//
//Brush Scripting
//Map: mp_resurrection
//Last edited by: Dan "RivrStyx" Dorn
//Ressurection Skins
//by peyote
// fixed a place where players could fall into nowhere

game_manager
{
	spawn
	{
 	create
      {
         scriptname "fixor2"
         classname "func_fakebrush"
         origin "-6673 123 1236"
         contents 65536
         mins "-25 -2484 -926"
         maxs "25 2484 926"
      }

 	create
     {
         scriptname "fixor1"
         classname "func_fakebrush"
         origin "-6522 -1736 1069"
         contents 65536  // CONTENTS_PLAYERCLIP
         mins "-122 -82 -37"
         maxs "122 82 37"
      }

		// Set scenario information

		// Set the respawn times

 wm_allied_respawntime		20
 wm_axis_respawntime 30
 wm_set_round_timelimit 20

		// Set the number of objectives for the map

		wm_number_of_objectives		7

// Objectives
		// 1: Main Gate and Waterway Door
		// 2: Catacomb Door
		// 3: Advance Flag
		// 4: Steal Book
		// 5: Get to raft and escape
		// 6: Allied command post
		// 7: Axis command post
		
			wm_set_main_objective		1	0
			wm_set_main_objective		1	1

		// Axis control all objectives at the start (0 == AXIS, 1 == ALLIED)
		wm_objective_status 1 1 0
		wm_objective_status 1 0 0
		wm_objective_status 2 1 0
		wm_objective_status 2 0 0
		wm_objective_status 3 1 0
		wm_objective_status 3 0 0
		wm_objective_status 4 1 0
		wm_objective_status 4 0 0
		wm_objective_status 5 1 0
		wm_objective_status 5 0 0
		wm_objective_status 6 0 0
		wm_objective_status 6 1 0
		wm_objective_status 7 0 0
		wm_objective_status 7 1 0

	
		// Set Defending Team for SW Mode

		wm_set_defending_team	0

		// If the round timer expires, the Axis have won, so set the current winning team
		// Set the round winner:  0 == AXIS, 1 == ALLIED
		wm_setwinner 0

		wait 150

		setautospawn "Forward Spawn"			1
		setautospawn "Forward Spawn"			0

		wait 500

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "resurrection_axis_entrances_defend"
		wm_addteamvoiceannounce 0 "resurrection_axis_bunker_stop"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "resurrection_allies_entrances_destroy"
		wm_addteamvoiceannounce 1 "resurrection_allies_bunker_capture"

		wm_teamvoiceannounce 0 "resurrection_axis_entrances_defend"
		wm_teamvoiceannounce 0 "resurrection_axis_bunker_stop"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "resurrection_allies_entrances_destroy"
		wm_teamvoiceannounce 1 "resurrection_allies_bunker_capture"
		// *---------------------------------------------------------------------------------*
	
		accum 0 set 0 // Generator + panel 
		accum 1 set 0 // 2*Generator + panel
		accum 2 set 0 // Ammo in place?

		accum 3 set 0 // states of objectives

		accum 4 set 0 // flag for firing sequence
//Ressurection Skins
//by peyote
//
//got the Idea from mlb maps, which have replaced some shaders..
		remapshader "models/players/hud/eye03" "bunker1/hud/eye031" 0
		remapshader "models/players/hud/axis_cvops" "bunker1/hud/axis_cvops1" 0
		remapshader "models/players/hud/axis_engineer" "bunker1/hud/axis_engineer1" 0
		remapshader "models/players/hud/axis_field" "bunker1/hud/axis_field1" 0
		remapshader "models/players/hud/axis_medic" "bunker1/hud/axis_medic1" 0
		remapshader "models/players/hud/axis_soldier" "bunker1/hud/axis_soldier1" 0
		remapshader "models/players/temperate/axis/body01" "bunker1/temperate/axis/body011" 0
		remapshader "models/players/temperate/axis/engineer/acc/backpack" "bunker1/temperate/axis/engineer/acc/backpack1" 0
		remapshader "models/players/temperate/axis/fieldops/acc/backpack" "bunker1/temperate/axis/fieldops/acc/backpack1" 0
		remapshader "models/players/temperate/axis/soldier/acc/backpack" "bunker1/temperate/axis/soldier/acc/backpack1" 0
		remapshaderflush
//o		wm_announce "yooooooooooooo"
	}

	trigger allies_win
	{
	//	accum 2 abort_if_not_equal 0
	//	globalaccum 1 abort_if_not_equal 0
		wm_setwinner	1
		wm_announce "Allied team escaped with the Book!"

		wm_objective_status 5 0 2
		wm_objective_status 5 1 1

		wait 1500
		wm_endround
	}
	

// *****Main gate destroyed
	trigger maingate1_destroyed
	{
		// Change the objective state internally, so UI can update, etc.
		// Allied takes control of objective #1
		

		wm_objective_status 1 1 1
		wm_objective_status 1 0 2

		wm_set_main_objective		2	0
		wm_set_main_objective		2	1
	//	accum 6 set 1
		// UI pop-up to alert players
		wm_announce	"The Main Gate has been breached!"

		wait 1000

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "resurrection_axis_entrance1_destroyed"

		wm_teamvoiceannounce 1 "resurrection_allies_entrance1_destroyed"

		wm_removeteamvoiceannounce 0 "resurrection_axis_entrances_defend"
		wm_removeteamvoiceannounce 0 "resurrection_axis_entrance1_defend"
		wm_removeteamvoiceannounce 0 "resurrection_axis_bunker_stop"

		wm_removeteamvoiceannounce 1 "resurrection_allies_entrances_destroy"
		wm_removeteamvoiceannounce 1 "resurrection_allies_entrance1_destroy"
		wm_removeteamvoiceannounce 1 "resurrection_allies_bunker_capture"
		// *---------------------------------------------------------------------------------*

	setautospawn "axis hellspawn"			0
	}

//**Waterway door destroyed
trigger waterwaydoor1_destroyed
	{
		// Change the objective state internally, so UI can update, etc.
		// Allied takes control of objective #1
		wm_objective_status 1 1 1
		wm_objective_status 1 0 2

		wm_set_main_objective		2	0
		wm_set_main_objective		2	1

		// Change the variable within the script so that we can check if someone wins the round
//		accum 7 set 1

		wm_announce	"Allies Breached the waterway entrance"

		// *----------------------------------- vo ------------------------------------------*

		wm_teamvoiceannounce 0 "resurrection_axis_entrance2_destroyed"

		wm_teamvoiceannounce 1 "resurrection_allies_entrance2_destroyed"

		wm_removeteamvoiceannounce 0 "resurrection_axis_entrances_defend"
		wm_removeteamvoiceannounce 0 "resurrection_axis_entrance2_defend"

		wm_removeteamvoiceannounce 1 "resurrection_allies_entrances_destroy"
		wm_removeteamvoiceannounce 1 "resurrection_allies_entrance2_destroy"
		// *---------------------------------------------------------------------------------*	
		
		setautospawn "axis hellspawn"			0
	}

//**Catacomb Doors
trigger catacombdoor1_destroyed
	{
		// Change the objective state internally, so UI can update, etc.
		// Allied takes control of objective #1
		wm_objective_status 2 1 1
		wm_objective_status 2 0 2

		wm_set_main_objective		3	0
		wm_set_main_objective		3	1

		// Change the variable within the script so that we can check if someone wins the round
		//accum 1 set 1

		// UI pop-up to alert players
		wm_announce	"Allies Breached the catacomb tunnel entrance"
		// *----------------------------------- vo ------------------------------------------*

		wm_teamvoiceannounce 0 "resurrection_axis_tunnel_destroyed"

		wm_teamvoiceannounce 1 "resurrection_allies_tunnel_destroyed"

		// *---------------------------------------------------------------------------------*

		// Call function to check if the round has been won
	//	trigger game_manager allies_win
	}
}

maingate1 //Main Gate breached.
{
	spawn
	{
		wait 50
		constructible_class	3
	}

	death
	{
		trigger game_manager maingate1_destroyed
	}
}

waterwaydoor1 //waterway breach.
{
	spawn
	{
		wait 50
		constructible_class	3
	}

	death
	{
		trigger game_manager waterwaydoor1_destroyed
	}
}

catacombdoor1 //catacomb breach.
{
	spawn
	{
		wait 50
		constructible_class	3
	}

	death
	{
		trigger game_manager catacombdoor1_destroyed
	}
}

room_flag
{
	spawn
	{
		accum 5 set 0	// Who has the flag: 0-Axis, 1-Allied
	}
	trigger axis_capture
	{
		accum 5 abort_if_equal 0 // do Axis own flag?
		accum 5 set 0 // Axis own the pole

		wm_announce	"Axis reclaims the Forward room!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "resurrection_axis_bunker_stop"

		wm_addteamvoiceannounce 1 "resurrection_allies_bunker_capture"

		wm_teamvoiceannounce 0 "resurrection_axis_bunker_reclaimed"

		wm_teamvoiceannounce 1 "resurrection_allies_bunker_reclaimed"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 		3 0 1
		wm_objective_status 		3 1 2

		alertentity flagspawn_wobj
	}

	trigger allied_capture
	{
		accum 5 abort_if_equal 1 // do Axis own flag?
		accum 5 set 1 // Axis own the pole

		wm_announce	"Allies capture the Forward room!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "resurrection_axis_bunker_captured"

		wm_teamvoiceannounce 1 "resurrection_allies_bunker_captured"

		wm_removeteamvoiceannounce 0 "resurrection_axis_bunker_stop"

		wm_removeteamvoiceannounce 1 "resurrection_allies_bunker_capture"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 		3 0 2
		wm_objective_status 		3 1 1

		alertentity flagspawn_wobj
	}

	trigger check_obj
	{
		accum 5 abort_if_equal 1 // Do Allied own the flag?

		wm_objective_status 		3 0 2
		wm_objective_status 		3 1 1

	}

	trigger force_allied
	{
		accum 5 abort_if_equal 1 // Do Allied own the flag?

		alertentity flagspawn_wobj
		alertentity forward_room
	}

	trigger kill
	{
		remove
	}
}

axis_upstairs_wobj
{
	spawn
	{
		//accum 5 set 0	// Who has the flag: 0-Axis, 1-Allied
	}

	death
	{
	}
}

allied_outside_wobj
{
	spawn
	{
		//accum 5 set 0	// Who has the flag: 0-Axis, 1-Allied
	}

	death
	{
	}
}

thunderstuff
{
	spawn
	{
		accum 6 set 0 //randomiser to play different lightnings and thunders
		trigger self random
	}

	trigger random
	{
		accum 0 random 5
		accum 0 trigger_if_equal 0 thunderstuff thunder01
		accum 0 trigger_if_equal 1 thunderstuff thunder02
		accum 0 trigger_if_equal 2 thunderstuff thunder03
		accum 0 trigger_if_equal 3 thunderstuff thunder04
		accum 0 trigger_if_equal 4 thunderstuff thunder05
		wait 25000
		trigger self random
	}

	trigger thunder01
	{
		alertentity lightning01
		togglespeaker thunderspeaker01
	}

	trigger thunder02
	{
		alertentity lightning02
		togglespeaker thunderspeaker02
	}

	trigger thunder03
	{
		alertentity lightning03
		togglespeaker thunderspeaker03
	}

	trigger thunder04
	{
		alertentity lightning04
		togglespeaker thunderspeaker04
	}

	trigger thunder05
	{
		alertentity lightning05
		togglespeaker thunderspeaker05
	}
}




//********************************************
//***************** BOAT  ********************
//********************************************


train2
{
	spawn
	{
		accum 0 set 0 // is book stolen?
		accum 2 set 0 // is enabled?
		accum 3 set 0 // stage
		accum 4 set 0 // is moving?

		playsound sound/world/dripping_02.wav looping
	//	faceangles 0 270 0 50
	}

	trigger run_stage1
	{
	//	faceangles 0 90 0 50
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage1
	//	trigger train2_back run_stage1
		trigger pentagram run_stage1
		followspline globalaccum 1 spn0 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage2
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage2
	//	trigger train2_back run_stage2
		trigger pentagram run_stage2
		followspline globalaccum 1 spn1 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage3
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage3
	//	trigger train2_back run_stage3
		trigger pentagram run_stage3
		followspline globalaccum 1 spn2 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage4
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage4
	//	trigger train2_back run_stage4
		trigger pentagram run_stage4
		followspline globalaccum 1 spn3 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage5
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage5
	//	trigger train2_back run_stage5
		trigger pentagram run_stage5
		followspline globalaccum 1 spn4 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage6
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage6
	//	trigger train2_back run_stage6
		trigger pentagram run_stage6
		followspline globalaccum 1 spn5 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage7
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage7
	//	trigger train2_back run_stage7
		trigger pentagram run_stage7
		followspline globalaccum 1 spn6 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage8
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage8
	//	trigger train2_back run_stage8
		trigger pentagram run_stage8
		followspline globalaccum 1 spn7 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage9
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage9
	//	trigger train2_back run_stage9
		trigger pentagram run_stage9
		followspline globalaccum 1 spn8 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage10
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage10
	//	trigger train2_back run_stage10
		trigger pentagram run_stage10
		followspline globalaccum 1 spn9 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage11
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage11
	//	trigger train2_back run_stage11
		trigger pentagram run_stage11
		followspline globalaccum 1 spn10 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage12
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage12
	//	trigger train2_back run_stage12
		trigger pentagram run_stage12
		followspline globalaccum 1 spn11 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage13
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage13
	//	trigger train2_back run_stage13
		trigger pentagram run_stage13
		followspline globalaccum 1 spn12 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage14
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage14
	//	trigger train2_back run_stage14
		trigger pentagram run_stage14
		followspline globalaccum 1 spn13 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage15
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage15
	//	trigger train2_back run_stage15
		trigger pentagram run_stage15
		followspline globalaccum 1 spn14 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage16
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage16
	//	trigger train2_back run_stage16
		trigger pentagram run_stage16
		followspline globalaccum 1 spn15 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage17
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage17
	//	trigger train2_back run_stage17
		trigger pentagram run_stage17
		followspline globalaccum 1 spn16 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage18
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage18
	//	trigger train2_back run_stage18
		trigger pentagram run_stage18
		followspline globalaccum 1 spn17 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage19
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage19
	//	trigger train2_back run_stage19
		trigger pentagram run_stage19
		followspline globalaccum 1 spn18 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage20
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage20
	//	trigger train2_back run_stage20
		trigger pentagram run_stage20
		followspline globalaccum 1 spn19 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage21
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage21
	//	trigger train2_back run_stage21
		trigger pentagram run_stage21
		followspline globalaccum 1 spn20 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage22
	{
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage22
	//	trigger train2_back run_stage22
		trigger pentagram run_stage22
		followspline globalaccum 1 spn21 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage23
	{
		accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage23
	//	trigger train2_back run_stage23
		trigger pentagram run_stage23
		followspline globalaccum 1 spn22 75 wait length -224

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis
	}

	trigger run_stage24
	{
		
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage24
	//	trigger train2_back run_stage24
		trigger pentagram run_stage24
		followspline globalaccum 1 spn23 75 wait length -224

		trigger game_manager allies_win

		trigger train2 update_counter_axis
		trigger train2 update_counter_allies
		accum 4 set 0

		trigger train2 dispatch_allies
		trigger train2 dispatch_axis

		
	}
	
	trigger run_stage25
	{
		
	//	accum 0 abort_if_equal 0
		accum 2 abort_if_equal 0

		accum 4 set 1
		trigger train2_trigger run_stage25
	//	trigger train2_back run_stage25
		trigger pentagram run_stage25
		followspline globalaccum 1 spn24 75 wait length -224
		

	//	trigger train2 update_counter_axis
	//	trigger train2 update_counter_allies
		accum 4 set 0

		
	}

	trigger train_enable_axis
	{
		accum 4 abort_if_equal 1

		accum 2 set 2
		accum 1 set 0

		trigger train2 dispatch_axis
	}

	trigger train_enable_allies
	{
		accum 4 abort_if_equal 1

		accum 2 set 1
		accum 1 set 0

		trigger train2 dispatch_allies
	}

	trigger dispatch_allies
	{
		accum 2 abort_if_not_equal 1
		accum 1 abort_if_not_equal 0

		globalaccum 1 set 0

		accum 3 trigger_if_equal 0 train2 run_Stage1
		accum 3 trigger_if_equal 1 train2 run_Stage2
		accum 3 trigger_if_equal 2 train2 run_Stage3
		accum 3 trigger_if_equal 3 train2 run_Stage4
		accum 3 trigger_if_equal 4 train2 run_Stage5
		accum 3 trigger_if_equal 5 train2 run_Stage6
		accum 3 trigger_if_equal 6 train2 run_Stage7
		accum 3 trigger_if_equal 7 train2 run_Stage8
		accum 3 trigger_if_equal 8 train2 run_Stage9
		accum 3 trigger_if_equal 9 train2 run_Stage10
		accum 3 trigger_if_equal 10 train2 run_Stage11
		accum 3 trigger_if_equal 11 train2 run_Stage12
		accum 3 trigger_if_equal 12 train2 run_Stage13
		accum 3 trigger_if_equal 13 train2 run_Stage14
		accum 3 trigger_if_equal 14 train2 run_Stage15
		accum 3 trigger_if_equal 15 train2 run_Stage16
		accum 3 trigger_if_equal 16 train2 run_Stage17
		accum 3 trigger_if_equal 17 train2 run_Stage18
		accum 3 trigger_if_equal 18 train2 run_Stage19
		accum 3 trigger_if_equal 19 train2 run_Stage20
		accum 3 trigger_if_equal 20 train2 run_Stage21
		accum 3 trigger_if_equal 21 train2 run_Stage22
		accum 3 trigger_if_equal 22 train2 run_Stage23
		accum 3 trigger_if_equal 23 train2 run_Stage24
//		accum 3 trigger_if_equal 24 train2 run_Stage25
	}

	trigger dispatch_axis
	{
		accum 2 abort_if_not_equal 2
		accum 1 abort_if_not_equal 0

		globalaccum 1 set 1

		accum 3 trigger_if_equal 1 train2 run_Stage1
		accum 3 trigger_if_equal 2 train2 run_Stage2
		accum 3 trigger_if_equal 3 train2 run_Stage3
		accum 3 trigger_if_equal 4 train2 run_Stage4
		accum 3 trigger_if_equal 5 train2 run_Stage5
		accum 3 trigger_if_equal 6 train2 run_Stage6
		accum 3 trigger_if_equal 7 train2 run_Stage7
		accum 3 trigger_if_equal 8 train2 run_Stage8
		accum 3 trigger_if_equal 9 train2 run_Stage9
		accum 3 trigger_if_equal 10 train2 run_Stage10
		accum 3 trigger_if_equal 11 train2 run_Stage11
		accum 3 trigger_if_equal 12 train2 run_Stage12
		accum 3 trigger_if_equal 13 train2 run_Stage13
		accum 3 trigger_if_equal 14 train2 run_Stage14
		accum 3 trigger_if_equal 15 train2 run_Stage15
		accum 3 trigger_if_equal 16 train2 run_Stage16
		accum 3 trigger_if_equal 17 train2 run_Stage17
		accum 3 trigger_if_equal 18 train2 run_Stage18
		accum 3 trigger_if_equal 19 train2 run_Stage19
		accum 3 trigger_if_equal 20 train2 run_Stage20
		accum 3 trigger_if_equal 21 train2 run_Stage21
		accum 3 trigger_if_equal 22 train2 run_Stage22
		accum 3 trigger_if_equal 23 train2 run_Stage23
//		accum 3 trigger_if_equal 24 train2 run_Stage24
//		accum 3 trigger_if_equal 25 train2 run_Stage25
	}

	trigger train_disable
	{
		accum 1 set 1

		accum 4 trigger_if_equal 0 train2 sound_idle
	}

	trigger sound_move
	{
		accum 4 abort_if_equal 0
		stopsound
		playsound sound/world/water_03.wav looping
	}

	trigger sound_idle
	{
		stopsound
		playsound sound/world/dripping_02.wav looping
	}


	trigger add_book
	{
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_objective_captured"

		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
		// *---------------------------------------------------------------------------------*
		accum 0 set 1

		trigger book_full_0 show
		trigger stolen_book secured

		trigger room_flag force_allied // Switch forward spawn to Allied ONLY

		trigger room_flag check_obj

		trigger room_flag kill
	//	trigger axis_upstairs_wobj death
	//	trigger allied_outside_wobj death

		setstate allied_outside_wobj invisible
	//	setstate axis_radio_closed invisible

	//	setautospawn "Boathouse"	-1
	//	setautospawn "Axis Hellspawn"	-1

		alertentity boathousespawn
	//	alertentity axis_upstairsspawn

	//	 alertentity allied_outside_wobj 
	//	 alertentity axis_upstairs_wobj 
	//	alertentity allied_outside_wobj 
	//	 alertentity axis_upstairs_wobj

		alertentity allied_outside2_wobj
		alertentity cavespawn
		setautospawn "Cave"	0

		wm_announce "Allied team is escaping with the Book!"

		
		//accum 0 abort_if_less_than 2
//	trigger train2_controller

		wm_objective_status 4 0 2
		wm_objective_status 4 1 1

		wm_set_main_objective 5 0
		wm_set_main_objective 5 1

		setstate resbook_toi invisible
		setstate resbook_cm_marker invisible
	}


	trigger update_counter_axis
	{
		accum 2 abort_if_not_equal 2
		accum 3 inc -1
	}

	trigger update_counter_allies
	{
		accum 2 abort_if_not_equal 1
		accum 3 inc 1
	}

}

train2_controller
{
	trigger allied_request
	{
		accum 0 inc 1
	accum 1 set 0
		accum 2 set 0
		
		accum 0 abort_if_less_than 3

		trigger train2 train_enable_allies
		trigger train2 sound_move
	}

	trigger axis_request
	{
		accum 1 inc 1
		accum 0 set 0
		accum 2 set 0

		accum 1 abort_if_less_than 3		
		trigger train2 train_enable_axis
		trigger train2 sound_move
	}

	trigger timer
	{
		accum 2 inc 1
		accum 2 abort_if_less_than 3

		accum 1 set 0
		accum 0 set 0

		trigger train2 train_disable
	}
}

train2_sound
{
}

pentagram
{
	spawn
	{
	}

	trigger run_stage1
	{
		followspline globalaccum 1 spn0 75 wait length -224
	}

	trigger run_stage2
	{
		followspline globalaccum 1 spn1 75 wait length -224
	}

	trigger run_stage3
	{
		followspline globalaccum 1 spn2 75 wait length -224
	}

	trigger run_stage4
	{
		followspline globalaccum 1 spn3 75 wait length -224
	}

	trigger run_stage5
	{
		followspline globalaccum 1 spn4 75 wait length -224
	}

	trigger run_stage6
	{
		followspline globalaccum 1 spn5 75 wait length -224
	}

	trigger run_stage7
	{
		followspline globalaccum 1 spn6 75 wait length -224
	}

	trigger run_stage8
	{
		followspline globalaccum 1 spn7 75 wait length -224
	}

	trigger run_stage9
	{
		followspline globalaccum 1 spn8 75 wait length -224
	}

	trigger run_stage10
	{
		followspline globalaccum 1 spn9 75 wait length -224
	}

	trigger run_stage11
	{
		followspline globalaccum 1 spn10 75 wait length -224
	}

	trigger run_stage12
	{
		followspline globalaccum 1 spn11 75 wait length -224
	}

	trigger run_stage13
	{
		followspline globalaccum 1 spn12 75 wait length -224
	}

	trigger run_stage14
	{
		followspline globalaccum 1 spn13 75 wait length -224
	}

	trigger run_stage15
	{
		followspline globalaccum 1 spn14 75 wait length -224
	}

	trigger run_stage16
	{
		followspline globalaccum 1 spn15 75 wait length -224
	}

	trigger run_stage17
	{
		followspline globalaccum 1 spn16 75 wait length -224
	}

	trigger run_stage18
	{
		followspline globalaccum 1 spn17 75 wait length -224
	}

	trigger run_stage19
	{
		followspline globalaccum 1 spn18 75 wait length -224
	}

	trigger run_stage20
	{
		followspline globalaccum 1 spn19 75 wait length -224
	}
	
	trigger run_stage21
	{
		followspline globalaccum 1 spn20 75 wait length -224
	}

	trigger run_stage22
	{
		followspline globalaccum 1 spn21 75 wait length -224
	}

	trigger run_stage23
	{
		followspline globalaccum 1 spn22 75 wait length -224
	}

	trigger run_stage24
	{
		followspline globalaccum 1 spn23 75 wait length -224
	}
	
	trigger run_stage25
	{
		followspline globalaccum 1 spn24 75 wait length -224
	}
}

train2_trigger
{
	spawn
	{
	}

	trigger run_stage1
	{
		followspline globalaccum 1 spn0 75 wait length -224
	}

	trigger run_stage2
	{
		followspline globalaccum 1 spn1 75 wait length -224
	}

	trigger run_stage3
	{
		followspline globalaccum 1 spn2 75 wait length -224
	}

	trigger run_stage4
	{
		followspline globalaccum 1 spn3 75 wait length -224
	}

	trigger run_stage5
	{
		followspline globalaccum 1 spn4 75 wait length -224
	}

	trigger run_stage6
	{
		followspline globalaccum 1 spn5 75 wait length -224
	}

	trigger run_stage7
	{
		followspline globalaccum 1 spn6 75 wait length -224
	}

	trigger run_stage8
	{
		followspline globalaccum 1 spn7 75 wait length -224
	}

	trigger run_stage9
	{
		followspline globalaccum 1 spn8 75 wait length -224
	}

	trigger run_stage10
	{
		followspline globalaccum 1 spn9 75 wait length -224
	}

	trigger run_stage11
	{
		followspline globalaccum 1 spn10 75 wait length -224
	}

	trigger run_stage12
	{
		followspline globalaccum 1 spn11 75 wait length -224
	}

	trigger run_stage13
	{
		followspline globalaccum 1 spn12 75 wait length -224
	}

	trigger run_stage14
	{
		followspline globalaccum 1 spn13 75 wait length -224
	}

	trigger run_stage15
	{
		followspline globalaccum 1 spn14 75 wait length -224
	}

	trigger run_stage16
	{
		followspline globalaccum 1 spn15 75 wait length -224
	}

	trigger run_stage17
	{
		followspline globalaccum 1 spn16 75 wait length -224
	}

	trigger run_stage18
	{
		followspline globalaccum 1 spn17 75 wait length -224
	}

	trigger run_stage19
	{
		followspline globalaccum 1 spn18 75 wait length -224
	}

	trigger run_stage20
	{
		followspline globalaccum 1 spn19 75 wait length -224
	}
	
	trigger run_stage21
	{
		followspline globalaccum 1 spn20 75 wait length -224
	}

	trigger run_stage22
	{
		followspline globalaccum 1 spn21 75 wait length -224
	}

	trigger run_stage23
	{
		followspline globalaccum 1 spn22 75 wait length -224
	}

	trigger run_stage24
	{
		followspline globalaccum 1 spn23 75 wait length -224
	}
	
	trigger run_stage25
	{
		followspline globalaccum 1 spn24 75 wait length -224
	}
}


train2_enabler_allies
{
	trigger run
	{
		trigger train2_controller allied_request
	}
}

train2_enabler_axis
{
	trigger run
	{
		trigger train2_controller axis_request
	}
}

train2_disabler
{
	trigger run
	{
		trigger train2 train_disable
	}
}




// *********************************************
// **************** CONSTRUCTIBLES *************
// *********************************************

bbridge
{
	spawn
	{
		wait 400
		trigger bbridge setup

		constructible_class 2
	}

	trigger setup
	{
	//	setstate bbridge_materials default
		setstate bbridge_materials_clip default
		setstate bbridge_flag default


		setstate bbridge_bridge invisible
		setstate bbridge_creak invisible
		setstate basement_door default
	}

	buildstart final
	{
	//	setstate bbridge_materials default
		setstate bbridge_materials_clip default
		setstate bbridge_flag default


		setstate bbridge_bridge underconstruction
		setstate bbridge_creak underconstruction
		setstate basement_door underconstruction
	}

	built final
	{
	//	setstate bbridge_materials invisible
		setstate bbridge_materials_clip invisible
		setstate bbridge_flag invisible


		setstate bbridge_bridge default
		setstate bbridge_creak default
		setstate basement_door invisible

	//	trigger train2 disable_stage2

		wm_announce "Basement Bridge has been constructed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "resurrection_allies_bridge_constructed"
		
		wm_teamvoiceannounce 0 "resurrection_axis_bridge_destroy"
		// *---------------------------------------------------------------------------------*
	}

	decayed final
	{
	//	setstate bbridge_materials default
		setstate bbridge_materials_clip default
		setstate bbridge_flag default


		setstate bbridge_bridge invisible
		setstate bbridge_creak invisible
		setstate basement_door default
	}

	death
	{
	//	setstate bbridge_materials default
		setstate bbridge_materials_clip default
		setstate bbridge_flag default


		setstate bbridge_bridge invisible
		setstate bbridge_creak invisible
		setstate basement_door default

		//trigger train2 enable_stage2

		wm_announce "Basement Bridge has been destroyed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "resurrection_axis_bridge_destroyed"
		wm_teamvoiceannounce 0 "resurrection_axis_bridge_stop"

		wm_teamvoiceannounce 1 "resurrection_allies_bridge_destroyed"
		wm_teamvoiceannounce 1 "resurrection_allies_bridge_construct"
		// *---------------------------------------------------------------------------------*
	}

	trigger remove
	{
		setstate bbridge_toi invisible
	//	setstate bbridge_materials invisible
		setstate bbridge_materials_clip invisible
		setstate bbridge_flag invisible
		setstate bbridge invisible
		

		// *----------------------------------- vo ------------------------------------------*
	//	wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
	//	wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct"

	//	wm_removeteamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
	//	wm_removeteamvoiceannounce 1 "goldrush_allies_truckbars_destroy"
		// *---------------------------------------------------------------------------------*
	}
}

dock
{
	spawn
	{
		wait 400
		trigger dock setup

		constructible_class 2
	}

	trigger setup
	{
	//	setstate bbridge_materials default
		setstate dock_materials_clip default
		setstate dock_flag default


		setstate dock invisible
		setstate dock_main invisible
		setstate dock_ladder invisible
	}

	buildstart final
	{
	//	setstate bbridge_materials default
		setstate dock_materials_clip default
		setstate dock_flag default


		setstate dock underconstruction
		setstate dock_main underconstruction
		setstate dock_ladder underconstruction
	}

	built final
	{
	//	setstate bbridge_materials invisible
		setstate dock_materials_clip invisible
		setstate dock_flag invisible


		setstate dock default
		setstate dock_main default
		setstate dock_ladder default

	//	trigger train2 disable_stage2

		wm_announce "Dock to waterway door has been constructed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_const_completed"
		// *---------------------------------------------------------------------------------*
	}

	decayed final
	{
	//	setstate bbridge_materials default
		setstate dock_materials_clip default
		setstate dock_flag default


		setstate dock invisible
		setstate dock_main invisible
		setstate dock_ladder invisible
	}

	death
	{
	//	setstate bbridge_materials default
		setstate dock_materials_clip default
		setstate dock_flag default


		setstate dock_bridge invisible
		setstate dock_main invisible
		setstate dock_ladder invisible

	//	trigger train2 enable_stage2

		wm_announce "Dock to waterway door has been destroyed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_const_destroyed"

		wm_teamvoiceannounce 1 "allies_hq_const_destroyed"
		// *---------------------------------------------------------------------------------*
	}

	trigger remove
	{
		setstate dock_toi invisible
	//	setstate dock_materials invisible
		setstate dock_materials_clip invisible
		setstate dock_flag invisible
		setstate dock invisible

		// *----------------------------------- vo ------------------------------------------*
	//	wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
	//	wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct"

	//	wm_removeteamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
	//	wm_removeteamvoiceannounce 1 "goldrush_allies_truckbars_destroy"
		// *---------------------------------------------------------------------------------*
	}
}

bgate
{
	spawn
	{
		wait 400
		trigger bgate setup

		constructible_class 2
	}

	trigger setup
	{
	//	setstate bbridge_materials default
		setstate bgate_materials_clip default
		setstate bgate_flag default


		setstate bgate invisible
	//	setstate bgate_main invisible
	//	setstate bgate_ladder invisible
	}

	buildstart final
	{
	//	setstate bbridge_materials default
		setstate bgate_materials_clip default
		setstate bgate_flag default


		setstate bgate underconstruction
	//	setstate dock_main underconstruction
	//	setstate dock_ladder underconstruction
	}

	built final
	{
	//	setstate bbridge_materials invisible
		setstate bgate_materials_clip invisible
		setstate bgate_flag invisible


		setstate bgate default
	//	setstate dock_main default
	//	setstate dock_ladder default

	//	trigger train2 disable_stage2

		wm_announce "Gate to Crypt has been constructed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_const_completed"
		// *---------------------------------------------------------------------------------*
	}

	decayed final
	{
	//	setstate bbridge_materials default
		setstate bgate_materials_clip default
		setstate bgate_flag default


		setstate bgate invisible
	//	setstate dock_main invisible
	//	setstate dock_ladder invisible
	}

	death
	{
	//	setstate bbridge_materials default
		setstate bgate_materials_clip default
		setstate bgate_flag default


		setstate bgate invisible
	//	setstate dock_main invisible
	//	setstate dock_ladder invisible

	//	trigger train2 enable_stage2

		wm_announce "Gate to Crypt has been destroyed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_const_destroyed"

		wm_teamvoiceannounce 1 "allies_hq_const_destroyed"
		// *---------------------------------------------------------------------------------*
	}

	trigger remove
	{
		setstate bgate_toi invisible
	//	setstate dock_materials invisible
		setstate bgate_materials_clip invisible
		setstate bgate_flag invisible
		setstate bgate invisible

		// *----------------------------------- vo ------------------------------------------*
	//	wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
	//	wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct"

	//	wm_removeteamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
	//	wm_removeteamvoiceannounce 1 "goldrush_allies_truckbars_destroy"
		// *---------------------------------------------------------------------------------*
	}
}
// *********************************************
// ****************** FLAG STUFF ***************
// *********************************************

book_holder
{
	death
	{
		
		trigger train2 add_book	
	}
}

// *********************************************
// ****************** book STUFF ***************
// *********************************************

stolen_book
{
	spawn
	{
	//	accum 0 set 1 // gold counter
	}

	trigger stolen
	{
	// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_objective_taken"

		wm_teamvoiceannounce 1 "allies_hq_objective_taken"
	// *----------------------------------- vo ------------------------------------------*
	}

	trigger secured
	{
	// *----------------------------------- vo ------------------------------------------*
	//	wm_teamvoiceannounce 0 "axis_hq_objective_captured"

	//	wm_teamvoiceannounce 1 "allies_hq_objective_captured"
	// *---------------------------------------------------------------------------------*
	}

	trigger returned
	{
	/ *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_objective_secure"

		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
	// *----------------------------------- vo ------------------------------------------*
	}
}

book_full_0
{
	spawn
	{
		wait 50
		attachtotag pentagram tag_pentagram
		faceangles 0 180 0 50

		setstate book_full_0 invisible
	}

	trigger show
	{
		setstate book_full_0 default
	}
}


// ================================================
// ============ ALLIED COMMAND POST ==============
// ================================================

allied_compost_built
{
	spawn
	{
		wait 400
		trigger allied_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}

	buildstart final
	{
		setstate allied_compost_built_model underconstruction
		setstate allied_compost_closed_clip invisible
		setstate allied_compost_closed_model invisible
	}

	built final
	{
		setstate allied_compost_built_model default
		setstate allied_compost_closed_clip invisible
		setstate allied_compost_closed_model invisible

		trigger allied_compost_built_model enable_allied_features

		enablespeaker allies_compost_sound
	}

	decayed final
	{
		setstate allied_compost_built_model invisible
		setstate allied_compost_closed_clip default
		setstate allied_compost_closed_model default
	}

	death
	{
		setstate allied_compost_built_model invisible
		setstate allied_compost_closed_clip default
		setstate allied_compost_closed_model default

		trigger allied_compost_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

allied_compost_built_model
{
	spawn
	{
		wait 400
		setstate allied_compost_built_model invisible
	}

	trigger enable_allied_features
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 6 1 1
		wm_objective_status 6 0 2
	}

	trigger disable_allied_features
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0

		wm_announce	"Axis team has destroyed the Allied Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 6 0 0
		wm_objective_status 6 1 0
	}
}

// ================================================
// ============ AXIS COMMAND POST ==============
// ================================================

axis_compost_built
{
	spawn
	{
		wait 400
		trigger axis_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
	}

	buildstart final
	{
		setstate axis_compost_built_model underconstruction
		setstate axis_compost_closed_clip invisible
		setstate axis_compost_closed_model invisible
	}

	built final
	{
		setstate axis_compost_built_model default
		setstate axis_compost_closed_clip invisible
		setstate axis_compost_closed_model invisible

		trigger axis_compost_built_model enable_axis_features

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		setstate axis_compost_built_model invisible
		setstate axis_compost_closed_clip default
		setstate axis_compost_closed_model default
	}

	death
	{
		setstate axis_compost_built_model invisible
		setstate axis_compost_closed_clip default
		setstate axis_compost_closed_model default

		trigger axis_compost_built_model disable_axis_features

		disablespeaker axis_compost_sound
	}
}

axis_compost_built_model
{
	spawn
	{
		wait 400
		setstate axis_compost_built_model invisible
	}

	trigger enable_axis_features
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1

		wm_announce	"Axis Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 1
		wm_objective_status 7 1 2
	}

	trigger disable_axis_features
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_announce	"Allied team has destroyed the Axis Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 0
		wm_objective_status 7 1 0
	}
}

flyghost
{
	spawn
	{
		wait 10000
		playsound sound/resdetpak/soul_wail.wav looping
	//	faceangles 0 225 0 1000
		trigger flyghost go 
	}
	
	trigger go 
	{
		wait 5000
		faceangles 0 180 0 1020
		gotomarker ghost1 100  wait
		gotomarker ghost2 110 
		gotomarker ghost3 90		
		gotomarker ghost4 105
		wait 50000
		gotomarker ghost5 90  
		gotomarker ghost6 100 wait 
		gotomarker ghost7 110 wait
		faceangles 0 0 0 1020 
		gotomarker ghost8 190 wait
		gotomarker ghost1 100 wait
		trigger flyghost go		
	}
}

flyghost2
{
	spawn
	{
		wait 50000
		playsound sound/resdetpak/soul_wail.wav looping
	//	faceangles 0 225 0 1000
		trigger flyghost2 go 
	}
	
	trigger go 
	{
		wait 10000
		faceangles 0 180 0 1020
		gotomarker ghost1_1 80 wait 
		gotomarker ghost1_2 110 
		gotomarker ghost1_3 100
		wait 10000		
		gotomarker ghost1_4 105
		gotomarker ghost1_5 100  
		gotomarker ghost1_6 90
		gotomarker ghost1_7 90  
		gotomarker ghost1_8 100 wait 
		faceangles 0 0 0 3020
		gotomarker ghost1_1 100 wait 2500
		trigger flyghost2 go		
	}
}

flyghost3
{
	spawn
	{
		wait 25000
		playsound sound/resdetpak/soul_wail.wav looping
	//	faceangles 0 225 0 1000
		trigger flyghost3 go 
	}
	
	trigger go 
	{
		wait 25000
		gotomarker ghost2_1 100 wait 2500
		faceangles 0 0 0 3020
		gotomarker ghost2_1 100 wait
		gotomarker ghost2_2 80 wait
		faceangles 0 180 0 3020
		wait 20000
		gotomarker ghost2_3 100		 
		gotomarker ghost2_1 100 wait 2500
		trigger flyghost3 go		
	}
}

flyghost4
{
	spawn
	{
		wait 100
		playsound sound/resdetpak/soul_wail.wav looping
	//	faceangles 0 225 0 1000
		trigger flyghost4 go 
	}
	
	trigger go 
	{
		faceangles 0 225 0 1020
		gotomarker ghost4_1 80 wait
		faceangles 0 270 0 1020 
		gotomarker ghost4_2 70 
		faceangles 0 270 0 1020 
		gotomarker ghost4_3 70
		faceangles 0 270 0 1020 		
		gotomarker ghost4_33 70
		faceangles 0 260 0 1020 
		gotomarker ghost4_4 70
		faceangles 0 280 0 1020   
		gotomarker ghost50 70
		faceangles 0 280 0 1020   
		gotomarker ghost51 60 
		faceangles 0 275 0 1020 
		gotomarker ghost52 60 
		faceangles 0 270 0 1020 
		gotomarker ghost53 60
		faceangles 0 275 0 1020  
		gotomarker ghost54 60
		faceangles 0 285 0 1020  
		gotomarker ghost55 50 
		faceangles 0 135 0 1020 
		gotomarker ghost56 50
		faceangles 0 90 0 1020  
		gotomarker ghost57 90 wait 1000
		gotomarker ghost4_1 70 wait 1000
		trigger flyghost4 go		
	}
}
