share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/shadow.lua
branchspacecampaign
changeset 9308 4bddcc1a1450
parent 9296 5cc010e79431
parent 9306 c9978ada9a3d
child 9310 1469147c110f
--- a/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/shadow.lua	Mon Jul 01 22:28:42 2013 +0300
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,969 +0,0 @@
-HedgewarsScriptLoad("/Scripts/Locale.lua")
-HedgewarsScriptLoad("/Scripts/Animate.lua")
-
------------------------------Constants---------------------------------
-startStage = 0
-spyStage = 1
-wave1Stage = 2
-wave2Stage = 3
-cyborgStage = 4
-ramonStage = 5
-aloneStage = 6
-duoStage = 7
-interSpyStage = 8
-interWeakStage = 9
-acceptedReturnStage = 10
-refusedReturnStage = 11
-attackedReturnStage = 12
-loseStage = 13
-
-ourTeam = 0
-weakTeam = 1
-strongTeam = 2
-cyborgTeam = 3
-
-leaksNr = 0
-denseNr = 1
-
-choiceAccept = 1
-choiceRefuse = 2
-choiceAttack = 3
-
-HogNames = {loc("Brainiac"), loc("Corpsemonger"), loc("Femur Lover"), loc("Glark"), loc("Bonely"), loc("Rot Molester"), loc("Bloodrocutor"), loc("Muscle Dissolver"), loc("Bloodsucker")}
-
----POSITIONS---
-
-cannibalPos = {{3108, 1127}, 
-               {2559, 1080}, {3598, 1270}, {3293, 1177}, {2623, 1336}, 
-               {3418, 1336}, {3447, 1335}, {3481, 1340}, {3507, 1324}} 
-densePos = {2776, 1177}
-leaksPos = {2941, 1172}
-cyborgPos = {1113, 1818}
-
----Animations
-
-startDialogue = {}
-weaklingsAnim = {}
-stronglingsAnim = {}
-acceptedAnim = {}
-acceptedSurvivedFinalAnim = {}
-acceptedDiedFinalAnim = {}
-refusedAnim = {}
-refusedFinalAnim = {}
-attackedAnim = {}
-attackedFinalAnim = {}
-
------------------------------Variables---------------------------------
-lastHogTeam = ourTeam
-lastOurHog = leaksNr
-lastEnemyHog = 0
-stage = 0
-choice = 0
-
-brainiacDead = false
-cyborgHidden = false
-leaksHidden = false
-denseHidden = false
-cyborgAttacked = false
-retryReturn = false
-shotgunTaken = false
-grenadeTaken = false
-spikyDead = false
-ramonDead = false
-denseDead = false
-leaksDead = false
-ramonHidden = false
-spikyHidden = false
-grenadeUsed = false
-shotgunUsed = false
-
-
-hogNr = {}
-cannibalDead = {}
-isHidden = {}
-
-
---------------------------Anim skip functions--------------------------
-function AfterRefusedAnim()
-  SpawnUtilityCrate(2045, 1575, amSwitch)
-  SpawnUtilityCrate(2365, 1495, amShotgun)
-  SpawnUtilityCrate(2495, 1519, amGrenade)
-  SpawnUtilityCrate(2620, 1524, amRope)
-  ShowMission(loc("The Shadow Falls"), loc("The Showdown"), loc("Save Leaks A Lot!|Hint: The Switch utility might be of help to you."), 1, 6000)
-  RemoveEventFunc(CheckDenseDead)
-  AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadRefused, {}, 0)
-  AddAmmo(cannibals[6], amGrenade, 1)
-  AddAmmo(cannibals[7], amGrenade, 1)
-  AddAmmo(cannibals[8], amGrenade, 1)
-  AddAmmo(cannibals[9], amGrenade, 1)
-  stage = ramonStage
-  SwitchHog(cannibals[9])
-  FollowGear(ramon)
-  TurnTimeLeft = 0
-  SetGearMessage(ramon, 0)
-  SetGearMessage(leaks, 0)
-  AnimWait(ramon, 1)
-  AddFunction({func = HideHog, args = {cyborg}})
-end
-
-function SkipRefusedAnim()
-  RefusedStart()
-  AnimSetGearPosition(dense, 2645, 1146)
-  AnimSetGearPosition(ramon, 2218, 1675)
-  AnimSetGearPosition(spiky, 2400, 1675)
-end
-
-function AfterStartDialogue()
-  stage = spyStage
-  ShowMission(loc("The Shadow Falls"), loc("Play with me!"), loc("Defend yourself!|Hint: You can get tips on using weapons by moving your mouse over them in the weapon selection menu"), 1, 6000)
-  TurnTimeLeft = TurnTime
-end
-
-
-function StartSkipFunc()
-  SetState(cannibals[1], 0)
-  AnimTurn(leaks, "Right")
-  AnimSwitchHog(leaks)
-  SetInputMask(0xFFFFFFFF)
-end
-
-function AfterWeaklingsAnim()
-  AddAmmo(cannibals[2], amShotgun, 1)
-  AddAmmo(cannibals[2], amGrenade, 1)
-  AddAmmo(cannibals[3], amShotgun, 1)
-  AddAmmo(cannibals[3], amGrenade, 1)
-  AddAmmo(cannibals[4], amShotgun, 1)
-  AddAmmo(cannibals[4], amGrenade, 1)
-  AddAmmo(cannibals[5], amShotgun, 1)
-  AddAmmo(cannibals[5], amGrenade, 1)
-  AddAmmo(leaks, amSkip, 4)
-  AddAmmo(dense, amSkip, 4)
-  AddEvent(CheckWeaklingsKilled, {}, DoWeaklingsKilled, {}, 0)
-  SetHealth(SpawnHealthCrate(2757, 1030), 50)
-  SetHealth(SpawnHealthCrate(2899, 1009), 50)
-  stage = wave1Stage
-  SwitchHog(dense)
-  SetGearMessage(dense, 0)
-  SetGearMessage(leaks, 0)
-  TurnTimeLeft = TurnTime
-  ShowMission(loc("The Shadow Falls"), loc("Why do you not like me?"), loc("Obliterate them!|Hint: You might want to take cover..."), 1, 6000)
-end
-
-function SkipWeaklingsAnim()
-  for i = 2, 5 do
-    if isHidden[cannibals[i]] == true then
-      RestoreHog(cannibals[i])
-      isHidden[cannibals[i]] = false
-    end
-    AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
-    SetState(cannibals[i], 0)
-  end
-  SetInputMask(0xFFFFFFFF)
-end
-
-function AfterStronglingsAnim()
-  stage = cyborgStage
-  ShowMission(loc("The Shadow Falls"), loc("The Dilemma"), loc("Choose your side! If you want to join the strange man, walk up to him.|Otherwise, walk away from him. If you decide to att...nevermind..."), 1, 8000)
-  AddEvent(CheckChoice, {}, DoChoice, {}, 0)
-  AddEvent(CheckRefuse, {}, DoRefuse, {}, 0)
-  AddEvent(CheckAccept, {}, DoAccept, {}, 0)
-  AddEvent(CheckConfront, {}, DoConfront, {}, 0)
-  AddAmmo(dense, amSwitch, 0)
-  AddAmmo(dense, amSkip, 0)
-  AddAmmo(leaks, amSwitch, 0)
-  AddAmmo(leaks, amSkip, 0)
-  SetHealth(SpawnHealthCrate(2557, 1030), 50)
-  SetHealth(SpawnHealthCrate(3599, 1009), 50)
-  TurnTimeLeft = 0
-end
-
-function SkipStronglingsAnim()
-  for i = 6, 9 do
-    if isHidden[cannibals[i]] == true then
-      RestoreHog(cannibals[i])
-      isHidden[cannibals[i]] = false
-    end
-    AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
-    SetState(cannibals[i], 0)
-  end
-  if cyborgHidden == true then
-    RestoreHog(cyborg)
-    cyborgHidden = false
-  end
-  SetState(cyborg, 0)
-  SetState(dense, 0)
-  AnimSetGearPosition(dense, 1350, 1315)
-  FollowGear(dense)
-  HogTurnLeft(dense, true)
-  AnimSetGearPosition(cyborg, 1250, 1315)
-  SwitchHog(dense)
-  SetInputMask(0xFFFFFFFF)
-end
-
-function RestartReturnAccepted()
-  retryReturn = false
-  AnimSetGearPosition(dense, 1350, 1310)
-  AddAmmo(dense, amGirder, 2)
-  AddAmmo(dense, amParachute, 2)
-  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)
-  RemoveEventFunc(CheckNeedGirder)
-  RemoveEventFunc(CheckNeedWeapons)
-  AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0)
-  AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0)
-end
-
-
-function AfterAcceptedAnim()
-  stage = acceptedReturnStage
-  SpawnAmmoCrate(1370, 810, amGirder)
-  SpawnAmmoCrate(1300, 810, amParachute)
-  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)
-  AddEvent(CheckTookWeapons, {}, DoTookWeapons, {}, 0)
-  AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0)
-  AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0)
-  AddEvent(CheckRestartReturnAccepted, {}, RestartReturnAccepted, {}, 1)
-  RemoveEventFunc(CheckDenseDead)
-  SwitchHog(dense)
-  AnimWait(dense, 1)
-  AddFunction({func = HideHog, args = {cyborg}})
-end
-
-function SkipAcceptedAnim()
-  AnimSetGearPosition(cyborg, unpack(cyborgPos))
-  SetState(cyborg, gstInvisible)
-  AnimSwitchHog(dense)
-  SetInputMask(0xFFFFFFFF)
-end
-
-function AfterAttackedAnim()
-  stage = aloneStage
-  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)
-  AddAmmo(cannibals[6], amGrenade, 1)
-  AddAmmo(cannibals[6], amFirePunch, 0)
-  AddAmmo(cannibals[6], amBaseballBat, 0)
-  AddAmmo(cannibals[7], amGrenade, 1)
-  AddAmmo(cannibals[7], amFirePunch, 0)
-  AddAmmo(cannibals[7], amBaseballBat, 0)
-  AddAmmo(cannibals[8], amGrenade, 1)
-  AddAmmo(cannibals[8], amFirePunch, 0)
-  AddAmmo(cannibals[8], amBaseballBat, 0)
-  AddAmmo(cannibals[9], amGrenade, 1)
-  AddAmmo(cannibals[9], amFirePunch, 0)
-  AddAmmo(cannibals[9], amBaseballBat, 0)
-  SetGearMessage(leaks, 0)
-  TurnTimeLeft = TurnTime
-  AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0)
-  SwitchHog(leaks)
-  AnimWait(dense, 1)
-  AddFunction({func = HideHog, args = {cyborg}})
-end
-
-function SkipAttackedAnim()
-  if denseDead == false then
-    DeleteGear(dense)
-  end
-  SpawnAmmoCrate(2551, 994, amGrenade)
-  SpawnAmmoCrate(3551, 994, amGrenade)
-  SpawnAmmoCrate(3392, 1101, amShotgun)
-  SpawnAmmoCrate(3192, 1101, amShotgun)
-  AnimSetGearPosition(cyborg, unpack(cyborgPos))
-  SetState(cyborg, gstInvisible)
-  AnimSwitchHog(leaks)
-  SetInputMask(0xFFFFFFFF)
-end
-
-  
------------------------------Animations--------------------------------
-
-function SpawnCrates()
-  SpawnAmmoCrate(2551, 994, amGrenade)
-  SpawnAmmoCrate(3551, 994, amGrenade)
-  SpawnAmmoCrate(3392, 1101, amShotgun)
-  SpawnAmmoCrate(3192, 1101, amShotgun)
-  return true
-end
-
-function EmitDenseClouds(anim, dir)
-  local dif
-  if dir == "Left" then 
-    dif = 10
-  else
-    dif = -10
-  end
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
-end
-
-function BlowDenseCloud()
-  AnimInsertStepNext({func = DeleteGear, args = {dense}, swh = false}) 
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense), GetY(dense), vgtBigExplosion, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimWait, args = {dense, 1200}})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 20, GetY(dense), vgtExplosion, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 10, GetY(dense), vgtExplosion, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 10, GetY(dense), vgtExplosion, 0, true}, swh = false})
-  AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
-  AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 20, GetY(dense), vgtExplosion, 0, true}, swh = false})
-end
-
-function SetupAcceptedSurvivedFinalAnim()
-  table.insert(acceptedSurvivedFinalAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}})
-  table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_SAY, 3000}})
-  if grenadeUsed and shotgunUsed then
-    table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples and the magic bow that shoots many arrows?"), SAY_SAY, 9000}})
-  elseif grenadeUsed then
-    table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples?"), SAY_SAY, 6000}})
-  elseif shotgunUsed then
-    table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the magic bow that shoots many arrows?"), SAY_SAY, 8000}})
-  else
-    table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Did you warn the village?"), SAY_SAY, 4000}})
-    table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("No, I came back to help you out..."), SAY_SAY, 5000}})
-  end
-  if grenadeUsed or shotgunUsed then
-    table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("Uhm...I met one of them and took his weapons."), SAY_SAY, 5000}})
-  end
-  table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("We should head back to the village now."), SAY_SAY, 5000}})
-end
-
-function AnimationSetup()
-  table.insert(startDialogue, {func = AnimWait, args = {dense, 4000}})
-  table.insert(startDialogue, {func = AnimCaption, args = {leaks, loc("After the shock caused by the enemy spy, Leaks A Lot and Dense Cloud went hunting to relax."), 6000}})
-  table.insert(startDialogue, {func = AnimCaption, args = {leaks, loc("Little did they know that this hunt will mark them forever..."), 4000}})
-  table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("I have no idea where that mole disappeared...Can you see it?"), SAY_SAY, 9000}})
-  table.insert(startDialogue, {func = AnimSay, args = {dense, loc("Nope. It was one fast mole, that's for sure."), SAY_SAY, 5000}}) 
-  table.insert(startDialogue, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {startDialogue, "Right"}}})
-  table.insert(startDialogue, {func = AnimWait, args = {dense, 2000}})
-  table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("Please, stop releasing your \"smoke signals\"!"), SAY_SAY, 5000}})
-  table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("You're terrorizing the forest...We won't catch anything like this!"), SAY_SAY, 6000}})
-  table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("..."), SAY_THINK, 1000}})
-  table.insert(startDialogue, {func = AnimGiveState, args = {cannibals[1], 0}, swh = false})
-  table.insert(startDialogue, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}, swh = false})
-  table.insert(startDialogue, {func = AnimTurn, args = {leaks, "Right"}})
-  table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}})
-  table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}})
-  table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}})
-  table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}})
-  table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}})
-  table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("I can't believe it worked!"), SAY_THINK, 3500}})
-  table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("That shaman sure knows what he's doing!"), SAY_THINK, 6000}})
-  table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("Yeah...I think it's a 'he', lol."), SAY_THINK, 5000}})
-  table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("It wants our brains!"), SAY_SHOUT, 3000}})
-  table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}})
-  table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("Not you again! My head still hurts from last time!"), SAY_SHOUT, 6000}})
-  table.insert(startDialogue, {func = AnimSwitchHog, args = {leaks}})
-  AddSkipFunction(startDialogue, StartSkipFunc, {})
-
-  table.insert(weaklingsAnim, {func = AnimGearWait, args = {leaks, 1000}})
-  table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}})
-  table.insert(weaklingsAnim, {func = AnimSay, args = {leaks, loc("Did you see him coming?"), SAY_SAY, 3500}})
-  table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("No. Where did he come from?"), SAY_SAY, 3500}})
-  table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideWeaklings, {}}})
-  table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}})
-  table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[2], 0}})
-  table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[3], 0}})
-  table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}})
-  table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[4], 0}})
-  table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}})
-  table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[5], 0}})
-  table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}})
-  table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(weaklingsAnim, {func = AnimSay, args = {cannibals[3], loc("Are we there yet?"), SAY_SAY, 4000}}) 
-  table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("This must be some kind of sorcery!"), SAY_SHOUT, 3500}})
-  table.insert(weaklingsAnim, {func = AnimSwitchHog, args = {leaks}})
-  AddSkipFunction(weaklingsAnim, SkipWeaklingsAnim, {})
-
-  table.insert(stronglingsAnim, {func = AnimGearWait, args = {leaks, 1000}})
-  table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideStronglings, {}}})
-  table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}})
-  table.insert(stronglingsAnim, {func = AnimGiveState, args = {leaks, 0}})
-  table.insert(stronglingsAnim, {func = AnimGiveState, args = {dense, 0}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("I thought their shaman died when he tried our medicine!"), SAY_SAY, 7000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("I saw it with my own eyes!"), SAY_SAY, 4000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("Then how do they keep appearing?"), SAY_SAY, 4000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("It's impossible to communicate with the spirits without a shaman."), SAY_SAY, 7000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("We need to warn the village."), SAY_SAY, 3500}})
-  table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[6], 0}})
-  table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}})
-  table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[7], 0}})
-  table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[7], unpack(cannibalPos[7])}})
-  table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[8], 0}})
-  table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[8], unpack(cannibalPos[8])}})
-  table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[9], 0}})
-  table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[9], unpack(cannibalPos[9])}})
-  table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cannibals[7], loc("What a ride!"), SAY_SHOUT, 2000}})
-  table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Right"}})
-  table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 700}})
-  table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Left"}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("We can't defeat them!"), SAY_THINK, 3000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("I'll hold them off while you return to the village!"), SAY_SAY, 6000}})
-  table.insert(stronglingsAnim, {func = AnimFollowGear, args = {cyborg}, swh = false})
-  table.insert(stronglingsAnim, {func = AnimCaption, args = {cyborg, loc("30 minutes later...")}, swh = false})
-  table.insert(stronglingsAnim, {func = AnimWait, args = {cyborg, 2000}})
-  table.insert(stronglingsAnim, {func = AnimSetGearPosition, args = {dense, 1420, 1315}})
-  table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "Left", 1400, 0}})
-  table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {stronglingsAnim, "Left"}}})
-  table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "Left", 1350, 0}})
-  table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cyborg, 1250, 1320}})
-  table.insert(stronglingsAnim, {func = AnimRemoveState, args = {cyborg, gstInvisible}})
-  table.insert(stronglingsAnim, {func = AnimGearWait, args = {cyborg, 2000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("Greetings, cloudy one!"), SAY_SAY, 3000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("I have come to make you an offering..."), SAY_SAY, 6000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("You are given the chance to turn your life around..."), SAY_SAY, 6000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you agree to provide the information we need, you will be spared!"), SAY_SAY, 7000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("Have no illusions, your tribe is dead, indifferent of your choice."), SAY_SAY, 7000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you decide to help us, though, we will no longer need to find a new governor for the island."), SAY_SAY, 8000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you know what I mean..."), SAY_SAY, 3000}})
-  table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("So? What will it be?"), SAY_SAY, 3000}})
-  table.insert(stronglingsAnim, {func = AnimSwitchHog, args = {dense}})
-  AddSkipFunction(stronglingsAnim, SkipStronglingsAnim, {})
-
-  table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("Great choice, Steve! Mind if I call you that?"), SAY_SAY, 7000}})
-  table.insert(acceptedAnim, {func = AnimSay, args = {dense, loc("Whatever floats your boat..."), SAY_SAY, 4500}})
-  table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("Great! You will be contacted soon for assistance."), SAY_SAY, 6000}})
-  table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("In the meantime, take these and return to your \"friend\"!"), SAY_SAY, 6000}})
-  table.insert(acceptedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
-  table.insert(acceptedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
-  table.insert(acceptedAnim, {func = AnimSwitchHog, args = {dense}})
-  AddSkipFunction(acceptedAnim, SkipAcceptedAnim, {}) 
-
-  table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_THINK, 3000}})
-  table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Your death will not be in vain, Dense Cloud!"), SAY_THINK, 5000}})
-  table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {dense, loc("You will be avenged!"), SAY_SAY, 3000}})
-
-  table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("I see..."), SAY_SAY, 2000}})
-  table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("Remember this, pathetic animal: when the day comes, you will regret your blind loyalty!"), SAY_SAY, 8000}})
-  table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("You just committed suicide..."), SAY_SAY, 5000}})
-  table.insert(refusedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
-  table.insert(refusedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
-  table.insert(refusedAnim, {func = AnimSay, args = {dense, loc("If you say so..."), SAY_THINK, 3000}})
-  table.insert(refusedAnim, {func = AnimFollowGear, args = {cyborg}, swh = false})
-  table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 700}})
-  table.insert(refusedAnim, {func = AnimCustomFunction, args = {dense, RefusedStart, {}}})
-  table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {dense, 2645, 1146}})
-  table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {ramon, 2218, 1675}})
-  table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {spiky, 2400, 1675}})
-  table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Left"}})
-  table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}})
-  table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Right"}})
-  table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}})
-  table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Left"}})
-  table.insert(refusedAnim, {func = AnimSay, args = {spiky, loc("Dude, we really need a new shaman..."), SAY_SAY, 4000}})
-  AddSkipFunction(refusedAnim, SkipRefusedAnim, {})
-
-  table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("It's over..."), SAY_SAY, 2000}})
-  table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("Let's head back to the village!"), SAY_SAY, 4000}})
-
-  table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}})
-  table.insert(attackedAnim, {func = AnimCustomFunction, args = {cyborg, SetHealth, {cyborg, 200}}})
-  table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}})
-  table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Really?! You thought you could harm me with your little toys?"), SAY_SAY, 7000}})
-  table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("You're pathetic! You are not worthy of my attention..."), SAY_SAY, 6000}})
-  table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Actually, you aren't worthy of life! Take this..."), SAY_SAY, 5000}})
-  table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, BlowDenseCloud, {}}, swh = false})
-  table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}})
-  table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Incredible..."), SAY_SAY, 3000}})
-  table.insert(attackedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
-  table.insert(attackedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
-  table.insert(attackedAnim, {func = AnimSwitchHog, args = {leaks}})
-  table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("I wonder where Dense Cloud is..."), SAY_THINK, 4000}})
-  table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("I can't wait any more, I have to save myself!"), SAY_THINK, 5000}})
-  table.insert(attackedAnim, {func = AnimCustomFunction, args = {leaks, SpawnCrates, {}}})
-  table.insert(attackedAnim, {func = AnimWait, args = {leaks, 1500}})
-  table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("Where are all these crates coming from?!"), SAY_THINK, 5500}})
-  AddSkipFunction(attackedAnim, SkipAttackedAnim, {})
-  
-  table.insert(attackedFinalAnim, {func = AnimWait, args = {leaks, 2000}})
-  table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("I have to get back to the village!"), SAY_THINK, 5000}})
-  table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("Dense Cloud must have already told them everything..."), SAY_THINK, 7000}})
-
-end
-
-
------------------------------Misc--------------------------------------
-
-
-function RefusedStart()
-  if ramonHidden == true then
-    RestoreHog(ramon)
-    ramonHidden = false
-  end
-  if spikyHidden == true then
-    RestoreHog(spiky)
-    spikyHidden = false
-  end
-  SetState(ramon, 0)
-  SetState(spiky, 0)
-  SetGearMessage(dense, 0)
-  SetGearMessage(ramon, 0)
-  SetGearMessage(spiky, 0)
-end
-
-function AddHogs()
-	AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
-  ramon = AddHog(loc("Ramon"), 0, 100, "rasta")
-	leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo")
-  dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood")
-  spiky = AddHog(loc("Spiky Cheese"), 0, 100, "hair_yellow")
-
-  AddTeam(loc("Weaklings"), 14483456, "Skull", "Island", "Pirate","cm_vampire")
-  cannibals = {}
-  cannibals[1] = AddHog(loc("Brainiac"), 5, 20, "Zombi")
-
-  for i = 2, 5 do
-    cannibals[i] = AddHog(HogNames[i], 1, 20, "Zombi")
-    hogNr[cannibals[i]] = i - 2
-  end
-
-  AddTeam(loc("Stronglings"), 14483456, "Skull", "Island", "Pirate","cm_vampire")
-
-  for i = 6, 9 do
-    cannibals[i] = AddHog(HogNames[i], 2, 30, "vampirichog")
-    hogNr[cannibals[i]] = i - 2
-  end
-
-  AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
-  cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1")
-end
-
-function PlaceHogs()
-  HogTurnLeft(leaks, true)
-
-  for i = 2, 9 do
-    AnimSetGearPosition(cannibals[i], unpack(cyborgPos))
-    AnimTurn(cannibals[i], "Left")
-    cannibalDead[i] = false
-  end
-
-  AnimSetGearPosition(cannibals[1], cannibalPos[1][1], cannibalPos[1][2])
-  AnimTurn(cannibals[1], "Left")
-
-  AnimSetGearPosition(cyborg, cyborgPos[1], cyborgPos[2])
-  AnimSetGearPosition(ramon, 2218, 1675)
-  AnimSetGearPosition(skiky, 2400, 1675)
-  AnimSetGearPosition(dense, densePos[1], densePos[2])
-  AnimSetGearPosition(leaks, leaksPos[1], leaksPos[2]) 
-end
-
-function VisiblizeHogs()
-  for i = 1, 9 do
-    SetState(cannibals[i], gstInvisible)
-  end
-  SetState(cyborg, gstInvisible)
-  SetState(ramon, gstInvisible)
-  SetState(spiky, gstInvisible)
-end
-
-function CondNeedToTurn(hog1, hog2)
-  xl, xd = GetX(hog1), GetX(hog2)
-  if xl > xd then
-    AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
-    AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
-  elseif xl < xd then
-    AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
-    AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
-  end
-end
-
-function HideHogs()
-  for i = 2, 9 do
-    HideHog(cannibals[i])
-    isHidden[cannibals[i]] = true
-  end
-  HideHog(cyborg)
-  cyborgHidden = true
-  HideHog(ramon)
-  HideHog(spiky)
-  ramonHidden = true
-  spikyHidden = true
-end
-
-function HideStronglings()
-  for i = 6, 9 do
-    HideHog(cannibals[i])
-    isHidden[cannibals[i]] = true
-  end
-end
-
-function UnHideWeaklings()
-  for i = 2, 5 do
-    RestoreHog(cannibals[i])
-    isHidden[cannibals[i]] = false
-    SetState(cannibals[i], gstInvisible)
-  end
-end
-
-function UnHideStronglings()
-  for i = 6, 9 do
-    RestoreHog(cannibals[i])
-    isHidden[cannibals[i]] = false
-    SetState(cannibals[i], gstInvisible)
-  end
-  RestoreHog(cyborg)
-  cyborgHidden = false
-  SetState(cyborg, gstInvisible)
-end
-
-function ChoiceTaken()
-  SetGearMessage(CurrentHedgehog, 0)
-  if choice == choiceAccept then
-    AddAnim(acceptedAnim)
-    AddFunction({func = AfterAcceptedAnim, args = {}})
-  elseif choice == choiceRefuse then
-    AddAnim(refusedAnim)
-    AddFunction({func = AfterRefusedAnim, args = {}})
-  else
-    AddAnim(attackedAnim)
-    AddFunction({func = AfterAttackedAnim, args = {}})
-  end
-end
-
-function KillCyborg()
-  RestoreHog(cyborg)
-  DeleteGear(cyborg)
-  TurnTimeLeft = 0
-end
------------------------------Events------------------------------------
-
-function CheckBrainiacDead()
-  return brainiacDead
-end
-
-function DoBrainiacDead()
-  TurnTimeLeft = 0
-  SetGearMessage(CurrentHedgehog, 0)
-  AddAnim(weaklingsAnim)
-  AddFunction({func = AfterWeaklingsAnim, args = {}})
-  stage = interSpyStage
-end
-  
-function CheckWeaklingsKilled()
-  for i = 2, 5 do
-    if cannibalDead[i] == false then
-      return false
-    end
-  end
-  return true
-end
-
-function DoWeaklingsKilled()
-  SetGearMessage(CurrentHedgehog, 0)
-  AddAnim(stronglingsAnim)
-  AddFunction({func = AfterStronglingsAnim, args = {}})
-  stage = interWeakStage
-  ParseCommand("teamgone " .. loc("Weaklings"))
-end
-
-function CheckRefuse()
-  return GetX(dense) > 1400 and StoppedGear(dense)
-end
-
-function DoRefuse()
-  choice = choiceRefuse
-end
-
-function CheckAccept()
-  return GetX(dense) < 1300 and StoppedGear(dense)
-end
-
-function DoAccept()
-  choice = choiceAccept
-end
-
-function CheckConfront()
-  return cyborgAttacked and StoppedGear(dense)
-end
-
-function DoConfront()
-  choice = choiceAttack
-end
-
-function CheckChoice()
-  return choice ~= 0
-end
-
-function DoChoice()
-  RemoveEventFunc(CheckConfront)
-  RemoveEventFunc(CheckAccept)
-  RemoveEventFunc(CheckRefuse)
-  ChoiceTaken()
-end
-
-function CheckNeedGirder()
-  return GetX(dense) > 1640 and StoppedGear(dense)
-end
-
-function DoNeedGirder()
-  ShowMission(loc("The Shadow Falls"), loc("Under Construction"), loc("To place a girder, select it, use [Left] and [Right] to select angle and length, place with [Left Click]"), 1, 6000)
-end
-
-function CheckNeedWeapons()
-  return GetX(dense) > 2522 and StoppedGear(dense)
-end
-
-function DoNeedWeapons()
-  grenadeCrate = SpawnAmmoCrate(2550, 800, amGrenade)
-  shotgunCrate = SpawnAmmoCrate(2610, 850, amShotgun)
-  AddCaption(loc("A little gift from the cyborgs"))
-end
-
-function CheckTookWeapons()
-  return shotgunTaken and grenadeTaken
-end
-
-function DoTookWeapons()
-  ShowMission(loc("The Shadow Falls"), loc("The guardian"), loc("Protect yourselves!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000)
-  AddAmmo(dense, amSkip, 100)
-  AddAmmo(dense, amSwitch, 100)
-  AddAmmo(leaks, amSkip, 100)
-  AddAmmo(leaks, amSwitch, 100)
-  stage = duoStage
-  RemoveEventFunc(CheckNeedGirder)
-  RemoveEventFunc(CheckNeedWeapons)
-  RemoveEventFunc(CheckRestartReturnAccepted)
-  AddEvent(CheckStronglingsDead, {}, DoStronglingsDead, {}, 0)
-  AddAmmo(cannibals[6], amGrenade, 2)
-  AddAmmo(cannibals[6], amShotgun, 2)
-  AddAmmo(cannibals[7], amGrenade, 2)
-  AddAmmo(cannibals[7], amShotgun, 2)
-  AddAmmo(cannibals[8], amGrenade, 2)
-  AddAmmo(cannibals[8], amShotgun, 2)
-  AddAmmo(cannibals[9], amGrenade, 2)
-  AddAmmo(cannibals[9], amShotgun, 2)
-  SetGearMessage(leaks, 0)
-  SetGearMessage(dense, 0)
-  TurnTimeLeft = TurnTime
-end
-
-function DoStronglingsDead()
-  SetGearMessage(CurrentHedgehog, 0)
-  if denseDead == true then
-    AddAnim(acceptedDiedFinalAnim)
-    SaveCampaignVar("M2DenseDead", "1")
-  else
-    SetupAcceptedSurvivedFinalAnim()
-    AddAnim(acceptedSurvivedFinalAnim)
-    SaveCampaignVar("M2DenseDead", "0")
-  end
-  SaveCampaignVar("M2RamonDead", "0")
-  SaveCampaignVar("M2SpikyDead", "0")
-  AddFunction({func = KillCyborg, args = {}})
-  if progress and progress<2 then
-    SaveCampaignVar("Progress", "2")
-  end
-  SaveCampaignVar("M2Choice", "" .. choice)
-end
-
-function DoStronglingsDeadRefused()
-  if denseDead == true then
-    SaveCampaignVar("M2DenseDead", "1")
-  else
-    SaveCampaignVar("M2DenseDead", "0")
-  end
-  if ramonDead == true then
-    SaveCampaignVar("M2RamonDead", "1")
-  else
-    SaveCampaignVar("M2RamonDead", "0")
-  end
-  if spikyDead == true then
-    SaveCampaignVar("M2SpikyDead", "1")
-  else
-    SaveCampaignVar("M2SpikyDead", "0")
-  end
-  AddAnim(refusedFinalAnim)
-  AddFunction({func = KillCyborg, args = {}})
-  if progress and progress<2 then
-    SaveCampaignVar("Progress", "2")
-  end
-  SaveCampaignVar("M2Choice", "" .. choice)
-end
-
-function DoStronglingsDeadAttacked()
-  SaveCampaignVar("M2DenseDead", "1")
-  SaveCampaignVar("M2RamonDead", "0")
-  SaveCampaignVar("M2SpikyDead", "0")
-  if progress and progress<2 then
-    SaveCampaignVar("Progress", "2")
-  end
-  SaveCampaignVar("M2Choice", "" .. choice)
-  AddAnim(attackedFinalAnim)
-  AddFunction({func = KillCyborg, args = {}})
-end
-
-function CheckStronglingsDead()
-  if leaksDead == true then
-    return false
-  end
-  for i = 6, 9 do
-    if cannibalDead[i] == false then
-      return false
-    end
-  end
-  return true
-end
-
-function CheckLeaksDead()
-  return leaksDead
-end
-
-function DoDead()
-  AddCaption(loc("...and so the cyborgs took over the world..."))
-  stage = loseStage
-  TurnTimeLeft = 0
-  ParseCommand("teamgone " .. loc("Natives"))
-end
-
-function CheckDenseDead()
-  return denseDead and choice ~= choiceAttack 
-end
-
-function CheckRestartReturnAccepted()
-  return retryReturn
-end
-
------------------------------Main Functions----------------------------
-
-function onGameInit()
-	Seed = 334 
-	GameFlags = gfSolidLand + gfDisableWind + gfPerHogAmmo
-	TurnTime = 50000 
-	CaseFreq = 0
-	MinesNum = 0
-	MinesTime = 3000
-	Explosives = 0
-	Delay = 10 
-	Map = "A_Classic_Fairytale_shadow"
-	Theme = "Nature"
-    SuddenDeathTurns = 3000
-
-  AddHogs()
-  PlaceHogs()
-  VisiblizeHogs()
-  
-  AnimInit()
-  AnimationSetup()
-end
-
-function onGameStart()
-  progress = tonumber(GetCampaignVar("Progress"))
-  HideHogs()
-  AddAmmo(leaks, amSwitch, 100)
-  AddAmmo(dense, amSwitch, 100)
-  AddEvent(CheckLeaksDead, {}, DoDead, {}, 0)
-  AddEvent(CheckDenseDead, {}, DoDead, {}, 0)
-  AddAnim(startDialogue)
-  AddFunction({func = AfterStartDialogue, args = {}})
-  AddEvent(CheckBrainiacDead, {}, DoBrainiacDead, {}, 0)
-  ShowMission(loc("The Shadow Falls"), loc("The First Encounter"), loc("Survive!|Hint: Cinematics can be skipped with the [Precise] key."), 1, 0)
-end
-
-function onGameTick()
-  AnimUnWait()
-  if ShowAnimation() == false then
-    return
-  end
-  ExecuteAfterAnimations()
-  CheckEvents()
-end
-
-function onGearDelete(gear)
-  if gear == cannibals[1] then
-    brainiacDead = true
-  elseif gear == grenadeCrate then
-    grenadeTaken = true
-  elseif gear == shotgunCrate then
-    shotgunTaken = true
-  elseif gear == dense then
-    denseDead = true
-  elseif gear == leaks then
-    leaksDead = true
-  elseif gear == ramon then
-    ramonDead = true
-  elseif gear == spiky then
-    spikyDead = true
-  else
-    for i = 2, 9 do
-      if gear == cannibals[i] then
-        cannibalDead[i] = true
-      end
-    end
-  end
-end
-
-function onGearAdd(gear)
-  if GetGearType(gear) == gtGrenade and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
-    grenadeUsed = true
-  elseif GetGearType(gear) == gtShotgunShot and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
-    shotgunUsed = true
-  end
-end
-
-function onAmmoStoreInit()
-  SetAmmo(amDEagle, 9, 0, 0, 0)
-  SetAmmo(amSniperRifle, 6, 0, 0, 0)
-  SetAmmo(amFirePunch, 3, 0, 0, 0)
-  SetAmmo(amWhip, 4, 0, 0, 0)
-  SetAmmo(amBaseballBat, 4, 0, 0, 0)
-  SetAmmo(amHammer, 2, 0, 0, 0)
-  SetAmmo(amLandGun, 1, 0, 0, 0)
-  SetAmmo(amSnowball, 7, 0, 0, 0)
-  SetAmmo(amGirder, 0, 0, 0, 2)
-  SetAmmo(amParachute, 0, 0, 0, 2)
-  SetAmmo(amGrenade, 0, 0, 0, 3)
-  SetAmmo(amShotgun, 0, 0, 0, 3)
-  SetAmmo(amSwitch, 0, 0, 0, 8)
-  SetAmmo(amRope, 0, 0, 0, 6)
-end
-
-function onNewTurn()
-  if AnimInProgress() then
-    TurnTimeLeft = -1
---  elseif stage == interSpyStage and GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
---    TurnTimeLeft = 0
---    SetState(CurrentHedgehog, gstInvisible)
-  elseif stage == cyborgStage then
-    if CurrentHedgehog ~= dense then
-      TurnTimeLeft = 0
-    else
-      TurnTimeLeft = -1
-    end
-  elseif stage == acceptedReturnStage then
-    SwitchHog(dense)
-    FollowGear(dense)
-    TurnTimeLeft = -1
-  end
-end
-
-function onGearDamage(gear, damage)
-  if gear == cyborg and stage == cyborgStage then
-    cyborgAttacked = true
-  end
-end
-
-function onPrecise()
-  if GameTime > 2500 and AnimInProgress() then
-    SetAnimSkip(true)
-    return
-  end
-  if stage == acceptedReturnStage then
-    retryReturn = true
---  else
---    for i = 1, 9 do
---      DeleteGear(cannibals[i])
---    end
-  end
-end
-