mirror of
https://github.com/mapbase-source/mapbase-game-src.git
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310 lines
7.1 KiB
Plaintext
310 lines
7.1 KiB
Plaintext
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//============================================================================================================
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// Barney criteria
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criterion "IsMap_d3_c17_10b" "map" "d3_c17_10b" "required"
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//============================================================================================================
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response BarneyDanger
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{
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scene "scenes/npc/Barney/ba_getaway.vcd"
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scene "scenes/npc/Barney/ba_damnit.vcd"
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scene "scenes/npc/Barney/ba_lookout.vcd"
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scene "scenes/npc/Barney/ba_getdown.vcd"
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scene "scenes/npc/Barney/ba_getoutofway.vcd"
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}
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rule BarneyDanger
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{
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criteria IsBarney ConceptTalkDanger
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response BarneyDanger
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}
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response BarneyMortarDanger
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{
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scene "scenes/npc/Barney/ba_lookout.vcd"
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scene "scenes/npc/Barney/ba_duck.vcd"
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scene "scenes/npc/Barney/ba_getdown.vcd"
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scene "scenes/npc/Barney/ba_run.vcd"
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scene "scenes/npc/Barney/ba_getoutofway.vcd"
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scene "scenes/npc/Barney/ba_hereitcomes.vcd"
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}
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rule BarneyMortarDanger
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{
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criteria IsBarney ConceptTalkDanger EnemyIsMortar
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response BarneyMortarDanger
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}
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response BarneyShot
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{
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scene "scenes/npc/Barney/ba_pain01.vcd"
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scene "scenes/npc/Barney/ba_pain02.vcd"
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scene "scenes/npc/Barney/ba_pain03.vcd"
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scene "scenes/npc/Barney/ba_pain04.vcd"
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scene "scenes/npc/Barney/ba_pain05.vcd"
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scene "scenes/npc/Barney/ba_pain06.vcd"
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scene "scenes/npc/Barney/ba_pain07.vcd"
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scene "scenes/npc/Barney/ba_pain08.vcd"
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scene "scenes/npc/Barney/ba_pain09.vcd"
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scene "scenes/npc/Barney/ba_pain10.vcd"
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}
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rule BarneyShot
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{
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criteria IsBarney ConceptShot
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response BarneyShot
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}
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response BarneyWound
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{
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scene "scenes/npc/Barney/ba_wounded01.vcd"
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scene "scenes/npc/Barney/ba_wounded02.vcd"
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scene "scenes/npc/Barney/ba_wounded03.vcd"
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}
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rule BarneyWound
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{
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criteria IsBarney ConceptTalkWound
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response BarneyWound
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}
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response BarneyMortalWound
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{
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scene "scenes/npc/Barney/ba_ohshit.vcd"
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scene "scenes/npc/Barney/ba_no01.vcd"
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scene "scenes/npc/Barney/ba_no02.vcd"
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scene "scenes/npc/Barney/ba_thisisbad.vcd"
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}
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rule BarneyMortalWound
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{
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criteria IsBarney ConceptTalkMortal
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response BarneyMortalWound
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}
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response BarneyEnemyDead
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{
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scene "scenes/npc/Barney/ba_gotone.vcd"
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scene "scenes/npc/Barney/ba_downyougo.vcd"
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scene "scenes/npc/Barney/ba_losttouch.vcd"
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scene "scenes/npc/Barney/ba_ohyeah.vcd"
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scene "scenes/npc/Barney/ba_laugh01.vcd"
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scene "scenes/npc/Barney/ba_laugh02.vcd"
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scene "scenes/npc/Barney/ba_laugh03.vcd"
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scene "scenes/npc/Barney/ba_laugh04.vcd"
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}
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rule BarneyEnemyDead
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{
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criteria IsBarney ConceptEnemyDead
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response BarneyEnemyDead
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rescenedelay 3
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}
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response BarneyAttack
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{
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scene "scenes/npc/Barney/ba_yell.vcd"
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scene "scenes/npc/Barney/ba_bringiton.vcd"
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scene "scenes/npc/Barney/ba_goingdown.vcd"
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scene "scenes/npc/Barney/ba_littlehelphere.vcd"
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scene "scenes/npc/Barney/ba_covermegord.vcd"
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scene "scenes/npc/Barney/ba_gordonhelp.vcd"
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scene "scenes/npc/Barney/ba_openfiregord.vcd"
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}
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rule BarneyAttack
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{
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criteria IsBarney ConceptTalkAttacking
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response BarneyAttack
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}
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response BarneyCombineGroup
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{
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scene "scenes/npc/Barney/ba_soldiers.vcd"
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scene "scenes/npc/Barney/ba_heretheycome01.vcd"
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scene "scenes/npc/Barney/ba_heretheycome02.vcd"
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scene "scenes/npc/Barney/ba_uhohheretheycome.vcd"
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scene "scenes/npc/Barney/ba_openfiregord.vcd"
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scene "scenes/npc/Barney/ba_bringiton.vcd"
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scene "scenes/npc/Barney/ba_letsdoit.vcd"
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scene "scenes/npc/Barney/ba_imwithyou.vcd"
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}
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response BarneyCombine
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{
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response BarneyCombineGroup respeakdelay 180
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}
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rule BarneyStartCombatCombine
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{
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criteria IsBarney ConceptStartCombat
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enemy npc_combine_s required
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response BarneyCombine
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}
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response BarneyHeadcrabGroup
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{
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scene "scenes/npc/Barney/ba_headcrabs.vcd"
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scene "scenes/npc/Barney/ba_headhumpers.vcd"
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}
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response BarneyHeadcrab
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{
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response BarneyHeadcrabGroup respeakdelay 180
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}
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rule BarneyStartCombatHeadcrab
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{
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criteria IsBarney ConceptStartCombat
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enemy npc_headcrab required
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response BarneyHeadcrab
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}
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rule BarneyStartCombatHeadcrabFast
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{
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criteria IsBarney ConceptStartCombat
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enemy npc_headcrab_fast required
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response BarneyHeadcrab
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}
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rule BarneyStartCombatHeadcrabBlack
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{
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criteria IsBarney ConceptStartCombat
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enemy npc_headcrab_black required
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response BarneyHeadcrab
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}
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response BarneyTurretGroup
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{
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scene "scenes/npc/Barney/ba_turret.vcd"
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}
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response BarneyTurret
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{
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response BarneyTurretGroup respeakdelay 180
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}
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response BarneyTurretGroundGroup
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{
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scene "scenes/npc/Barney/ba_turret.vcd" weight 2
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scene "scenes/npc/Barney/ba_grenade01.vcd"
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scene "scenes/npc/Barney/ba_grenade02.vcd"
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}
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response BarneyTurretGround
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{
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response BarneyTurretGroundGroup respeakdelay 180
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}
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rule BarneyStartCombatTurretFloor
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{
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criteria IsBarney ConceptStartCombat
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enemy npc_turret_floor required
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response BarneyTurret
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}
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rule BarneyStartCombatTurretGround
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{
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criteria IsBarney ConceptStartCombat
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enemy npc_turret_gound required
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response BarneyTurretGround
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}
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rule BarneyStartCombatTurretCeiling
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{
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criteria IsBarney ConceptStartCombat
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enemy npc_turret_ceiling required
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response BarneyTurret
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}
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response BarneyHideAndReload
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{
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scene "scenes/npc/Barney/ba_covermegord.vcd"
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scene "scenes/npc/Barney/ba_oldtimes.vcd"
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}
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rule BarneyHideAndReload
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{
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criteria IsBarney ConceptHideAndReload PlayerNear
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response BarneyHideAndReload
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}
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//============================================================================================================
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// Barney Leader speech
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//============================================================================================================
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response BarneyLeadStart
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{
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scene "scenes/npc/Barney/ba_follow05.vcd"
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}
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rule BarneyLeadStart
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{
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criteria IsBarney ConceptLeadComingBack
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response BarneyLeadStart
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}
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//------------------------------------------------------------------------------------------------------------
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response BarneyComingBack
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{
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scene "scenes/npc/Barney/ba_follow01.vcd"
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scene "scenes/npc/Barney/ba_follow03.vcd"
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scene "scenes/npc/Barney/ba_follow02.vcd"
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scene "scenes/npc/Barney/ba_hurryup.vcd"
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scene "scenes/npc/Barney/ba_letsgo.vcd"
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}
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rule BarneyComingBack
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{
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criteria IsBarney ConceptLeadComingBack
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response BarneyComingBack
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}
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//------------------------------------------------------------------------------------------------------------
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// BANK only:
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response "BankBarneyLeadCatchup"
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{
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scene "scenes/streetwar/nexus/ba_roofaccess.vcd"
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scene "scenes/streetwar/nexus/ba_headforroof.vcd"
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scene "scenes/streetwar/nexus/ba_totheroof.vcd"
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}
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rule BarneyLeadCatchup
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{
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criteria IsBarney ConceptLeadCatchup IsMap_d3_C17_10b
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response BankBarneyLeadCatchup
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}
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//------------------------------------------------------------------------------------------------------------
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// Sniper map:
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response SniperBarneyLeadStart
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{
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scene "scenes/Streetwar/sniper/ba_returnhero.vcd"
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}
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rule SniperBarneyLeadStart
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{
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criteria IsBarney ConceptLeadStart IsMap_d3_c17_09
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response SniperBarneyLeadStart
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}
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response SniperBarneyLeadCatchup
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{
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scene "scenes/Streetwar/sniper/ba_heycomeon.vcd" weight 2
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scene "scenes/Streetwar/sniper/ba_letsgetgoing.vcd"
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scene "scenes/Streetwar/sniper/ba_overhere.vcd"
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}
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rule SniperBarneyLeadStartCatchup
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{
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criteria IsBarney ConceptLeadCatchup IsMap_d3_c17_09
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response SniperBarneyLeadCatchup
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}
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