/////// b5-3.sgs ///////
include "b5-common";
function LevelEnd()
{
level.nextLevel = "b5-4";
}
function HelpText_Enemies()
{
level.helptext.SetText( "Defeat enemies or sneak past them!\nPress #a(shoot) to shoot!", 1, 3 );
}
function Enemy1_Behavior(E)
{
for(;;)
{
E.i_speed = 0.4;
E.patrol
([
{ action = "moveauto", pos = level.positions.room1a },
{ action = "wait", time = 3 },
{ action = "moveauto", pos = level.positions.room1b },
{ action = "wait", time = 3 },
]);
E.fighter_behavior_1();
}
}
function onLevelStart()
{
level.CreateEntity( "TPSPlayer" ).
{
position = level.positions.player_start,
viewDir = vec3(-1,0,0),
};
level.FindEntity( "trig_end" ).SetupTrigger( true, LevelEnd );
level.FindEntity( "trig_tip_enemies" ).SetupTrigger( -1, HelpText_Enemies );
level.FindEntity( "enemy1" ).func = Enemy1_Behavior;
}
/////// b5-4.sgs ///////
include "b5-common";
function LevelEnd()
{
// level.nextLevel = "b5-5";
}
function Plat1_Behavior()
{
plat = level.FindEntity( "plat1" );
for(;;)
{
plat.Open();
sync( plat.ev_finished );
yield 1;
plat.Close();
sync( plat.ev_finished );
yield 1;
}
}
function onLevelStart()
{
level.CreateEntity( "TPSPlayer" ).
{
position = level.positions.player_start,
viewDir = vec3(0,-1,0),
};
level.FindEntity( "trig_end" ).SetupTrigger( true, LevelEnd );
thread Plat1_Behavior();
}
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