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209 lines
5.8 KiB
Plaintext
209 lines
5.8 KiB
Plaintext
//****************************************************************************
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// **
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// Confidential - (C) Activision Publishing, Inc. 2011 **
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// **
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//****************************************************************************
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// **
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// Module: Lunar Audio **
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// **
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// Created: 8/2/2011 - David Rowe **
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// **
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//****************************************************************************
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//This is the mission's _audio.gsc
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//All audio scripts should be put into this file
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#include maps\_utility;
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#include maps\_utility_code;
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#include maps\_nx_objective_util;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_vehicle;
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flag_inits()
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{
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//DR: needed for music to trigger
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flag_init( "music_intro_rover_drive_starts" );
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flag_init( "music_intro_rover_drive_stops" );
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flag_init( "music_exited_rover" );
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flag_init( "music_charlie_reaches_tower_goal" );
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flag_init( "music_charlie_sees_lights" );
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flag_init( "music_rover_crashed" );
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flag_init( "music_player_wakes_up" );
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flag_init( "music_player_in_vehicle_airlock" );
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flag_init( "music_2nd_floor_breach_starts" );
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flag_init( "music_2nd_floor_breach_ends" );
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flag_init( "music_player_at_the_armory" );
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flag_init( "music_breach_starting" );
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flag_init( "music_start_battle_out_of_armory" );
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flag_init( "music_player_arrived_at_airlock" );
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flag_init( "music_stop_airlock_ending" );
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flag_init( "music_battle_exterior" );
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flag_init( "music_moonscape_cue" );
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flag_init( "music_rover_battle_starts" );
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flag_init( "music_rover_battle_ends" );
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flag_init( "music_sneaking_behind_enemy" );
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flag_init( "music_end_stop_all" );
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}
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// Mission specific music thread
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mission_music()
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{
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//Set the music flags for this start point
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jump_to_music_flag_setup();
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//Start the music script at this start point
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switch ( level._start_point )
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{
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// Game will jump to the jump to checkpoint selected and continue execution from there
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case "default":
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case "get_to_the_armory":
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{
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//start music for the intro wake up sequence
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flag_wait( "music_player_wakes_up" );
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if( !flag( "music_player_in_vehicle_airlock" ) )
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{
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wait 29;
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}
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play_music_once("music_nx_lunar_wake_up");
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//wait for airlock sequence to start, then restart music
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flag_wait( "music_player_in_vehicle_airlock" );
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if( !flag( "music_player_at_the_armory" ) )
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{
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wait 2;
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}
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play_music_once("music_nx_lunar_run_thru_base");
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//stop the music for when the 2nd floor breach occurs
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flag_wait( "music_2nd_floor_breach_starts" );
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music_stop ( 0.5 );
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//restart themusic for the rest of the chase thru the base
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flag_wait( "music_2nd_floor_breach_ends" );
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play_music_once("music_nx_lunar_run_thru_base_b");
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//now wait until you get to the armory
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flag_wait( "music_player_at_the_armory" );
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if( !flag( "music_breach_starting" ) )
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{
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wait 4;
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}
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music_stop( 7 );
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//now wait until the breach is about to happen, must make this louder than the previous cue, separating for mix reasons
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flag_wait( "music_breach_starting" );
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if( !flag( "music_start_battle_out_of_armory" ) )
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{
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wait ( 7.6 );
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}
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play_music_once("music_nx_lunar_armory_buildup");
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}
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case "armory_module":
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case "life_support_module":
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case "living_module":
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{
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//now wait until the breach ccurs
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flag_wait( "music_start_battle_out_of_armory" );
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if( !flag( "music_player_arrived_at_airlock" ) )
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{
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wait ( 2 );
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}
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play_music_num_times("music_nx_lunar_armory_fight", 2, 2);
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//wait until we get to pressurization lock and then play end stinger
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flag_wait( "music_player_arrived_at_airlock" );
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//cheating here, until we get the crossfading in...just playing overtop
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if( !flag( "music_stop_airlock_ending" ) )
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{
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//wait 1;
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music_stop( 3 );
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level._player play_sound_on_entity( "music_nx_lunar_armory_fight_end" );
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}
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}
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case "exterior_vista":
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case "airlock_exterior":
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case "mining_valley":
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case "rough_terrain":
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{
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//should start playing when the door starts opening to the exterior battle section
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flag_wait( "music_battle_exterior" );
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if( !flag( "music_rover_battle_starts" ) )
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{
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wait ( 1.1 );
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}
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play_music_once("music_nx_lunar_ext_battle");
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}
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case "rover_battle":
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{
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//should start playing when the rover reveals itself
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flag_wait( "music_rover_battle_starts" );
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play_music_once("music_nx_lunar_rover_battle_gl");
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}
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}
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}
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jump_to_music_flag_setup()
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{
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jump_to = level._start_point;
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// Return if this is the current checkpoint
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// Thus, sets all flags up to a given checkpoint
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if (jump_to == "default")
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return;
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flag_set( "music_player_wakes_up" );
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if (jump_to == "get_to_the_armory")
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return;
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flag_set( "music_player_in_vehicle_airlock" );
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flag_set( "music_2nd_floor_breach_starts" );
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flag_set( "music_2nd_floor_breach_ends" );
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flag_set( "music_player_at_the_armory" );
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flag_set( "music_breach_starting" );
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flag_set( "music_start_battle_out_of_armory" );
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if (jump_to == "armory_module")
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return;
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if (jump_to == "life_support_module")
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return;
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if (jump_to == "living_module")
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return;
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flag_set( "music_player_arrived_at_airlock" );
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if (jump_to == "exterior_vista")
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return;
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flag_set( "music_stop_airlock_ending" );
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flag_set( "music_battle_exterior" );
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if (jump_to == "airlock_exterior")
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return;
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if (jump_to == "mining_valley")
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return;
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if (jump_to == "rough_terrain")
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return;
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if (jump_to == "rover_battle")
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return;
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}
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