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gates.sc

Feb 4th, 2016
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  1. MISSION_START
  2.  
  3. VAR_FLOAT objectx, objecty, objectz // Checks for the sliding doors to tell them to close if an object is in the way
  4. VAR_INT gate_sfx1_fish gate_sfx2_fish not_clunked_yet
  5. VAR_INT gate_sfx1_meat gate_sfx2_meat
  6. VAR_INT gate_sfx1 gate_sfx2 gate2_sfx1 gate2_sfx2
  7. VAR_INT open_phils_gate
  8.  
  9. gate_sfx1 = 0
  10. gate_sfx2 = 0
  11. gate2_sfx1 = 0
  12. gate2_sfx2 = 0
  13.  
  14. gate_sfx1_fish = 0
  15. gate_sfx2_fish = 0
  16.  
  17. gate_sfx1_meat = 0
  18. gate_sfx2_meat = 0
  19.  
  20. not_clunked_yet = 0
  21.  
  22. SCRIPT_NAME gates
  23.  
  24. SET_DEATHARREST_STATE OFF
  25.  
  26.  
  27. mission_start_gates:
  28. {
  29. START_NEW_SCRIPT fish_factory_gate
  30. START_NEW_SCRIPT dog_food_factory_gate
  31.  
  32. START_NEW_SCRIPT police_gate1
  33. START_NEW_SCRIPT police_gate2
  34. START_NEW_SCRIPT colombian_gate
  35. START_NEW_SCRIPT phils_gate
  36.  
  37. START_NEW_SCRIPT colombian_gate2
  38.  
  39. MISSION_END
  40. }
  41.  
  42.  
  43. // INDUSTRIAL GATES ***********************************************************************************************
  44.  
  45. fish_factory_gate:
  46. {
  47. // Should be called in mission_start_gates
  48.  
  49. SCRIPT_NAME FSH_GTE
  50.  
  51. fish_factory_gate_inner:
  52.  
  53. WAIT 1000
  54.  
  55. IF IS_PLAYER_PLAYING Player
  56.  
  57. //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  58.  
  59. IF IS_PLAYER_IN_ZONE Player PORT_W
  60.  
  61. // Fish Factory Gate
  62. IF IS_PLAYER_IN_AREA_3D player 1025.2 -1108.4 12.0 1008.2 -1098.4 16.0 FALSE
  63. IF IS_PLAYER_IN_MODEL player CAR_BELLYUP
  64. OR IS_PLAYER_IN_MODEL player CAR_TRASHMASTER
  65. OR IS_PLAYER_IN_AREA_3D player 1015.6 -1100.5 12.0 1009.2 -1108.1 16.0 FALSE
  66. IF gate_sfx1_fish = 0
  67. ADD_ONE_OFF_SOUND 1016.0 -1107.955 12.294 SOUND_GATE_START_CLUNK
  68. gate_sfx1_fish = 1
  69. ENDIF
  70. WHILE NOT SLIDE_OBJECT fish_factory_gate 1016.0 -1099.455 12.294 0.0 0.1 0.0 FALSE
  71. WAIT 0
  72. ENDWHILE
  73. IF not_clunked_yet = 1
  74. gate_sfx2_fish = 0
  75. not_clunked_yet = 0
  76. ENDIF
  77. IF gate_sfx2_fish = 0
  78. ADD_ONE_OFF_SOUND 1016.0 -1099.455 12.294 SOUND_GATE_STOP_CLUNK
  79. gate_sfx2_fish = 1
  80. ENDIF
  81. ENDIF
  82.  
  83. ELSE
  84.  
  85. IF gate_sfx1_fish = 1
  86. ADD_ONE_OFF_SOUND 1016.0 -1099.455 12.294 SOUND_GATE_START_CLUNK
  87. ENDIF
  88.  
  89. WHILE NOT SLIDE_OBJECT fish_factory_gate 1016.0 -1107.955 12.294 0.0 0.1 0.0 TRUE
  90. // GET_OBJECT_COORDINATES fish_factory_gate objectx objecty objectz
  91. WAIT 0
  92. ENDWHILE
  93.  
  94. GET_OBJECT_COORDINATES fish_factory_gate objectx objecty objectz
  95.  
  96. IF gate_sfx2_fish = 1
  97. not_clunked_yet = 1
  98. IF objectx = 1016.0
  99. AND objecty = -1107.955
  100. AND objectz = 12.294
  101. ADD_ONE_OFF_SOUND 1016.0 -1107.955 12.294 SOUND_GATE_STOP_CLUNK
  102. gate_sfx2_fish = 0
  103. not_clunked_yet = 0
  104. ENDIF
  105. ENDIF
  106.  
  107. gate_sfx1_fish = 0
  108. ENDIF // IF IS_PLAYER_IN_AREA_3D player 1025.2 -1108.4 12.0 1008.2 -1098.4 16.0 FALSE
  109.  
  110. ENDIF // IF IS_PLAYER_IN_ZONE Player PORT_W
  111.  
  112. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  113.  
  114. ENDIF // IF IS_PLAYER_PLAYING Player
  115.  
  116. GOTO fish_factory_gate_inner
  117. }
  118.  
  119.  
  120. dog_food_factory_gate:
  121. {
  122. // Should be called in mission_start_gates
  123.  
  124. SCRIPT_NAME DOG_GTE
  125.  
  126. dog_food_factory_gate_inner:
  127.  
  128. WAIT 1000
  129.  
  130. IF IS_PLAYER_PLAYING Player
  131.  
  132. //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  133.  
  134. IF IS_PLAYER_IN_ZONE Player PORT_I
  135.  
  136. // Dog Food Factory Gate
  137. IF IS_PLAYER_IN_ANGLED_AREA_3D player 1247.58 -822.0 12.0 1253.94 -815.0 18.0 14.0 FALSE
  138. IF gate_sfx1_meat = 0
  139. ADD_ONE_OFF_SOUND 1250.4 -812.0 13.97 SOUND_GATE_START_CLUNK
  140. gate_sfx1_meat = 1
  141. ENDIF
  142.  
  143. WHILE NOT SLIDE_OBJECT dogfood_factory_gate 1244.4 -818.0 13.97 0.1 0.1 0.0 FALSE
  144. WAIT 0
  145. ENDWHILE
  146. IF not_clunked_yet = 1
  147. gate_sfx2_meat = 0
  148. not_clunked_yet = 0
  149. ENDIF
  150. IF gate_sfx2_meat = 0
  151. ADD_ONE_OFF_SOUND 1244.4 -818.0 13.97 SOUND_GATE_STOP_CLUNK
  152. gate_sfx2_meat = 1
  153. ENDIF
  154. ELSE
  155. IF gate_sfx1_meat = 1
  156. ADD_ONE_OFF_SOUND 1244.4 -818.0 13.97 SOUND_GATE_START_CLUNK
  157. ENDIF
  158.  
  159. WHILE NOT SLIDE_OBJECT dogfood_factory_gate 1250.4 -812.0 13.97 0.1 0.1 0.0 TRUE
  160. //GET_OBJECT_COORDINATES dogfood_factory_gate objectx objecty objectz
  161. WAIT 0
  162. ENDWHILE
  163.  
  164. GET_OBJECT_COORDINATES dogfood_factory_gate objectx objecty objectz
  165.  
  166. IF gate_sfx2_meat = 1
  167. not_clunked_yet = 1
  168. IF objectx = 1250.4
  169. AND objecty = -812.0
  170. AND objectz = 13.97
  171. ADD_ONE_OFF_SOUND 1250.4 -812.0 13.97 SOUND_GATE_STOP_CLUNK
  172. gate_sfx2_meat = 0
  173. not_clunked_yet = 0
  174. ENDIF
  175. ENDIF
  176. gate_sfx1_meat = 0
  177. ENDIF // IF IS_PLAYER_IN_ANGLED_AREA_3D player 1247.58 -822.0 12.0 1253.94 -815.0 18.0 14.0 FALSE
  178.  
  179. ENDIF // IF IS_PLAYER_IN_ZONE Player PORT_I
  180.  
  181. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  182.  
  183. ENDIF // IF IS_PLAYER_PLAYING Player
  184.  
  185. GOTO dog_food_factory_gate_inner
  186. }
  187.  
  188. // END OF INDUSTRIAL GATES ****************************************************************************************
  189.  
  190.  
  191. // COMMERCIAL GATES ***********************************************************************************************
  192.  
  193. police_gate1:
  194. {
  195. // Should be called in mission_start_gates
  196.  
  197. SCRIPT_NAME POL_GT1
  198.  
  199. police_gate1_inner:
  200.  
  201. WAIT 1000
  202.  
  203. IF IS_PLAYER_PLAYING Player
  204.  
  205. //IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  206.  
  207. IF IS_PLAYER_IN_ZONE player YAKUSA
  208.  
  209. // Commercial Police Gate one
  210. IF IS_PLAYER_IN_AREA_3D player 358.0 -1138.0 18.0 366.0 -1121.0 30.0 FALSE
  211. IF IS_PLAYER_IN_MODEL player CAR_POLICE
  212. OR IS_PLAYER_IN_AREA_3D player 365.9 -1128.2 21.9 358.5 -1119.5 26.0 FALSE
  213. IF gate_sfx1 = 0
  214. ADD_ONE_OFF_SOUND 366.158 -1128.522 21.941 SOUND_GATE_START_CLUNK
  215. gate_sfx1 = 1
  216. ENDIF
  217. WHILE NOT SLIDE_OBJECT police_door_one 358.158 -1128.522 21.941 0.1 0.0 0.0 FALSE
  218. WAIT 0
  219. ENDWHILE
  220. IF not_clunked_yet = 1
  221. gate_sfx2 = 0
  222. not_clunked_yet = 0
  223. ENDIF
  224. IF gate_sfx2 = 0
  225. ADD_ONE_OFF_SOUND 358.158 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
  226. gate_sfx2 = 1
  227. ENDIF
  228. ENDIF
  229. ELSE
  230.  
  231. IF gate_sfx1 = 1
  232. ADD_ONE_OFF_SOUND 358.158 -1128.522 21.941 SOUND_GATE_START_CLUNK
  233. ENDIF
  234.  
  235. WHILE NOT SLIDE_OBJECT police_door_one 366.158 -1128.522 21.941 0.1 0.0 0.0 TRUE
  236. // GET_OBJECT_COORDINATES police_door_one objectx objecty objectz
  237. WAIT 0
  238. ENDWHILE
  239.  
  240. GET_OBJECT_COORDINATES police_door_one objectx objecty objectz
  241.  
  242. IF gate_sfx2 = 1
  243. not_clunked_yet = 1
  244. IF objectx = 366.158
  245. AND objecty = -1128.522
  246. AND objectz = 21.941
  247. ADD_ONE_OFF_SOUND 366.158 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
  248. gate_sfx2 = 0
  249. not_clunked_yet = 0
  250. ENDIF
  251. ENDIF
  252. gate_sfx1 = 0
  253. ENDIF // IF IS_PLAYER_IN_AREA_3D player 358.0 -1138.0 18.0 366.0 -1121.0 30.0 FALSE
  254.  
  255. ENDIF // IF IS_PLAYER_IN_ZONE player YAKUSA
  256.  
  257. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  258.  
  259. ENDIF // IF IS_PLAYER_PLAYING Player
  260.  
  261. GOTO police_gate1_inner
  262. }
  263.  
  264.  
  265. police_gate2:
  266. {
  267. // Should be called in mission_start_gates
  268.  
  269. SCRIPT_NAME POL_GT2
  270.  
  271. police_gate2_inner:
  272.  
  273. WAIT 1000
  274.  
  275. IF IS_PLAYER_PLAYING Player
  276.  
  277. //IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  278.  
  279. IF IS_PLAYER_IN_ZONE player YAKUSA
  280.  
  281. // commercial police gate two
  282. IF IS_PLAYER_IN_AREA_3D player 317.87 -1136.0 18.0 322.84 -1119.82 30.0 FALSE
  283. IF IS_PLAYER_IN_MODEL player CAR_POLICE
  284. OR IS_PLAYER_IN_AREA_3D player 322.7 -1128.1 21.9 318.0 -1119.3 26.0 FALSE
  285. IF gate2_sfx1 = 0
  286. ADD_ONE_OFF_SOUND 326.3 -1128.522 21.941 SOUND_GATE_START_CLUNK
  287. gate2_sfx1 = 1
  288. ENDIF
  289.  
  290. WHILE NOT SLIDE_OBJECT police_door_two 332.0 -1128.522 21.941 0.1 0.0 0.0 FALSE
  291. WAIT 0
  292. ENDWHILE
  293. IF not_clunked_yet = 1
  294. gate2_sfx2 = 0
  295. not_clunked_yet = 0
  296. ENDIF
  297. IF gate2_sfx2 = 0
  298. ADD_ONE_OFF_SOUND 332.0 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
  299. gate2_sfx2 = 1
  300. ENDIF
  301.  
  302. ENDIF
  303. ELSE
  304.  
  305. IF gate2_sfx1 = 1
  306. ADD_ONE_OFF_SOUND 332.0 -1128.522 21.941 SOUND_GATE_START_CLUNK
  307. ENDIF
  308.  
  309. WHILE NOT SLIDE_OBJECT police_door_two 326.3 -1128.522 21.941 0.1 0.0 0.0 TRUE
  310. // GET_OBJECT_COORDINATES police_door_two objectx objecty objectz
  311. WAIT 0
  312. ENDWHILE
  313.  
  314. GET_OBJECT_COORDINATES police_door_two objectx objecty objectz
  315.  
  316. IF gate2_sfx2 = 1
  317. not_clunked_yet = 1
  318. IF objectx = 326.3
  319. AND objecty = -1128.522
  320. AND objectz = 21.941
  321. ADD_ONE_OFF_SOUND 326.3 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
  322. gate2_sfx2 = 0
  323. not_clunked_yet = 0
  324. ENDIF
  325. ENDIF
  326. gate2_sfx1 = 0
  327. ENDIF // IF IS_PLAYER_IN_AREA_3D player 317.87 -1136.0 18.0 322.84 -1119.82 30.0 FALSE
  328.  
  329. ENDIF // IF IS_PLAYER_IN_ZONE player YAKUSA
  330.  
  331. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  332.  
  333. ENDIF // IF IS_PLAYER_PLAYING Player
  334.  
  335. GOTO police_gate2_inner
  336. }
  337.  
  338.  
  339. colombian_gate:
  340. {
  341. // Should be called in mission_start_gates
  342.  
  343. SCRIPT_NAME COL_GTE
  344.  
  345. colombian_gate_inner:
  346.  
  347. WAIT 1000
  348.  
  349. IF IS_PLAYER_PLAYING Player
  350.  
  351. //IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  352.  
  353. IF IS_PLAYER_IN_ZONE player STADIUM
  354.  
  355. // Colombian Compound Gate
  356. IF IS_PLAYER_IN_AREA_3D player 98.6 -337.53 14.0 81.9 -317.56 20.0 FALSE
  357. IF IS_PLAYER_IN_MODEL player CAR_COLUMB
  358. OR IS_PLAYER_IN_AREA_3D player 31.0 -317.0 14.0 91.0 -394.0 25.0 FALSE
  359. IF gate2_sfx1 = 0
  360. ADD_ONE_OFF_SOUND 91.589 -318.592 15.296 SOUND_GATE_START_CLUNK
  361. gate2_sfx1 = 1
  362. ENDIF
  363.  
  364. WHILE NOT SLIDE_OBJECT colombian_gate 91.589 -327.365 15.296 0.0 0.1 0.0 FALSE
  365. WAIT 0
  366. ENDWHILE
  367. IF not_clunked_yet = 1
  368. gate_sfx2 = 0
  369. not_clunked_yet = 0
  370. ENDIF
  371. IF gate2_sfx2 = 0
  372. ADD_ONE_OFF_SOUND 91.589 -327.365 15.296 SOUND_GATE_STOP_CLUNK
  373. gate2_sfx2 = 1
  374. ENDIF
  375. ENDIF
  376. ELSE
  377.  
  378. IF gate2_sfx1 = 1
  379. ADD_ONE_OFF_SOUND 91.589 -327.365 15.296 SOUND_GATE_START_CLUNK
  380. ENDIF
  381.  
  382. WHILE NOT SLIDE_OBJECT colombian_gate 91.589 -318.592 15.296 0.0 0.1 0.0 TRUE
  383. // GET_OBJECT_COORDINATES colombian_gate objectx objecty objectz
  384. WAIT 0
  385. ENDWHILE
  386.  
  387. GET_OBJECT_COORDINATES colombian_gate objectx objecty objectz
  388.  
  389. IF gate2_sfx2 = 1
  390. not_clunked_yet = 1
  391. IF objectx = 91.589
  392. AND objecty = -318.592
  393. AND objectz = 15.296
  394. ADD_ONE_OFF_SOUND 91.589 -318.592 15.296 SOUND_GATE_STOP_CLUNK
  395. gate2_sfx2 = 0
  396. not_clunked_yet = 0
  397. ENDIF
  398. ENDIF
  399. gate2_sfx1 = 0
  400. ENDIF // IF IS_PLAYER_IN_AREA_3D player 98.6 -337.53 14.0 81.9 -317.56 20.0 FALSE
  401.  
  402. ENDIF // IF IS_PLAYER_IN_ZONE player STADIUM
  403.  
  404. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  405. ENDIF // IF IS_PLAYER_PLAYING Player
  406.  
  407. GOTO colombian_gate_inner
  408. }
  409.  
  410.  
  411. phils_gate:
  412. {
  413. // Should be called in mission_start_gates
  414.  
  415. SCRIPT_NAME PHL_GTE
  416.  
  417. phils_gate_inner:
  418.  
  419. WAIT 1000
  420.  
  421. IF IS_PLAYER_PLAYING Player
  422.  
  423. //IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  424.  
  425. IF IS_PLAYER_IN_ZONE player HOSPI_2
  426.  
  427. //PHIL'S GATE
  428.  
  429. open_phils_gate = FALSE
  430.  
  431. IF flag_ray_mission2_passed = 1
  432. IF IS_PLAYER_IN_AREA_2D player 134.0 198.0 156.0 207.0 FALSE
  433. open_phils_gate = TRUE
  434. ENDIF
  435. ELSE
  436. IF flag_player_on_phil_mission = 1 // If player is doing phil mission
  437. GOTO phils_gate_inner // then this script doesn't move the gate at all.
  438. ENDIF // The phil script should do all gate moving.
  439.  
  440. IF IS_PLAYER_IN_AREA_2D player 138.0 198.0 146.0 207.0 FALSE
  441. open_phils_gate = TRUE
  442. ENDIF
  443. ENDIF
  444.  
  445. IF open_phils_gate = TRUE
  446.  
  447. IF gate2_sfx1 = 0
  448. ADD_ONE_OFF_SOUND 147.249 207.323 10.599 SOUND_GATE_START_CLUNK
  449. gate2_sfx1 = 1
  450. ENDIF
  451.  
  452. WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 214.523 10.599 0.0 0.1 0.0 FALSE
  453. WAIT 0
  454. ENDWHILE
  455.  
  456. IF not_clunked_yet = 1
  457. gate_sfx2 = 0
  458. not_clunked_yet = 0
  459. ENDIF
  460.  
  461. IF gate2_sfx2 = 0
  462. ADD_ONE_OFF_SOUND 147.249 214.523 10.599 SOUND_GATE_STOP_CLUNK
  463. gate2_sfx2 = 1
  464. ENDIF
  465. ELSE
  466. IF gate2_sfx1 = 1
  467. ADD_ONE_OFF_SOUND 147.249 214.523 10.599 SOUND_GATE_START_CLUNK
  468. ENDIF
  469.  
  470. WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 207.323 10.599 0.0 0.1 0.0 TRUE
  471. // GET_OBJECT_COORDINATES phils_compnd_gate objectx objecty objectz
  472. WAIT 0
  473. ENDWHILE
  474.  
  475. GET_OBJECT_COORDINATES phils_compnd_gate objectx objecty objectz
  476.  
  477. IF gate2_sfx2 = 1
  478. not_clunked_yet = 1
  479. IF objectx = 147.249
  480. AND objecty = 207.323
  481. AND objectz = 10.599
  482. ADD_ONE_OFF_SOUND 147.249 207.323 10.599 SOUND_GATE_STOP_CLUNK
  483. gate2_sfx2 = 0
  484. not_clunked_yet = 0
  485. ENDIF
  486. ENDIF
  487. gate2_sfx1 = 0
  488.  
  489. ENDIF // IF open_phils_gate = TRUE
  490.  
  491. ENDIF // IF IS_PLAYER_IN_ZONE player HOSPI_2
  492.  
  493. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  494. ENDIF // IF IS_PLAYER_PLAYING Player
  495.  
  496. GOTO phils_gate_inner
  497. }
  498.  
  499. // END OF COMMERCIAL GATES ****************************************************************************************
  500.  
  501.  
  502. // SUBURBAN GATES *************************************************************************************************
  503.  
  504.  
  505. colombian_gate2:
  506. {
  507. // Should be called in mission_start_gates
  508.  
  509. SCRIPT_NAME COL2GTE
  510.  
  511. colombian_gate2_inner:
  512.  
  513. WAIT 1000
  514.  
  515. IF IS_PLAYER_PLAYING Player
  516.  
  517. //IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  518.  
  519. IF IS_PLAYER_IN_ZONE player SWANKS
  520.  
  521. // Columbian gate
  522. IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE
  523. IF IS_PLAYER_IN_MODEL player CAR_COLUMB
  524. OR IS_PLAYER_IN_AREA_3D player -367.3 251.0 59.0 -358.8 259.6 65.0 FALSE
  525. IF gate_sfx1 = 0
  526. ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_START_CLUNK
  527. gate_sfx1 = 1
  528. ENDIF
  529. WHILE NOT SLIDE_OBJECT Columbian_gate2 -370.05 250.455 61.355 0.1 0.0 0.0 FALSE
  530. WAIT 0
  531. ENDWHILE
  532. IF not_clunked_yet = 1
  533. gate_sfx2 = 0
  534. not_clunked_yet = 0
  535. ENDIF
  536. IF gate_sfx2 = 0
  537. ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
  538. gate_sfx2 = 1
  539. ENDIF
  540. ENDIF
  541. ELSE
  542.  
  543. IF gate_sfx1 = 1
  544. ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_START_CLUNK
  545. ENDIF
  546.  
  547. WHILE NOT SLIDE_OBJECT Columbian_gate2 -363.05 250.455 61.355 0.1 0.0 0.0 TRUE
  548. // GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz
  549. WAIT 0
  550. ENDWHILE
  551.  
  552. GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz
  553.  
  554. IF gate_sfx2 = 1
  555. not_clunked_yet = 1
  556. IF objectx = -363.05
  557. AND objecty = 250.455
  558. AND objectz = 61.355
  559. ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
  560. gate_sfx2 = 0
  561. not_clunked_yet = 0
  562. ENDIF
  563. ENDIF
  564. gate_sfx1 = 0
  565. ENDIF // IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE
  566.  
  567. ENDIF // IF IS_PLAYER_IN_ZONE player SWANKS
  568.  
  569. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  570. ENDIF // IF IS_PLAYER_PLAYING Player
  571.  
  572. GOTO colombian_gate2_inner
  573. }
  574.  
  575. // END OF SUBURBAN GATES ******************************************************************************************
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