
{$CLEO .cs}


0ACA: show_text_box "object loaded"

model.Load(16500)
038B: load_requested_models

029B: 0@ = init_object 16500 at 4111.2798 -883.38 34.74 // object (cn2_savgardr1_) (1) platfrom move up cleo
0453: set_object 0@ XY_rotation 0.0 90.0 angle 90.0
029B: 1@ = init_object 16500 at 4111.6401 -958.76001 34.78 // object (cn2_savgardr1_) (1)
0453: set_object 1@ XY_rotation 0.0 90.0 angle 90.0

029B: 2@ = init_object 16500 at 4111.73 -1001.09 34.7 // object (cn2_savgardr1_) (2)
0453: set_object 2@ XY_rotation 0.0 90.0 angle 90.0
029B: 3@ = init_object 16500 at 4022.03 -977.22998 34.78 // object (cn2_savgardr1_) (3)
0453: set_object 3@ XY_rotation 0.0 90.0 angle 90.0
029B: 4@ = init_object 16500 at 4066.6299 -878.40002 34.83 // object (cn2_savgardr1_) (4)
0453: set_object 4@ XY_rotation 0.0 90.0 angle 0.0

04D9: object 0@ set_scripted_collision_check 0
04D9: object 1@ set_scripted_collision_check 0
04D9: object 2@ set_scripted_collision_check 0
04D9: object 3@ set_scripted_collision_check 0
04D9: object 4@ set_scripted_collision_check 0 

10@ = 0
32@ = 0
33@ = 0
:main
wait 0
0453: set_object 1@ XY_rotation 0.0 90.0 angle 90.0
0453: set_object 2@ XY_rotation 0.0 90.0 angle 90.0
0453: set_object 3@ XY_rotation 0.0 90.0 angle 90.0
0453: set_object 4@ XY_rotation 0.0 90.0 angle 0.0
gosub @elevators
if
$onmission == 0
then
:clear 
object.Destroy(0@)
object.Destroy(1@)
object.Destroy(2@)
object.Destroy(3@)
object.Destroy(4@)

0A93: end_custom_thread

end
if
$actor_sweet == 0
then
0A92: create_custom_thread "battle_maps\gang_house\movers.cs"

jump @clear 
end
jump @main


:mover

0392: make_object 0@ moveable 1
0392: make_object 1@ moveable 1
0392: make_object 2@ moveable 1
0392: make_object 3@ moveable 1
0392: make_object 4@ moveable 1

if and
10@ == 0
32@ >= 5000
then

//034E: move_object 0@ to  4111.8862 -1001.1203 34.7088 speed 0.0 0.0 -1.5 collision_check 0
//034E: move_object 1@ to 4111.8862 -1001.1203 34.7088 speed 0.0 0.0 -1.5 collision_check 0
//034E: move_object 2@ to  4111.8862 -1001.1203 34.7088 speed 0.0 0.0 -1.5 collision_check 0
//034E: move_object 3@ to 4111.8862 -1001.1203 34.7088 speed 0.0 0.0 -1.5 collision_check 0
//034E: move_object 4@ to 4111.8862 -1001.1203 34.7088 speed 0.0 0.0 -1.5 collision_check 0


0381: throw_object 0@ velocity_in_direction  0.0 0.0 8.0
0381: throw_object 1@ velocity_in_direction  0.0 0.0 8.0
0381: throw_object 2@ velocity_in_direction  0.0 0.0 8.0
0381: throw_object 3@ velocity_in_direction  0.0 0.0 8.0
0381: throw_object 4@ velocity_in_direction  0.0 0.0 8.0


32@ = 0
10@ = 1
end
if   and
10@ == 1
32@ >= 5000
then

//034E: move_object 0@ to  4093.3818 -992.5476 43.7088 speed 2.0 1.0 1.5 collision_check 0
//034E: move_object 1@ to  4093.3818 -992.5476 43.7088 speed 2.0 1.0 1.5 collision_check 0
//034E: move_object 2@ to  4093.3818 -992.5476 43.7088 speed 2.0 1.0 1.5 collision_check 0
//034E: move_object 3@ to  4093.3818 -992.5476 43.7088 speed 2.0 1.0 1.5 collision_check 0
//034E: move_object 4@ to  4093.3818 -992.5476 43.7088 speed 2.0 1.0 1.5 collision_check 0

//0381: object 0@ scatter 0.0 0.0 -6.0
//0381: object 1@ scatter 0.0 0.0 -6.0
//0381: object 2@ scatter 0.0 0.0 -6.0
//0381: object 3@ scatter 0.0 0.0 -6.0
//0381: object 4@ scatter 0.0 0.0 -6.0
0381: throw_object 0@ velocity_in_direction  0.0 0.0 -8.0
0381: throw_object 1@ velocity_in_direction  0.0 0.0 -8.0
0381: throw_object 2@ velocity_in_direction  0.0 0.0 -8.0
0381: throw_object 3@ velocity_in_direction  0.0 0.0 -8.0
0381: throw_object 4@ velocity_in_direction  0.0 0.0 -8.0



32@ = 0
10@ = 0
end
return

0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@


:elevators 
:move_up
if and
22@ == 0
32@ >= 5000
then
32@ = 0
0392: make_object 0@ moveable 1
0392: make_object 1@ moveable 1
0392: make_object 2@ moveable 1
0392: make_object 3@ moveable 1
0392: make_object 4@ moveable 1
//////////// 1
22@ = 1
//0381: object 14@ scatter 0.6 1.0 2.0
//0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@

0381: throw_object 0@ velocity_in_direction 0.0 0.0 8.0 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 8.0
0381: throw_object 2@ velocity_in_direction 0.0 0.0 8.0
0381: throw_object 3@ velocity_in_direction 0.0 0.0 8.0
0381: throw_object 4@ velocity_in_direction 0.0 0.0 8.0
////////////velocity_in_direction 0.0 0.0 8.0
04D9: object 0@ set_scripted_collision_check 0
04D9: object 1@ set_scripted_collision_check 0
04D9: object 2@ set_scripted_collision_check 0
04D9: object 3@ set_scripted_collision_check 0
04D9: object 4@ set_scripted_collision_check 0
////////////
// show_text_highpriority "1" time 2100

end

:move_idle
if and
32@ >= 8000
22@ == 1
then
32@ = 0
0392: make_object 0@ moveable 0
0392: make_object 1@ moveable 0
0392: make_object 2@ moveable 0
0392: make_object 3@ moveable 0
0392: make_object 4@ moveable 0
//////////// 0
0381: throw_object 0@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 2@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 3@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 4@ velocity_in_direction 0.0 0.0 0.0 
////////////velocity_in_direction 0.0 0.0 0.0 
22@ = 2
04D9: object 0@ set_scripted_collision_check 0
04D9: object 1@ set_scripted_collision_check 0
04D9: object 2@ set_scripted_collision_check 0
04D9: object 3@ set_scripted_collision_check 0
04D9: object 4@ set_scripted_collision_check 0
////////////
// show_text_highpriority "2" time 2100
end

:move_down
if and
32@ >= 5000
22@ == 2
then
32@ = 0
0392: make_object 0@ moveable 1
0392: make_object 1@ moveable 1
0392: make_object 2@ moveable 1
0392: make_object 3@ moveable 1
0392: make_object 4@ moveable 1
//////////// 1
//0381: throw_object 0@ velocity_in_direction 0.0 0.0 -8.0
//0381: throw_object 1@ velocity_in_direction 0.0 0.0 -8.0
22@ = 3
0381: throw_object 0@ velocity_in_direction 0.0 0.0 -8.0 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -8.0
0381: throw_object 2@ velocity_in_direction 0.0 0.0 -8.0
0381: throw_object 3@ velocity_in_direction 0.0 0.0 -8.0
0381: throw_object 4@ velocity_in_direction 0.0 0.0 -8.0
////////////velocity_in_direction 0.0 0.0 -8.0
// show_text_highpriority "3" time 2100
04D9: object 0@ set_scripted_collision_check 0
04D9: object 1@ set_scripted_collision_check 0
04D9: object 2@ set_scripted_collision_check 0
04D9: object 3@ set_scripted_collision_check 0
04D9: object 4@ set_scripted_collision_check 0
////////////
end

:move_idle2
if and
32@ >= 8000
22@ == 3
then
32@ = 0
0392: make_object 0@ moveable 0
0392: make_object 1@ moveable 0
0392: make_object 2@ moveable 0
0392: make_object 3@ moveable 0
0392: make_object 4@ moveable 0
//////////// 0
//0381: throw_object 0@ velocity_in_direction 0.0 0.0 0.0
////0381: throw_object 1@ velocity_in_direction 0.0 0.0 0.0
22@ = 0
0381: throw_object 0@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 2@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 3@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 4@ velocity_in_direction 0.0 0.0 0.0 
////////////velocity_in_direction 0.0 0.0 0.0 
0815: put_object 0@ at 4111.2798 -883.38 34.74
0815: put_object 1@ at 4111.6401 -958.76001 34.78 
0815: put_object 2@ at 4111.73 -1001.09 34.7 
0815: put_object 3@ at  4022.03 -977.22998 34.78
0815: put_object 4@ at 4066.6299 -878.40002 34.83
//////////// 4046.3398 -1166.4102 873.52002

// show_text_highpriority "4" time 2100
0453: set_object 1@ XY_rotation 0.0 90.0 angle 90.0
0453: set_object 2@ XY_rotation 0.0 90.0 angle 90.0
0453: set_object 3@ XY_rotation 0.0 90.0 angle 90.0
0453: set_object 4@ XY_rotation 0.0 90.0 angle 0.0

04D9: object 0@ set_scripted_collision_check 0
04D9: object 1@ set_scripted_collision_check 0
04D9: object 2@ set_scripted_collision_check 0
04D9: object 3@ set_scripted_collision_check 0
04D9: object 4@ set_scripted_collision_check 0
////////////
end

return
0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation

029B: 0@ = init_object 16500 at 4111.2798 -883.38 34.74 // object (cn2_savgardr1_) (1) platfrom move up cleo
0453: set_object 0@ XY_rotation 0.0 90.0 angle 90.0
029B: 1@ = init_object 16500 at 4111.6401 -958.76001 34.78 // object (cn2_savgardr1_) (1)
0453: set_object 1@ XY_rotation 0.0 90.0 angle 90.0

029B: 2@ = init_object 16500 at 4111.73 -1001.09 34.7 // object (cn2_savgardr1_) (2)
0453: set_object 2@ XY_rotation 0.0 90.0 angle 90.0
029B: 3@ = init_object 16500 at 4022.03 -977.22998 34.78 // object (cn2_savgardr1_) (3)
0453: set_object 3@ XY_rotation 0.0 90.0 angle 90.0
029B: 4@ = init_object 16500 at 4066.6299 -878.40002 34.83 // object (cn2_savgardr1_) (4)
0453: set_object 4@ XY_rotation 0.0 90.0 angle 0.0















