--- 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
-