96 stage = ramonStage |
96 stage = ramonStage |
97 SwitchHog(cannibals[9]) |
97 SwitchHog(cannibals[9]) |
98 FollowGear(ramon) |
98 FollowGear(ramon) |
99 TurnTimeLeft = 0 |
99 TurnTimeLeft = 0 |
100 SetGearMessage(ramon, 0) |
100 SetGearMessage(ramon, 0) |
101 HideHog(cyborg) |
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102 cyborgHidden = true |
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103 SetGearMessage(leaks, 0) |
101 SetGearMessage(leaks, 0) |
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102 AnimWait(ramon, 1) |
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103 AddFunction({func = HideHog, args = {cyborg}}) |
104 end |
104 end |
105 |
105 |
106 function SkipRefusedAnim() |
106 function SkipRefusedAnim() |
107 RefusedStart() |
107 RefusedStart() |
108 AnimSetGearPosition(dense, 2645, 1146) |
108 AnimSetGearPosition(dense, 2645, 1146) |
204 function AfterAcceptedAnim() |
204 function AfterAcceptedAnim() |
205 stage = acceptedReturnStage |
205 stage = acceptedReturnStage |
206 SpawnAmmoCrate(1370, 810, amGirder) |
206 SpawnAmmoCrate(1370, 810, amGirder) |
207 SpawnAmmoCrate(1300, 810, amParachute) |
207 SpawnAmmoCrate(1300, 810, amParachute) |
208 ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot! If you get stuck, press [Precise] to try again!"), 1, 6000) |
208 ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot! If you get stuck, press [Precise] to try again!"), 1, 6000) |
209 HideHog(cyborg) |
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210 AddEvent(CheckTookWeapons, {}, DoTookWeapons, {}, 0) |
209 AddEvent(CheckTookWeapons, {}, DoTookWeapons, {}, 0) |
211 AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0) |
210 AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0) |
212 AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0) |
211 AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0) |
213 AddEvent(CheckRestartReturnAccepted, {}, RestartReturnAccepted, {}, 1) |
212 AddEvent(CheckRestartReturnAccepted, {}, RestartReturnAccepted, {}, 1) |
214 RemoveEventFunc(CheckDenseDead) |
213 RemoveEventFunc(CheckDenseDead) |
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214 SwitchHog(dense) |
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215 AnimWait(dense, 1) |
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216 AddFunction({func = HideHog, args = {cyborg}}) |
215 end |
217 end |
216 |
218 |
217 function SkipAcceptedAnim() |
219 function SkipAcceptedAnim() |
218 AnimSetGearPosition(cyborg, unpack(cyborgPos)) |
220 AnimSetGearPosition(cyborg, unpack(cyborgPos)) |
219 SetState(cyborg, gstInvisible) |
221 SetState(cyborg, gstInvisible) |
221 SetInputMask(0xFFFFFFFF) |
223 SetInputMask(0xFFFFFFFF) |
222 end |
224 end |
223 |
225 |
224 function AfterAttackedAnim() |
226 function AfterAttackedAnim() |
225 stage = aloneStage |
227 stage = aloneStage |
226 HideHog(cyborg) |
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227 ShowMission(loc("The Shadow Falls"), loc("The Individualist"), loc("Defeat the cannibals!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000) |
228 ShowMission(loc("The Shadow Falls"), loc("The Individualist"), loc("Defeat the cannibals!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000) |
228 AddAmmo(cannibals[6], amGrenade, 5) |
229 AddAmmo(cannibals[6], amGrenade, 5) |
229 AddAmmo(cannibals[6], amFirePunch, 0) |
230 AddAmmo(cannibals[6], amFirePunch, 0) |
230 AddAmmo(cannibals[6], amBaseballBat, 0) |
231 AddAmmo(cannibals[6], amBaseballBat, 0) |
231 SetGearMessage(leaks, 0) |
232 SetGearMessage(leaks, 0) |
232 TurnTimeLeft = TurnTime |
233 TurnTimeLeft = TurnTime |
233 AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0) |
234 AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0) |
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235 SwitchHog(leaks) |
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236 AnimWait(dense, 1) |
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237 AddFunction({func = HideHog, args = {cyborg}}) |
234 end |
238 end |
235 |
239 |
236 function SkipAttackedAnim() |
240 function SkipAttackedAnim() |
237 if denseDead == false then |
241 if denseDead == false then |
238 DeleteGear(dense) |
242 DeleteGear(dense) |