/////////////////////////////////////////////////////////////////////
// MONEX.S - Ruined Church
/////////////////////////////////////////////////////////////////////

SETUP

	IF !gt_PLACED_MONEX_CHARS
		Add gt_PLACED_MONEX_CHARS

		PlaceC              SKORNHMN    pSKORN_START
		Add gt_CUE_AMBUSH

		PlaceC MON_BAD_1 pBAD_1
		PlaceC MON_BAD_2 pBAD_2
		PlaceC MON_BAD_3 pBAD_3
		PlaceC MON_BAD_4 pBAD_4
		PlaceC MON_BAD_5 pBAD_5
		PlaceC MON_BAD_6 pBAD_6
		PlaceC MON_BAD_7 pBAD_7
		PlaceC MON_BAD_8 pBAD_8
		PlaceC MON_BAD_9 pBAD_9
		PlaceC MON_BAD_10 pBAD_10

	ELSE
		IF gt_PLAYED_AMBUSH
			Remove gt_PLAYED_AMBUSH

			RemoveC AMBUSH_EVIL_3
			RemoveC AMBUSH_EVIL_4
			RemoveC AMBUSH_EVIL_5
			RemoveC AMBUSH_EVIL_6
		ENDIF
	ENDIF

END

VIG TempSetup FALSE

	Set	gd_WEATHER_TYPE	0
	Set gd_WIND_TYPE	1
    RunS CueWeather

	CachePortrait PC1.BIN
	CachePortrait SKORNHMN.BIN

END

/////////////////////////////////////////////////////////////////////

VIG Ambush ONESEC && gt_CUE_AMBUSH && INAREA-P-NEAR_AMBUSH

	Remove gt_CUE_AMBUSH
	Add gt_PLAYED_AMBUSH

	PlaceC AMBUSH_EVIL_3 pEVIL_3
	PlaceC AMBUSH_EVIL_4 pEVIL_4
	PlaceC AMBUSH_EVIL_5 pEVIL_5
	PlaceC AMBUSH_EVIL_6 pEVIL_6

	AwardOb AMBUSH_EVIL_5 journal5 "alvaris-letter"

	IF ISDEAD-AMBUSH_EVIL_3
		RemoveC AMBUSH_EVIL_3
	ELSE
		FX_GreenFire AMBUSH_EVIL_3
	ENDIF
	IF ISDEAD-AMBUSH_EVIL_4
		RemoveC AMBUSH_EVIL_4
	ELSE
		FX_GreenFire AMBUSH_EVIL_4
	ENDIF
	FX_GreenFire AMBUSH_EVIL_5
	FX_GreenFire AMBUSH_EVIL_6

	AttackDemo2 AMBUSH_EVIL_3
	AttackDemo2 AMBUSH_EVIL_4
	AttackDemo2 AMBUSH_EVIL_5
	AttackDemo2 AMBUSH_EVIL_6

END

/////////////////////////////////////////////////////////////////////

VIG PlayerAndSkorn ONESEC && !gd_MET_SKORN
// && INAREA-P-meet_skorn
//you HAVE to meet Skorn, first time on this map.

    FREECAM
    CamCut Cam01	
    Widescreen TRUE
StartRecord
    SetCamMoveConstant 2
    //pan from start position to behind to show Skorn advancing.
    CamPan Cam02

//    MoveCDir    P           pP_SKORN_1
    PlaySFXPerson	vampires1.WAV P

//    UUComplete  P
    Capture     P           cM_V6_LOOK_AROUND2_BETTER     

    UUComplete  P
    MoveCDir    SKORNHMN    pSKORN_1

    Wait        1500
    MoveCDir    P           pP_SKORN_2

    //pan to keep both chars visible as they rotate around each other
    CamPan Cam03

    UUComplete  SKORNHMN
    QuickSay    kovi01
    Capture     SKORNHMN    cM_TALK_QUESTION1
    UUComplete  SKORNHMN
    Capture     SKORNHMN    cM_TALK_REFER_BEHIND1

    UUSay
    UUComplete  SKORNHMN
    QuickSay    hxvi01
    Capture     P           cM_TALK_DISAGREE3
    Wait        300
    MoveCDir    SKORNHMN    pSKORN_2


    UUComplete  P
    LookAtTurn  P           SKORNHMN
    UUComplete  P
    Capture     P           cM_TALK_REFER_SELF1

    UUSay
    UUComplete  P
    LookAtTurnFollow        P       SKORNHMN

    QuickSay    kovi02
    Capture     SKORNHMN    cM_V16_LAUGHING_NORMAL1
    UUComplete  SKORNHMN

    //slow camera pan to keep both chars in center of shot
    SetCamMoveNormal 1
    CamPan Cam04

    MoveCDir    SKORNHMN    pSKORN_3
    UUComplete  SKORNHMN

	UUSay
    QuickSay    kovi03
    Capture     SKORNHMN    cM_TALK_CROWD1
    UUComplete  SKORNHMN
    Capture     P           cM_TALK_QUESTION1
    Capture     SKORNHMN    cM_TALK_WARNING1
    Wait        500
    UUComplete  SKORNHMN

    UUSay
    QuickSay hxvi02
    Capture     P           cM_TALK_REFER_SELF2
    MoveCDir    SKORNHMN    pSKORN_4

    UUSay
    LookAtTurnFollow        P       SKORNHMN
    UUComplete  SKORNHMN
    QuickSay    kovi04
    Capture     SKORNHMN    cM_TALK_SURPRISE1
    UUComplete  SKORNHMN
    Capture     P           cM_TALK_DISAGREE1
    Capture     SKORNHMN    cM_TALK_WARNING2
    UUComplete  SKORNHMN

    UUSay
    QuickSay hxvi03
    Capture     P           cM_TALK_QUESTION2

    UUSay
    UUComplete  P


    
    QuickSay    kovi05
    Capture     SKORNHMN    cM_TALK_REFER_SELF2
    UUComplete  SKORNHMN

    //cut to camera looking at Skorn
    CamCut Cam05
    
    Capture     SKORNHMN    cM_TALK_THREATEN1
    UUComplete  SKORNHMN

    UUSay

    MoveC       SKORNHMN    pSCORN_END  back
    UUComplete  SKORNHMN
    Capture     SKORNHMN    cM_S2_FAREWELL1
    UUComplete  SKORNHMN

    FX_BurnPerson           SKORNHMN
    Wait        3000

    KillC  SKORNHMN
    Capture     P           cM_V6_LOOK_AROUND2_BETTER     
    Wait        6000

    UUComplete  P
    Add gd_MET_SKORN

StopRecord	
    Widescreen  FALSE
    SetCamMoveNormal 10
    NormalCam
    Camcut      P  195
	AwardEP xp_MEET_SKORN

	//now start local bad guys moving...
	//pigs
	Filter		MON_BAD_1 CompletesOnDamaged Wander
	AddControl	MON_BAD_1 AttackDemo2
	Filter		MON_BAD_2 CompletesOnDamaged Wander
	AddControl	MON_BAD_2 AttackDemo2
	Filter		MON_BAD_7 CompletesOnDamaged Wander
	AddControl	MON_BAD_7 AttackDemo2
	Filter		MON_BAD_8 CompletesOnDamaged Wander
	AddControl	MON_BAD_8 AttackDemo2
	//gargoyles
	Wander					MON_BAD_3
	SwitchOnSightOfPlayer	MON_BAD_3 AttackDemo2
	Wander					MON_BAD_4
	SwitchOnSightOfPlayer	MON_BAD_4 AttackDemo2
	Wander					MON_BAD_5
	SwitchOnSightOfPlayer	MON_BAD_5 AttackDemo2
	Wander					MON_BAD_6
	SwitchOnSightOfPlayer	MON_BAD_6 AttackDemo2
	Wander					MON_BAD_9
	SwitchOnSightOfPlayer	MON_BAD_9 AttackDemo2
	Wander					MON_BAD_10
	SwitchOnSightOfPlayer	MON_BAD_10 AttackDemo2

END

/////////////////////////////////////////////////////////////////////

VIG BAD_1_Attacks ONESEC && !gt_MON_BAD_1_GO && !ISDEAD-MON_BAD_1 && DISTFROM-P-MON_BAD_1-8

	Add gt_MON_BAD_1_GO
	AttackDemo2 MON_BAD_1

END

/////////////////////////////////////////////////////////////////////

VIG BAD_2_Attacks ONESEC && !gt_MON_BAD_2_GO && !ISDEAD-MON_BAD_2 && DISTFROM-P-MON_BAD_2-8

	Add gt_MON_BAD_2_GO
	AttackDemo2 MON_BAD_2

END

/////////////////////////////////////////////////////////////////////

VIG BAD_7_Attacks ONESEC && !gt_MON_BAD_7_GO && !ISDEAD-MON_BAD_7 && DISTFROM-P-MON_BAD_7-8

	Add gt_MON_BAD_7_GO
	AttackDemo2 MON_BAD_7

END

/////////////////////////////////////////////////////////////////////

VIG BAD_8_Attacks ONESEC && !gt_MON_BAD_8_GO && !ISDEAD-MON_BAD_8 && DISTFROM-P-MON_BAD_8-8

	Add gt_MON_BAD_8_GO
	AttackDemo2 MON_BAD_8

END

/////////////////////////////////////////////////////////////////////
