use
local.self respondto repel repel_waitfortrigger
local.self state repel
repel_waitfortrigger:
local.thugname runto local.node1
waitFor local.thugname
wait 0.1
local.rope show
//local.rope solid
local.thugname behavior Repel "repel1" local.node3 48
waitFor local.thugname
wait 0.1
//local.rope hide
//local.rope notsolid
local.self behavior FireFromCover "run"
waitFor local.self
local.self state act_idle
local.self ifstrequal "repel_thug5" goto setup_repel_thug5
local.self ifstrequal "repel_thug6" goto setup_repel_thug6
local.self ifstrequal "repel_thug6" goto setup_repel_thug7
goto repel_done
setup_repel_thug5:
local.self ignore act_runtoarea
pause
goto repel_done
setup_repel_thug6:
local.self ignore act_runtoarea
pause
goto repel_done
setup_repel_thug7:
local.self ignore act_runtoarea
local.self attack *1
pause
goto repel_done
repel_done:
end
//======
//======================
random_noise_init_thread:
local.index = 1
random_noise_init_loop:
parm.index = local.index
thread random_noise_thread
local.index += 1
local.index iflessequal 6 goto random_noise_init_loop
end
//=====================
//=================
random_noise_thread:
local.index = parm.index
random_noise_loop:
parm.actor1 string "$random_noise0"
parm.actor1 appendint local.index
parm.actor2 string "$random_noise0"
parm.actor2 appendint local.index
thread dialog::combat_three
waitForThread parm.previousthread
local.hangtime randomint 120
wait local.hangtime
parm.actor1 string "$random_noise0"
parm.actor1 appendint local.index
parm.actor2 string "$random_noise0"
parm.actor2 appendint local.index
thread dialog::combat_five
waitForThread parm.previousthread
local.hangtime randomint 120
wait local.hangtime
parm.actor1 string "$random_noise0"
parm.actor1 appendint local.index
parm.actor2 string "$random_noise0"
parm.actor2 appendint local.index
thread dialog::combat_seven
waitForThread parm.previousthread
local.hangtime randomint 120
wait local.hangtime
parm.actor1 string "$random_noise0"
parm.actor1 appendint local.index
parm.actor2 string "$random_noise0"
parm.actor2 appendint local.index
thread dialog::combat_one
waitForThread parm.previousthread
local.hangtime randomint 120
wait local.hangtime
parm.actor1 string "$random_noise0"
parm.actor1 appendint local.index
parm.actor2 string "$random_noise0"
parm.actor2 appendint local.index
thread dialog::combat_two
waitForThread parm.previousthread
local.hangtime randomint 120
wait local.hangtime
parm.actor1 string "$random_noise0"
parm.actor1 appendint local.index
parm.actor2 string "$random_noise0"
parm.actor2 appendint local.index
thread dialog::combat_four
waitForThread parm.previousthread
local.hangtime randomint 120
wait local.hangtime
parm.actor1 string "$random_noise0"
parm.actor1 appendint local.index
parm.actor2 string "$random_noise0"
parm.actor2 appendint local.index
thread dialog::combat_six
waitForThread parm.previousthread
local.hangtime randomint 120
wait local.hangtime
goto random_noise_loop
end
//======
// Pat modifications ------------------------------------------------------
// Pat modifications ------------------------------------------------------
// Pat modifications ------------------------------------------------------
// Pat modifications ------------------------------------------------------
//---------------------------------------------------------------
// bank_finished_thread
//---------------------------------------------------------------
bank_finished_thread:
$bank_finished ontrigger bank_finished
pause
bank_finished:
$bank_finished notrigger
//fadeout 1 0 0 0
wait 1
menu outtro
end // bank_finished_thread
//---------------------------------------------------------------
// security_key_thread
//---------------------------------------------------------------
security_key_thread:
$security_key_found ontrigger security_key_found
pause
security_key_found:
$security_key_found notrigger
level.PObjective2 = 1 // Locate Security Office Key
level.PObjective3 = 0 // Gain Access To Security Room
thread BankMissionComputer
thread dialog::PObjectiveComplete
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
thread dialog::StatusUpdated
end // security_key_thread
//---------------------------------------------------------------
// security_room_entered_thread
//---------------------------------------------------------------
security_room_entered_thread:
$security_room_entered ontrigger security_room_entered
pause
security_room_entered:
$security_room_entered notrigger
level.PObjective3 = 1 // Gain Access To Security Room
level.PObjective4 = 0 // Gain Access To The Vault
thread BankMissionComputer
thread dialog::PObjectiveComplete
local.waitforthread = parm.previousthread
waitForThread local.waitforthread
thread dialog::StatusUpdated
end // security_room_entered_thread
//---------------------------------------------------------------
// security_doors_unlocked_thread
//---------------------------------------------------------------
security_doors_unlocked_thread:
level.SecurityDoorsUnlockedOnce = 1
level.SObjective1 = 1 // Unlock All Security Doors
thread BankMissionComputer
thread dialog::StatusUpdated
end // security_doors_unlocked_thread
//---------------------------------------------------------------
// hostage_init_thread
//---------------------------------------------------------------
hostage_init_thread:
// hostage1 thread is handled elsewhere in the script
$hostage2 thread hostage2_thread
$hostage3 thread hostage3_thread
$hostage4 thread hostage4_thread
$hostage5 thread hostage5_thread
$hostage6 thread hostage6_thread
$hostage7 thread hostage7_thread
end // hostage_init_thread
//---------------------------------------------------------------
// hostage2_thread
//---------------------------------------------------------------
hostage2_thread:
local.self ignoreall
local.self respondto act_killed hostage2_killed
local.self respondto act_idle hostage2_idle
local.self state act_idle hostage2_idle
pause
hostage2_idle:
local.self anim civfem_cowering
waitFor local.self
pause
goto hostage2_idle
hostage2_killed:
level.HostagesKilled += 1
thread check_hostagebodycount_thread
end // hostage2_thread
//---------------------------------------------------------------
// hostage3_thread
//---------------------------------------------------------------
hostage3_thread:
local.self ignoreall
local.self respondto act_killed hostage3_killed
local.self respondto act_idle hostage3_idle
local.self state act_idle hostage3_idle
pause
hostage3_idle:
local.self anim civfem_cowering
waitFor local.self
pause
goto hostage3_idle
hostage3_killed:
level.HostagesKilled += 1
thread check_hostagebodycount_thread
end // hostage3_thread
//---------------------------------------------------------------
// hostage4_thread
//---------------------------------------------------------------
hostage4_thread:
local.self ignoreall
local.self respondto act_killed hostage4_killed
local.self respondto act_idle hostage4_idle
local.self state act_idle hostage4_idle
pause
hostage4_idle:
local.self anim idle
waitFor local.self
pause
goto hostage4_idle
hostage4_killed:
level.HostagesKilled += 1
thread check_hostagebodycount_thread
end // hostage4_thread
//---------------------------------------------------------------
// hostage5_thread
//---------------------------------------------------------------
hostage5_thread:
local.self ignoreall
local.self respondto act_killed hostage5_killed
local.self respondto act_idle hostage5_idle
local.self state act_idle hostage5_idle
pause
hostage5_idle:
local.self anim idle
waitFor local.self
pause
goto hostage5_idle
hostage5_killed:
level.HostagesKilled += 1
thread check_hostagebodycount_thread
end // hostage5_thread
//---------------------------------------------------------------
// hostage6_thread
//---------------------------------------------------------------
hostage6_thread:
local.self ignoreall
local.self respondto act_killed hostage6_killed
local.self respondto act_idle hostage6_idle
local.self state act_idle hostage6_idle
pause
hostage6_idle:
local.self anim civfem_cowering
waitFor local.self
pause
goto hostage6_idle
hostage6_killed:
level.HostagesKilled += 1
thread check_hostagebodycount_thread
end // hostage6_thread
//---------------------------------------------------------------
// hostage7_thread
//---------------------------------------------------------------
hostage7_thread:
local.self ignoreall
local.self respondto act_killed hostage7_killed
local.self respondto act_idle hostage7_idle
local.self state act_idle hostage7_idle
pause
hostage7_idle:
local.self anim idle
waitFor local.self
pause
goto hostage7_idle
hostage7_killed:
level.HostagesKilled += 1
thread check_hostagebodycount_thread
end // hostage7_thread
//---------------------------------------------------------------
// check_hostagebodycount_thread
//---------------------------------------------------------------
check_hostagebodycount_thread:
level.HostagesKilled += 1
local.skilllevel getcvar skill
local.AllowKilled = 4
local.AllowKilled -= local.skilllevel
level.HostagesKilled ifless local.AllowKilled goto hostage_killed_done
level.SObjective2 = 2 // Minimize Hostage Casualties
thread BankMissionComputer
thread dialog::SObjectiveFailed
hostage_killed_done:
end // check_hostagebodycount_thread
//---------------------------------------------------------------
// pat_thug2_node1_thread
//---------------------------------------------------------------
pat_thug2_node1_thread:
local.self respondto act_activated pat_thug2_respond
pause
pat_thug2_respond:
local.self runto $pat_thug2_node1
waitFor local.self
end // pat_thug2_node1_thread
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
// Wieder modifications ---------------------------------------------------
//---------------------------------------------------------------
// SecMenu_Thread
//---------------------------------------------------------------
SecMenu_Thread:
wait 3
level.VaultCombo1 randomint 8
level.VaultCombo1 += 1
level.VaultCombo2 randomint 8
level.VaultCombo2 += 1
level.description = 0
level.doors_locked = 0
$door_locked1 lock
$door_locked2 lock
$door_locked3 lock
$door_locked4 lock
$door_locked5 lock
local.sec_console string "con_security"
local.sec_consoleobject string "%con_security"
local.sec_consoleobject confraction .3
goto SecMenu_Main_Input
//---------------------------------------------------------------
SecMenu_Main_Input:
local.CustomerName string "--------"
local.CustomerNumber string "--------"
local.CustomerPIN string "--------"
local.sec_consoleobject conclear
local.sec_consoleobject confraction .3
local.sec_consoleobject conmenufile "menus/bank.001"
local.PrintString string "xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
local.sec_consoleobject focus menu
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Main_ProcessInput
SecMenu_Main_ProcessInput:
local.secinput ifequal 1 goto SecMenu_Doors_Input
local.secinput ifequal 2 goto SecMenu_Vault_Input
local.secinput ifequal 3 goto SecMenu_Account_Input
local.secinput ifequal 4 goto SecMenu_Prompt_Input
goto SecMenu_Main_Input
//---------------------------------------------------------------
SecMenu_Doors_Input:
local.sec_consoleobject conclear
level.doors_locked ifequal 0 local.sec_consoleobject conmenufile "menus/bank.002"
level.doors_locked ifequal 1 local.sec_consoleobject conmenufile "menus/bank.003"
local.PrintString string "xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Doors_ProcessInput
SecMenu_Doors_ProcessInput:
local.secinput ifequal 2 goto SecMenu_Main_Input
level.doors_locked *= -1
level.doors_locked += 1
level.SecurityDoorsUnlockedOnce ifequal 0 thread security_doors_unlocked_thread
level.doors_locked ifequal 1 $door_locked1 unlock
level.doors_locked ifequal 1 $door_locked2 unlock
level.doors_locked ifequal 1 $door_locked3 unlock
level.doors_locked ifequal 1 $door_locked4 unlock
level.doors_locked ifequal 1 $door_locked5 unlock
level.doors_locked ifequal 1 $door4_mancini unlock
level.doors_locked ifequal 0 $door_locked1 lock
level.doors_locked ifequal 0 $door_locked2 lock
level.doors_locked ifequal 0 $door_locked3 lock
level.doors_locked ifequal 0 $door_locked4 lock
level.doors_locked ifequal 0 $door_locked5 lock
level.doors_locked ifequal 0 $door4_mancini lock
goto SecMenu_Doors_Input
//---------------------------------------------------------------
SecMenu_Vault_Input:
local.sec_consoleobject conclear
level.description ifequal 0 local.sec_consoleobject conmenufile "menus/bank.004"
level.description ifequal 1 local.sec_consoleobject conmenufile "menus/bank.005"
local.PrintString string "xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Vault_ProcessInput
SecMenu_Vault_ProcessInput:
local.secinput ifequal 2 goto SecMenu_Vault_ViewPasscode
local.secinput ifequal 3 goto SecMenu_Main_Input
level.description *= -1
level.description += 1
level.description ifequal 0 $camgun1 activate
level.description ifequal 0 $camgun2 activate
level.description ifequal 1 $camgun1 deactivate
level.description ifequal 1 $camgun2 deactivate
goto SecMenu_Vault_Input
SecMenu_Vault_ViewPasscode:
local.sec_consoleobject conclear
local.sec_consoleobject conmenufile "menus/bank.006"
local.PrintString string "xl 140 yt -210 fc 0.5 0.5 0.5 1 string \" "
local.PrintString appendint level.VaultCombo1
local.PrintString append "\" xl 140 yt -240 fc 0.5 0.5 0.5 1 string \" "
local.PrintString appendint level.VaultCombo2
local.PrintString append "\" xl 280 yt -350 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 0 local.PrintString append "LOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.doors_locked ifequal 1 local.PrintString append "UNLOCKED\" xl 280 yt -400 fc 0.5 0.5 0.5 1 string \""
level.description ifequal 0 local.PrintString append "HIGH\""
level.description ifequal 1 local.PrintString append "LOW\""
local.sec_consoleobject conlayout local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Vault_Input
//---------------------------------------------------------------
SecMenu_Account_Input:
local.sec_consoleobject conclear
local.sec_consoleobject conmenufile "menus/bank.007"
local.PrintString string "xl 260 yt -230 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.CustomerName
local.PrintString append "\" xl 260 yt -260 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.CustomerNumber
local.PrintString append "\" xl 260 yt -290 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.CustomerPIN
local.PrintString append "\""
local.sec_consoleobject conlayout local.PrintString
local.sec_consoleobject focus console
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Account_ProcessInput
SecMenu_Account_ProcessInput:
local.secinput ifstrequal "Blade" goto SecMenu_Account_Blade
local.secinput ifstrequal "blade" goto SecMenu_Account_Blade
local.secinput ifstrequal "BLADE" goto SecMenu_Account_Blade
local.secinput ifstrequal "Sinclaire" goto SecMenu_Account_Sinclaire
local.secinput ifstrequal "sinclaire" goto SecMenu_Account_Sinclaire
local.secinput ifstrequal "SINCLAIRE" goto SecMenu_Account_Sinclaire
local.secinput ifstrequal "Exit" goto SecMenu_Main_Input
local.secinput ifstrequal "exit" goto SecMenu_Main_Input
local.secinput ifstrequal "EXIT" goto SecMenu_Main_Input
local.CustomerName string "Invalid Handle"
local.CustomerNumber string "--------"
local.CustomerPIN string "--------"
goto SecMenu_Account_Input
SecMenu_Account_Blade:
local.CustomerName string "John R. Blade"
local.CustomerNumber string "010345"
local.CustomerPIN string "2019"
goto SecMenu_Account_Input
SecMenu_Account_Sinclaire:
local.CustomerName string "Elexis Sinclaire"
local.CustomerNumber string "010333"
local.CustomerPIN string "6969"
goto SecMenu_Account_Input
//---------------------------------------------------------------
SecMenu_Prompt_Input:
local.CurrentDir string "fcbsec"
local.sec_consoleobject conclear
local.sec_consoleobject conclearlayout
local.sec_consoleobject conmenufile "menus/bank.008"
local.sec_consoleobject confraction .9
local.sec_consoleobject focus console
local.PrintString string "Ultralarge(R) Doorways 36(TM)\n"
local.PrintString append "(C) Copyright 2015-2037 Ultralarge Corp.\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Input_Loop:
local.sec_consoleobject conprint local.PrintString
waitForConsole local.sec_console
local.secinput coninput local.sec_console
goto SecMenu_Prompt_ProcessInput
SecMenu_Prompt_ProcessInput:
local.secinput ifstrequal "dir" goto SecMenu_Prompt_Dir
local.secinput ifstrequal "cd .." goto SecMenu_Prompt_CDDotDot
local.secinput ifstrequal "cd.." goto SecMenu_Prompt_CDDotDot
local.secinput ifstrequal "cd fcbsec" goto SecMenu_Prompt_CDUpTo_fcbsec
local.secinput ifstrequal "cd data" goto SecMenu_Prompt_CDUpTo_fcbsec_data
local.secinput ifstrequal "cd doorways" goto SecMenu_Prompt_Denied
local.secinput ifstrequal "type fcbsec.ini" goto SecMenu_Prompt_Type_fcbsecini
local.secinput ifstrequal "type fcbsec01.pwd" goto SecMenu_Prompt_Type_fcbsec01pwd
local.secinput ifstrequal "type fcbsec02.pwd" goto SecMenu_Prompt_Type_fcbsec02pwd
local.secinput ifstrequal "type fcbsec03.pwd" goto SecMenu_Prompt_Type_fcbsec03pwd
local.secinput ifstrequal "type fcbsec04.pwd" goto SecMenu_Prompt_Type_fcbsec04pwd
local.secinput ifstrequal "type fcbsec.exe" goto SecMenu_Prompt_Type_fcbsecexe
local.secinput ifstrequal "type autoexec.bat" goto SecMenu_Prompt_Type_autoexec
local.secinput ifstrequal "type config.sys" goto SecMenu_Prompt_Type_config
local.secinput ifstrequal "autoexec" goto SecMenu_Main_Input
local.secinput ifstrequal "autoexec.bat" SecMenu_Main_Input
local.secinput ifstrequal "fcbsec" goto SecMenu_Main_Input
local.secinput ifstrequal "fcbsec.exe" goto SecMenu_Main_Input
local.secinput ifstrequal "cls" goto SecMenu_Prompt_Cls
local.secinput ifstrequal "" goto SecMenu_Prompt_Empty
local.secinput ifstrequal "date" goto SecMenu_Prompt_Date
local.secinput ifstrequal "help" goto SecMenu_Prompt_Help
local.secinput ifstrequal "exit" goto SecMenu_Main_Input
goto SecMenu_Prompt_Invalid
SecMenu_Prompt_Dir:
local.CurrentDir ifstrequal "fcbsec_data" goto SecMenu_Prompt_Dir_fcbsec_data
local.CurrentDir ifstrequal "fcbsec" goto SecMenu_Prompt_Dir_fcbsec
local.CurrentDir ifstrequal "root" goto SecMenu_Prompt_Dir_root
SecMenu_Prompt_Dir_fcbsec_data:
local.CurrentDir string "fcbsec_data"
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.PrintString append "Volume in drive C is FCBX040\n"
local.PrintString append "Directory of C:\\fcbsec\\data\n\n"
local.PrintString append ". <DIR> 06-24-35 9:12a\n"
local.PrintString append ".. <DIR> 06-24-35 9:12a\n"
local.PrintString append "fcbsec01.pwd 110 01-01-37 4:45p\n"
local.PrintString append "fcbsec02.pwd 110 01-01-37 4:45p\n"
local.PrintString append "fcbsec03.pwd 110 01-01-37 4:45p\n"
local.PrintString append "fcbsec04.pwd 12 01-01-37 4:45p\n"
local.PrintString append "fcbsec.ini 97 01-01-37 4:45p\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Dir_fcbsec:
local.CurrentDir string "fcbsec"
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.PrintString append "Volume in drive C is FCBX040\n"
local.PrintString append "Directory of C:\\fcbsec\n\n"
local.PrintString append ". <DIR> 06-24-35 9:12a\n"
local.PrintString append ".. <DIR> 06-24-35 9:12a\n"
local.PrintString append "data <DIR> 03-10-36 7:55p\n"
local.PrintString append "fcbsec.exe 21,710 03-10-36 7:57p\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Dir_root:
local.CurrentDir string "root"
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.PrintString append "Volume in drive C is FCBX040\n"
local.PrintString append "Directory of C:\\n\n"
local.PrintString append "doorways <DIR> 06-22-35 3:32a\n"
local.PrintString append "fcbsec <DIR> 03-10-36 7:54p\n"
local.PrintString append "autoexec.bat 156 06-22-35 8:32p\n"
local.PrintString append "config.sys 145 06-22-35 8:33p\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDDotDot:
local.CurrentDir ifstrequal "fcbsec_data" goto SecMenu_Prompt_CDDownto_fcbsec
local.CurrentDir ifstrequal "fcbsec" goto SecMenu_Prompt_CDDownto_root
local.CurrentDir ifstrequal "root" goto SecMenu_Prompt_CDDownto_root
SecMenu_Prompt_CDUpTo_fcbsec_data:
local.CurrentDir ifstrnotequal "fcbsec" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "fcbsec_data"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDUpTo_fcbsec:
local.CurrentDir ifstrnotequal "root" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "fcbsec"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDDownto_fcbsec:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "fcbsec"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_CDDownto_root:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n\n"
local.CurrentDir string "root"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsecexe:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "mz fUfi%fu( <&wRiEeDdEeIrW"
$warn_dialog_trigger playsound "environment/computer/beeps/cmpbp1.wav" 3
local.sec_consoleobject conprint local.PrintString
wait 0.5
local.PrintString string "iL!@ $$nNtX*%=\n"
local.PrintString append "frfuflfefs*u0=eN2eiv0 "
$warn_dialog_trigger playsound "environment/computer/beeps/reject1.wav" 3
local.sec_consoleobject conprint local.PrintString
wait 0.5
local.PrintString string "EISA&f;u\n"
local.PrintString append "viQif\n"
local.PrintString append "uZ<e-\\<u^<e-<$vi+Qi[f\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_autoexec:
local.CurrentDir ifstrnotequal "root" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "@ECHO OFF\n"
local.PrintString append "C:\\DOORS36\\MSCDEX.EXE /D:ASPICD0\n"
local.PrintString append "PROMPT $G\n"
local.PrintString append "PATH C:\\DOORS36;C:\\FCBSEC;C:\\\n"
local.PrintString append "SET TEMP=C:\\DOORS36\n"
local.PrintString append "REM C:\\DOORS36\\MOUSE.EXE\n"
local.PrintString append "C:\\FCBSEC\\FCBSEC.EXE\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_config:
local.CurrentDir ifstrnotequal "root" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "DEVICE=C:\\SCSI\\ASPI8DOORS.SYS /D\n"
local.PrintString append "DEVICE=C:\\SCSI\\ASPICD.SYS /D:ASPICD0\n"
local.PrintString append "DEVICE=C:\\DOORS36\\SETVER.EXE\n"
local.PrintString append "DEVICE=C:\\DOORS36\\HIMEM.SYS\n"
local.PrintString append "DOORS36=HIGH\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsecini:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "BRANCH=FREEPORT\n"
local.PrintString append "WALLPAPER=C:\\DOORWAYS\\JLH-IS-HOT.BMP\n"
local.PrintString append "QTDVIDEO=0x0001\n"
local.PrintString append "MCIXSND=0x0001\n"
local.PrintString append "GDANIM=0x0001\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec01pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$303195@6666\n"
local.PrintString append "$845724@9157\n"
local.PrintString append "$010333@6969\n"
local.PrintString append "$060571@8303\n"
local.PrintString append "$601571@6672\n"
local.PrintString append "$010345@2019\n"
local.PrintString append "$002215@2635\n"
local.PrintString append "$873282@2635\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec02pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$112029@2029\n"
local.PrintString append "$042171@5811\n"
local.PrintString append "$101505@5769\n"
local.PrintString append "$??????@????\n"
local.PrintString append "$443344@4444\n"
local.PrintString append "$123456@1234\n"
local.PrintString append "$100372@3265\n"
local.PrintString append "$070677@5316\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec03pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$081296@0000\n"
local.PrintString append "$021977@5334\n"
local.PrintString append "$272727@2727\n"
local.PrintString append "$052881@6275\n"
local.PrintString append "$032079@2361\n"
local.PrintString append "$041384@2663\n"
local.PrintString append "$020298@5334\n"
local.PrintString append "$422907@8252\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Type_fcbsec04pwd:
local.CurrentDir ifstrnotequal "fcbsec_data" goto SecMenu_Prompt_Invalid
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "$012671@2600\n"
local.PrintString append "$642753@9084\n"
local.PrintString append "$050480@1984\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Help:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Available commands:\n\n"
local.PrintString append "cd Change current directory.\n"
local.PrintString append "cls Clears the screen.\n"
local.PrintString append "date Print the current date.\n"
local.PrintString append "dir View the current directory contents\n"
local.PrintString append "type Displays the contents of a text file. \n"
local.PrintString append "exit Exit the command prompt.\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Empty:
local.PrintString string "C:\\>\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Cls:
local.PrintString string ""
local.sec_consoleobject conclear
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Date:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Current Date is: Thu 06/23/37\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Denied:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Access Denied.\n\n"
goto SecMenu_Prompt_Input_Loop
SecMenu_Prompt_Invalid:
local.PrintString string "C:\\>"
local.PrintString append local.secinput
local.PrintString append "\n"
local.PrintString append "Bad command or file name\n\n"
goto SecMenu_Prompt_Input_Loop
end
//---------------------------------------------------------------
// ATM_SetupLoop_Thread
//---------------------------------------------------------------
ATM_SetupLoop_Thread:
local.atmindex = 1
//game.bank_balance ifequal 0 game.bank_balance = 2
game.bank_balance = 0
atm_loop:
parm.atm_console string "con_atm"
parm.atm_console appendint local.atmindex
thread ATM_Thread
local.atmindex += 1
local.atmindex ifequal 2 goto con_atm2_check_shortout
local.atmindex iflessequal 2 goto atm_loop
goto con_atm_bottom
con_atm2_check_shortout:
game.intro_billboard_fall ifequal 3 trigger $atm_sparks
game.intro_billboard_fall ifequal 3 local.atmindex += 1
goto atm_loop
con_atm_bottom:
end
//---------------------------------------------------------------------------
ATM_Thread:
local.ElexisAccount string "010333"
local.ElexisPIN string "6969"
local.ElexisChecking string "$9,390,000.00"
local.ElexisSavings string "$100,040.00"
local.BladeAccount string "010345"
local.BladePIN string "2019"
local.BladeChecking string "$0.00"
local.BladeSavings string "$0.00"
local.Egg1Account string "303195"
local.Egg1PIN string "6666"
local.Egg1Checking string "$-10,000,000.00"
local.Egg1Savings string "$0.00"
local.Egg2Account string "845724"
local.Egg2PIN string "9157"
local.Egg2Checking string "$357.01"
local.Egg2Savings string "$5,000.99"
local.Egg3Account string "060571"
local.Egg3PIN string "8303"
local.Egg3Checking string "$403.71"
local.Egg3Savings string "$1.99"
local.Egg4Account string "601571"
local.Egg4PIN string "6672"
local.Egg4Checking string "$2,753.65"
local.Egg4Savings string "$2,500.00"
local.Egg5Account string "002215"
local.Egg5PIN string "2635"
local.Egg5Checking string "$256.03"
local.Egg5Savings string "$109.19"
local.Egg6Account string "873282"
local.Egg6PIN string "2635"
local.Egg6Checking string "$20,000.70"
local.Egg6Savings string "$2,500.00"
local.Egg7Account string "112029"
local.Egg7PIN string "2029"
local.Egg7Checking string "$42,276.00"
local.Egg7Savings string "$22.00"
local.Egg8Account string "042171"
local.Egg8PIN string "5811"
local.Egg8Checking string "$-32,000.00"
local.Egg8Savings string "Yeah, Right!!"
local.Egg9Account string "101505"
local.Egg9PIN string "5769"
local.Egg9Checking string "$14,022.00"
local.Egg9Savings string "$65,536.00"
local.Egg10Account string "??????"
local.Egg10PIN string "????"
local.Egg10Checking string "$???,???.??"
local.Egg10Savings string "$???,???.??"
local.Egg11Account string "443344"
local.Egg11PIN string "4444"
local.Egg11Checking string "$5.45"
local.Egg11Savings string "$0.00"
local.Egg12Account string "123456"
local.Egg12PIN string "1234"
local.Egg12Checking string "$1,234,567.89"
local.Egg12Savings string "$9,876,543.21"
local.Egg13Account string "100372"
local.Egg13PIN string "3265"
local.Egg13Checking string "$0.00"
local.Egg13Savings string "$0.00"
local.Egg14Account string "070677"
local.Egg14PIN string "5316"
local.Egg14Checking string "$16,000,000.00"
local.Egg14Savings string "$17,500,000.00"
local.Egg15Account string "422907"
local.Egg15PIN string "8252"
local.Egg15Checking string "$69,907.00"
local.Egg15Savings string "$8.00"
local.Egg16Account string "272727"
local.Egg16PIN string "2727"
local.Egg16Checking string "$27,000.00"
local.Egg16Savings string "$27,000.00"
local.Egg17Account string "052881"
local.Egg17PIN string "6275"
local.Egg17Checking string "$2,954.00"
local.Egg17Savings string "$14,326.00"
local.Egg18Account string "032079"
local.Egg18PIN string "2361"
local.Egg18Checking string "$-9,000.00"
local.Egg18Savings string "$0.00"
local.Egg19Account string "041384"
local.Egg19PIN string "2663"
local.Egg19Checking string "$0.00"
local.Egg19Savings string "$20,000.00"
local.Egg20Account string "020298"
local.Egg20PIN string "5334"
local.Egg20Checking string "$2,090.21"
local.Egg20Savings string "$0.00"
local.Egg21Account string "021977"
local.Egg21PIN string "5334"
local.Egg21Checking string "$2,090.21"
local.Egg21Savings string "$0.00"
local.Egg22Account string "081296"
local.Egg22PIN string "0000"
local.Egg22Checking string "$250,000.00"
local.Egg22Savings string "$0.00"
local.Egg23Account string "050480"
local.Egg23PIN string "1984"
local.Egg23Checking string "$66,082.00"
local.Egg23Savings string "$28,064.00"
local.Egg24Account string "642753"
local.Egg24PIN string "9084"
local.Egg24Checking string "$65,302.00"
local.Egg24Savings string "$29,053.00"
local.Egg25Account string "012671"
local.Egg25PIN string "2600"
local.Egg25Checking string "Not Enough!"
local.Egg25Savings string "Too Much!"
local.atm_console string parm.atm_console
local.atm_consoleobject string "%"
local.atm_consoleobject append local.atm_console
local.atm_consoleobject confraction .3
local.MainScreenInvalid = 0
goto ATM_Main_Input
ATM_Main_Input:
local.atm_consoleobject conclear
local.atm_consoleobject conclearlayout
local.MainScreenInvalid ifequal 0 local.atm_consoleobject conmenufile "menus/bank.009"
local.MainScreenInvalid ifequal 1 local.atm_consoleobject conmenufile "menus/bank.010"
local.atm_consoleobject focus console
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_ProcessInput
ATM_Main_ProcessInput:
local.Account string local.atminput
local.atminput ifstrequal local.ElexisAccount goto ATM_Pin_Input
local.atminput ifstrequal local.BladeAccount goto ATM_Pin_Input
local.atminput ifstrequal local.Egg1Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg2Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg3Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg4Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg5Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg6Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg7Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg8Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg9Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg10Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg11Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg12Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg13Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg14Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg15Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg16Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg17Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg18Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg19Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg20Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg21Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg22Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg23Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg24Account goto ATM_Pin_Input
local.atminput ifstrequal local.Egg25Account goto ATM_Pin_Input
local.MainScreenInvalid = 1
goto ATM_Main_Input
ATM_Pin_Input:
local.MainScreenInvalid = 0
local.Account ifstrequal local.ElexisAccount local.atm_consoleobject conmenufile "menus/bankac01.001"
local.Account ifstrequal local.BladeAccount local.atm_consoleobject conmenufile "menus/bankac02.001"
local.Account ifstrequal local.Egg1Account local.atm_consoleobject conmenufile "menus/bankac03.001"
local.Account ifstrequal local.Egg2Account local.atm_consoleobject conmenufile "menus/bankac04.001"
local.Account ifstrequal local.Egg3Account local.atm_consoleobject conmenufile "menus/bankac05.001"
local.Account ifstrequal local.Egg4Account local.atm_consoleobject conmenufile "menus/bankac06.001"
local.Account ifstrequal local.Egg5Account local.atm_consoleobject conmenufile "menus/bankac07.001"
local.Account ifstrequal local.Egg6Account local.atm_consoleobject conmenufile "menus/bankac08.001"
local.Account ifstrequal local.Egg7Account local.atm_consoleobject conmenufile "menus/bankac09.001"
local.Account ifstrequal local.Egg8Account local.atm_consoleobject conmenufile "menus/bankac10.001"
local.Account ifstrequal local.Egg9Account local.atm_consoleobject conmenufile "menus/bankac11.001"
local.Account ifstrequal local.Egg10Account local.atm_consoleobject conmenufile "menus/bankac12.001"
local.Account ifstrequal local.Egg11Account local.atm_consoleobject conmenufile "menus/bankac13.001"
local.Account ifstrequal local.Egg12Account local.atm_consoleobject conmenufile "menus/bankac14.001"
local.Account ifstrequal local.Egg13Account local.atm_consoleobject conmenufile "menus/bankac15.001"
local.Account ifstrequal local.Egg14Account local.atm_consoleobject conmenufile "menus/bankac16.001"
local.Account ifstrequal local.Egg15Account local.atm_consoleobject conmenufile "menus/bankac17.001"
local.Account ifstrequal local.Egg16Account local.atm_consoleobject conmenufile "menus/bankac18.001"
local.Account ifstrequal local.Egg17Account local.atm_consoleobject conmenufile "menus/bankac19.001"
local.Account ifstrequal local.Egg18Account local.atm_consoleobject conmenufile "menus/bankac20.001"
local.Account ifstrequal local.Egg19Account local.atm_consoleobject conmenufile "menus/bankac21.001"
local.Account ifstrequal local.Egg20Account local.atm_consoleobject conmenufile "menus/bankac22.001"
local.Account ifstrequal local.Egg21Account local.atm_consoleobject conmenufile "menus/bankac23.001"
local.Account ifstrequal local.Egg22Account local.atm_consoleobject conmenufile "menus/bankac24.001"
local.Account ifstrequal local.Egg23Account local.atm_consoleobject conmenufile "menus/bankac25.001"
local.Account ifstrequal local.Egg24Account local.atm_consoleobject conmenufile "menus/bankac26.001"
local.Account ifstrequal local.Egg25Account local.atm_consoleobject conmenufile "menus/bankac27.001"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Pin_ProcessInput
ATM_Pin_ProcessInput:
local.Account ifstrequal local.ElexisAccount goto ATM_PIN_Elexis
local.Account ifstrequal local.BladeAccount goto ATM_PIN_Blade
goto ATM_PIN_Eggs
ATM_PIN_Elexis:
local.atminput ifstrequal local.ElexisPIN goto ATM_PIN_Elexis_Valid
local.atm_consoleobject focus menu
local.atm_consoleobject conmenufile "menus/bank.011"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_Input
ATM_PIN_Elexis_Valid:
local.DisplayAccount string local.ElexisAccount
local.DisplayChecking string local.ElexisChecking
local.DisplaySavings string local.ElexisSavings
goto ATM_Account_Input
ATM_PIN_Blade:
local.atminput ifstrequal local.BladePIN goto ATM_PIN_Blade_Valid
local.atm_consoleobject focus menu
local.atm_consoleobject conmenufile "menus/bank.011"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_Input
ATM_PIN_Blade_Valid:
local.DisplayAccount string local.BladeAccount
local.DisplayChecking string local.BladeChecking
local.DisplaySavings string local.BladeSavings
goto ATM_Account_Input
ATM_PIN_Eggs:
local.Account ifstrequal local.Egg1Account local.PIN string local.Egg1PIN
local.Account ifstrequal local.Egg2Account local.PIN string local.Egg2PIN
local.Account ifstrequal local.Egg3Account local.PIN string local.Egg3PIN
local.Account ifstrequal local.Egg4Account local.PIN string local.Egg4PIN
local.Account ifstrequal local.Egg5Account local.PIN string local.Egg5PIN
local.Account ifstrequal local.Egg6Account local.PIN string local.Egg6PIN
local.Account ifstrequal local.Egg7Account local.PIN string local.Egg7PIN
local.Account ifstrequal local.Egg8Account local.PIN string local.Egg8PIN
local.Account ifstrequal local.Egg9Account local.PIN string local.Egg9PIN
local.Account ifstrequal local.Egg10Account local.PIN string local.Egg10PIN
local.Account ifstrequal local.Egg11Account local.PIN string local.Egg11PIN
local.Account ifstrequal local.Egg12Account local.PIN string local.Egg12PIN
local.Account ifstrequal local.Egg13Account local.PIN string local.Egg13PIN
local.Account ifstrequal local.Egg14Account local.PIN string local.Egg14PIN
local.Account ifstrequal local.Egg15Account local.PIN string local.Egg15PIN
local.Account ifstrequal local.Egg16Account local.PIN string local.Egg16PIN
local.Account ifstrequal local.Egg17Account local.PIN string local.Egg17PIN
local.Account ifstrequal local.Egg18Account local.PIN string local.Egg18PIN
local.Account ifstrequal local.Egg19Account local.PIN string local.Egg19PIN
local.Account ifstrequal local.Egg20Account local.PIN string local.Egg20PIN
local.Account ifstrequal local.Egg21Account local.PIN string local.Egg21PIN
local.Account ifstrequal local.Egg22Account local.PIN string local.Egg22PIN
local.Account ifstrequal local.Egg23Account local.PIN string local.Egg23PIN
local.Account ifstrequal local.Egg24Account local.PIN string local.Egg24PIN
local.Account ifstrequal local.Egg25Account local.PIN string local.Egg25PIN
local.atminput ifstrequal local.PIN goto ATM_PIN_Eggs_Valid
local.atm_consoleobject focus menu
local.atm_consoleobject conmenufile "menus/bank.011"
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Main_Input
ATM_PIN_Eggs_Valid:
local.DisplayAccount string local.Account
local.Account ifstrequal local.Egg1Account local.DisplayChecking string local.Egg1Checking
local.Account ifstrequal local.Egg1Account local.DisplaySavings string local.Egg1Savings
local.Account ifstrequal local.Egg2Account local.DisplayChecking string local.Egg2Checking
local.Account ifstrequal local.Egg2Account local.DisplaySavings string local.Egg2Savings
local.Account ifstrequal local.Egg3Account local.DisplayChecking string local.Egg3Checking
local.Account ifstrequal local.Egg3Account local.DisplaySavings string local.Egg3Savings
local.Account ifstrequal local.Egg4Account local.DisplayChecking string local.Egg4Checking
local.Account ifstrequal local.Egg4Account local.DisplaySavings string local.Egg4Savings
local.Account ifstrequal local.Egg5Account local.DisplayChecking string local.Egg5Checking
local.Account ifstrequal local.Egg5Account local.DisplaySavings string local.Egg5Savings
local.Account ifstrequal local.Egg6Account local.DisplayChecking string local.Egg6Checking
local.Account ifstrequal local.Egg6Account local.DisplaySavings string local.Egg6Savings
local.Account ifstrequal local.Egg7Account local.DisplayChecking string local.Egg7Checking
local.Account ifstrequal local.Egg7Account local.DisplaySavings string local.Egg7Savings
local.Account ifstrequal local.Egg8Account local.DisplayChecking string local.Egg8Checking
local.Account ifstrequal local.Egg8Account local.DisplaySavings string local.Egg8Savings
local.Account ifstrequal local.Egg9Account local.DisplayChecking string local.Egg9Checking
local.Account ifstrequal local.Egg9Account local.DisplaySavings string local.Egg9Savings
local.Account ifstrequal local.Egg10Account local.DisplayChecking string local.Egg10Checking
local.Account ifstrequal local.Egg10Account local.DisplaySavings string local.Egg10Savings
local.Account ifstrequal local.Egg11Account local.DisplayChecking string local.Egg11Checking
local.Account ifstrequal local.Egg11Account local.DisplaySavings string local.Egg11Savings
local.Account ifstrequal local.Egg12Account local.DisplayChecking string local.Egg12Checking
local.Account ifstrequal local.Egg12Account local.DisplaySavings string local.Egg12Savings
local.Account ifstrequal local.Egg13Account local.DisplayChecking string local.Egg13Checking
local.Account ifstrequal local.Egg13Account local.DisplaySavings string local.Egg13Savings
local.Account ifstrequal local.Egg14Account local.DisplayChecking string local.Egg14Checking
local.Account ifstrequal local.Egg14Account local.DisplaySavings string local.Egg14Savings
local.Account ifstrequal local.Egg15Account local.DisplayChecking string local.Egg15Checking
local.Account ifstrequal local.Egg15Account local.DisplaySavings string local.Egg15Savings
local.Account ifstrequal local.Egg16Account local.DisplayChecking string local.Egg16Checking
local.Account ifstrequal local.Egg16Account local.DisplaySavings string local.Egg16Savings
local.Account ifstrequal local.Egg17Account local.DisplayChecking string local.Egg17Checking
local.Account ifstrequal local.Egg17Account local.DisplaySavings string local.Egg17Savings
local.Account ifstrequal local.Egg18Account local.DisplayChecking string local.Egg18Checking
local.Account ifstrequal local.Egg18Account local.DisplaySavings string local.Egg18Savings
local.Account ifstrequal local.Egg19Account local.DisplayChecking string local.Egg19Checking
local.Account ifstrequal local.Egg19Account local.DisplaySavings string local.Egg19Savings
local.Account ifstrequal local.Egg20Account local.DisplayChecking string local.Egg20Checking
local.Account ifstrequal local.Egg20Account local.DisplaySavings string local.Egg20Savings
local.Account ifstrequal local.Egg21Account local.DisplayChecking string local.Egg21Checking
local.Account ifstrequal local.Egg21Account local.DisplaySavings string local.Egg21Savings
local.Account ifstrequal local.Egg22Account local.DisplayChecking string local.Egg22Checking
local.Account ifstrequal local.Egg22Account local.DisplaySavings string local.Egg22Savings
local.Account ifstrequal local.Egg23Account local.DisplayChecking string local.Egg23Checking
local.Account ifstrequal local.Egg23Account local.DisplaySavings string local.Egg23Savings
local.Account ifstrequal local.Egg24Account local.DisplayChecking string local.Egg24Checking
local.Account ifstrequal local.Egg24Account local.DisplaySavings string local.Egg24Savings
local.Account ifstrequal local.Egg25Account local.DisplayChecking string local.Egg25Checking
local.Account ifstrequal local.Egg25Account local.DisplaySavings string local.Egg25Savings
goto ATM_Account_Input
ATM_Account_Input:
local.DisplayAccount ifstrequal local.ElexisAccount local.atm_consoleobject conmenufile "menus/bankac01.002"
local.DisplayAccount ifstrequal local.BladeAccount local.atm_consoleobject conmenufile "menus/bankac02.002"
local.DisplayAccount ifstrequal local.Egg1Account local.atm_consoleobject conmenufile "menus/bankac03.002"
local.DisplayAccount ifstrequal local.Egg2Account local.atm_consoleobject conmenufile "menus/bankac04.002"
local.DisplayAccount ifstrequal local.Egg3Account local.atm_consoleobject conmenufile "menus/bankac05.002"
local.DisplayAccount ifstrequal local.Egg4Account local.atm_consoleobject conmenufile "menus/bankac06.002"
local.DisplayAccount ifstrequal local.Egg5Account local.atm_consoleobject conmenufile "menus/bankac07.002"
local.DisplayAccount ifstrequal local.Egg6Account local.atm_consoleobject conmenufile "menus/bankac08.002"
local.DisplayAccount ifstrequal local.Egg7Account local.atm_consoleobject conmenufile "menus/bankac09.002"
local.DisplayAccount ifstrequal local.Egg8Account local.atm_consoleobject conmenufile "menus/bankac10.002"
local.DisplayAccount ifstrequal local.Egg9Account local.atm_consoleobject conmenufile "menus/bankac11.002"
local.DisplayAccount ifstrequal local.Egg10Account local.atm_consoleobject conmenufile "menus/bankac12.002"
local.DisplayAccount ifstrequal local.Egg11Account local.atm_consoleobject conmenufile "menus/bankac13.002"
local.DisplayAccount ifstrequal local.Egg12Account local.atm_consoleobject conmenufile "menus/bankac14.002"
local.DisplayAccount ifstrequal local.Egg13Account local.atm_consoleobject conmenufile "menus/bankac15.002"
local.DisplayAccount ifstrequal local.Egg14Account local.atm_consoleobject conmenufile "menus/bankac16.002"
local.DisplayAccount ifstrequal local.Egg15Account local.atm_consoleobject conmenufile "menus/bankac17.002"
local.DisplayAccount ifstrequal local.Egg16Account local.atm_consoleobject conmenufile "menus/bankac18.002"
local.DisplayAccount ifstrequal local.Egg17Account local.atm_consoleobject conmenufile "menus/bankac19.002"
local.DisplayAccount ifstrequal local.Egg18Account local.atm_consoleobject conmenufile "menus/bankac20.002"
local.DisplayAccount ifstrequal local.Egg19Account local.atm_consoleobject conmenufile "menus/bankac21.002"
local.DisplayAccount ifstrequal local.Egg20Account local.atm_consoleobject conmenufile "menus/bankac22.002"
local.DisplayAccount ifstrequal local.Egg21Account local.atm_consoleobject conmenufile "menus/bankac23.002"
local.DisplayAccount ifstrequal local.Egg22Account local.atm_consoleobject conmenufile "menus/bankac24.002"
local.DisplayAccount ifstrequal local.Egg23Account local.atm_consoleobject conmenufile "menus/bankac25.002"
local.DisplayAccount ifstrequal local.Egg24Account local.atm_consoleobject conmenufile "menus/bankac26.002"
local.DisplayAccount ifstrequal local.Egg25Account local.atm_consoleobject conmenufile "menus/bankac27.002"
local.PrintString string "jr 20 yt -120 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplayChecking
local.PrintString append "\" jr 20 yt -180 fc 0.5 0.5 0.5 1 string \""
local.PrintString append local.DisplaySavings
local.PrintString append "\""
local.atm_consoleobject conlayout local.PrintString
local.atm_consoleobject focus menu
waitForConsole local.atm_console
local.atminput coninput local.atm_console
goto ATM_Account_ProcessInput
ATM_Account_ProcessInput:
local.atminput ifequal 1 goto ATM_Account_Withdrawl
local.atminput ifequal 2 goto ATM_Account_Deposit
local.atminput ifequal 3 goto ATM_Account_WireFunds
local.atminput ifequal 4 goto ATM_Main_Input
ATM_Account_Withdrawl:
local.atm_consoleobject conprint " Withdrawls Temporarily Unavailable.\n"
goto ATM_Account_Input
ATM_Account_Deposit:
local.atm_consoleobject conprint " Deposits Temporarily Unavailable.\n"
goto ATM_Account_Input
ATM_Account_WireFunds:
local.DisplayAccount ifstrequal local.ElexisAccount goto ATM_Account_WireFunds_FromElexis
local.DisplayAccount ifstrequal local.BladeAccount goto ATM_Account_WireFunds_FromBlade
local.atm_consoleobject conprint " Access Denied On This Account.\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromElexis:
game.bank_balance ifequal 1 goto ATM_Account_WireFunds_FromElexis_OnHold
local.atm_consoleobject conprint " Enter Destination Account Number\n"
local.atm_consoleobject focus console
waitForConsole local.atm_console
local.atminput coninput local.atm_console
local.atminput ifstrequal local.BladeAccount goto ATM_Account_WireFunds_FromElexis_ValidAccount
local.atminput ifstrequal local.ElexisAccount goto ATM_Account_WireFunds_Denied
// Put stuff for extra accounts
local.atm_consoleobject conprint " Invalid Account Number\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromElexis_ValidAccount:
game.bank_balance ifequal 0 goto ATM_Account_WireFunds_FromElexis_Sufficient
goto ATM_Account_WireFunds_FromElexis_OnHold
ATM_Account_WireFunds_FromElexis_OnHold:
local.atm_consoleobject conprint " Funds On Hold For 48 Hours.\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromElexis_Sufficient:
game.bank_balance = 1
local.ElexisChecking string "$0.00"
local.ElexisSavings string "$0.00"
local.BladeChecking string "$9,390,000.00"
local.BladeSavings string "$100,040.00"
local.atm_consoleobject conprint " $9,490,041.00 Wired To John R. Blade\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromBlade:
game.bank_balance ifequal 0 goto ATM_Account_WireFunds_FromBlade_Insufficient
game.bank_balance ifequal 1 goto ATM_Account_WireFunds_FromBlade_OnHold
ATM_Account_WireFunds_FromBlade_OnHold:
local.atm_consoleobject conprint " Funds On Hold For 48 Hours.\n"
goto ATM_Account_Input
ATM_Account_WireFunds_FromBlade_Insufficient:
local.atm_consoleobject conprint " Insufficient Funds.\n"
goto ATM_Account_Input
ATM_Account_WireFunds_Denied:
local.atm_consoleobject conprint " Action Denied On Account #"
local.atm_consoleobject conprint local.atminput
local.atm_consoleobject conprint "\n"
goto ATM_Account_Input
end
BankMissionComputer:
// 0 not accomplished 1 = success 2 = fail 3 = not available
%missioncon conlayout "xv -74 yv 76 fc 0.6 0.6 1 1 string \"Banking On Destruction\""
%missioncon conapplayout "xv -120 yv 60 fc 0.4 0.4 0.8 1 string \"Primary Objective(s):\""
level.PObjective1 ifequal 0 %missioncon conapplayout "xv -118 yv 48 spicn b_blank 0.5 0.5 xv -116 yv 48 fc 0.7 0.7 0.7 1 string \" Disable Hostile Threat\""
level.PObjective2 ifequal 0 %missioncon conapplayout "xv -118 yv 36 spicn b_blank 0.5 0.5 xv -116 yv 36 fc 0.7 0.7 0.7 1 string \" Locate Security Office Key\""
level.PObjective3 ifequal 0 %missioncon conapplayout "xv -118 yv 24 spicn b_blank 0.5 0.5 xv -116 yv 24 fc 0.7 0.7 0.7 1 string \" Gain Access To Security Room\""
level.PObjective4 ifequal 0 %missioncon conapplayout "xv -118 yv 12 spicn b_blank 0.5 0.5 xv -116 yv 12 fc 0.7 0.7 0.7 1 string \" Gain Access To The Vault\""
level.PObjective5 ifequal 0 %missioncon conapplayout "xv -118 yv 0 spicn b_blank 0.5 0.5 xv -116 yv 0 fc 0.7 0.7 0.7 1 string \" Capture Mancini\""
level.PObjective1 ifequal 1 %missioncon conapplayout "xv -118 yv 48 spicn b_checked 0.5 0.5 xv -116 yv 48 fc 0.2 0.2 0.2 1 string \" Disable Hostile Threat\""
level.PObjective2 ifequal 1 %missioncon conapplayout "xv -118 yv 36 spicn b_checked 0.5 0.5 xv -116 yv 36 fc 0.2 0.2 0.2 1 string \" Locate Security Office Key\""
level.PObjective3 ifequal 1 %missioncon conapplayout "xv -118 yv 24 spicn b_checked 0.5 0.5 xv -116 yv 24 fc 0.2 0.2 0.2 1 string \" Gain Access To Security Room\""
level.PObjective4 ifequal 1 %missioncon conapplayout "xv -118 yv 12 spicn b_checked 0.5 0.5 xv -116 yv 12 fc 0.2 0.2 0.2 1 string \" Gain Access To The Vault\""
level.PObjective5 ifequal 1 %missioncon conapplayout "xv -118 yv 0 spicn b_checked 0.5 0.5 xv -116 yv 0 fc 0.2 0.2 0.2 1 string \" Capture Mancini\""
level.PObjective1 ifequal 2 %missioncon conapplayout "xv -118 yv 48 spicn b_notchecked 0.5 0.5 xv -116 yv 48 fc 0.2 0.2 0.2 1 string \" Disable Hostile Threat\""
level.PObjective2 ifequal 2 %missioncon conapplayout "xv -118 yv 36 spicn b_notchecked 0.5 0.5 xv -116 yv 36 fc 0.2 0.2 0.2 1 string \" Locate Security Office Key\""
level.PObjective3 ifequal 2 %missioncon conapplayout "xv -118 yv 24 spicn b_notchecked 0.5 0.5 xv -116 yv 24 fc 0.2 0.2 0.2 1 string \" Gain Access To Security Room\""
level.PObjective4 ifequal 2 %missioncon conapplayout "xv -118 yv 12 spicn b_notchecked 0.5 0.5 xv -116 yv 12 fc 0.2 0.2 0.2 1 string \" Gain Access To The Vault\""
level.PObjective5 ifequal 2 %missioncon conapplayout "xv -118 yv 0 spicn b_notchecked 0.5 0.5 xv -116 yv 0 fc 0.2 0.2 0.2 1 string \" Capture Mancini\""
level.PObjective1 ifequal 3 %missioncon conapplayout "xv -116 yv 48 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective2 ifequal 3 %missioncon conapplayout "xv -116 yv 36 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective3 ifequal 3 %missioncon conapplayout "xv -116 yv 24 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective4 ifequal 3 %missioncon conapplayout "xv -116 yv 12 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.PObjective5 ifequal 3 %missioncon conapplayout "xv -116 yv 0 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
%missioncon conapplayout "xv -120 yv -16 fc 0.4 0.4 0.8 1 string \"Secondary Objective(s):\""
level.SObjective1 ifequal 0 %missioncon conapplayout "xv -118 yv -28 spicn b_blank 0.5 0.5 xv -116 yv -28 fc 0.7 0.7 0.7 1 string \" Unlock All Security Doors\""
level.SObjective2 ifequal 0 %missioncon conapplayout "xv -118 yv -40 spicn b_blank 0.5 0.5 xv -116 yv -40 fc 0.7 0.7 0.7 1 string \" Minimize Hostage Casualties\""
level.SObjective1 ifequal 1 %missioncon conapplayout "xv -118 yv -28 spicn b_checked 0.5 0.5 xv -116 yv -28 fc 0.2 0.2 0.2 1 string \" Unlock All Security Doors\""
level.SObjective2 ifequal 1 %missioncon conapplayout "xv -118 yv -40 spicn b_checked 0.5 0.5 xv -116 yv -40 fc 0.2 0.2 0.2 1 string \" Minimize Hostage Casualties\""
level.SObjective1 ifequal 2 %missioncon conapplayout "xv -118 yv -28 spicn b_notchecked 0.5 0.5 xv -116 yv -28 fc 0.2 0.2 0.2 1 string \" Unlock All Security Doors\""
level.SObjective2 ifequal 2 %missioncon conapplayout "xv -118 yv -40 spicn b_notchecked 0.5 0.5 xv -116 yv -40 fc 0.2 0.2 0.2 1 string \" Minimize Hostage Casualties\""
level.SObjective1 ifequal 3 %missioncon conapplayout "xv -116 yv -28 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
level.SObjective2 ifequal 3 %missioncon conapplayout "xv -116 yv -40 fc 0.2 0.2 0.2 1 string \" ----------------------------\""
end