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gamedata/configs/scripts/underpass/pas_b400_elevator.ltx
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162
gamedata/configs/scripts/underpass/pas_b400_elevator.ltx
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#include "pas_b400_general.ltx"
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[logic@pas_b400_zulus_elevator]
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active = walker@zulus_elevator_1
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suitable = {=check_npc_name(pas_b400_zulus) -pas_b400_elevator_done} true
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prior = 200
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on_hit = hit@zulus
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on_death = death@zulus
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post_combat_time = 0,0
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[walker@zulus_elevator_1]:walker@zulus_def
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path_walk = zulus_1_walk
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path_look = zulus_1_look
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out_restr = pas_b400_sr_elevator_1
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on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@zulus_elevator_2
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on_info2 = {+pas_b400_zulus_about_underpass} %-pas_b400_zulus_about_underpass =play_sound(pas_b400_zulus_about_underpass)%
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[walker@zulus_elevator_2]:walker@zulus_def
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path_walk = zulus_2_walk
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path_look = zulus_2_look
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out_restr = pas_b400_sr_elevator_2
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on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@zulus_elevator_3
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[walker@zulus_elevator_3]:walker@zulus_def
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path_walk = zulus_3_walk
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path_look = zulus_3_look
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out_restr = pas_b400_sr_elevator_3
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on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@zulus_elevator_4
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[walker@zulus_elevator_4]:walker@zulus_def
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path_walk = zulus_4_walk
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path_look = zulus_4_look
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out_restr = pas_b400_sr_elevator_4
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on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@zulus_elevator_5
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[walker@zulus_elevator_5]:walker@zulus_def
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path_walk = zulus_5_walk
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path_look = zulus_5_look
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out_restr = pas_b400_sr_elevator_5
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on_info = {+pas_b400_sr_elevator_5_passed -pas_b400_zulus_about_outfits_1} %+pas_b400_zulus_about_outfits_1 =play_sound(pas_b400_zulus_about_outfits_1)%
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[logic@pas_b400_vano_elevator]
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active = walker@vano_elevator_1
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suitable = {=check_npc_name(pas_b400_vano) -pas_b400_elevator_done} true
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prior = 200
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on_hit = hit@vano
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on_death = death@vano
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post_combat_time = 0,0
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[walker@vano_elevator_1]:walker@vano_def
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path_walk = vano_1_walk
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path_look = vano_1_look
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out_restr = pas_b400_sr_elevator_1
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on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@vano_elevator_2
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on_info2 = {+pas_b400_vano_about_underpass} %-pas_b400_vano_about_underpass =play_sound(pas_b400_vano_about_underpass)%
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[walker@vano_elevator_2]:walker@vano_def
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path_walk = vano_2_walk
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path_look = vano_2_look
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out_restr = pas_b400_sr_elevator_2
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on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@vano_elevator_3
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[walker@vano_elevator_3]:walker@vano_def
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path_walk = vano_3_walk
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path_look = vano_3_look
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out_restr = pas_b400_sr_elevator_3
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on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@vano_elevator_4
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[walker@vano_elevator_4]:walker@vano_def
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path_walk = vano_4_walk
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path_look = vano_4_look
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out_restr = pas_b400_sr_elevator_4
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on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@vano_elevator_5
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[walker@vano_elevator_5]:walker@vano_def
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path_walk = vano_5_walk
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path_look = vano_5_look
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out_restr = pas_b400_sr_elevator_5
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[logic@pas_b400_sokolov_elevator]
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active = walker@sokolov_elevator_1
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suitable = {=check_npc_name(pas_b400_sokolov) -pas_b400_elevator_done} true
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prior = 200
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on_hit = hit@sokolov
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on_death = death@sokolov
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post_combat_time = 0,0
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[walker@sokolov_elevator_1]:walker@sokolov_def
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path_walk = sokolov_1_walk
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path_look = sokolov_1_look
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out_restr = pas_b400_sr_elevator_1
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on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@sokolov_elevator_2
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on_info2 = {+pas_b400_sr_elevator_1_passed -pas_b400_sokolov_about_elevator_1} %+pas_b400_sokolov_about_elevator_1 =play_sound(pas_b400_sokolov_about_elevator_1)%
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[walker@sokolov_elevator_2]:walker@sokolov_def
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path_walk = sokolov_2_walk
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path_look = sokolov_2_look
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out_restr = pas_b400_sr_elevator_2
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on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@sokolov_elevator_3
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on_info2 = {+pas_b400_sr_elevator_1_passed -pas_b400_sokolov_about_elevator_1} %+pas_b400_sokolov_about_elevator_1 =play_sound(pas_b400_sokolov_about_elevator_1)%
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[walker@sokolov_elevator_3]:walker@sokolov_def
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path_walk = sokolov_3_walk
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path_look = sokolov_3_look
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out_restr = pas_b400_sr_elevator_3
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on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@sokolov_elevator_4
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[walker@sokolov_elevator_4]:walker@sokolov_def
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path_walk = sokolov_4_walk
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path_look = sokolov_4_look
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out_restr = pas_b400_sr_elevator_4
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on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@sokolov_elevator_5
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[walker@sokolov_elevator_5]:walker@sokolov_def
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path_walk = sokolov_5_walk
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path_look = sokolov_5_look
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out_restr = pas_b400_sr_elevator_5
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[logic@pas_b400_wanderer_elevator]
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active = walker@wanderer_elevator_1
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suitable = {=check_npc_name(pas_b400_wanderer) -pas_b400_elevator_done} true
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prior = 200
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on_hit = hit@wanderer
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on_death = death@wanderer
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post_combat_time = 0,0
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[walker@wanderer_elevator_1]:walker@wanderer_def
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path_walk = wanderer_1_walk
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path_look = wanderer_1_look
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def_state_standing = threat_na
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out_restr = pas_b400_sr_elevator_1
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on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@wanderer_elevator_2
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on_info2 = {+pas_b400_wanderer_about_underpass} %-pas_b400_wanderer_about_underpass =play_sound(pas_b400_wanderer_about_underpass)%
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[walker@wanderer_elevator_2]:walker@wanderer_def
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path_walk = wanderer_2_walk
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path_look = wanderer_2_look
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out_restr = pas_b400_sr_elevator_2
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on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@wanderer_elevator_3
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[walker@wanderer_elevator_3]:walker@wanderer_def
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path_walk = wanderer_3_walk
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path_look = wanderer_3_look
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out_restr = pas_b400_sr_elevator_3
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on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@wanderer_elevator_4
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[walker@wanderer_elevator_4]:walker@wanderer_def
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path_walk = wanderer_4_walk
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path_look = wanderer_4_look
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out_restr = pas_b400_sr_elevator_4
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on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@wanderer_elevator_5
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[walker@wanderer_elevator_5]:walker@wanderer_def
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path_walk = wanderer_5_walk
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path_look = wanderer_5_look
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out_restr = pas_b400_sr_elevator_5
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