Updated code, removed NOD_01, Spaces -> Tabs
NOD01Script Spaces -> Tabs started work on NOD_01 Conflicts: OpenRA.Mods.cnc_sw/OpenRA.Mods.Cnc_sw.csproj removing uneeded files Spaces -> Tabs NOD01Script.cs started work on NOD_01 Conflicts: OpenRA.Mods.cnc_sw/OpenRA.Mods.Cnc_sw.csproj removing uneeded files Did some messing around still broken Spaces -> Tabs #2 Updated the code a little, is somewhat more playable now removed NOD_01
This commit is contained in:
@@ -1,216 +1,201 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.Cnc;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Network;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Missions
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{
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class Nod01ScriptInfo : TraitInfo<Nod01Script>, Requires<SpawnMapActorsInfo> { }
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class Nod01Script : IWorldLoaded, ITick
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{
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static readonly string[] Objectives =
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{
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"Assasinate Nikoomba.",
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"Level the village."
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};
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int currentObjective;
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Player gdi;
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Player nod;
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//actors and the likes go here
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Actor nikoomba;
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Actor vil01;
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Actor vil02;
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Actor vil03;
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Actor vil04;
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Actor vil05;
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Actor vil06;
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Actor vil07;
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Actor vil08;
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Actor vil09;
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Actor vil10;
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Actor vil11;
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Actor vil12;
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Actor vil13;
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Actor civ01;
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Actor civ02;
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Actor civ03;
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Actor civ04;
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Actor civ05;
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Actor civ06;
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Actor civ07;
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//waypoints
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Actor nr1;
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Actor nr2;
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Actor gr1;
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World world;
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//in the allies01 script stuff was here not needed for me so far
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const string NRName = "E1";
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const string GRName = "E2";
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const string GRName2 = "JEEP";
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void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", Objectives[currentObjective]);
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}
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void MissionFailed(string text)
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{
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if (nod.WinState != WinState.Undefined)
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{
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return;
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}
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nod.WinState = WinState.Lost;
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == nod && !a.IsDead()))
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{
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actor.Kill(actor);
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}
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Game.AddChatLine(Color.Red, "Mission failed", text);
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Sound.Play("fail1.aud");
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}
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void MissionAccomplished(string text)
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{
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if (nod.WinState != WinState.Undefined)
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{
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return;
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}
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nod.WinState = WinState.Won;
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Game.AddChatLine(Color.Green, "Mission accomplished", text);
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Sound.Play("accom1.aud");
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}
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public void Tick(Actor self)
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{
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if (nod.WinState != WinState.Undefined)
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{
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return;
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}
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// display current objective every so often
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if (world.FrameNumber % 1500 == 1)
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{
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DisplayObjective();
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}
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//spawns nod reinf
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if (world.FrameNumber == 700)
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{
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NODReinforceNthA();
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Sound.Play("reinfor1.aud");
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}
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if (world.FrameNumber == 1400)
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{
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NODReinforceNthB();
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Sound.Play("reinfor1.aud");
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}
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// objectives
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if (currentObjective == 0)
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{
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if (nikoomba.Destroyed)
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{
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currentObjective++;
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DisplayObjective();
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GDIReinforceNth();
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}
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}
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else if (currentObjective == 1)
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{
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if (vil01.Destroyed && vil02.Destroyed && vil03.Destroyed && vil04.Destroyed && vil05.Destroyed && vil06.Destroyed &&
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vil07.Destroyed && vil08.Destroyed && vil09.Destroyed && vil10.Destroyed && vil11.Destroyed && vil12.Destroyed &&
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vil13.Destroyed && civ01.Destroyed && civ02.Destroyed && civ03.Destroyed && civ04.Destroyed && civ05.Destroyed &&
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civ06.Destroyed && civ07.Destroyed)
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{
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MissionAccomplished("Nikoomba was killed and the Village was Destroyed.");
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}
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}
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}
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IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
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{
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return world.FindActorsInCircle(actor.CenterPosition, WRange.FromCells(range))
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.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
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}
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void NODReinforceNthA()
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{
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nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
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}
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void NODReinforceNthB()
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{
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nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
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}
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void GDIReinforceNth()
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{
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gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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gr1 = world.CreateActor(true, GRName2, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
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}
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public void WorldLoaded(World w)
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{
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world = w;
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gdi = w.Players.Single(p => p.InternalName == "GDI");
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nod = w.Players.Single(p => p.InternalName == "NOD");
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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nikoomba = actors["Nikoomba"];
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vil01 = actors["Vil01"];
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vil02 = actors["Vil02"];
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vil03 = actors["Vil03"];
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vil04 = actors["Vil04"];
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vil05 = actors["Vil05"];
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vil06 = actors["Vil06"];
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vil07 = actors["Vil07"];
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vil08 = actors["Vil08"];
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vil09 = actors["Vil09"];
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vil10 = actors["Vil10"];
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vil11 = actors["Vil11"];
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vil12 = actors["Vil12"];
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vil13 = actors["Vil13"];
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civ01 = actors["Civ01"];
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civ02 = actors["Civ02"];
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civ03 = actors["Civ03"];
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civ04 = actors["Civ04"];
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civ05 = actors["Civ05"];
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civ06 = actors["Civ06"];
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civ07 = actors["Civ07"];
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nr1 = actors["NODReinforceNthA"];
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nr2 = actors["NODReinforceNthB"];
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gr1 = actors["GDIReinforceNth"];
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Game.MoveViewport(nr1.Location.ToFloat2());
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Action afterFMV = () =>
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{
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Sound.PlayMusic(Rules.Music["aoi"]);
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "nod1pre.vqa", () =>
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Media.PlayFMVFullscreen(w, "nod1.vqa", afterFMV)));
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}
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}
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}
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Cnc;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Missions;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.Cnc.Missions
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{
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class Nod01ScriptInfo : TraitInfo<Nod01Script>, Requires<SpawnMapActorsInfo> { }
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class Nod01Script : IHasObjectives, IWorldLoaded, ITick
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{
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public event Action<bool> OnObjectivesUpdated = notify => { };
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public IEnumerable<Objective> Objectives { get { return new[] { killnikoomba, levelvillage }; } }
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Objective killnikoomba = new Objective(ObjectiveType.Primary, KillNikoombaText, ObjectiveStatus.InProgress);
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Objective levelvillage = new Objective(ObjectiveType.Primary, LevelVillageText, ObjectiveStatus.Inactive);
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const string KillNikoombaText = "Find Nikoomba. Once found he must be assasinated.";
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const string LevelVillageText = "Nikoomba has met his demise, now level the village.";
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Player gdi;
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Player nod;
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//actors and the likes go here
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Actor nikoomba;
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Actor vil01;
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Actor vil02;
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Actor vil03;
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Actor vil04;
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Actor vil05;
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Actor vil06;
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Actor vil07;
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Actor vil08;
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Actor vil09;
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Actor vil10;
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Actor vil11;
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Actor vil12;
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Actor vil13;
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Actor civ01;
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Actor civ02;
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Actor civ03;
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Actor civ04;
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Actor civ05;
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Actor civ06;
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Actor civ07;
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//waypoints
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Actor nr1;
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Actor nr2;
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Actor gr1;
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World world;
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//in the allies01 script stuff was here not needed for me so far
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const string NRName = "E1";
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const string GRName = "E2";
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const string GRName2 = "JEEP";
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void MissionFailed(string text)
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{
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MissionUtils.CoopMissionFailed(world, text, nod);
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}
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void MissionAccomplished(string text)
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{
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MissionUtils.CoopMissionAccomplished(world, text, nod);
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}
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public void Tick(Actor self)
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{
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if (nod.WinState != WinState.Undefined) return;
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//spawns nod reinf
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if (world.FrameNumber == 700)
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{
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NODReinforceNthA();
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Sound.Play("reinfor1.aud");
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}
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if (world.FrameNumber == 1400)
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{
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NODReinforceNthB();
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Sound.Play("reinfor1.aud");
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}
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// objectives
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if (killnikoomba.Status == ObjectiveStatus.InProgress)
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{
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if (nikoomba.Destroyed)
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{
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killnikoomba.Status = ObjectiveStatus.Completed;
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levelvillage.Status = ObjectiveStatus.InProgress;
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OnObjectivesUpdated(true);
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//DisplayObjective();
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//GDIReinforceNth();
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}
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}
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if (levelvillage.Status == ObjectiveStatus.InProgress)
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{
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if (vil01.Destroyed && vil02.Destroyed && vil03.Destroyed && vil04.Destroyed && vil05.Destroyed && vil06.Destroyed &&
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vil07.Destroyed && vil08.Destroyed && vil09.Destroyed && vil10.Destroyed && vil11.Destroyed && vil12.Destroyed &&
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vil13.Destroyed && civ01.Destroyed && civ02.Destroyed && civ03.Destroyed && civ04.Destroyed && civ05.Destroyed &&
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civ06.Destroyed && civ07.Destroyed)
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{
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levelvillage.Status = ObjectiveStatus.Completed;
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OnObjectivesUpdated(true);
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MissionAccomplished("Nikoomba was killed and the village was destroyed.");
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}
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}
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if (!world.Actors.Any(a => (a.Owner == nod) && a.IsInWorld && !a.IsDead()))
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{
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MissionFailed("The Nod forces in the area have been wiped out.");
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}
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}
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IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
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{
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return world.FindActorsInCircle(actor.CenterPosition, WRange.FromCells(range))
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.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
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}
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void NODReinforceNthA()
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{
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nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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}
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void NODReinforceNthB()
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{
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nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
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}
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void GDIReinforceNth()
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{
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gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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gr1 = world.CreateActor(true, GRName2, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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//gr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
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}
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public void WorldLoaded(World w)
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{
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world = w;
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gdi = w.Players.Single(p => p.InternalName == "GDI");
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nod = w.Players.Single(p => p.InternalName == "NOD");
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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nikoomba = actors["Nikoomba"];
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vil01 = actors["Vil01"];
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vil02 = actors["Vil02"];
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vil03 = actors["Vil03"];
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vil04 = actors["Vil04"];
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vil05 = actors["Vil05"];
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vil06 = actors["Vil06"];
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vil07 = actors["Vil07"];
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vil08 = actors["Vil08"];
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vil09 = actors["Vil09"];
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vil10 = actors["Vil10"];
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vil11 = actors["Vil11"];
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vil12 = actors["Vil12"];
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vil13 = actors["Vil13"];
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civ01 = actors["Civ01"];
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civ02 = actors["Civ02"];
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civ03 = actors["Civ03"];
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civ04 = actors["Civ04"];
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civ05 = actors["Civ05"];
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civ06 = actors["Civ06"];
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civ07 = actors["Civ07"];
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nr1 = actors["NODReinforceNthA"];
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nr2 = actors["NODReinforceNthB"];
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gr1 = actors["GDIReinforceNth"];
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Game.MoveViewport(nr1.Location.ToFloat2());
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Action afterFMV = () =>
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{
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Sound.PlayMusic(Rules.Music["aoi"]);
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "nod1pre.vqa", () =>
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Media.PlayFMVFullscreen(w, "nod1.vqa", afterFMV)));
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}
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}
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}
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Reference in New Issue
Block a user