// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool

clockwork_interior_nvg_pre_load()
{
    common_scripts\utility::flag_init( "start_nvg_guy_anims" );
    common_scripts\utility::flag_init( "lights_out" );
    common_scripts\utility::flag_init( "garage_fail_done" );
    common_scripts\utility::flag_init( "nvg_light_on" );
    common_scripts\utility::flag_init( "nvg_go_go_go" );
    common_scripts\utility::flag_init( "inside_clear" );
    common_scripts\utility::flag_init( "entry_clear" );
    common_scripts\utility::flag_init( "halls_clear" );
    common_scripts\utility::flag_init( "security_complete" );
    common_scripts\utility::flag_init( "into_hall" );
    common_scripts\utility::flag_init( "FLAG_eyes_and_ears_complete" );
    common_scripts\utility::flag_init( "FLAG_start_hacking" );
    common_scripts\utility::flag_init( "nvg_halls_flashlight2" );
    common_scripts\utility::flag_init( "nvg_halls2_dead" );
    common_scripts\utility::flag_init( "insideb_clear" );
    common_scripts\utility::flag_init( "nvgs_on" );
    common_scripts\utility::flag_init( "NVG_player_runs_ahead" );
    common_scripts\utility::flag_init( "nvg_enemies_provoked" );
    common_scripts\utility::flag_init( "start_garage_ambience" );
    common_scripts\utility::flag_init( "start_closing_vault_door" );
    common_scripts\utility::flag_init( "lights_out_approach" );
    common_scripts\utility::flag_init( "camera_track_player" );
    common_scripts\utility::flag_init( "player_in_garage" );
    common_scripts\utility::flag_init( "entry_guard_anims" );
    common_scripts\utility::flag_init( "security_room_b_anims" );
    common_scripts\utility::flag_init( "security_room_anims" );
    common_scripts\utility::flag_init( "garage_enemies_provoked" );
    common_scripts\utility::flag_init( "intro_spotlight" );
    common_scripts\utility::flag_init( "FLAG_player_getout_jeep" );
    common_scripts\utility::flag_init( "FLAG_player_leave_garage" );
    common_scripts\utility::flag_init( "power_out_failsafe" );
    common_scripts\utility::flag_init( "lights_off" );
    common_scripts\utility::flag_init( "player_in_garage2" );
    common_scripts\utility::flag_init( "interior_start_point" );
    common_scripts\utility::flag_init( "FLAG_blackout_enemy3" );
    common_scripts\utility::flag_init( "entry_guard_anims_scripted" );
    common_scripts\utility::flag_init( "bo_buddies45_dead" );
    common_scripts\utility::flag_init( "bo_buddies3_dead" );
    common_scripts\utility::flag_init( "entry_clear" );
    common_scripts\utility::flag_init( "vault_closed" );
    maps\_utility::precache( "viewmodel_NVG" );
    precachemodel( "generic_prop_raven" );
    precachemodel( "weapon_p226" );
    precachemodel( "machinery_xray_scanner_bin_single" );
    precachemodel( "clk_metal_detector_wand" );
    level.vault_damage_trigger = getent( "kill_player_vaultdoor", "targetname" );
    level.vault_damage_trigger common_scripts\utility::trigger_off();
}

setup_interior()
{
    maps\clockwork_code::dog_setup();
    maps\clockwork_code::setup_player();
    maps\clockwork_code::spawn_allies();
    maps\_utility::vision_set_changes( "clockwork_garage", 0 );
    thread init_tunnel();
    thread handle_tunnel_ambience();
    level.jeep = maps\_vehicle::spawn_vehicle_from_targetname( "interior_jeep" );
    level.jeep hidepart( "back_door_left_jnt" );
    wait 0.25;
    level.player_door = maps\_utility::spawn_anim_model( "jeep_left_door" );
    level.player_door linkto( level.jeep, "body_animate_jnt", ( 0, 0, 0 ), ( 0, 0, 0 ) );
    level.allies[0].script_startingposition = 1;
    level.allies[1].script_startingposition = 0;
    level.allies[2].script_startingposition = 3;

    foreach ( var_1 in level.allies )
        level.jeep thread maps\_vehicle_aianim::guy_enter( var_1 );

    if ( level.woof )
        maps\clockwork_code::link_dog_to_jeep( level.jeep );

    thread maps\clockwork_intro::exit_jeep_anims();
    common_scripts\utility::flag_set( "FLAG_player_getout_jeep" );
    common_scripts\utility::flag_set( "interior_start_point" );
    common_scripts\utility::flag_set( "start_garage_ambience" );
    common_scripts\utility::flag_set( "jeep_intro_ride_done" );
    thread maps\clockwork_intro::blackout_timer( 41, &"CLOCKWORK_POWERDOWN", 0, 1 );
    maps\clockwork_audio::checkpoint_interior();

    if ( level.woof )
    {
        level.dog thread maps\ally_attack_dog::lock_player_control_until_flag( "nvgs_on" );
        level.dog maps\_utility::set_dog_walk_anim();
    }
}

init_tunnel()
{
    level.tunnel_door_scene = getent( "lights_out_scene", "targetname" );
    level.tunnel_door = maps\_utility::spawn_anim_model( "vault_door" );
    level.tunnel_door_scene thread maps\_anim::anim_first_frame_solo( level.tunnel_door, "tunnel_vault" );
    level.tunnel_door_clip = getent( "entrance_door_clip", "targetname" );
    level.tunnel_door_clip linkto( level.tunnel_door );
    common_scripts\utility::flag_wait( "start_closing_vault_door" );
    thread turn_on_vault_damage();
    thread maps\clockwork_audio::entry_door_close();
    level.tunnel_door_scene thread maps\_anim::anim_single_solo( level.tunnel_door, "tunnel_vault" );
    thread flag_set_turn_off_garage_failsafe();
    level.tunnel_door thread disconnect_paths_at_end_anim( level.tunnel_door_clip );
    common_scripts\utility::flag_wait( "power_out_failsafe" );
    var_0 = getentarray( "player_in_garage", "targetname" );
    var_1 = undefined;

    foreach ( var_3 in var_0 )
    {
        if ( level.player istouching( var_3 ) )
            var_1 = 1;
    }

    if ( isdefined( var_1 ) )
        thread mission_failed_garage();

    var_5 = undefined;

    foreach ( var_3 in var_0 )
    {
        if ( level.allies[0] istouching( var_3 ) || level.allies[1] istouching( var_3 ) || level.allies[2] istouching( var_3 ) )
            var_5 = 1;
    }

    if ( isdefined( var_5 ) )
        thread mission_failed_garage();

    common_scripts\utility::flag_set( "garage_fail_done" );
}

flag_set_turn_off_garage_failsafe()
{
    wait 21;
    maps\_utility::disable_trigger_with_targetname( "TRIG_inside_entrance" );
    common_scripts\utility::flag_set( "inside_entrance" );
}

cleanup_garage_guys()
{
    if ( isdefined( level.interior_guards ) )
    {
        foreach ( var_1 in level.interior_guards )
        {
            if ( isdefined( var_1 ) && isalive( var_1 ) )
                var_1 delete();
        }
    }

    if ( isdefined( level.exterior_guards ) )
    {
        foreach ( var_1 in level.exterior_guards )
        {
            if ( isdefined( var_1 ) && isalive( var_1 ) )
                var_1 delete();
        }
    }

    var_1 = level.nvg_moment_guardsb[2];

    if ( isdefined( var_1 ) && isalive( var_1 ) )
        var_1 delete();
}

turn_on_vault_damage()
{
    wait 24;
    level.vault_damage_trigger common_scripts\utility::trigger_on();
    wait 10;
    level.vault_damage_trigger common_scripts\utility::trigger_off();
}

disconnect_paths_at_end_anim( var_0 )
{
    self waittillmatch( "single anim", "end" );
    var_0 disconnectpaths();
    level notify( "vault_closed" );
    common_scripts\utility::flag_set( "vault_closed" );
    thread cleanup_garage_guys();
}

mission_failed_garage()
{
    setdvar( "ui_deadquote", &"CLOCKWORK_QUOTE_KEEP_UP" );
    maps\_utility::missionfailedwrapper();
}

mission_failed_garage_provoke()
{
    setdvar( "ui_deadquote", &"CLOCKWORK_QUOTE_COMPROMISE" );
    maps\_utility::missionfailedwrapper();
}

begin_interior()
{
    maps\_utility::battlechatter_off( "allies" );
    maps\_utility::battlechatter_off( "axis" );

    if ( level.woof )
        thread handle_dog_interior();

    var_0 = common_scripts\utility::array_combine( getentarray( "chaos_decals", "targetname" ), getentarray( "chaos_decals1", "targetname" ) );
    var_0 = common_scripts\utility::array_combine( var_0, getentarray( "chaos_decals2", "targetname" ) );
    var_0 = common_scripts\utility::array_combine( var_0, getentarray( "chaos_decals_delete", "targetname" ) );

    foreach ( var_2 in var_0 )
        var_2 hide();

    thread handle_blackout();
    thread control_nvg_lightmodels();
    thread maps\clockwork_code::blend_movespeedscale_custom( 26, 0.25 );
    level.player allowsprint( 0 );
    common_scripts\utility::array_thread( level.allies, maps\clockwork_code::cool_walk, 1 );
    level.allies[0].animname = "baker";
    level.allies[0] maps\_utility::set_run_anim( "walk_gun_unwary" );
    level.allies[1].animname = "keegan";
    level.allies[1] maps\_utility::set_run_anim( "walk_gun_unwary" );
    level.allies[2].animname = "cipher";
    level.allies[2] maps\_utility::set_run_anim( "walk_gun_unwary" );

    foreach ( var_5 in level.allies )
    {
        var_5.no_pistol_switch = 1;
        var_5.dontmelee = 1;
    }

    wait 2;

    if ( getdvar( "clockwork_disable_bad_vo", "0" ) == "0" )
    {
        var_7 = maps\_utility::get_closest_ai( level.player.origin, "axis" );
        var_7 maps\clockwork_code::char_dialog_add_and_go( "clockwork_spg1_heyyoucantpark" );
        level.allies[0] maps\clockwork_code::char_dialog_add_and_go( "clockwork_mrk_wewontbelong" );
    }

    common_scripts\utility::waitframe();
    common_scripts\utility::flag_wait( "nvgs_on" );

    foreach ( var_9 in level.allies )
    {
        var_9.old_baseaccuracy = var_9.baseaccuracy;
        var_9 maps\_utility::set_baseaccuracy( 500 );
    }

    wait 1;
    thread hacking_eyes_and_ears();
    common_scripts\utility::flag_wait_any( "at_vault_door", "FLAG_eyes_and_ears_complete" );

    foreach ( var_9 in level.allies )
    {
        var_9.baseaccuracy = var_9.old_baseaccuracy;
        var_9.disableplayeradsloscheck = 0;
    }
}

handle_tunnel_ambience()
{
    common_scripts\utility::flag_wait( "start_garage_ambience" );
    thread player_inside_nvg_area();
    maps\_utility::array_spawn_function_noteworthy( "tunnel_wave_guy", ::wave_anim );
    thread handle_nvg_guards();
    thread garage_player_fired_gun();
    var_0 = maps\clockwork_code::array_spawn_targetname_allow_fail( "tunnel_guard_patrol" );
    var_1 = maps\clockwork_code::array_spawn_targetname_allow_fail( "idle_guys" );

    foreach ( var_3 in var_0 )
    {
        if ( var_3.type == "dog" )
        {
            var_3.animname = "generic";
            var_3 maps\_utility::set_run_anim( "iw6_dog_walk" );
            var_3 maps\_utility::disable_turnanims();
            var_3.team = "axis";
            continue;
        }

        var_3.disablearrivals = 1;
        var_3.disableexits = 1;
        var_3.animname = "generic";
        var_3 maps\_utility::set_run_anim( "walk_gun_unwary" );
        var_3 thread garage_alert_handle();
    }

    foreach ( var_3 in var_1 )
    {
        if ( var_3.type == "dog" )
        {
            var_3.team = "axis";
            continue;
        }

        var_3 thread tunnel_idle_guys();
    }

    level.interior_guards = common_scripts\utility::array_combine( var_0, var_1 );
    thread failcase_garage( level.interior_guards );
    wait 1;
    var_7 = maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 240 );
    common_scripts\utility::waitframe();
    wait 1;
    var_8 = maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 241 );
}

tunnel_idle_guys()
{
    if ( isdefined( self.animation ) )
    {
        self.animname = "generic";
        self.allowdeath = 1;
        thread maps\_anim::anim_generic_loop( self, self.animation, "end_generic_loop" );
    }
}

wave_anim()
{
    level endon( "garage_enemies_provoked" );
    var_0 = common_scripts\utility::getstruct( "tunnel_wave", "targetname" );
    self.animname = "generic";
    var_0 maps\_anim::anim_reach_solo( self, "tunnel_wave" );
    self.scene = var_0;

    if ( isdefined( self ) && isalive( self ) )
    {
        var_0 thread maps\_anim::anim_loop_solo( self, "tunnel_wave", "stop_loop" );
        self.allowdeath = 1;
        self.ignoreme = 1;
    }
}

camera_track_player()
{
    var_0 = 0.5;
    var_1 = getent( "sec_cam_track", "targetname" );
    var_1.angles = ( var_1.angles[0], var_1.angles[1], 0 );

    while ( common_scripts\utility::flag( "camera_track_player" ) )
    {
        wait 0.1;
        var_2 = vectortoangles( level.player.origin - var_1.origin ) + ( 0, -90, 0 );
        var_2 = ( 0, var_2[1], var_2[2] );
        var_1 rotateto( var_2, var_0, var_0 * 0.5, var_0 * 0.5 );
    }
}

handle_nvg_guards()
{
    level.nvg_recover_anim = [];
    level.nvg_recover_anim[0] = "nvg_recover_anim1";
    var_0 = getent( "nvg_guy1", "targetname" );
    var_1 = getent( "nvg_guy2", "targetname" );
    var_2 = getent( "nvg_guy3", "targetname" );
    var_3 = getent( "nvg_guy4", "targetname" );
    var_4 = getent( "nvg_guy5", "targetname" );
    var_5 = var_0 maps\_utility::spawn_ai();
    var_6 = var_1 maps\_utility::spawn_ai();
    var_7 = var_2 maps\_utility::spawn_ai();
    var_8 = var_3 maps\_utility::spawn_ai();
    var_9 = var_4 maps\_utility::spawn_ai();
    level.nvg_moment_guardsa[0] = var_5;
    level.nvg_moment_guardsa[1] = var_6;
    level.nvg_moment_guardsb[0] = var_7;
    level.nvg_moment_guardsb[1] = var_8;
    level.nvg_moment_guardsb[2] = var_9;
    var_10 = 1;

    foreach ( var_12 in level.nvg_moment_guardsa )
    {
        var_12.animname = "nvg_guy" + var_10;
        var_12 maps\_utility::set_allowdeath( 1 );
        var_12.dontdropweapon = 1;
        var_10++;
    }

    var_14 = 3;

    foreach ( var_12 in level.nvg_moment_guardsb )
    {
        var_12.animname = "nvg_guy" + var_14;
        var_12 maps\_utility::set_allowdeath( 1 );
        var_12.dontdropweapon = 1;
        var_14++;
    }

    maps\_utility::array_spawn_function_targetname( "entry_guards", ::blackout_loop_anims, "entry_guard_anims" );
    maps\_utility::array_spawn_function_targetname( "nvg_security_room_b", ::blackout_loop_anims, "security_room_b_anims" );
    maps\_utility::array_spawn_function_targetname( "nvg_security_room_b1", ::blackout_loop_anims, "security_room_b_anims" );
    maps\_utility::array_spawn_function_targetname( "nvg_security_room", ::blackout_loop_anims, "security_room_anims" );
    thread blackout_enemy3();
    thread blackout_enemy45();
    var_17 = maps\clockwork_code::array_spawn_targetname_allow_fail( "entry_guards" );
    var_18 = maps\_utility::spawn_targetname( "entry_guards_scripted1" );
    var_19 = maps\_utility::spawn_targetname( "entry_guards_scripted2" );
    var_18 maps\_utility::disable_long_death();
    var_19 maps\_utility::disable_long_death();
    thread blackout_enemy1and2_react_anims( var_18, var_19 );
    var_20 = common_scripts\utility::array_combine( level.nvg_moment_guardsa, level.nvg_moment_guardsb );
    thread maps\clockwork_code::ai_array_killcount_flag_set( var_20, var_20.size, "nvg_go_go_go" );
    thread maps\clockwork_code::ai_array_killcount_flag_set( var_17, var_17.size, "security_room_b_anims" );
    thread maps\clockwork_code::ai_array_killcount_flag_set( var_20, var_20.size - 1, "entry_guard_anims" );
    common_scripts\utility::array_thread( var_20, maps\_utility::disable_long_death );
    thread nvg_animted_scene( var_20 );
    thread handle_lower_flashlight_guys();
    common_scripts\utility::flag_wait( "lights_out" );

    foreach ( var_12 in level.allies )
    {
        var_12 maps\_utility::forceuseweapon( "cz805bren+reflex_sp+silencer_sp", "primary" );
        var_12.no_pistol_switch = undefined;
        var_12.dontmelee = undefined;
        var_12 pushplayer( 0 );
    }

    var_23 = maps\clockwork_code::array_spawn_targetname_allow_fail( "nvg_security_room_b" );
    var_24 = maps\clockwork_code::array_spawn_targetname_allow_fail( "nvg_security_room_b1" );
    var_25 = maps\clockwork_code::array_spawn_targetname_allow_fail( "nvg_security_room" );
    thread maps\clockwork_code::ai_array_killcount_flag_set( var_25, var_25.size, "inside_clear" );
    maps\clockwork_code::blend_movespeedscale_custom( 90, 1 );
    level notify( "starting_new_player_dyn_move" );
    common_scripts\utility::flag_wait( "nvgs_on" );
    level.allies[0] maps\clockwork_code::char_dialog_add_and_go( "clockwork_bkr_cleanhouse" );
    wait 1.25;
    thread maps\clockwork_code::attack_targets( level.allies, level.nvg_moment_guardsa, 0.2, 0.5, 1 );
    wait 0.25;
    thread maps\clockwork_code::attack_targets( level.allies, level.nvg_moment_guardsb, 0.2, 0.5, 1 );
    wait 0.75;
    maps\clockwork_code::safe_activate_trigger_with_targetname( "nvg_go_go_go" );

    foreach ( var_27 in level.allies )
        var_27 maps\_utility::enable_ai_color();

    var_29 = common_scripts\utility::add_to_array( var_17, var_18 );
    var_30 = common_scripts\utility::add_to_array( var_29, var_19 );
    wait 2;
    thread maps\clockwork_code::attack_targets( level.allies, var_30, 0.8, 1.1, 1 );
    maps\_utility::waittill_aigroupcleared( "nvg_grp_lower" );
    maps\clockwork_code::safe_activate_trigger_with_targetname( "nvg_go_go_go2" );
    level.allies[0] maps\clockwork_code::char_dialog_add_and_go( "clockwork_bkr_roomclear" );
    wait 1.2;
    maps\clockwork_code::attack_targets( level.allies, var_23, 0.85, 1, 1 );
    common_scripts\utility::flag_wait( "attack_insideb" );
    maps\clockwork_code::attack_targets( level.allies, var_24, 0.85, 1, 1 );
    common_scripts\utility::flag_wait_or_timeout( "insideb_clear", 1 );
    var_31 = [];
    var_31[0] = level.bo_enemy3;
    var_31[1] = level.bo_enemy4;
    var_31[2] = level.bo_enemy5;
    maps\clockwork_code::attack_targets( level.allies, var_31, 0.75, 1, 1 );
    maps\clockwork_code::attack_targets( level.allies, var_25, 0.75, 1, 1 );

    foreach ( var_27 in level.allies )
        var_27.ignoreall = 0;

    common_scripts\utility::flag_wait( "security_complete" );

    foreach ( var_12 in level.allies )
    {
        var_12.ignoresuppression = 0;
        var_12.ignorerandombulletdamage = 0;
        var_12.ignoreexplosionevents = 0;
        var_12.disablebulletwhizbyreaction = 0;
        var_12.disablefriendlyfirereaction = 0;
    }
}

handle_lower_flashlight_guys()
{
    common_scripts\utility::flag_wait( "nvg_halls_flashlight2" );
    maps\_utility::array_spawn_function_targetname( "nvg_halls_flashlight2", ::attach_flashlight );
    maps\_utility::array_spawn_function_targetname( "nvg_halls_flashlight2", ::one_hit_kill );
    var_0 = maps\clockwork_code::array_spawn_targetname_allow_fail( "nvg_halls_flashlight2" );
    common_scripts\utility::flag_wait( "nvg_halls2_dead" );
    wait 1;
    level.allies[1] maps\clockwork_code::char_dialog_add_and_go( "clockwork_kgn_clear" );
}

handle_lights_out_approach()
{
    level endon( "blackout_early" );
    level endon( "garage_enemies_provoked" );
    var_0 = getent( "lights_out_scene", "targetname" );
    level.allies[0].animname = "baker";
    level.allies[1].animname = "keegan";
    level.allies[2].animname = "cipher";

    foreach ( var_2 in level.allies )
        var_2 maps\_utility::disable_ai_color();

    level.allies[0] thread reach_and_play_anim( "merrick_start_lights_out", var_0, 0.5 );
    level.allies[1] thread reach_and_play_anim( "keegan_start_lights_out", var_0, 1 );
    level.allies[2] thread reach_and_play_anim( "hesh_start_lights_out", var_0, 1.25 );
}

reach_and_play_anim( var_0, var_1, var_2 )
{
    level endon( "blackout_early" );
    level endon( "garage_enemies_provoked" );
    var_3 = common_scripts\utility::getstruct( var_0, "targetname" );

    if ( isdefined( var_3 ) )
        maps\_utility::follow_path( var_3 );

    var_1 maps\_anim::anim_reach_solo( self, "lights_out_approach" );
    var_1 thread maps\_anim::anim_single_solo( self, "lights_out_approach" );
    common_scripts\utility::flag_wait( "allies_prep_lightsout" );

    foreach ( var_5 in level.allies )
    {
        maps\_utility::enable_ai_color();
        self.alertlevel = "alert";
    }

    self setgoalpos( self.origin );
    var_1 maps\_anim::anim_single_solo( self, "lights_out_breakout" );
}

nvg_animted_scene( var_0 )
{
    var_1 = getent( "lights_out_scene", "targetname" );
    level.override_dog_enemy = var_0[1];

    foreach ( var_3 in var_0 )
    {
        var_3.animated_scene = "lights_out";
        var_3.animated_scene_org = var_1;
    }

    var_5 = maps\_utility::spawn_anim_model( "nvg_bin_joint", var_1.origin );
    var_6 = maps\_utility::spawn_anim_model( "nvg_bin", var_1.origin );
    var_7 = maps\_utility::spawn_anim_model( "weapon_p226", var_1.origin );
    var_6 linkto( var_5, "J_prop_1" );
    var_7 linkto( var_5, "J_prop_2" );
    var_5 thread bin_failsafe( var_6, var_7 );
    var_0[0] maps\_utility::gun_remove();
    var_0[2] maps\_utility::gun_remove();
    var_8 = spawn( "script_model", ( 0, 0, 0 ) );
    var_8 setmodel( "clk_metal_detector_wand" );
    var_8 linkto( var_0[3], "tag_weapon_chest", ( 0, 0, 0 ), ( 0, 0, 0 ) );
    var_1 thread maps\_anim::anim_first_frame( var_0, "lights_out" );
    var_1 thread maps\_anim::anim_first_frame_solo( var_5, "bin_joint" );
    common_scripts\utility::flag_wait( "start_nvg_guy_anims" );
    var_1 thread maps\_anim::anim_single( var_0, "lights_out" );
    var_1 thread maps\_anim::anim_single_solo( var_5, "bin_joint" );
    thread maps\clockwork_audio::security_beeps();
    thread delete_wand_at_lights_out( var_8 );
    common_scripts\utility::flag_wait( "explosion_start" );

    if ( isdefined( var_8 ) )
        var_8 delete();

    if ( isdefined( var_6 ) )
        var_6 delete();
}

delete_wand_at_lights_out( var_0 )
{
    common_scripts\utility::flag_wait( "lights_out" );

    if ( isdefined( var_0 ) )
        var_0 delete();
}

bin_failsafe( var_0, var_1 )
{
    level common_scripts\utility::waittill_any( "blackout_early", "garage_enemies_provoked" );
    maps\_utility::anim_stopanimscripted();
    var_2 = randomfloatrange( 10, 100 );
    var_3 = vectornormalize( var_0.origin - 1 - var_0.origin );
    var_0 unlink();
    var_0 physicslaunchclient( var_0.origin, var_3 * var_2 );
    var_4 = vectornormalize( var_1.origin - 1 - var_1.origin );
    var_1 unlink();
    var_1 physicslaunchclient( var_1.origin, var_3 * var_2 );
}

cool_walk_at_end_of_anim( var_0 )
{
    foreach ( var_2 in var_0 )
        var_2 thread waittillend_of_anim_set_walk();
}

waittillend_of_anim_set_walk()
{
    self endon( "death" );
    self endon( "lights_out" );
    self waittillmatch( "single anim", "end" );
    set_cool_walk();
}

set_cool_walk()
{
    self.disablearrivals = 1;
    self.disableexits = 1;
    maps\clockwork_code::set_run_anim_ref( level.scr_anim["generic"]["walk_gun_unwary"] );
}

blackout_loop_anims( var_0 )
{
    self endon( "death" );
    self.health = 1;
    common_scripts\utility::flag_wait( "lights_out" );
    wait 0.2;

    if ( isdefined( self ) && isalive( self ) )
    {
        self.animname = "generic";
        self.allowdeath = 1;
        thread maps\_anim::anim_generic_loop( self, "nvg_recover_anim1", "recover_stop_loop" );
        thread nvg_blackout_anims( var_0 );
    }
}

nvg_blackout_anims( var_0 )
{
    var_1 = getent( "lights_out_scene", "targetname" );
    self endon( "death" );

    if ( isdefined( self ) && isalive( self ) )
    {
        if ( !isdefined( self.script_noteworthy ) )
            common_scripts\utility::flag_wait( var_0 );

        if ( isdefined( self.script_noteworthy ) && !( self.script_noteworthy == "blackout_blind_fire_pistol" ) )
            common_scripts\utility::flag_wait( var_0 );
    }
    else
        return;

    self notify( "recover_stop_loop" );
    waittillframeend;
    self.allowdeath = 1;

    if ( isdefined( self ) && isalive( self ) )
    {
        if ( isdefined( self.animation ) )
        {
            if ( isdefined( self.script_noteworthy ) && self.script_noteworthy == "blackout_blind_fire_pistol" )
                thread maps\_anim::anim_loop_solo( self, self.animation );
            else
                thread maps\_anim::anim_generic( self, self.animation );
        }

        if ( isdefined( self.script_noteworthy ) && self.script_noteworthy == "blackout_blind_fire_pistol" )
        {
            common_scripts\utility::flag_wait( var_0 );
            thread shoot_loop();
        }

        if ( isdefined( self.script_noteworthy ) && self.script_noteworthy == "security_room_guys" )
            thread shoot_loop();
    }
}

guy_setup_for_blackout()
{
    if ( !isdefined( self ) || !isalive( self ) )
        return;

    self notify( "recover_stop_loop" );
    self.animname = "generic";
    self.allowdeath = 1;
    self.ignoreall = 1;
    maps\_utility::disable_long_death();
}

blackout_enemy1and2_react_anims( var_0, var_1 )
{
    common_scripts\utility::flag_wait( "lights_out" );
    var_2 = getent( "lights_out_scene", "targetname" );
    var_3 = maps\_utility::spawn_anim_model( "bo_alerted_door_jt", var_2.origin );
    level.bo_alerted_door = maps\_utility::spawn_anim_model( "bo_alerted_door", var_2.origin );
    level.bo_alerted_door linkto( var_3, "J_prop_1" );
    thread delete_during_chaos( level.bo_alerted_door );
    var_2 thread maps\_anim::anim_first_frame_solo( var_3, "alerted_door_joint" );
    var_0 guy_setup_for_blackout();
    var_1 guy_setup_for_blackout();
    var_0 thread nvg_run_and_trip_guy( var_2 );
    nvg_wait_for_flags_or_timeout( "NVG_player_runs_ahead", "nvg_enemies_provoked", 5 );

    if ( isdefined( var_1 ) && isalive( var_1 ) )
    {
        var_2 thread maps\_anim::anim_single_solo( var_1, "clockwork_nvg_hallway_alerted_enemy2" );
        var_2 thread maps\_anim::anim_single_solo( var_3, "alerted_door_joint" );
    }
}

delete_during_chaos( var_0 )
{
    common_scripts\utility::flag_wait( "defend_finished" );

    if ( isdefined( var_0 ) )
        var_0 delete();
}

nvg_run_and_trip_guy( var_0 )
{
    wait 3;

    if ( isdefined( self ) && isalive( self ) )
        var_0 thread maps\_anim::anim_single_solo( self, "clockwork_nvg_hallway_run_and_trip_enemy1" );
}

nvg_wait_for_flags_or_timeout( var_0, var_1, var_2 )
{
    if ( common_scripts\utility::flag( var_0 ) )
        return;

    if ( common_scripts\utility::flag( var_0 ) )
        return;

    level endon( var_0 );
    wait( var_2 );
}

blackout_enemy3()
{
    var_0 = getent( "lights_out_scene", "targetname" );
    common_scripts\utility::flag_wait( "FLAG_blackout_enemy3" );
    var_1 = getent( "nvg_security_room_enemy3", "targetname" );
    level.bo_enemy3 = var_1 maps\_utility::spawn_ai( 1 );
    level.bo_enemy3.animname = "generic";
    level.bo_enemy3.allowdeath = 1;
    var_2 = maps\_utility::spawn_anim_model( "bo_grope_door_jt", var_0.origin );
    var_3 = maps\_utility::spawn_anim_model( "bo_grope_door", var_0.origin );
    var_3 linkto( var_2, "J_prop_1" );
    var_0 thread maps\_anim::anim_single_solo( var_2, "bo_grope_door_joint" );
    var_0 thread maps\_anim::anim_single_solo( level.bo_enemy3, "clockwork_nvg_hallway_grope_enemy3" );
    wait 0.1;
    var_4 = getent( "door3_enemy_clip", "targetname" );
    var_4 linkto( var_3 );
    common_scripts\utility::flag_wait_or_timeout( "bo_buddies3_dead", 3 );

    if ( isdefined( level.bo_enemy3 ) && isalive( level.bo_enemy3 ) )
        maps\clockwork_code::attack_targets( level.allies, maps\_utility::make_array( level.bo_enemy3 ), 0.3, 0.4, 1 );
}

blackout_enemy45()
{
    var_0 = getent( "lights_out_scene", "targetname" );
    common_scripts\utility::flag_wait( "FLAG_blackout_enemy45" );
    var_1 = getent( "nvg_security_room_enemy4", "targetname" );
    level.bo_enemy4 = var_1 maps\_utility::spawn_ai( 1 );
    level.bo_enemy4.animname = "generic";
    level.bo_enemy4.allowdeath = 1;
    var_0 thread maps\_anim::anim_single_solo( level.bo_enemy4, "clockwork_nvg_hallway_buddies_enemy4" );
    var_1 = getent( "nvg_security_room_enemy5", "targetname" );
    level.bo_enemy5 = var_1 maps\_utility::spawn_ai( 1 );
    level.bo_enemy5.allowdeath = 1;
    level.bo_enemy5.animname = "generic";
    var_0 thread maps\_anim::anim_single_solo( level.bo_enemy5, "clockwork_nvg_hallway_buddies_enemy5" );
    common_scripts\utility::flag_wait_or_timeout( "bo_buddies45_dead", 6 );

    if ( isdefined( level.bo_enemy4 ) && isalive( level.bo_enemy4 ) )
        maps\clockwork_code::attack_targets( level.allies, maps\_utility::make_array( level.bo_enemy4 ), 0.3, 0.4, 1 );

    if ( isdefined( level.bo_enemy5 ) && isalive( level.bo_enemy5 ) )
        maps\clockwork_code::attack_targets( level.allies, maps\_utility::make_array( level.bo_enemy5 ), 0.3, 0.4, 1 );
}

shoot_loop()
{
    self endon( "death" );

    for (;;)
    {
        wait( randomfloatrange( 0.2, 1 ) );

        if ( self.weapon == "none" )
            return;

        self shootblank();
        wait( randomfloatrange( 0.3, 1.3 ) );

        if ( self.weapon == "none" )
            return;

        self shootblank();
    }
}

attach_flashlight()
{
    playfxontag( level._effect["flashlight"], self, "tag_flash" );
    self.have_flashlight = 1;
}

one_hit_kill()
{
    self.health = 1;
}

lights_out_soldier_vo( var_0, var_1 )
{
    var_0 endon( "death" );
    var_1 endon( "death" );
    var_0 maps\clockwork_code::char_dialog_add_and_go( "clockwork_ru1_goingon" );
    var_1 maps\clockwork_code::char_dialog_add_and_go( "clockwork_ru2_comebackon" );
    var_0 maps\clockwork_code::char_dialog_add_and_go( "clockwork_ru1_yurisfault" );
    var_1 maps\clockwork_code::char_dialog_add_and_go( "clockwork_ru2_almostover" );
    var_0 maps\clockwork_code::char_dialog_add_and_go( "clockwork_ru1_youdoing" );
    var_1 maps\clockwork_code::char_dialog_add_and_go( "clockwork_ru2_whatishappening" );
}

nvg_ally_vo()
{
    common_scripts\utility::flag_wait( "nvgs_on" );
    wait 1;
    maps\clockwork_code::killtimer();
    common_scripts\utility::flag_wait( "nvg_go_go_go" );
    wait 0.5;
    level.allies[0] maps\clockwork_code::char_dialog_add_and_go( "clockwork_bkr_go" );
    common_scripts\utility::flag_wait( "entry_clear" );
    level.allies[0] maps\clockwork_code::char_dialog_add_and_go( "clockwork_bkr_donthavemuchtime" );
    common_scripts\utility::flag_wait( "inside_clear" );
    level.allies[0] maps\clockwork_code::char_dialog_add_and_go( "clockwork_bkr_buginplace" );
    common_scripts\utility::flag_wait( "FLAG_start_hacking" );
    common_scripts\utility::flag_wait( "FLAG_eyes_and_ears_complete" );
    common_scripts\utility::flag_set( "security_complete" );
    common_scripts\utility::flag_wait( "nvg_halls_flashlight2" );

    foreach ( var_1 in level.allies )
    {
        var_1 maps\_utility::disable_pain();
        var_1 maps\_utility::disable_bulletwhizbyreaction();
    }

    wait 1;
    level.allies[0] maps\clockwork_code::char_dialog_add_and_go( "clockwork_mrk_movementahead" );
    common_scripts\utility::flag_wait( "nvg_halls2_dead" );

    foreach ( var_1 in level.allies )
    {
        var_1 maps\_utility::enable_pain();
        var_1 maps\_utility::enable_bulletwhizbyreaction();
    }

    thread maps\clockwork_audio::hacking_music();
}

hacking_eyes_and_ears()
{
    var_0 = common_scripts\utility::getstruct( "scn_eyes_and_ears", "targetname" );
    var_1 = getent( "security_cipher_hack", "targetname" );
    var_1.animname = "server";
    var_1 maps\_anim::setanimtree();
    var_0 maps\_anim::anim_first_frame_solo( var_1, "eyes_and_ears" );
    common_scripts\utility::flag_wait( "inside_clear" );
    var_2 = getaiarray( "axis" );
    common_scripts\utility::array_thread( var_2, maps\clockwork_code::die_quietly );

    foreach ( var_4 in level.allies )
        var_4 maps\_utility::disable_cqbwalk();

    thread maps\_utility::autosave_by_name( "eyes_and_ears" );
    var_6 = maps\_utility::spawn_anim_model( "bug_device_joint", var_0.origin );
    var_7 = maps\_utility::spawn_anim_model( "bug_device", var_0.origin );
    var_7 linkto( var_6, "J_prop_1" );
    var_7 hide();
    var_8 = maps\_utility::spawn_anim_model( "bug_glowstick_joint", var_0.origin );
    var_9 = maps\_utility::spawn_anim_model( "bug_glowstick", var_0.origin );
    var_9 linkto( var_8, "J_prop_1" );
    var_9 hide();
    var_10 = [];
    var_10[0] = level.allies[2];
    var_10[1] = var_1;
    var_10[0].animname = "cipher";
    level.allies[0].animname = "baker";
    var_11 = maps\_utility::make_array( level.allies[0], level.allies[2] );
    var_0 maps\_anim::anim_reach_together( var_11, "eyes_and_ears" );
    common_scripts\utility::flag_set( "FLAG_start_hacking" );
    var_9 show();
    var_7 show();
    var_0 thread maps\_anim::anim_single_solo( var_6, "bug_joint" );
    var_0 thread maps\_anim::anim_single( var_10, "eyes_and_ears" );
    var_0 thread maps\_anim::anim_single_solo( var_8, "glowstick_joint" );
    var_0 thread maps\_anim::anim_single_solo( level.allies[0], "eyes_and_ears" );
    thread maps\clockwork_audio::hacking();
    thread maps\clockwork_audio::glowstick_hacking();
    wait 3;
    thread pip_vo();
    common_scripts\utility::flag_wait( "security_complete" );
    var_10[0] maps\clockwork_code::show_dufflebag( 1 );
    common_scripts\utility::flag_set( "FLAG_eyes_and_ears_complete" );
    level.allies[2] maps\_utility::enable_ai_color();
    level.allies[0] maps\_utility::enable_ai_color();
    common_scripts\utility::flag_wait( "explosion_start" );

    if ( isdefined( var_7 ) )
        var_7 delete();

    if ( isdefined( var_9 ) )
        var_9 delete();

    if ( isdefined( var_6 ) )
        var_6 delete();

    if ( isdefined( var_8 ) )
        var_8 delete();
}

pip_vo()
{
    common_scripts\utility::flag_wait( "FLAG_checkcheck" );
    level.player maps\clockwork_code::radio_dialog_add_and_go( "clockwork_oby_check_2" );
}

handle_blackout()
{
    common_scripts\utility::flag_wait( "lights_out" );
    common_scripts\utility::exploder( 260 );
    common_scripts\utility::flag_set( "tubelight_parking" );
    common_scripts\utility::flag_set( "cagelight" );
    maps\_utility::stop_exploder( 250 );
    maps\_utility::stop_exploder( 300 );
    common_scripts\utility::array_thread( level.allies, maps\clockwork_code::cool_walk, 0 );
    common_scripts\utility::array_thread( level.allies, maps\_utility::cqb_walk, "on" );
    thread nvg_ally_vo();
    thread nvgs_on_blackout();
    thread lights_out_soldier_vo( level.nvg_moment_guardsb[1], level.nvg_moment_guardsb[0] );
    var_0 = getent( "lights_out_scene", "targetname" );
    common_scripts\utility::flag_wait( "nvgs_on" );
    maps\_utility::battlechatter_on( "axis" );
    maps\_utility::battlechatter_on( "allies" );
    maps\_utility::set_team_bcvoice( "allies", "seal" );
    thread player_light();
    level.player allowsprint( 1 );
    level.player allowjump( 1 );
}

player_light()
{
    if ( level.xb3 || level.ps4 )
    {
        level endon( "death" );
        var_0 = common_scripts\utility::spawn_tag_origin();
        playfxontag( level._effect["player_nvg_light"], var_0, "tag_origin" );
        thread keep_track_of_nvg_light();

        while ( !common_scripts\utility::flag( "lights_on" ) )
        {
            if ( common_scripts\utility::flag( "nvg_light_on" ) )
            {
                var_0.angles = level.player getplayerangles();
                var_0.origin = level.player.origin + ( 0, 0, 64 );
            }
            else
                var_0.origin = ( 0, 0, 0 );

            wait 0.01;
        }

        var_0 delete();
    }
}

nvg_area_lights_on_fx()
{
    common_scripts\utility::exploder( 250 );
    common_scripts\utility::exploder( 301 );
}

keep_track_of_nvg_light()
{
    level endon( "death" );
    level.player notifyonplayercommand( "nvg_toggle", "+actionslot 1" );
    common_scripts\utility::flag_set( "nvg_light_on" );

    while ( !common_scripts\utility::flag( "lights_on" ) )
    {
        level.player waittill( "night_vision_off" );
        common_scripts\utility::flag_clear( "nvg_light_on" );
        level.player waittill( "night_vision_on" );
        common_scripts\utility::flag_set( "nvg_light_on" );
        wait 0.05;
    }
}

nvgs_on_blackout()
{
    level endon( "notify_nvgs_on" );
    thread maps\clockwork_audio::power_down();
    maps\_utility::vision_set_changes( "clockwork_lights_off", 0 );
    visionsetnight( "clockwork_night" );
    common_scripts\utility::flag_set( "lights_out" );
    level.player enableweaponswitch();
    level.player setactionslot( 1, "nightvision" );
    level.player thread maps\_utility::display_hint( "nvg" );
    thread nvg_on_check();
    wait 3;
    thread maps\clockwork_code::nvg_goggles_on();
    level.player notify( "player_cancel_hold_fire" );
    common_scripts\utility::flag_set( "nvgs_on" );
}

nvg_on_check()
{
    level endon( "notify_nvgs_on" );

    for (;;)
    {
        wait 0.1;

        if ( isdefined( level.player.nightvision_enabled ) )
        {
            common_scripts\utility::flag_set( "nvgs_on" );
            level.player notify( "player_cancel_hold_fire" );
            level notify( "notify_nvgs_on" );
            break;
        }
    }
}

nvg_alert_handle()
{
    level endon( "ready_nvgs" );
    self endon( "death" );
    self addaieventlistener( "grenade danger" );
    self addaieventlistener( "projectile_impact" );
    self addaieventlistener( "silenced_shot" );
    self addaieventlistener( "bulletwhizby" );
    self addaieventlistener( "gunshot" );
    self addaieventlistener( "gunshot_teammate" );
    self addaieventlistener( "explode" );
    self addaieventlistener( "death" );
    common_scripts\utility::waittill_any( "ai_event", "flashbang" );
    common_scripts\utility::flag_set( "nvg_enemies_provoked" );
    maps\_utility::clear_run_anim();
    maps\_utility::anim_stopanimscripted();
    self.ignoreme = 0;
    self.ignoreall = 0;
    self notify( "stop_going_to_node" );
    self setgoalpos( self.origin );
    maps\_utility::gun_recall();
}

garage_alert_handle()
{
    self endon( "player_in_nvg" );
    self endon( "death" );
    self endon( "garage_enemies_provoked" );
    self addaieventlistener( "grenade danger" );
    self addaieventlistener( "projectile_impact" );
    self addaieventlistener( "silenced_shot" );
    self addaieventlistener( "bulletwhizby" );
    self addaieventlistener( "gunshot" );
    self addaieventlistener( "gunshot_teammate" );
    self addaieventlistener( "explode" );
    self addaieventlistener( "death" );
    common_scripts\utility::waittill_any( "ai_event", "flashbang" );
    common_scripts\utility::flag_set( "garage_enemies_provoked" );
    level notify( "garage_enemies_provoked" );
}

garage_player_fired_gun()
{
    level endon( "player_in_nvg" );
    level endon( "garage_enemies_provoked" );
    level.player waittill( "weapon_fired" );
    common_scripts\utility::flag_set( "garage_enemies_provoked" );
    level notify( "garage_enemies_provoked" );
}

nvg_area_player_fired_gun()
{
    level endon( "ready_nvgs" );
    level.player waittill( "weapon_fired" );
    common_scripts\utility::flag_set( "nvg_enemies_provoked" );
}

failcase_blackout_early()
{
    level endon( "ready_nvgs" );
    common_scripts\utility::flag_wait( "nvg_enemies_provoked" );

    foreach ( var_1 in level.allies )
        var_1.old_disablearrivals = 0;

    level notify( "blackout_early" );
    level.allies[0] thread maps\clockwork_code::char_dialog_add_and_go( "clockwork_mrk_damncutitnow" );

    foreach ( var_1 in level.nvg_moment_guardsa )
    {
        if ( isdefined( var_1 ) )
        {
            var_1 maps\_utility::clear_run_anim();
            var_1 maps\_utility::anim_stopanimscripted();
            var_1.ignoreme = 0;
            var_1.ignoreall = 0;
            var_1 notify( "stop_going_to_node" );
            var_1 setgoalpos( var_1.origin );
            var_1 maps\_utility::gun_recall();
        }
    }

    foreach ( var_1 in level.nvg_moment_guardsb )
    {
        if ( isdefined( var_1 ) )
        {
            var_1 maps\_utility::clear_run_anim();
            var_1 maps\_utility::anim_stopanimscripted();
            var_1.ignoreme = 0;
            var_1.ignoreall = 0;
            var_1 notify( "stop_going_to_node" );
            var_1 setgoalpos( var_1.origin );
            var_1 maps\_utility::gun_recall();
        }
    }

    foreach ( var_1 in level.allies )
    {
        var_1 notify( "stop_going_to_node" );
        var_1 maps\_utility::clear_run_anim();
        var_1 maps\_utility::anim_stopanimscripted();
        var_1 maps\_utility::enable_cqbwalk();
        var_1 setgoalpos( var_1.origin );
        var_1 maps\_utility::enable_ai_color();
    }

    wait 1;
    maps\_utility::activate_trigger_with_targetname( "nvg_provoked_colors" );
    common_scripts\utility::flag_set( "lights_out" );
    common_scripts\utility::flag_set( "lights_off" );
    level.timer destroy();
}

failcase_garage( var_0 )
{
    level endon( "vault_closed" );
    level endon( "player_in_nvg" );
    common_scripts\utility::flag_wait( "garage_enemies_provoked" );
    thread garage_missionfail();
    thread alert_inside_guys_early();
    maps\clockwork_code::blend_movespeedscale_custom( 100, 1 );
    level.player allowsprint( 1 );
    level.player allowjump( 1 );
    level.allies[1] thread maps\clockwork_code::char_dialog_add_and_go( "clockwork_bkr_damnitrook" );
    wait 0.25;

    foreach ( var_2 in level.allies )
    {
        var_2 notify( "stop_going_to_node" );
        var_2 maps\_utility::clear_run_anim();
        var_2 maps\_utility::anim_stopanimscripted();
        var_2 maps\_utility::enable_cqbwalk();
        var_2.ignoreall = 0;
        var_2.ignoreme = 0;
    }

    wait 0.05;

    foreach ( var_2 in var_0 )
    {
        if ( isdefined( var_2 ) && isalive( var_2 ) )
        {
            var_2 maps\_utility::clear_run_anim();
            var_2.ignoreall = 0;
            var_2.ignoreme = 0;

            if ( var_2.type == "dog" )
                continue;

            if ( isdefined( var_2.script_noteworthy ) && var_2.script_noteworthy == "tunnel_wave_guy" && isdefined( var_2.scene ) )
                var_2.scene notify( "stop_loop" );

            var_2 notify( "stop_loop" );
            var_2 maps\_utility::anim_stopanimscripted();
            var_2 notify( "end_generic_loop" );
            var_2 maps\_utility::gun_recall();
        }
    }
}

garage_missionfail()
{
    wait 6;
    level.allies[1] maps\clockwork_code::char_dialog_add_and_go( "clockwork_bkr_abortmission" );
    mission_failed_garage_provoke();
}

player_inside_nvg_area()
{
    level endon( "garage_enemies_provoked" );
    common_scripts\utility::flag_wait( "inside_entrance" );
    level notify( "player_in_nvg" );
    thread nvg_area_player_fired_gun();
    thread failcase_blackout_early();

    foreach ( var_1 in level.nvg_moment_guardsa )
    {
        if ( isdefined( var_1 ) && isalive( var_1 ) )
            var_1 thread nvg_alert_handle();
    }

    foreach ( var_1 in level.nvg_moment_guardsb )
    {
        if ( isdefined( var_1 ) && isalive( var_1 ) )
            var_1 thread nvg_alert_handle();
    }
}

alert_inside_guys_early()
{
    foreach ( var_1 in level.nvg_moment_guardsa )
    {
        if ( isdefined( var_1 ) && isalive( var_1 ) )
            var_1 thread nvg_alert_handle();
    }

    foreach ( var_1 in level.nvg_moment_guardsb )
    {
        if ( isdefined( var_1 ) && isalive( var_1 ) )
            var_1 thread nvg_alert_handle();
    }
}

control_nvg_lightmodels()
{
    var_0 = getentarray( "nvg_lab_lights", "targetname" );
    common_scripts\utility::flag_wait( "lights_out" );
    control_nvg_staticscreens_off();

    foreach ( var_2 in var_0 )
    {
        var_2.on_version = var_2.model;
        var_2 setmodel( var_2.script_parameters );
    }

    common_scripts\utility::flag_wait( "lights_on" );
    control_nvg_staticscreens_on();

    foreach ( var_2 in var_0 )
        var_2 setmodel( var_2.on_version );
}

control_nvg_staticscreens_off()
{
    var_0 = getentarray( "nvg_monitors", "targetname" );
    var_1 = getentarray( "nvg_mainscreens", "targetname" );
    var_2 = getent( "nvg_mapscreen", "targetname" );
    var_3 = getent( "nvg_mapscreen_light_accents", "targetname" );

    foreach ( var_5 in var_0 )
        var_5 hide();

    foreach ( var_5 in var_1 )
        var_5 hide();

    var_2 hide();
    var_3 hide();
}

control_nvg_staticscreens_on()
{
    var_0 = getentarray( "nvg_monitors", "targetname" );
    var_1 = getentarray( "nvg_mainscreens", "targetname" );
    var_2 = getent( "nvg_mapscreen", "targetname" );
    var_3 = getent( "nvg_mapscreen_light_accents", "targetname" );

    foreach ( var_5 in var_0 )
        var_5 show();

    foreach ( var_5 in var_1 )
        var_5 show();

    var_2 show();
    var_3 show();
}

player_failcase_leave_garage()
{
    common_scripts\utility::flag_wait( "FLAG_player_leave_garage" );
    setdvar( "ui_deadquote", &"CLOCKWORK_QUOTE_LEFT_TEAM" );
    maps\_utility::missionfailedwrapper();
}

handle_dog_interior()
{
    common_scripts\utility::flag_wait( "nvgs_on" );
    wait 1.3;
    level.dog maps\_utility::clear_run_anim();
    level.dog maps\_utility::set_ignoreall( 0 );

    if ( isdefined( level.override_dog_enemy ) && isalive( level.override_dog_enemy ) )
    {
        level.override_dog_enemy.leave_for_dog = 1;
        level.override_dog_enemy maps\_utility::set_ignoreme( 1 );
        level.player notify( "dog_attack_override" );
        level.override_dog_enemy common_scripts\utility::waittill_notify_or_timeout( "dead", 15 );
    }

    level.dog setdogattackradius( 200 );
}