game_manager
{
	spawn
	{
	create
		{
			scriptname "dinghy1"
			origin "2650 600 100"
   			classname "misc_gamemodel"
			modelscale "1"
			contents "1"
			mins "-90 -90 -25"
   			maxs "90 90 25"
			clipmask "1"
			model "models/mapobjects/dinghy_sd/dinghy.md3"   
		}

	create
        {
            scriptname "trucknew"
            targetname "body"
            origin "1031 -3123 1225"
            angle "90"
            classname "misc_gamemodel"
            modelscale "1"
            contents "1"
            mins "-53 -5 -100"
            maxs "53 285 55"
            clipmask "1"
            model "models/mapobjects/blitz_sd/blitzbody2.md3"
      	  }	
	create
        {
            scriptname "trucknew"
            targetname "reifenhinten"
            origin "1030 -3054 1245"
            angle "90"
            classname "misc_gamemodel"
            modelscale "1"
            contents "1"
            mins "-20 -20 -90"
            maxs "20 20 45"
            clipmask "1"
            model "models/mapobjects/blitz_sd/blitzwheelsf.md3"
      	  }	
	create
        {
            scriptname "trucknew"
            targetname "reifenvorne"
            origin "1030 -2882 1245"
            angle "90"
            classname "misc_gamemodel"
            modelscale "1"
            contents "1"
            mins "-20 -20 -90"
            maxs "20 20 60"
            clipmask "1"
            model "models/mapobjects/blitz_sd/blitzwheelsf.md3"
      	  }
		  
		// Game rules
		wm_number_of_objectives 1
		wm_set_round_timelimit	5

		wait 50
		// spawns:
		// Abandoned Villa
		// Forward Bunker
		// Lower Warehouse
		setautospawn "Abandoned Villa" 1
		setautospawn "Lower Warehouse" 0

		disablespeaker allies_compost_sound
		disablespeaker axis_compost_sound

		wait 1000
		// *----------------------------------- 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_construct"
		// *---------------------------------------------------------------------------------*
	}
}

thunderstuff
{
	spawn
	{
		accum 0 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
	}
}

truckbox1
{
	spawn
	{
		wait 50
		setstate truckbox1 invisible
	}

	trigger visible
	{
		setstate truckbox1 default
	}

	trigger invisible
	{
		setstate truckbox1 invisible
	}
}

truckbox2
{
	spawn
	{
		wait 50
		setstate truckbox2 invisible
	}

	trigger visible
	{
		setstate truckbox2 default
	}

	trigger invisible
	{
		setstate truckbox2 invisible
	}
}

truckboxtrans1
{
	spawn
	{
		wait 50
		setstate truckboxtrans1 invisible
	}

	trigger visible
	{
		setstate truckboxtrans1 default
	}

	trigger invisible
	{
		setstate truckboxtrans1 invisible
	}
}

truckboxtrans2
{
	spawn
	{
		wait 50
		setstate truckboxtrans2 invisible
	}

	trigger visible
	{
		setstate truckboxtrans2 default
	}

	trigger invisible
	{
		setstate truckboxtrans2 invisible
	}
}

circuit1_radartop
{
	spawn
	{
		accum 1 set 0	// 0:Down 1:Up
		accum 2 set 0	// 0:Stationary 1:Moving
		wait 50
		trigger circuit1_radartop up
	}

	trigger up
	{
		accum 1 abort_if_equal 1		// Abort if UP already
		accum 2 abort_if_equal 1		// Abort if moving already

		stopsound
		playsound sound/vehicles/misc/radar_start.wav // radar start sound

		accum 2 set 1				// Moving, DND
		startanimation 0 35 15 nolerp norandom noloop
		wait 2500
		startanimation 34 1 15 norandom noloop	// Client PVS issue
		setrotation 0 30 0
		accum 2 set 0				// Finished
		accum 1 set 1				// Now in UP status

		stopsound
		playsound sound/vehicles/misc/radar_loop.wav looping // radar spinning sound
	}

	trigger down
	{
		accum 1 abort_if_equal 0		// Abort if DOWN already
		accum 2 abort_if_equal 1		// Abort if moving already

		stopsound
		playsound sound/vehicles/misc/radar_end.wav // radar stop sound

		accum 2 set 1				// Moving, DND
		stoprotation
		startanimation 34 29 15 nolerp norandom noloop
		wait 2500
		startanimation 0 1 15 norandom noloop	// Client PVS issue
		accum 2 set 0				// Finished
		accum 1 set 0				// Now in DOWN status
	}
}

circuit2_radartop
{
	spawn
	{
		accum 1 set 0	// 0:Down 1:Up
		accum 2 set 0	// 0:Stationary 1:Moving
		wait 2500	// Offset so both radar's don't start at the same time
		trigger circuit2_radartop up
	}

	trigger up
	{
		accum 1 abort_if_equal 1		// Abort if UP already
		accum 2 abort_if_equal 1		// Abort if moving already

		stopsound
		playsound sound/vehicles/misc/radar_start.wav // radar start sound

		accum 2 set 1				// Moving, DND
		startanimation 0 35 15 nolerp norandom noloop
		wait 2500
		startanimation 34 1 15 norandom noloop	// Client PVS issue
		setrotation 0 30 0
		accum 2 set 0				// Finished
		accum 1 set 1				// Now in UP status

		stopsound
		playsound sound/vehicles/misc/radar_loop.wav looping // radar spinning sound
	}

	trigger down
	{
		accum 1 abort_if_equal 0		// Abort if DOWN already
		accum 2 abort_if_equal 1		// Abort if moving already

		stopsound
		playsound sound/vehicles/misc/radar_end.wav // radar stop sound

		accum 2 set 1				// Moving, DND
		stoprotation
		startanimation 34 29 15 nolerp norandom noloop
		wait 2500
		startanimation 0 1 15 norandom noloop	// Client PVS issue
		accum 2 set 0				// Finished
		accum 1 set 0				// Now in DOWN status
	}
}

circuitboard1_trigger
{
	spawn
	{
		wait 50
		remove
	}
}

circuitboard2_trigger
{
	spawn
	{
		wait 50
		remove
	}
}

circuit1
{
	spawn
	{
		wait 50
		remove
	}
}

circuit2
{
	spawn
	{
		wait 50
		remove
	}
}

// *********************************************
// ************** COMMAND POST *****************
// *********************************************
axis_radio_destroyed
{
	spawn
	{
		wait 200
		accum 0 set 0
		setstate axis_radio_destroyed invisible
		setstate axis_radio_destroyed_model invisible
	}

	trigger hide
	{
		setstate axis_radio_destroyed invisible
		setstate axis_radio_destroyed_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 0
		setstate axis_radio_destroyed default
		setstate axis_radio_destroyed_model default
	}

	trigger enable
	{
		accum 0 set 1
	}

	trigger disable
	{
		accum 0 set 0
	}
}

allied_radio_destroyed
{
	spawn
	{
		wait 200
		accum 0 set 0
		setstate allied_radio_destroyed invisible
		setstate allied_radio_destroyed_model invisible
	}

	trigger hide
	{
		setstate allied_radio_destroyed invisible
		setstate allied_radio_destroyed_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 0
		setstate allied_radio_destroyed default
		setstate allied_radio_destroyed_model default
	}

	trigger enable
	{
		accum 0 set 1
	}

	trigger disable
	{
		accum 0 set 0
	}
}

neutral_radio_closed
{
	spawn
	{
		accum 0 set 0
	}

	trigger hide
	{
		setstate neutral_radio_closed invisible
		setstate neutral_radio_closed_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 1
		setstate neutral_radio_closed default
		setstate neutral_radio_closed_model default
	}

	trigger disable
	{
		accum 0 set 1
	}
}

allied_radio_built
{
	spawn
	{
		wait 50
		constructible_class	2
		trigger allied_radio_built setup
	}

	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
	{
		trigger allied_radio_built_model trans
		trigger axis_radio_destroyed hide
		trigger allied_radio_destroyed hide
		trigger neutral_radio_closed 	hide
	}

	built final
	{
		trigger allied_radio_built_model show
		trigger allied_radio_destroyed enable
		trigger axis_radio_destroyed disable
		trigger neutral_radio_closed 	disable
		trigger allied_radio_built_model enable_allied_features

		enablespeaker allies_compost_sound
	}

	decayed final
	{
		trigger allied_radio_built_model hide
		trigger allied_radio_destroyed show
		trigger axis_radio_destroyed show
		trigger neutral_radio_closed 	show
	}

	death
	{
		trigger allied_radio_built_model hide
		trigger allied_radio_destroyed show
		trigger allied_radio_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

axis_radio_built
{
	spawn
	{
		wait 50
		constructible_class	2

		wait 150
		trigger axis_radio_built setup
	}

	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
	{
		trigger axis_radio_built_model trans
		trigger axis_radio_destroyed hide
		trigger allied_radio_destroyed hide
		trigger neutral_radio_closed 	hide
	}

	built final
	{
		trigger axis_radio_built_model show
		trigger axis_radio_destroyed enable
		trigger allied_radio_destroyed enable
		trigger neutral_radio_closed 	disable
		trigger axis_radio_built_model enable_axis_features

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		trigger axis_radio_built_model hide
		trigger axis_radio_destroyed show
		trigger allied_radio_destroyed show
		trigger neutral_radio_closed 	show
	}

	death
	{
		trigger axis_radio_built_model hide
		trigger axis_radio_destroyed show
		trigger axis_radio_built_model disable_axis_features

		disablespeaker axis_compost_sound
	}
}

axis_radio_built_model
{
	spawn
	{
		accum 1 set 0
		wait 200
		setstate axis_radio_built_model invisible
	}

	trigger show
	{
		setstate axis_radio_built_model default
	}

	trigger hide
	{
		setstate axis_radio_built_model invisible
	}

	trigger trans
	{
		setstate axis_radio_built_model underconstruction
	}

	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"
		// *---------------------------------------------------------------------------------*
	}

	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"
		// *---------------------------------------------------------------------------------*
	}
}

allied_radio_built_model
{
	spawn
	{
		accum 1 set 0
		wait 200
		setstate allied_radio_built_model invisible
	}

	trigger show
	{
		setstate allied_radio_built_model default
		enablespeaker neutral_radio_sound
	}

	trigger hide
	{
		setstate allied_radio_built_model invisible
		disablespeaker neutral_radio_sound
	}

	trigger trans
	{
		setstate allied_radio_built_model underconstruction
	}

	trigger enable_allied_features
	{
		accum 1 set 1
		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 0 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"
		// *---------------------------------------------------------------------------------*
	}

	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 0 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"
		// *---------------------------------------------------------------------------------*
	}
}

// ================================================
// ========== CONSTRUCTIBLE STUFF =================
// ================================================

// Axis ONLY - old house on main road
mg42_clip_1
{
	spawn
	{
		wait 50
		setstate mg42_1 invisible
		setstate mg42_materials_1 invisible
		setstate mg42_materials_clip_1 invisible
		setstate mg42_flag_1 invisible
	}
}
// Axis ONLY
mg42_clip_2
{
	spawn
	{
		wait 50
		setstate mg42_2 invisible
		setstate mg42_materials_2 invisible
		setstate mg42_materials_clip_2 invisible
		setstate mg42_flag_2 invisible
	}
}
// Axis ONLY - in forward bunker pointing towards villa
mg42_clip_3
{
	spawn
	{
		wait 50
		setstate mg42_3 invisible
		setstate mg42_materials_3 invisible
		setstate mg42_materials_clip_3 invisible
		setstate mg42_flag_3 invisible
	}
}
// Allied version - in forward bunker pointing towards villa
mg42_clip_3_allied
{
	spawn
	{
		wait 50
		setstate mg42_3 invisible
		setstate mg42_materials_3 invisible
		setstate mg42_materials_clip_3 invisible
		setstate mg42_flag_3 invisible
		setstate mg42_clip_3_pillar invisible
	}
}

// ================================================
// ======== END CONSTRUCTIBLE STUFF ===============
// ================================================

maindoor1
{
	spawn
	{
		wait 50
		remove
	}
}

sidedoor1
{
	spawn
	{
		wait 50
		remove
	}
}

maindoor1_trig
{
	spawn
	{
		wait 50
		remove
	}
}

sidedoor1_trig
{
	spawn
	{
		wait 50
		remove
	}
}

frontentrance
{
	spawn
	{
		wait 50
		remove
	}
}

radarbox1
{
	spawn
	{
		wait 50
		remove
	}
}

radarbox2
{
	spawn
	{
		wait 50
		remove
	}
}

circuitboard1_trigger
{
	spawn
	{
		wait 50
		remove
	}
}

circuitboard2_trigger
{
	spawn
	{
		wait 50
		remove
	}
}

truck_exitpoint
{
	spawn
	{
		wait 50
		remove
	}
}

truck_trig
{
	spawn
	{
		wait 50
		remove
	}
}

roadbunker_wobj
{
	spawn
	{
		remove
	}
}

alliedcpspawns
{
	spawn
	{
		wait 50
		remove
	}
}

alliedcpspawns_obj
{
	spawn
	{
		remove
	}
}

roadbunker
{
	spawn
	{
		remove
	}
}

roadbunkerspawns
{
	spawn
	{
		wait 50
		remove
	}
}

objhacab1
{
	spawn
	{
		wait 50
		remove
	}
}

objhacab2
{
	spawn
	{
		wait 50
		remove
	}
}

objhacab3
{
	spawn
	{
		wait 50
		remove
	}
}

objhacab4
{
	spawn
	{
		wait 50
		remove
	}
}

healthammocab_toi
{
	spawn
	{
		wait 50
		remove
	}
}

axis_hacabinet_health
{
	spawn
	{
		wait 50
		remove
	}
}

westside_wobj
{
	spawn
	{
		remove
	}
}

axishutspawns
{
	spawn
	{
		wait 50
		remove
	}
}

teamonlydoor1
{
	spawn
	{
		wait 50
		remove
	}
}

teamonlydoor2
{
	spawn
	{
		wait 50
		remove
	}
}
