feat: New graphics for room 7
This commit is contained in:
committed by
Julian Murgia
parent
6b4c2cf873
commit
75a78f63e1
BIN
game/rooms/room07/alarm_cone.png
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game/rooms/room07/alarm_cone.png
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game/rooms/room07/elevator_door.png
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game/rooms/room07/elevator_door.png
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game/rooms/room07/elevator_edge.png
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game/rooms/room07/elevator_edge.png
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5
game/rooms/room07/esc/alarm_cone_floor_1.esc
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game/rooms/room07/esc/alarm_cone_floor_1.esc
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@@ -0,0 +1,5 @@
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:trigger_in
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set_state r7_alarm_cone_floor_1 camera_triggered
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:trigger_out
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set_state r7_alarm_cone_floor_1 camera_not_triggered
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5
game/rooms/room07/esc/alarm_cone_floor_2.esc
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5
game/rooms/room07/esc/alarm_cone_floor_2.esc
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@@ -0,0 +1,5 @@
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:trigger_in
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:trigger_out
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set_state r7_alarm_cone_floor_2 camera_triggered
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@@ -1,7 +0,0 @@
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:look
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say player "That button makes the camera target me."
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:use
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camera_set_limits 0
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camera_set_target 0 player
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@@ -1,7 +1,11 @@
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:look
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say player "That button triggers a camera push effect."
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say player "That button uses camera_push to point the camera at the object r7_lower_stairs."
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:use
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camera_push r7_object2 1 LINEAR
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wait 3
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camera_push player 1 LINEAR
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# Disable input so all steps run without interruption
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accept_input NONE
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camera_push r7_lower_stairs 1 LINEAR
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wait 2
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camera_set_target 1 player
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# Re-enable user input
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accept_input ALL
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@@ -1,12 +1,17 @@
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:look
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say player "That button triggers a camera set_pos effect."
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say player "That button uses camera_set_pos to point the camera at coordinates (1200,800)."
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:use
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camera_set_limits 2
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camera_set_pos 500 150 150
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wait 6
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# Disable input so all steps run without interruption
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accept_input NONE
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# Note that camera_set_pos puts the camera centre at a different location depending on
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# the camera's limits
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camera_set_limits 1
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camera_set_pos 0 1200 800
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wait 2
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camera_set_limits 0
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camera_set_target 0 player
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camera_set_pos 0 1200 800
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wait 2
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camera_set_target 1 player
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# Re-enable user input
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accept_input ALL
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@@ -1,7 +1,11 @@
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:look
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say player "That button triggers a camera shift effect."
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say player "That button uses camera_shift to move the camera by (1000,-400) pixels."
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:use
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camera_shift 700 0 5 LINEAR
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wait 1
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# Disable input so all steps run without interruption
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accept_input NONE
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camera_shift 1000 -400 2 LINEAR
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wait 3
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camera_set_target 1 player
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# Re-enable user input
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accept_input ALL
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@@ -2,9 +2,13 @@
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say player "That button triggers a camera zoom effect."
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:use
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camera_set_zoom 1.3 2
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wait 3
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camera_set_zoom 0.5 2
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wait 3
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camera_set_zoom 1 0
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# Disable input so all steps run without interruption
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accept_input NONE
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camera_set_zoom 1.3 1
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wait 2
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camera_set_zoom 0.5 1
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wait 2
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camera_set_zoom 1 1
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camera_set_target 0 player
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# Re-enable user input
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accept_input ALL
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14
game/rooms/room07/esc/lift_button_floor_1.esc
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14
game/rooms/room07/esc/lift_button_floor_1.esc
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@@ -0,0 +1,14 @@
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:use
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> [eq lift_floor 2]
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say r7_lift_door_floor_2 "Ding!"
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# Animate the lift changing floors
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# Could use set_state for the animation, but then the 2nd "Ding" plays too early as
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# the animation needs to block
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anim_block r7_lift lift_floor_2_to_1_no_player
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# This variable is used so the button knows whether to change the lift floor or not
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set_global lift_floor 1
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say r7_lift_door_floor_1 "Ding!"
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stop
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> [eq lift_floor 1]
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say player "The lift is already on level 1."
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stop
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14
game/rooms/room07/esc/lift_button_floor_2.esc
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14
game/rooms/room07/esc/lift_button_floor_2.esc
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@@ -0,0 +1,14 @@
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:use
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> [eq lift_floor 1]
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say r7_lift_door_floor_1 "Ding!"
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# Animate the lift changing floors
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# Could use set_state for the animation, but then the 2nd "Ding" plays too early as
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# the animation needs to block
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anim_block r7_lift lift_floor_1_to_2_no_player
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# This variable is used so the button knows whether to change the lift floor or not
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set_global lift_floor 2
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say r7_lift_door_floor_2 "Ding!"
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stop
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> [eq lift_floor 2]
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say player "The lift is already on level 2."
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stop
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23
game/rooms/room07/esc/lift_door_floor_1.esc
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game/rooms/room07/esc/lift_door_floor_1.esc
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@@ -0,0 +1,23 @@
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:use
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> [eq lift_floor 2]
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say player "The lift is on another floor."
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stop
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> [eq lift_floor 1]
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# Disable user input
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accept_input NONE
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# Move the player a long way as there isn't currently a "hide player" command
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teleport_pos player 5000 5000
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set_angle player 180
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camera_set_limits 2
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camera_push r7_lift_door_floor_2 3
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anim_block r7_lift lift_floor_1_to_2_with_player
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teleport player r7_lift_door_floor_2
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say r7_lift_door_floor_2 "Ding!"
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# Focus the camera on the player again
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camera_set_target 0 player
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enable_terrain upper_platform
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# Enable user input again
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accept_input ALL
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# Keep track of the lift floor so the button can work out whether to summon the lift
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set_global lift_floor 2
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stop
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23
game/rooms/room07/esc/lift_door_floor_2.esc
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23
game/rooms/room07/esc/lift_door_floor_2.esc
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@@ -0,0 +1,23 @@
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:use
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> [eq lift_floor 1]
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say player "The lift is on another floor."
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stop
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> [eq lift_floor 2]
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# Disable user input
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accept_input NONE
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# Move the player a long way as there isn't currently a "hide player" command
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teleport_pos player 5000 5000
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set_angle player 180
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camera_set_limits 2
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camera_push r7_lift_door_floor_1 3
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anim_block r7_lift lift_floor_2_to_1_with_player
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teleport player r7_lift_door_floor_1
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say r7_lift_door_floor_1 "Ding!"
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# Focus the camera on the player again
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camera_set_target 0 player
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enable_terrain lower_platform
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# Enable user input again
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accept_input ALL
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# Keep track of the lift floor so the button can work out whether to summon the lift
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set_global lift_floor 1
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stop
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@@ -1,13 +1,16 @@
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:exit_scene
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# Disable user input or else clicking while this is running might result in
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# a floor change but the enable terrain command might not get run
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accept_input NONE
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say player "movin up"
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teleport player r7_upper_stairs
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set_angle player 270
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camera_set_limits 2
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camera_push r7_upper_stairs 1 LINEAR
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wait 1
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camera_set_target 0 player
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wait 1
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camera_set_limits 1
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enable_terrain upper_platform
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# Reenable player interaction
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accept_input ALL
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@@ -1,10 +1,13 @@
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:ready
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# Set which floor the lift is open on for the first visit to the room only.
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set_global lift_floor 1
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:setup
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set_state r7_button_push button_repaired true
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set_state r7_button_shift button_repaired true
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set_state r7_button_follow button_repaired true
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set_state r7_button_zoom button_repaired true
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set_state r7_alarm_cone_floor_1 camera_not_triggered true
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set_state r7_alarm_cone_floor_2 camera_not_triggered true
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set_state r7_lift lift_floor_2_to_1_no_player true
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camera_set_target 0 player
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camera_set_limits 0
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> [eq ESC_LAST_SCENE room6]
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teleport player r7_l_exit
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@@ -1,4 +0,0 @@
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:trigger_in
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set_state r7_light_left red
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:trigger_out
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@@ -1,5 +0,0 @@
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:trigger_in
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set_state r7_light_right green
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:trigger_out
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set_state r7_light_right red
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@@ -1,23 +1,16 @@
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:exit_scene
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# Disable user input or else clicking while this is running might result in
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# a floor change but the enable terrain command might not get run
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accept_input NONE
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say player "movin down"
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#camera_push player 1 LINEAR
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#camera_set_drag_margin_enabled bool bool
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#camera_set_pos real int int
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#camera_set_target real
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#camera_set_zoom real
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#camera_set_zoom_height int
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#camera_shift int int
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teleport player r7_lower_stairs
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set_angle player 270
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camera_set_limits 2
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camera_push player 1 LINEAR
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wait 1
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camera_set_target 0 player
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wait 1
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camera_set_limits 0
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enable_terrain lower_platform
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# Reenable player interaction
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accept_input ALL
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game/rooms/room07/room7background.png
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game/rooms/room07/room7background.png
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