share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua
author Periklis Ntanasis <pntanasis@gmail.com>
Tue, 09 Jul 2013 18:37:36 +0300
branchspacecampaign
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------------------- ABOUT ----------------------
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--
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-- This is the first stop of hero's journey.
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-- Here he'll get fuels to continue traveling.
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-- However, the PAoTH allies of the hero have
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-- been taken hostages by professor Hogevil.
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-- So hero has to get whatever available equipement
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-- there is and rescue them.
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-- TODO
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-- Fix some glitches when gaining control on animations
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-- Round time after check point 2
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-- Check if enemy weapons are good
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-- Create event to end game if professor killed
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-- Continue with the rest :P
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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HedgewarsScriptLoad("/Scripts/Animate.lua")
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----------------- VARIABLES --------------------
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-- globals
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local campaignName = loc("A Space Adventure")
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local missionName = loc("Moon, stop for fuels!")
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local weaponsAcquired = false
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local battleZone = false
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local checkPointReached = 1 -- 1 is start of the game
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-- dialogs
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local dialog01 = {}
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local dialog02 = {}
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local dialog03 = {}
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-- mission objectives
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local goals = {
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	[dialog01] = {missionName, loc("Getting ready"), loc("Go to the upper platform and get the weapons in the crates!"), 1, 4500},
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	[dialog02] = {missionName, loc("Prepare to fight"), loc("Go down and save these PAoTH hogs!"), 1, 5000},
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	[dialog03] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000}
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}
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-- crates
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local weaponsY = 100
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local bazookaX = 70
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local parachuteX = 110
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local grenadeX = 160
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local deserteagleX = 200
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local torchblowX = 3270
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-- hogs
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local hero = {}
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local paoth1 = {}
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local paoth2 = {}
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local paoth3 = {}
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local paoth4 = {}
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local professor = {}
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local minion1 = {}
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local minion2 = {}
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local minion3 = {}
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local minion4 = {}
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-- teams
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local teamA = {}
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local teamB = {}
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local teamC = {}
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local teamD = {}
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-- hedgehogs values
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hero.name = "Hog Solo"
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hero.x = 1380
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hero.y = 1750
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hero.dead = false
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paoth1.name = "Joe"
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paoth1.x = 1430
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paoth1.y = 1750
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paoth2.name = "Bruce"
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paoth2.x = 3760
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paoth2.y = 1800
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paoth3.name = "Helena"
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paoth3.x = 3800
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paoth3.y = 1800
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paoth4.name = "Boris"
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paoth4.x = 3860
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paoth4.y = 1800
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professor.name = "Pr.Hogevil"
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professor.x = 3710
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professor.y = 1650
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minion1.name = "Minion"
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minion1.x = 2460
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minion1.y = 1450
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minion2.name = "Minion"
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minion2.x = 2450
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minion2.y = 1900
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minion3.name = "Minion"
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minion3.x = 3500
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minion3.y = 1750
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teamA.name = loc("PAoTH")
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teamA.color = tonumber("FF0000",16) -- red
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teamB.name = loc("Minions")
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teamB.color = tonumber("0033FF",16) -- blue
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teamC.name = loc("Professor")
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teamC.color = tonumber("0033FF",16) -- blue
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teamD.name = loc("Hog Solo")
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teamD.color = tonumber("38D61C",16) -- green
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-------------- LuaAPI EVENT HANDLERS ------------------
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function onGameInit()
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	Seed = 1
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	GameFlags = gfSolidLand + gfDisableWind
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	TurnTime = 45000
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	CaseFreq = 0
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	MinesNum = 0
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	MinesTime = 3000
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	Explosives = 0
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	Delay = 5 
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	Map = "moon01_map"
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	Theme = "Cheese" -- Because ofc moon is made of cheese :)
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	-- Hog Solo
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	AddTeam(teamD.name, teamD.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
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	AnimSetGearPosition(hero.gear, hero.x, hero.y)
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	-- PAoTH
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	AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	paoth1.gear = AddHog(paoth1.name, 0, 100, "scif_2001O")
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	AnimSetGearPosition(paoth1.gear, paoth1.x, paoth1.y)
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	HogTurnLeft(paoth1.gear, true)
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	paoth2.gear = AddHog(paoth2.name, 0, 100, "scif_2001Y")
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	AnimSetGearPosition(paoth2.gear, paoth2.x, paoth2.y)
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	HogTurnLeft(paoth2.gear, true)
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	paoth3.gear = AddHog(paoth3.name, 0, 100, "hair_purple")
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	AnimSetGearPosition(paoth3.gear, paoth3.x, paoth3.y)
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	HogTurnLeft(paoth3.gear, true)
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	paoth4.gear = AddHog(paoth4.name, 0, 100, "scif_2001Y")
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	AnimSetGearPosition(paoth4.gear, paoth4.x, paoth4.y)
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	HogTurnLeft(paoth4.gear, true)
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	-- Professor
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	AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	professor.gear = AddHog(professor.name, 0, 100, "tophats")
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	AnimSetGearPosition(professor.gear, professor.x, professor.y)
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	HogTurnLeft(professor.gear, true)
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	-- Minions
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	AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
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	minion1.gear = AddHog(minion1.name, 1, 100, "Gasmask")
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	AnimSetGearPosition(minion1.gear, minion1.x, minion1.y)
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	HogTurnLeft(minion1.gear, true)
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	minion2.gear = AddHog(minion2.name, 1, 100, "Gasmask")
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	AnimSetGearPosition(minion2.gear, minion2.x, minion2.y)
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	HogTurnLeft(minion2.gear, true)
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	minion3.gear = AddHog(minion3.name, 1, 100, "Gasmask")
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	AnimSetGearPosition(minion3.gear, minion3.x, minion3.y)
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	HogTurnLeft(minion3.gear, true)
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	-- get the check point
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	if tonumber(GetCampaignVar("Moon01CheckPoint")) then
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		checkPointReached = tonumber(GetCampaignVar("Moon01CheckPoint"))
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	end
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	if checkPointReached == 1 then
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		-- Start of the game
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	elseif checkPointReached == 2 then
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		AnimSetGearPosition(hero.gear, parachuteX, weaponsY)
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	end
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	AnimInit()
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	AnimationSetup()	
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end
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function onGameStart()
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	-- wait for the first turn to start
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	AnimWait(hero.gear, 3000)
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	FollowGear(hero.gear)
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	ShowMission(campaignName, missionName, loc("Hog Solo has to refuel his saucer.")..
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	"|"..loc("Rescue the imprisoned PAoTH team and get your fuels!"), -amSkip, 0)
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	AddAmmo(minion1.gear, amDEagle, 2)
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	AddAmmo(minion2.gear, amDEagle, 2)
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	AddAmmo(minion3.gear, amDEagle, 2)
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	AddAmmo(minion1.gear, amBazooka, 2)
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	AddAmmo(minion2.gear, amBazooka, 2)
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	AddAmmo(minion3.gear, amBazooka, 2)
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	AddAmmo(minion1.gear, amGrenade, 2)
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	AddAmmo(minion2.gear, amGrenade, 2)
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	AddAmmo(minion3.gear, amGrenade, 2)
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	-- check for death has to go first
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	AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
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	AddEvent(onBattleZone, {hero.gear}, battleZone, {hero.gear}, 0)
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	if checkPointReached == 1 then
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		AddAmmo(hero.gear, amRope, 2)
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		SpawnAmmoCrate(bazookaX, weaponsY, amBazooka)
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		SpawnAmmoCrate(parachuteX, weaponsY, amParachute)
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		SpawnAmmoCrate(grenadeX, weaponsY, amGrenade)
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		SpawnAmmoCrate(deserteagleX, weaponsY, amDEagle)
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		AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0)
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		TurnTimeLeft = 0
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		AddAnim(dialog01)
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	elseif checkPointReached == 2 then	
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		AddAmmo(hero.gear, amBazooka, 2)
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		AddAmmo(hero.gear, amParachute, 2)
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		AddAmmo(hero.gear, amGrenade, 2)
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		AddAmmo(hero.gear, amDEagle, 2)
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		SetWind(80)		
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		GameFlags = bor(GameFlags,gfDisableWind)
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		weaponsAcquired = true
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		TurnTimeLeft = 0
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		AddAnim(dialog02)
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	end
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end
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function onAmmoStoreInit()
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	SetAmmo(amBazooka, 0, 0, 0, 2)
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	SetAmmo(amParachute, 0, 0, 0, 2)
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	SetAmmo(amGrenade, 0, 0, 0, 2)
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	SetAmmo(amDEagle, 0, 0, 0, 2)
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end
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function onGameTick()
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	--WriteLnToConsole("ON GAME TICK")
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	AnimUnWait()
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	if ShowAnimation() == false then
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		return
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	end
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	ExecuteAfterAnimations()
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	CheckEvents()
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	if CurrentHedgehog ~= hero.gear and not battleZone then
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		TurnTimeLeft = 0
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	end
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end
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function onNewTurn()
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	WriteLnToConsole("ON NEW TURN")
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	WriteLnToConsole("HOG IS "..CurrentHedgehog.." minion 1 is "..minion1.gear)
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	if not weaponsAcquired and not battleZone and CurrentHedgehog ~= hero.gear then
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		WriteLnToConsole("TURN CASE 1")
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		TurnTimeLeft = 0
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	elseif not weaponsAcquired and not battleZone and CurrentHedgehog == hero.gear then
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		WriteLnToConsole("TURN CASE 2")
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		TurnTimeLeft = -1
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	elseif CurrentHedgehog == paoth1.gear or CurrentHedgehog == paoth2.gear
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		or CurrentHedgehog == paoth3.gear or CurrentHedgehog == paoth4.gear then
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		WriteLnToConsole("TURN CASE 3")
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		TurnTimeLeft = 0
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	elseif CurrentHedgehog == professor.gear then
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		AnimSwitchHog(hero.gear)
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		TurnTimeLeft = 0
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	end
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end
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function onPrecise()
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	WriteLnToConsole("ON PRECISE")
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	if GameTime > 3000 then
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		SetAnimSkip(true)   
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	end
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end
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function onGearDelete(gear)
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	if gear == hero.gear then
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		hero.dead = true
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	end
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end
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-------------- EVENTS ------------------
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function onWeaponsPlatform(gear)
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	if not hero.dead and GetX(gear) > bazookaX-200 and GetX(gear) < deserteagleX+400  
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		and GetY(gear) < weaponsY+150 and StoppedGear(gear) then
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		return true
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	end
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	return false
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end
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function onHeroDeath(gear)
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	if hero.dead then
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		return true
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	end
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	return false
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end
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function onBattleZone(gear)
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	if not hero.dead and GetX(gear) > 1900 and StoppedGear(gear) then
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		return true
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	end
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	return false
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end
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-------------- OUTCOMES ------------------
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function weaponsPlatform(gear)	
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	SaveCampaignVar("Moon01CheckPoint", "2")
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	TurnTimeLeft = 0
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	weaponsAqcuired = true
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	SetWind(80)		
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	GameFlags = bor(GameFlags,gfDisableWind)
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	AddAnim(dialog02)
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end
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function heroDeath(gear)
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	EndGame()
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end
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function battleZone(gear)
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	TurnTimeLeft = 0
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	battleZone = true
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	AddAnim(dialog03)
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end
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-------------- ANIMATIONS ------------------
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function Skipanim(anim)
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	if goals[anim] ~= nil then
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		ShowMission(unpack(goals[anim]))
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    end
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    if anim == dialog03 then
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		startCombat()
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	end
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end
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function AnimationSetup()
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	-- DIALOG 01 - Start, welcome to moon
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	AddSkipFunction(dialog01, Skipanim, {dialog01})
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	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
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	table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near PAoTH base at moon..."),  4000}})
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	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Hey Hog Solo! Finaly you have come..."), SAY_SAY, 2000}})
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	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("It seems that Professor Hogevil learned for your arrival!"), SAY_SAY, 4000}})
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	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Now he have captured the rest of the PAoTH team and awaits to capture you!"), SAY_SAY, 5000}})
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	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("We have to hurry! Are you armed?"), SAY_SAY, 4300}})
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	table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
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	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("No, I am afraid I had to travel light"), SAY_SAY, 2500}})
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	table.insert(dialog01, {func = AnimWait, args = {paoth1.gear, 500}})
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	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Ok, then you have to go and take some of the waepons we have hidden in case of an emergency!"), SAY_SAY, 7000}})
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	table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("They are up there! Take that rope and hurry!"), SAY_SAY, 7000}})
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	table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Ehm... ok..."), SAY_SAY, 2500}})
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	table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
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	-- DIALOG 02 - To the weapons platform
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	AddSkipFunction(dialog02, Skipanim, {dialog02})
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	table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Checkpoint reached!"),  4000}})
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	table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I've made it! YEAAAAAH!"), SAY_SHOUT, 4000}})
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	table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry up and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}})
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	table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
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	-- DIALOG 03 - Hero spotted and has no weapons
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	AddSkipFunction(dialog03, Skipanim, {dialog03})
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	table.insert(dialog03, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}})
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	table.insert(dialog03, {func = AnimSay, args = {minion1.gear, loc("Look boss! There is the target!"), SAY_SHOUT, 4000}})
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	table.insert(dialog03, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}})
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	table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Oops, I've been spotted and I have no weapons! I am doomed!"), SAY_THINK, 4000}})
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	table.insert(dialog03, {func = startCombat, args = {hero.gear}})
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end
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------------------- custom "animation" functions --------------------------
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function startCombat()
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	-- use this so guard2 will gain control
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	AnimSwitchHog(minion3.gear)
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	TurnTimeLeft = 0
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end