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// SCRIPT file for Cam 1-2
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/* structure limit stuff */
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public STRUCTURESTAT factory, research, oilDerrick, powerGen;
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//public STRUCTURESTAT powerModuleHack;
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public STRUCTURESTAT command;
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public INT numPow, numExt, numFac, numRes;
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private GROUP allPlayer, nearLZ;
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private int totDroids;
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/* Starting Technology */
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public RESEARCHSTAT tecE1[3];
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/* Base Under Attack Stuff */
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private STRUCTURE hitStruc;
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private BASEOBJ attackerObj;
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public SOUND attackSnd1;
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public INTMESSAGE LZ_MSG;
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public SOUND LZComp, LZClear, reinfSnd;
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public INTMESSAGE obj1;
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public TEXTSTRING RetLZMsg;
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public INT ReinforceTime;
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/* Transport Entry/Exit coords */
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public int entryX, entryY, exitX, exitY;
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public INTMESSAGE endMsg, winMsg;
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public INTMESSAGE InFlight;
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public INTMESSAGE MissionBrief; //, MissionBrief2;
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public SOUND incomingSnd;
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private BOOL brief2Flag;
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/* Proximity: Resources */
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public INTMESSAGE res1Msg;
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public STRUCTURESTAT derrick;
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private int res1x,res1y; //temp values to cope with oil disappearing!
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/* Proximity: Artifacts */
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public FEATURESTAT crate;
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public int art1X, art1Y;
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public STRUCTURE art1Get;
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public SOUND art1Snd1, art1Snd2;
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//public INTMESSAGE art1Msg;
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public RESEARCHSTAT art1Comp;
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private FEATURE art1ID;
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public int art2X, art2Y;
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public STRUCTURE art2Get;
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public SOUND art2Snd1, art2Snd2;
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//public INTMESSAGE art2Msg;
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public RESEARCHSTAT art2Comp;
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private FEATURE art2ID;
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public int art3X, art3Y;
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public STRUCTURE art3Get;
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public SOUND art3Snd1, art3Snd2;
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//public INTMESSAGE art3Msg;
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public RESEARCHSTAT art3Comp;
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private FEATURE art3ID;
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/* player Bonus Research topics given at end of mission */
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public RESEARCHSTAT resP0[20]; //need to be declared with value >= numResP0, numResP1, etc.
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/* Proximity: Enemy */
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public STRUCTURE enm1;
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public STRUCTUREID enm1ID;
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public INTMESSAGE enm1Msg;
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public SOUND enm1Snd1;
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public SOUND enm1Snd2;
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public STRUCTURE enm2;
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public STRUCTUREID enm2ID;
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public INTMESSAGE enm2Msg;
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public SOUND enm2Snd1;
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public SOUND enm2Snd2;
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//extra blips for guard entrances
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public INTMESSAGE guard1Msg, guard2Msg;
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public SOUND guard1Snd1, guard2Snd1, guard1Snd2, guard2Snd2;
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/* Triggers: Win or Lose */
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trigger winLoseTrig(every, 5);
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/* Triggers: Briefing */
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trigger vidEndTrig(CALL_VIDEO_QUIT);
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/* Triggers: Resource */
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trigger res1SeenTrig(droidHasSeen(res1, player), 10);
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trigger res1UsedTrig(every, 10);
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/* Triggers: Artifacts */
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//trigger art1SeenTrig(droidHasSeen(art1ID, player), 5);
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trigger art1TakeTrig(droidInRange(player, art1X, art1Y, 200), 5);
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trigger art1PlaceTrig((art1Get==NULLOBJECT), 5);
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//trigger art2SeenTrig(droidHasSeen(art2ID, player), 5);
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trigger art2TakeTrig(droidInRange(player, art2X, art2Y, 200), 5);
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trigger art2PlaceTrig((art2Get==NULLOBJECT), 5);
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trigger art3TakeTrig(droidInRange(player, art3X, art3Y, 200), 5);
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trigger art3PlaceTrig((art3Get==NULLOBJECT), 5);
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/* Triggers: Enemy */
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trigger enm1SeenTrig(seenStructInArea(player, enemy1, FALSE, 3136, 1728, 5440, 2624), 10);
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trigger enm1DeadTrig(numStructsButNotWallsInArea(enemy1, 3136, 1728, 5440, 2624) == 0, 20);
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trigger enm2SeenTrig(seenStructInArea(player, enemy1, FALSE, 1600, 6464, 2368, 7232), 10);
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trigger enm2DeadTrig(numStructsButNotWallsInArea(enemy1, 1600, 6464, 2368, 7232) == 0, 20);
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trigger guard1SeenTrig(seenStructInArea(player, enemy1, FALSE, 2368, 5568, 3392, 6592), 10);
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trigger guard1DeadTrig(numStructsButNotWallsInArea(enemy1, 2368, 5568, 3392, 6592) == 0, 20);
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trigger guard2SeenTrig(seenStructInArea(player, enemy1, FALSE, 4544, 2880, 5924, 4928), 10);
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trigger guard2DeadTrig(numStructsButNotWallsInArea(enemy1, 4544, 2880, 5924, 4928) == 0, 20);
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/* part 2 briefing */
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trigger brief2Trig(brief2Flag, 15);
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trigger retLZTrig(numart == 3, 20);
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//LZ contains enemies?
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//trigger LZNoGoTrig((objectInArea(enemy1, 6000, 7000, 7000, 8000)), 35);
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//LZ clear of enemies?
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//trigger LZ_OKTrig((not objectInArea(enemy1, 6000, 7000, 7000, 8000)), 35);
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trigger gameLostTrig (every, 20);
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trigger researchTrig(every, 1200); //2 minute delay between topics completed
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event startEvnt(CALL_VIDEO_QUIT) //(CALL_GAMEINIT)
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//setLandingZone(LZ_X1, LZ_Y1, LZ_X2, LZ_Y2);
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//centreView(enm1); //temporary solution for thin maps
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removeMessage(InFlight, MISS_MSG, 0);
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centreViewPos(52*128, 55*128);
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setScrollParams(0, 0, 64, 64); //limit scroll
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//set zoom Level 64x64
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flyTransporterIn(player, entryX, entryY, false);
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setTransporterExit(player, exitX, exitY);
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//make sure all buttons available/unavailable
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//removeReticuleButton(DESIGN);
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//removeReticuleButton(BUILD);
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setPowerLevel(pow1, enemy1);
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setPowerLevel(pow2, enemy2);
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addMessage(MissionBrief, MISS_MSG, 0, false);
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//Blip Given at start
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addMessage(obj1, PROX_MSG, player, false);
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//allow to build stuff
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setStructureLimits (powerGen,numPow,0);
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setStructureLimits (oilDerrick,numExt,0);
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setStructureLimits (research,numRes,0);
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setStructureLimits (factory,numFac,0);
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setStructureLimits(command, 0, player);
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enableStructure(command, player);
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enableStructure(powerGen,0);
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enableStructure(oilDerrick,0);
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enableStructure(research,0);
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enableStructure(factory,0);
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//enableStructure(powerModuleHack, 0);
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//give first topic for enemy
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completeResearch(tecE1[tecCount], enemy1);
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tecCount = tecCount + 1;
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setReinforcementTime(ReinforceTime);
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//set up resource coords (since oil pools diappear when built on!!!)
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setEventTrigger(startEvnt, inactive);
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event flightEvnt(CALL_GAMEINIT)
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addMessage(InFlight, MISS_MSG, 0, true);
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setEventTrigger(flightEvnt, inactive);
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/* Events: Artifacts */
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event art1TakeEvnt(inactive)
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//playSound(art1Snd2, player);
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playSoundPos(art1Snd2, player, art1ID.x, art1ID.y, art1ID.z);
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destroyFeature(art1ID);
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removeMessage(obj1, PROX_MSG, player);
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//removeMessage(art1Msg, PROX_MSG, player);
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enableResearch(art1Comp, player);
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setEventTrigger(art1TakeEvnt, inactive);
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event art1PlaceEvnt(art1PlaceTrig)
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//place artifact crate, and allow check for prox
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art1ID=addFeature(crate, art1X, art1Y);
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//setEventTrigger(art1SeenEvnt, art1SeenTrig);
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setEventTrigger(art1TakeEvnt, art1TakeTrig);
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setEventTrigger(art1PlaceEvnt, inactive);
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event art2TakeEvnt(inactive)
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//playSound(art2Snd2, player);
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playSoundPos(art2Snd2, player, art2ID.x, art2ID.y, art2ID.z);
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destroyFeature(art2ID);
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//removeMessage(art2Msg, PROX_MSG, player);
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enableResearch(art2Comp, player);
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setEventTrigger(art2TakeEvnt, inactive);
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event art2PlaceEvnt(art2PlaceTrig)
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//place artifact crate, and allow check for prox
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art2ID=addFeature(crate, art2X, art2Y);
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//setEventTrigger(art2SeenEvnt, art2SeenTrig);
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setEventTrigger(art2TakeEvnt, art2TakeTrig);
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setEventTrigger(art2PlaceEvnt, inactive);
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event art3TakeEvnt(inactive)
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//playSound(art3Snd2, player);
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playSoundPos(art3Snd2, player, art3ID.x, art3ID.y, art3ID.z);
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destroyFeature(art3ID);
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//removeMessage(art3Msg, PROX_MSG, player);
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enableResearch(art3Comp, player);
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setEventTrigger(art3TakeEvnt, inactive);
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event art3PlaceEvnt(art3PlaceTrig)
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//place artifact crate, and allow check for prox
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art3ID=addFeature(crate, art3X, art3Y);
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//setEventTrigger(art3SeenEvnt, art3SeenTrig);
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setEventTrigger(art3TakeEvnt, art3TakeTrig);
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setEventTrigger(art3PlaceEvnt, inactive);
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/* Events: Enemies */
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event enm1DeadEvnt(inactive)
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killStructsInArea(enemy1, REF_WALL, 3136, 1728, 5440, 2624, TRUE, TRUE); //remove walls and features in base
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killStructsInArea(enemy1, REF_WALLCORNER, 3136, 1728, 5440, 2624, TRUE, FALSE); //remove corner walls in base
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removeMessage(enm1Msg, PROX_MSG, player);
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//playSound(enm1Snd2, player);
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playSoundPos(enm1Snd2, player, 4160, 2112, 0);
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setEventTrigger(enm1DeadEvnt, inactive);
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event enm1SeenEvnt(enm1SeenTrig)
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addMessage(enm1Msg, PROX_MSG, player, false);
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//playSound(enm1Snd1, player);
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playSoundPos(enm1Snd1, player, 4160, 2112, 0);
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setEventTrigger(enm1DeadEvnt, enm1DeadTrig);
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setEventTrigger(enm1SeenEvnt, inactive);
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event enm2DeadEvnt(inactive)
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killStructsInArea(enemy2, REF_WALL, 1600, 6464, 2368, 7232, TRUE, TRUE); //remove walls and features in base
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killStructsInArea(enemy2, REF_WALLCORNER, 1600, 6464, 2368, 7232, TRUE, FALSE); //remove corner walls in base
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removeMessage(enm2Msg, PROX_MSG, player);
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//playSound(enm2Snd2, player);
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playSoundPos(enm2Snd2, player, 1984, 7000, 0);
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setEventTrigger(enm2DeadEvnt, inactive);
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event enm2SeenEvnt(enm2SeenTrig) //base 2 seen
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addMessage(enm2Msg, PROX_MSG, player, false);
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//playSound(enm2Snd1, player);
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playSoundPos(enm2Snd1, player, 1984, 7000, 0);
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setEventTrigger(enm2DeadEvnt, enm2DeadTrig);
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setEventTrigger(enm2SeenEvnt, inactive);
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//Extra blips for guard entrances
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event guard1DeadEvnt(inactive)
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killStructsInArea(enemy1, REF_WALL, 2368, 5568, 3392, 6592, TRUE, TRUE); //remove walls and features in base
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killStructsInArea(enemy1, REF_WALLCORNER, 2368, 5568, 3392, 6592, TRUE, FALSE); //remove corner walls in base
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removeMessage(guard1Msg, PROX_MSG, player);
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//playSound(guard1Snd2, player);
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setEventTrigger(guard1DeadEvnt, inactive);
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event guard1SeenEvnt(guard1SeenTrig)
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addMessage(guard1Msg, PROX_MSG, player, false);
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//playSound(guard1Snd1, player);
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playSoundPos(guard1Snd1, player, 2880, 5824, 0);
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setEventTrigger(guard1DeadEvnt, guard1DeadTrig);
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setEventTrigger(guard1SeenEvnt, inactive);
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event guard2DeadEvnt(inactive)
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killStructsInArea(enemy2, REF_WALL, 4544, 3392, 5924, 4928, TRUE, TRUE); //remove walls and features in base
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killStructsInArea(enemy2, REF_WALLCORNER, 4544, 3392, 5924, 4928, TRUE, FALSE); //remove corner walls in base
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removeMessage(guard2Msg, PROX_MSG, player);
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//playSound(guard2Snd2, player);
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setEventTrigger(guard2DeadEvnt, inactive);
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event guard2SeenEvnt(guard2SeenTrig) //base 2 seen
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addMessage(guard2Msg, PROX_MSG, player, false);
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//playSound(guard2Snd1, player);
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playSoundPos(guard2Snd1, player, 5312, 4160, 0);
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setEventTrigger(guard2DeadEvnt, guard2DeadTrig);
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setEventTrigger(guard2SeenEvnt, inactive);
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event brief2Evnt(brief2Trig)
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playSound(incomingSnd, player);
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addMessage(MissionBrief2, MISS_MSG, 0, true);
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setEventTrigger(brief2Evnt, inactive);
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event giveLZmess(inactive) //don't use for demo!
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//add LZ blip and WAV message
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addMessage(LZ_MSG, PROX_MSG, player, false);
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addConsoleText(RetLZMsg, player);
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//playSound(LZSnd, player);
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playSoundPos(LZSnd, player, 6848, 7104, 0);
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setEventTrigger(giveLZmess, inactive);
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/* Events: Win or Lose */
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event nextLevEvnt(inactive) //assumes victory already checked
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//playSound(wonSnd,0);
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// give bonus research (if req'd)
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while (count < numResP0)
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enableResearch(resP0[count], 0);
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gameLevel=gameLevel+1; //flag next part of map
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setLandingZone(10, 51, 12, 53);
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enableResearch(art1Comp, player);
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removeMessage(MissionBrief, MISS_MSG, player);
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//startMission(BETWEEN, NextLev);
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//End game here for now! (don't try next mission)
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// addMessage(winMsg, MISS_MSG, 0, true);
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gameOverMessage(winMsg, MISS_MSG, 0, true);
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setEventTrigger(nextLevEvnt, inactive);
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event gameLost(inactive)
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// addMessage(endMsg, MISS_MSG, 0, true);
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gameOverMessage(endMsg, MISS_MSG, 0, false);
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setEventTrigger(gameLost, inactive);
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event lostYetEvnt(winLoseTrig)
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if (not anyDroidsLeft(player))
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if (not anyStructButWallsLeft(player))
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//setEventTrigger(wonYetEvnt,inactive);
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setEventTrigger(wonYetLZEvnt, inactive);
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setEventTrigger(timeUp, inactive);
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//playSound(lostSnd,0);
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//addMessage(endMsg, MISS_MSG, 0, true);
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setEventTrigger(gameLost, gameLostTrig); //waits 2 seconds before ending
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setEventTrigger(lostYetEvnt, inactive);
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event timeUp(CALL_MISSION_TIME)
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//setEventTrigger(wonYetEvnt,inactive);
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setEventTrigger(lostYetEvnt,inactive);
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setEventTrigger(wonYetLZEvnt, inactive);
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//playSound(lostSnd,0);
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setEventTrigger(gameLost, gameLostTrig); //waits 2 seconds before ending
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setEventTrigger(timeUp, inactive);
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event wonYetLZEvnt(retLZTrig) //triggered when all artifacts picked up
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// have all enemies lost yet? FOR DEMO ONLY!
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if (not anyDroidsLeft(enemy1))
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if (not anyStructButWallsLeft(enemy1))
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setEventTrigger(lostYetEvnt, inactive);
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setEventTrigger(timeUp, inactive);
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setEventTrigger(nextLevEvnt, winLoseTrig);
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//setEventTrigger(wonYetEvnt, inactive);
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setEventTrigger(wonYetLZEvnt, inactive);
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/* not used for demo (need to kill everything!)
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event wonYetLZEvnt(winLoseTrig) //alternate victory condition, got artifact(s) and back at LZ
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totDroids = numDroidsInArea(player, 0, 0, 64*128, 64*128);
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if (totDroids == numDroidsInArea(player, 6080, 6464, 7616, 7616))
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setEventTrigger(lostYetEvnt, inactive);
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setEventTrigger(timeUp, inactive);
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setEventTrigger(nextLevEvnt, winLoseTrig);
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//setEventTrigger(wonYetEvnt, inactive);
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setEventTrigger(wonYetLZEvnt, inactive);
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event cheatEvnt(CALL_MISSION_START) //cheat button ctrl M
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setEventTrigger(nextLevEvnt, winLoseTrig);
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setEventTrigger(cheatEvnt, inactive);
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/* base under attack */
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event baseHit(CALL_STRUCT_ATTACKED, selectedPlayer, ref hitStruc, ref attackerObj)
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playSoundPos(attackSnd1, player, hitStruc.x, hitStruc.y, hitStruc.z);
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event everySec(every, 10)
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event seeBaseHit(CALL_MISSION_END)
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//go to where the structure being attacked is on CTRL B
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if (hitStruc!=NULLOBJECT)
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centreView(hitStruc);
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t=0; //flag known about!
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/* LZ Compromised DISABLED!
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event LZNoGo(LZNoGoTrig)
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//check LZ area for enemy structures and/or vehicles (in Trigger)
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//playSound(LZComp, player); //"LZ Compromised"
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playSoundPos(LZComp, player, 6848, 7104, 0);
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//disallow reinforcements
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setReinforcementTime(18000); //(set to mission time)
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//allow check for clear!
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setEventTrigger(LZ_OK,LZ_OKTrig);
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setEventTrigger(LZNoGo, inactive);
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event LZ_OK(inactive)
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//check LZ area clear of enemy structures and/or vehicles (in Trigger)
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//playSound(LZClear, player); //"LZ Clear"
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playSoundPos(LZClear, player, 6848, 7104, 0);
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//allow reinforcements now base found
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setReinforcementTime(ReinforceTime); //(set back to normal)
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setEventTrigger(LZNoGo, LZNoGoTrig);
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setEventTrigger(LZ_OK, inactive);
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/* Disabled for difficulty check
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event researchEvnt(researchTrig)
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// player specific technology startups
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if (tecCount >= numtecE1)
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setEventTrigger(researchEvnt, inactive);
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completeResearch(tecE1[tecCount], enemy1);
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tecCount = tecCount + 1;