// -----------------------------------------------
// ------------- GAME MANAGER --------------------
// -----------------------------------------------

game_manager
{
	spawn
	{
			create
		{
			classname "team_WOLF_objective"
			scriptname "bunker_obj"
			targetname "bunker_obj"
			origin "2676 -2129 24"   // z = CC_FILTER_ALLIES(1) | CC_FILTER_SPAWNS(4)
			spawnflags 3	 // TEAM_AXIS(3) TEAM_ALLIES (2)
			description "Axis Monastery"
		}
		create
		{
  		 	scriptName "bunker_spawn1"
   			classname "team_CTF_redspawn"
  			targetname "bunker_spawn"
   			origin "2673 -2036 24"	
			angle "180"
   			spawnflags 3   // TEAM_ALLIES
		}

		create
		{
  			scriptName "bunker_spawn2"
   			classname "team_CTF_redspawn"
   			targetname "bunker_spawn"
  			origin "2676 -2129 24"
			angle "180"
   			spawnflags 3   // TEAM_ALLIES
		}
		create
		{
  			scriptName "bunker_spawn3"
   			classname "team_CTF_redspawn"
   			targetname "bunker_spawn"
  			origin "2670 -1969 24"
			angle "180"
   			spawnflags 3   // TEAM_ALLIES
		}
		create
		{
  			scriptName "bunker_spawn4"
   			classname "team_CTF_redspawn"
   			targetname "bunker_spawn"
  			origin "2666 -1863 24"
			angle "180"
   			spawnflags 3   // TEAM_ALLIES
		}

		create
		{
  			scriptName "bunker_spawn5"
   			classname "team_CTF_redspawn"
   			targetname "bunker_spawn"
  			origin "2534 -2089 24"
			angle "180"
   			spawnflags 3   // TEAM_ALLIES
		}
		create
		{
  			scriptName "bunker_spawn6"
   			classname "team_CTF_redspawn"
   			targetname "bunker_spawn"
  			origin "2530 -2005 24"
			angle "180"
   			spawnflags 3   // TEAM_ALLIES
		}
		create
		{
			classname "team_WOLF_objective"
			scriptname "allies_obj"
			targetname "allies_obj"
			origin "877 1962 379"   // z = CC_FILTER_ALLIES(1) | CC_FILTER_SPAWNS(4)
			spawnflags 2	 // TEAM_AXIS(3) TEAM_ALLIES (2)
			description "Allied Spawn"
		}
		create
		{
  		 	scriptName "allies_spawn1"
   			classname "team_CTF_bluespawn"
  			targetname "allies_spawn"
   			origin "877 1962 379"
			angle "180"
   			spawnflags 2   // TEAM_ALLIES
		}

		create
		{
  			scriptName "allies_spawn2"
   			classname "team_CTF_bluespawn"
   			targetname "allies_spawn"
  			origin "877 1882 379"
			angle "180"
   			spawnflags 2   // TEAM_ALLIES
		}
		create
		{
  			scriptName "allies_spawn3"
   			classname "team_CTF_bluespawn"
   			targetname "allies_spawn"
  			origin "878 1775 380"
			angle "180"
   			spawnflags 2   // TEAM_ALLIES
		}
		create
		{
  			scriptName "allies_spawn4"
   			classname "team_CTF_bluespawn"
   			targetname "allies_spawn"
  			origin "875 2126 381"
			angle "180"
   			spawnflags 2   // TEAM_ALLIES
		}

		create
		{
  			scriptName "allies_spawn5"
   			classname "team_CTF_bluespawn"
   			targetname "allies_spawn"
  			origin "874 2312 383"
			angle "180"
   			spawnflags 2   // TEAM_ALLIES
		}
		create
		{
  			scriptName "allies_spawn6"
   			classname "team_CTF_bluespawn"
   			targetname "allies_spawn"
  			origin "874 2394 390"
			angle "180"
   			spawnflags 2   // TEAM_ALLIES
		}


//--------------NORMAL GAME_MANAGER STUFF FROM HERE ON--------------------

		// game rules
		wm_axis_respawntime	20 // 15
		wm_allied_respawntime	30 // 20
		wm_set_round_timelimit	18 // 20

		// defending team for stopwatch (0=axis, 1=allies)
		wm_set_defending_team 0

		// defending team wins after timelimit
		wm_setwinner 0

//--------------SPAWNS--------------------
		wait 400
		setautospawn "Axis Monastery" 0
		setautospawn "Allied Spawn" 1

//--------------OBJECTIVES----------------
		// objective A 1: (P) secure the guard house (destroy gate)
		// objective B 2: (P) destroy the wall hiding the secret room
		// objective C 3: (P) deliver the book of death to the altar
		// objective G #: capture the guard house flag
		// objective J 4: (P) destroy the monastery main gate (need them for fast access)
		// objective D 5: (P) repair the bell mechanism
		// objective E 6: (P) and toll the bell
		// objective F 7: (P) sacrifice 3 humans
		// objective L 8: destroy the crypt gate (need them for fast access)
		// objective K #: destroy the monastery garden gate (need them for fast access)
		// objective I #: build the command post (gives forward spawn)

		wm_number_of_objectives 8

		// main objectives (amount/team)
		wm_set_main_objective 7 0
		wm_set_main_objective 7 1

		// objectives at mapstart (#/team/status)
		wm_objective_status 1 0 0
		wm_objective_status 1 1 0
		wm_objective_status 2 0 0
		wm_objective_status 2 1 0
		wm_objective_status 3 0 0
		wm_objective_status 3 1 0
		wm_objective_status 4 0 0
		wm_objective_status 4 1 0
		wm_objective_status 5 0 0
		wm_objective_status 5 1 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
		wm_objective_status 8 0 0
		wm_objective_status 8 1 0
		setstate spawngh_wobj invisible
		setstate spawncpax_wobj invisible
		setstate spawnstartax_wobj invisible
		setstate spawnmon_wobj invisible
		trigger ghteamdoor doorgone
		trigger ghteamdoor2 door2gone
//--------------ACCUMS--------------------
		// accum 1 for who wins the game
		// accum 2 for flag at guard house
		// accum 3 for documents
		// accum 4 for bellropes and right bellsound
		// accum 5 for bellropes and right bellsound
		// accum 6 for 

//--------------REMAP OF SHADERS --------------
		//truck
		remapshader models/mapobjects/dt_oblitz/dt_oblitz_glass models/mapobjects/dt_oblitz/dt_oblitz_glass2

		// hint_powerup
		remapshader gfx/2d/treasurehint textures/wb_sfx/saint

		remapshaderflush

	}

	trigger axiswin
	{
		wm_setwinner 0 //roundwinner: 0 == AXIS, 1 == ALLIED
		resetscript
		//wait 2500
		//setstate bellropefire invisible
		trigger sfxmapend mapend
		wm_endround
	}
}




// -----------------------------------------------
// ------------- VOICE OBJECTIVES ----------------
// -----------------------------------------------

vobj
{	
	spawn
	{
		wait 800
		// set accums needed
		accum 1 set 0 // status of book delivery
		accum 2 set 0 // status of bell mechanism
	}






//------------- GUARD HOUSE TAKEN OVER -----------------------------------

	trigger ghtakenover // gate blown
	{
	}

	trigger gatesdown
	{
		//wm_announce "^3VO - all gates are destroyed"
	}


//------------- ABBEY STUFF -----------------------------------

	trigger bookdelivered // sets the accum
	{
		accum 1 set 1
		enablespeaker sd_bookdelivery1
	}

	trigger mechanismbuilt
	{
		accum 2 set 1
	}

	trigger mechanismdestroyed
	{
		accum 2 set 0
	}

	trigger tolledaccums
	{
		accum 1 set 2
		accum 2 set 2
	}

	trigger bookdeliveredfirst // nothing built yet
	{
		accum 2 abort_if_not_equal 0
		wm_announce "^1Axis need to repair and toll the Bell!"
	}

	trigger bookdeliveredsecond // mechanism built
	{
		accum 2 abort_if_not_equal 1
		wm_announce "^1The Book is in place... Axis need to toll the Bell!"
	}

	trigger mechanismbuiltfirst
	{
		accum 1 abort_if_equal 1
		wm_announce "^1Axis still needs to deliver the Book to open the Sacrifice Portals!"
		wait 20		
	}

	trigger mechanismbuiltsecond
	{
		accum 1 abort_if_equal 0
		wm_announce "^1Axis need to toll the Bell now to activate the Sacrifice Portals!"		
		wait 20
	}

	trigger belltolled
	{
		wm_announce "^1Warbell tolled... the Sacrifice Portals will open now!"
		enablespeaker sd_belltolled

		trigger vobj tolledaccums
	}

	// the sacrifice VOs are located in the sacrifice scripts
}

// -----------------------------------------------
// ------------- SFX MAPEND ----------------------
// -----------------------------------------------

sfxmapend // spectator located at: 1936 -1568 240
{
	spawn
	{
	}

	trigger mapend // mix of thunders and skull/ghost/spirit
	{
		resetscript
		wait 100
		//trigger self mapendskull
		trigger self ambient2
		wait 500
		trigger self thunder5
		wait 6000 
		trigger self thunder1
		wait 3500
		trigger self skull3
		wait 2500
		trigger self thunder4
		wait 3500
		trigger self thunder1a
		wait 5500
		trigger self ghost1
		wait 3500
		trigger self thunder3
		wait 5000
		trigger self thunder1
		wait 5000
		trigger self skull1
		wait 2000
		trigger self thunder2
		wait 3000
		trigger self thunder5
		wait 3500
		trigger self thunder3
		wait 3000
		trigger self skull2
		wait 3700
		trigger self thunder4
		wait 3500
		trigger self thunder1a
		wait 6000
		trigger self thunder2
		wait 2800
	}


	trigger ambient2
	{
		enablespeaker end_ambient2
	}
	trigger ghost1
	{
		enablespeaker end_ghost1
	}
	trigger skull1
	{
		enablespeaker end_skull1
	}
	trigger skull2
	{
		enablespeaker end_skull2
	}
	trigger skull3
	{
		enablespeaker end_skull3
	}
	trigger spirit1
	{
		enablespeaker end_spirit1
	}
	trigger thunder1 // 14s - 7s effectively
	{
		enablespeaker end_thunder1
	}
	trigger thunder1a // 14s - 7s effectively
	{
		enablespeaker end_thunder1a
	}
	trigger thunder2 // 9s - 4s effectively, very faint
	{
		enablespeaker end_thunder2
	}
	trigger thunder3 // 12s - 6s effectively
	{
		enablespeaker end_thunder3
	}
	trigger thunder4 // 11s - 5s effectively, very faint
	{
		enablespeaker end_thunder4
	}
	trigger thunder5 // 14s - 5s effectively, very faint
	{
		enablespeaker end_thunder5
	}


}

// -----------------------------------------------
// ------------- OBJECTIVE A - GUARD HOUSE GATE --
// -----------------------------------------------

ghgate
{
	spawn
	{
		set
		{
			wait 200
			constructible_class 1
			health "200"
		}
	}

	death
	{
	trigger ghgate ghgate_dynamited
	}
	
	trigger ghgate_dynamited
	{

		wm_announce "^1Axis have destroyed the Guard House Gate!"
		//trigger vobj ghtakenover

		wm_objective_status 1 0 1
		wm_objective_status 1 1 2
		trigger spawngh_flag takenover
		trigger ghteamdoor doorgone
		trigger ghteamdoor2 door2gone
	}
}

ghteamdoor
{
	spawn
	{
		wait 150
		setstate ghteamdoor default
	}
	
	trigger doorgone
	{
		setstate ghteamdoor invisible
		trigger ghteamdooropen dooropen
	}
}

ghteamdooropen
{
	spawn
	{
		wait 150
		setstate ghteamdooropen invisible
	}
	
	trigger dooropen
	{
		setstate ghteamdooropen default
	}
}

ghteamdoor2
{
	spawn
	{
		wait 150
		setstate ghteamdoor2 default
	}
	
	trigger door2gone
	{
		setstate ghteamdoor2 invisible
		trigger ghteamdoor2open door2open
	}
}

ghteamdoor2open
{
	spawn
	{
		wait 150
		setstate ghteamdoor2open invisible
	}
	
	trigger door2open
	{
		setstate ghteamdoor2open default
	}
}

// -----------------------------------------------------
// ------------- OBJECTIVE B - WALL of SECRET ROOM -----
// -----------------------------------------------------

srwall
{
	spawn
	{
		set
		{
			wait 200
			constructible_class 1
			health "200"
		}
	}

	death
	{
		wm_announce "^1Axis opened the Hidden Room!"
		wm_objective_status 2 0 1
		wm_objective_status 2 1 2
	}
}



// -----------------------------------------------------
// ------------- OBJECTIVE C - DELIVER THE DOCUMENTS ---
// -----------------------------------------------------

book
{
	spawn
	{
	}

	trigger stolen
	{
		// trigger für VO
	}

	trigger secured // läuft nicht
	{
		//wm_announce "^1Book secured"
	}

	trigger returned
	{
		// trigger für VO
	}
}

altar
{
	spawn
	{
		accum 3 set 0
	}

	death
	{
		accum 3 set 1

		enablespeaker sd_bookdelivered

		trigger booktr hide
		trigger bookaltar show
		setstate book_toi invisible
		setstate book_cm_marker invisible

		trigger altar bookdelivered
	}

	trigger bookdelivered
	{
		accum 3 abort_if_not_equal 1

		wm_announce "^1Axis have delivered the Book of Death!"
		trigger vobj bookdelivered

		// set objective status
		wm_objective_status 3 0 1
		wm_objective_status 3 1 2

		wait 750

		trigger sacr_onepreind on
		enablespeaker sd_spot1
		wait 750

		trigger sacr_twopreind on
		enablespeaker sd_spot2
		wait 750

		trigger sacr_threepreind on
		enablespeaker sd_spot3

		trigger sroom_monster4 on

		wait 500
		enablespeaker sd_bookdelivery2
		wait 250

		trigger bellropes bookdelivered
		trigger vobj bookdeliveredfirst
		trigger vobj bookdeliveredsecond
	}	
}

booktr
{
	spawn
	{
		wait 500
		setstate booktr default
	}

	trigger hide
	{
		setstate booktr invisible
	}
}

bookaltar
{
	spawn
	{
		wait 500
		setstate bookaltar invisible
	}

	trigger show
	{
		setstate bookaltar default
	}
}

book_toi
{
}



// -----------------------------------------------
// ------------- OBJECTIVE D - BELL MECHANISM ----
// -----------------------------------------------

bm_toi
{
}

bm_repair
{
}

bm
{
	spawn
	{
		wait 500
		setstate bm invisible
		setstate bmmat default
		constructible_class 3 // dyno to give the attackers at least 30 secs
		constructible_chargebarreq 1 // faster construction
	}

	buildstart final
	{
		setstate bm underconstruction
		setstate bmmat invisible
	}

	built final
	{
		setstate bm default	
		setstate bmmat invisible

		wm_objective_status 5 0 1
		wm_objective_status 5 1 2
		wm_announce "^1Axis repaired the Bell Mechanism!"

		trigger vobj mechanismbuilt // sets the accum
		trigger vobj mechanismbuiltfirst
		trigger vobj mechanismbuiltsecond

		trigger bm bmbuilt // calls the effects of the built mechanism
	}

	decayed final
	{
		setstate bm invisible
		setstate bmmat default
	}

	death
	{
		setstate bm invisible
		setstate bmmat default //invisible
		wm_announce "^1Allies have destroyed the Bell Mechanism!"

		wm_objective_status 5 0 2
		wm_objective_status 5 1 1

		trigger vobj mechanismdestroyed // sets the accum

		trigger bellropes ropedestr
		trigger bell1rope off
		trigger bell2rope off
		trigger bell2tolltr off
		trigger bellropehint off
	}
	trigger bmbuilt
	{
		trigger bellropehint on
		wait 5000 // necessary when rope is located in a diff place?
		trigger bellropes ropeconstr
	}
}

bellropehint // gives the hint_activate to users
{
	spawn
	{
		wait 400
		setstate bellropehint invisible
	}
	trigger on
	{
		setstate bellropehint default
	}
	trigger off
	{
		setstate bellropehint invisible
	}
}

bellropeinfo // gives the "you are near..." for the bellrope; visible all the time for now
{
	spawn
	{
		wait 400
		setstate bellropeinfo default // invisible
	}
	trigger on
	{
		setstate bellropeinfo default
	}
	trigger off
	{
		setstate bellropeinfo invisible
	}
}


// ---------------------------------------------------
// ------------- OBJECTIVE E - TOLL the BELL ---------
// ---------------------------------------------------

bellropes //script_mover
{
	spawn
	{
		wait 300
		accum 4 set 0 // status of the book
		accum 5 set 0 // status of the bell mechanism
	}

	trigger bookdelivered
	{
		accum 4 set 1 // book delivered >> real bell tolling
		trigger bellropes rope1change
		trigger bellropes rope2change
	}

	trigger ropeconstr
	{
		accum 5 set 1
		trigger bellropes rope1on
		trigger bellropes rope2on
	}
	trigger ropedestr // new
	{
		accum 5 set 0
	}

	trigger rope1on
	{
		accum 4 abort_if_not_equal 0
		accum 5 abort_if_not_equal 1
		trigger bell1rope on
	}

	trigger rope2on
	{
		accum 4 abort_if_not_equal 1
		accum 5 abort_if_not_equal 1
		trigger bell2rope on
		trigger bell2tolltr on
	}


	trigger rope1change
	{
		// wm_announce "^3rope 1 change called"
		accum 5 abort_if_not_equal 1
		accum 4 abort_if_not_equal 0
		// wm_announce "^3rope 1 change executed"
		trigger bell1rope on
	}

	trigger rope2change
	{
		// wm_announce "^3rope 2 change called"
		accum 5 abort_if_not_equal 1
		accum 4 abort_if_not_equal 1
		// wm_announce "^3rope 2 change executed"
		trigger bell1rope off
		trigger bell2rope on
		trigger bell2tolltr on
	}
}

bell1rope
{
	spawn
	{
		wait 200
		setstate bell1rope invisible
	}
	trigger on
	{
		setstate bell1rope default
	}
	trigger off
	{
		setstate bell1rope invisible
	}
}

bell2rope
{
	spawn
	{
		wait 200
		setstate bell2rope invisible
	}
	trigger on
	{
		setstate bell2rope default
	}
	trigger off
	{
		setstate bell2rope invisible
	}
}


bell2tolltr
{
	spawn
	{
		wait 200
		accum 1 set 0
		setstate bell2tolltr invisible
	}

	trigger on
	{
		setstate bell2tolltr default
	}
	trigger off
	{
		setstate bell2tolltr invisible
	}

	trigger tolling
	{
		trigger bell2tolltr bell2tolled
		trigger bell2tolltr bell2tolledagain
	}


	trigger bell2tolled
	{
		accum 1 abort_if_not_equal 0
		accum 1 set 1

		//wm_announce "^1Axis tolled the Warbell!"
		wm_objective_status 6 0 1
		wm_objective_status 6 1 2

		trigger vobj belltolled
		trigger sacr_onetr sacr_oneon
	}

	trigger bell2tolledagain
	{
		accum 1 abort_if_equal 0
		enablespeaker sd_belltolledagain1
		enablespeaker sd_belltolledagain2
	}
}



// ---------------------------------------------------
// ------------- OBJECTIVE F - SACRIFICES ------------
// ---------------------------------------------------

// ------------- SACRIFICE 1 -----------------------------------

sacr_onetr
{
	spawn
	{
		wait 300
		setstate sacr_onetr invisible
	}

	trigger sacr_oneon
	{
		trigger sroom_monster1 on
		trigger sroom_monster1 on
		trigger sroom_monster1 on
		// we need a pre-indicator here
		wait 10000 // time in ms before first spot opens

		wm_announce "^1The Wargod awaits the first Sacrifice!"

		//wm_teamvoiceannounce 0 "wb_axis_sacr1" //------------------------------
		//wm_teamvoiceannounce 1 "wb_allies_prevent" //------------------------------

		trigger sacr_oneind on
		setstate sacr_onetr default

	}

}

sacr_onescript
{
	spawn
	{
		wait 300
		setstate sacr_onescript invisible
	}

	trigger sacr_oneactivate
	{
		trigger sacr_oneind off
		trigger sacr_onehurt on
		trigger sacr_onefire onandoff
		enablespeaker sd_sacr1
		wm_announce "^1First Sacrifice performed!"

		wait 2500
		trigger sacr_onesmoke on
		wait 1000
		trigger sacr_onehurt off

		// wm_announce "^3-- smoke one visible --"

		//trigger gwinner sacrificeone
		trigger sacr_twotr sacr_twoon // opens 2nd spot
	}
}

sacr_onepreind // pre-indicator that gets called by delivery of book
{
	spawn
	{
		wait 300
		setstate sacr_onepreind invisible // invisible
	}
	trigger on
	{
		setstate sacr_onepreind default
	}
	trigger off
	{
		wait 500
		setstate sacr_onepreind invisible
	}
}

sacr_oneind // indicates the activation of spot 1
{
	spawn
	{
		wait 300
		setstate sacr_oneind invisible // invisible
	}
	trigger on
	{
		setstate sacr_oneind default
		trigger sacr_onepreind off
	}
	trigger off
	{
		wait 3000
		setstate sacr_oneind invisible
	}
}

sacr_onehurt // indicates the activation of spot 1
{
	spawn
	{
		wait 300
		setstate sacr_onehurt invisible
	}
	trigger on
	{
		setstate sacr_onehurt default
	}
	trigger off // not necessary cuz the trigger_hurt only lasts 2.5 secs - which doesnt work lol
	{
		setstate sacr_onehurt invisible
	}
}

sacr_onefire // makes the fire and smoke that the player dies in
{
	spawn
	{
		wait 300
		setstate sacr_onefire invisible
	}
	trigger onandoff
	{
		setstate sacr_onefire default
		wait 4000
		setstate sacr_onefire invisible
	}
}

sacr_onesmoke // is the smoke column that indicates the spot was used already
{
	spawn
	{
		wait 300
		setstate sacr_onesmoke invisible
	}
	trigger on
	{
		setstate sacr_onesmoke default
	}
	trigger off
	{
		setstate sacr_onesmoke invisible
	}
}


// ------------- SACRIFICE 2 -----------------------------------

sacr_twotr
{
	spawn
	{
		wait 300
		setstate sacr_twotr invisible
	}

	trigger sacr_twoon
	{
		wait 16500

		wm_announce "^1The Wargod awaits the Second Sacrifice!"
		//wm_teamvoiceannounce 0 "wb_axis_sacr2" //------------------------------
		//wm_teamvoiceannounce 1 "wb_allies_prevent" //------------------------------

		trigger sacr_twoind on
		setstate sacr_twotr default
	}

}

sacr_twoscript
{
	spawn
	{
		wait 300
		setstate sacr_twoscript invisible
	}

	trigger sacr_twoactivate
	{
		trigger sacr_twoind off
		trigger sacr_twohurt on
		trigger sacr_twofire onandoff
		enablespeaker sd_sacr2
		wm_announce "^1Second Sacrifice performed!"

		wait 2500
		trigger sacr_twosmoke on
		wait 1000
		trigger sacr_twohurt off

		// wm_announce "^1-- smoke two visible --"

		trigger gwinner sacrificetwo
		trigger sacr_threetr sacr_threeon // opens 3rd spot
	}
}

sacr_twopreind // pre-indicator that gets called by delivery of book
{
	spawn
	{
		wait 300
		setstate sacr_twopreind invisible
	}
	trigger on
	{
		setstate sacr_twopreind default
	}
	trigger off
	{
		wait 500
		setstate sacr_twopreind invisible
	}
}

sacr_twoind // indicates the activation of spot 2
{
	spawn
	{
		wait 300
		setstate sacr_twoind invisible // invisible
	}
	trigger on
	{
		setstate sacr_twoind default
		trigger sacr_twopreind off
	}
	trigger off
	{
		wait 3000
		setstate sacr_twoind invisible
	}
}

sacr_twohurt // indicates the activation of spot 2
{
	spawn
	{
		wait 300
		setstate sacr_twohurt invisible
	}
	trigger on
	{
		setstate sacr_twohurt default
	}
	trigger off // not necessary cuz the trigger_hurt only lasts 2.5 secs
	{
		setstate sacr_twohurt invisible
	}
}

sacr_twofire // makes the fire and smoke that the player dies in
{
	spawn
	{
		wait 300
		setstate sacr_twofire invisible
	}
	trigger onandoff
	{
		setstate sacr_twofire default
		wait 4000
		setstate sacr_twofire invisible
	}
}

sacr_twosmoke // is the smoke column that indicates the spot was used already
{
	spawn
	{
		wait 300
		setstate sacr_twosmoke invisible
	}
	trigger on
	{
		setstate sacr_twosmoke default
	}
	trigger off
	{
		setstate sacr_twosmoke invisible
	}
}



// ------------- SACRIFICE 3 -----------------------------------

sacr_threetr
{
	spawn
	{
		wait 300
		setstate sacr_threetr invisible
	}

	trigger sacr_threeon
	{
		wait 16500
		wm_announce "^1The Wargod awaits the Third and Last Sacrifice!"
		//wm_teamvoiceannounce 0 "wb_axis_sacr3" //------------------------------
		//wm_teamvoiceannounce 1 "wb_allies_prevent" //------------------------------

		trigger sacr_threeind on
		setstate sacr_threetr default
		// wm_announce "^3-- trigger three visible --"
	}

}

sacr_threescript
{
	spawn
	{
		wait 300
		setstate sacr_threescript invisible
	}

	trigger sacr_threeactivate
	{
		trigger sacr_threeind off
		trigger sacr_threehurt on
		trigger sacr_threefire onandoff
		enablespeaker sd_sacr1

		wm_announce "^1AXIS RAISED THE WARGOD... THE WORLD IS DOOMED!!!"
		wm_objective_status 7 0 1
		wm_objective_status 7 1 2

		trigger game_manager axiswin

		trigger sroom_monster4 off

		wait 2500
		trigger sacr_threesmoke on
		wait 1500
	}
}

sacr_threepreind // pre-indicator that gets called by delivery of book
{
	spawn
	{
		wait 300
		setstate sacr_threepreind invisible
	}
	trigger on
	{
		setstate sacr_threepreind default
	}
	trigger off
	{
		wait 500
		setstate sacr_threepreind invisible
	}
}

sacr_threeind // indicates the activation of spot 3
{
	spawn
	{
		wait 300
		setstate sacr_threeind invisible // invisible
	}
	trigger on
	{
		setstate sacr_threeind default
		trigger sacr_threepreind off
	}
	trigger off
	{
		wait 3000
		setstate sacr_threeind invisible
	}
}

sacr_threehurt // indicates the activation of spot 3
{
	spawn
	{
		wait 300
		setstate sacr_threehurt invisible
	}
	trigger on
	{
		setstate sacr_threehurt default
	}
	trigger off // not necessary cuz the trigger_hurt only lasts 2.5 secs
	{
		setstate sacr_threehurt invisible
	}
}

sacr_threefire // makes the fire and smoke that the player dies in
{
	spawn
	{
		wait 300
		setstate sacr_threefire invisible
	}
	trigger onandoff
	{
		setstate sacr_threefire default
		wait 4000
		setstate sacr_threefire invisible
	}
}

sacr_threesmoke // is the smoke column that indicates the spot was used already
{
	spawn
	{
		wait 300
		setstate sacr_threesmoke invisible
	}
	trigger on
	{
		setstate sacr_threesmoke default
	}
	trigger off
	{
		setstate sacr_threesmoke invisible
	}
}



// -----------------------------------------------
// ------------- OBJECTIVE G - GUARD HOUSE FLAG --
// -----------------------------------------------


// ----- AXIS FIRST SPAWN

spawnstartax_spawns
{
	spawn
	{
	wait 50
	remove
	}
	}
	trigger off
	{
		setstate spawnstartax_spawns invisible
	}
}

spawnstartax_wobj // first Axis spawn - descr. "Axis Start"
{
	spawn
	{
	wait 50
	set
	{
	spawnflags 2
	}
	}

	trigger on
	{
		setstate spawnstartax_wobj default
		// wm_announce "^2setstate spawnaxstart_wobj, spawnaxstart DEFAULT"
	}

	trigger off
	{
		setstate spawnstartax_wobj invisible
		// wm_announce "^2setstate spawnaxstart_wobj, spawnaxstart invisible"
	}
}

// ----- AXIS SPAWN in GUARDHOUSE - removed



// ----- ALLIES FIRST SPAWN - removed



// ----- FLAG in GUARD HOUSE
spawngh_spawns
{ 

	spawn
	{
	wait 500
	remove
	}
}
spawngh_flag
{
	spawn
	{
		wait 500
		remove
		trigger spawngh_flag kill
	}

	trigger allied_capture
	{
		accum 2 abort_if_equal 1 // allies own the flag already
		accum 2 set 1

		wm_objective_status	5 0 2
		wm_objective_status	5 1 1
		wm_announce "^1Allies have captured the Guardhouse Flag!"

		trigger spawnstartax_wobj on
		setstate spawnstartax_spawns default
		alertentity spawngh_wobj

		setautospawn "Guardhouse" 1
		setautospawn "Axis Start" 0

		disablespeaker sd_ghaxis
		enablespeaker sd_ghallies
	}

	trigger axis_capture
	{
		accum 2 abort_if_equal 0 // axis already own the flag
		accum 2 set 0

		// correct Autospawn gets called in the vobj scriptblock

		wm_objective_status	5 0 1
		wm_objective_status	5 1 2
		wm_announce "^1Axis have captured the Guardhouse Flag!"

		alertentity spawngh_wobj
		trigger spawnstartax_wobj off
		setstate spawnstartax_spawns invisible
		//trigger spawnmon_wobj on

		setautospawn "Monastery" 1
		setautospawn "Guardhouse" 0

		disablespeaker sd_ghallies
		enablespeaker sd_ghaxis
	}

	trigger takenover //triggers spawnsetting after gate blown
	{
		wm_announce "^1Axis secured the Guardhouse Flag!"
		trigger spawngh_flag force_axis
		trigger spawngh_flag checkobj
		trigger spawngh_flag kill
	}

	trigger force_axis
	{
		accum 2 abort_if_equal 0
		alertentity spawngh_wobj
		alertentity spawngh_spawns
		// wm_announce "^2forceaxis executed"

		trigger spawnstartax_wobj off
		setstate spawnstartax_spawns invisible

		disablespeaker sd_ghallies
		enablespeaker sd_ghaxis
	}

	trigger checkobj
	{
		accum 2 abort_if_equal 0
		wm_objective_status	5 0 1
		wm_objective_status	5 1 2
		// wm_announce "^2checkobj executed"
	}

	trigger kill
	{
		remove
		// wm_announce "^2flag remove executed"
	}
}


// ----- Allied Spawn at Monastery



spawnmon_wobj // second Allied spawn - descr. "Monastery" - disabled
{
	spawn
	{
		wait 200
		//setstate spawnmon_wobj invisible
		//wait 30000
		setstate spawnmon_wobj invisible
	}
	trigger on
	{
		setstate spawnmon_wobj default
	}
	trigger off
	{
		setstate spawnmon_wobj invisible
	}
}


// ----- AXIS SPAWN at COMMAND POST

spawncpax // third Axis spawn - descr. "Command Post"
{
	spawn
	{
		wait 500
		remove
		
	}
}

spawncpax_wobj
{
	spawn
	{
		wait 50
		remove
	}

	trigger on //gets used while bell hammer not delivered yet
	{
		setstate spawncpax_wobj default
		setstate spawncpax default
		wait 100
		// wm_announce "^1setstate spawncpax_wobj, spawncpax default"
	}

	trigger onautosp //gets called after delivery of bell hammer
	{
		// setautospawn "Command Post" 0 //can only be called after hammer delivered
	}

	trigger off
	{
		setstate spawncpax_wobj invisible
		setstate spawncpax invisible
		// wm_announce "^1setstate spawncpax_wobj, spawncpax invisible"
	}
}



allied_lms_wobj
{
	spawn
	{
		remove
	}
}


axis_lms_wobj
{
	spawn
	{
		remove
	}
}



// ---------------------------------------------------
// ------------- OBJECTIVE H - CAVE WALL -------------
// ---------------------------------------------------

// real func_explosive or just something to destroy with grenades?



// ---------------------------------------------------
// ------------- OBJECTIVE I - CMD Post --------------
// ---------------------------------------------------


// ------------- START: NEUTRAL ----------------------

radio_neutral //neutral_radio_closed
{
	spawn
	{
		accum 0 set 0
	}

	trigger hide
	{
		setstate radio_neutral invisible
		setstate radio_neutral_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 1
		setstate radio_neutral default
		setstate radio_neutral_model default
	}

	trigger disable
	{
		accum 0 set 1
	}
}

// trigger: 
// target - radio_neutral_built


// ------------- AXIS BUILT IT -------------------------

radio_axis_constr //axis_radio_built
{
	spawn
	{
		wait 50
		constructible_class	2

		wait 150
		trigger radio_axis_constr 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 radio_axis_constr_model trans
		trigger radio_axis_destr hide
		trigger radio_allied_destr hide
		trigger radio_neutral 	hide
	}

	built final
	{
		trigger radio_axis_constr_model show
		trigger radio_axis_constr_model enable_axis_features

		trigger radio_neutral 	disable	

		trigger radio_axis_destr enable
		trigger radio_allied_destr enable

		trigger spawncpax_wobj on //calls CP spawn for Axis
		enablespeaker axis_compost_sound
	}

	decayed final
	{
		trigger radio_axis_constr_model hide
		trigger radio_axis_destr show
		trigger radio_allied_destr show
		trigger radio_neutral 	show
	}

	death
	{
		trigger radio_axis_constr_model hide
		trigger radio_axis_destr show
		trigger radio_axis_constr_model disable_axis_features

		disablespeaker axis_compost_sound
		trigger spawncpax_wobj off //disables cp spawn
	}
}

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

	trigger show
	{
		setstate radio_axis_constr_model default
	}

	trigger hide
	{
		setstate radio_axis_constr_model invisible
	}

	trigger trans
	{
		setstate radio_axis_constr_model underconstruction
	}

	trigger enable_axis_features
	{
		// axis built it
		setchargetimefactor 0 soldier 0.8
		setchargetimefactor 0 lieutenant 0.8
		setchargetimefactor 0 medic 0.8
		setchargetimefactor 0 engineer 0.8
		setchargetimefactor 0 covertops 0.8
		sethqstatus 0 1

		wm_objective_status	6 1 2
		wm_objective_status	6 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
	{
		// axis lost it
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_objective_status	6 1 0
		wm_objective_status	6 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"
		// *---------------------------------------------------------------------------------*
	}
}

// ------------- AXIS LOST IT -------------------------

radio_axis_destr //axis_radio_destroyed - changed
{
	spawn
	{
		wait 200
		accum 0 set 0
		setstate radio_axis_destr invisible
		setstate radio_axis_destr_model invisible
	}

	trigger hide
	{
		setstate radio_axis_destr invisible
		setstate radio_axis_destr_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 0
		setstate radio_axis_destr default
		setstate radio_axis_destr_model default
	}

	trigger enable
	{
		accum 0 set 1
	}

	trigger disable
	{
		accum 0 set 0
	}
}

// ------------- ALLIES BUILT IT -------------------------

radio_allied_constr //allied_radio_built
{
	spawn
	{
		wait 50
		constructible_class	2
		trigger radio_allied_constr 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 radio_allied_constr_model trans
		trigger radio_axis_destr hide
		trigger radio_allied_destr hide
		trigger radio_neutral 	hide
	}

	built final
	{
		trigger radio_allied_constr_model show
		trigger radio_allied_destr enable
		trigger radio_axis_destr disable
		trigger radio_neutral 	disable
		trigger radio_allied_constr_model enable_allied_features
		trigger alliedcpspawns_obj on

		enablespeaker allies_compost_sound
	}

	decayed final
	{
		trigger radio_allied_constr_model hide
		trigger radio_allied_destr show
		trigger radio_axis_destr show
		trigger radio_neutral 	show
	}

	death
	{
		trigger radio_allied_constr_model hide
		trigger radio_allied_destr show
		trigger radio_allied_constr_model disable_allied_features
		trigger alliedcpspawns_obj off

		disablespeaker allies_compost_sound
	}
}

radio_allied_constr_model
{
	spawn
	{
		accum 1 set 0
		accum 2 set 0 // state of command post as far as the VO is concerned (0=not built, 1=built) - Wils
		wait 200
		setstate radio_allied_constr_model invisible
	}

	trigger show
	{
		setstate radio_allied_constr_model default
		enablespeaker neutral_radio_sound
	}

	trigger hide
	{
		setstate radio_allied_constr_model invisible
		disablespeaker neutral_radio_sound
	}

	trigger trans
	{
		setstate radio_allied_constr_model underconstruction
	}

	trigger alliedcompostvo
	{
		accum 2 abort_if_equal 1
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
	}
		
	trigger enable_allied_features
	{
		// allies built it
		accum 1 set 1 // Is this ever used? - Wils
		accum 2 set 1 // State of com post as far as VO is concerned (1=built)
		setchargetimefactor 1 soldier 0.8
		setchargetimefactor 1 lieutenant 0.8
		setchargetimefactor 1 medic 0.8
		setchargetimefactor 1 engineer 0.8
		setchargetimefactor 1 covertops 0.8
		sethqstatus 0 1

		//wm_objective_status	6 1 1
		//wm_objective_status	6 0 2

		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
	{
		// allies lost it
		accum 2 set 0 // state of com post as far as VO is concerned (0=destroyed)
		wm_announce	"Axis team has destroyed the Allied Command Post!"

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 0 0

		//wm_objective_status	6 1 0
		//wm_objective_status	6 0 0

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

// ------------- ALLIES LOST IT -------------------------

radio_allied_destr //allied_radio_destroyed
{
	spawn
	{
		wait 200
		accum 0 set 0
		setstate radio_allied_destr invisible
		setstate radio_allied_destr_model invisible
	}

	trigger hide
	{
		setstate radio_allied_destr invisible
		setstate radio_allied_destr_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 0
		setstate radio_allied_destr default
		setstate radio_allied_destr_model default
	}

	trigger enable
	{
		accum 0 set 1
	}

	trigger disable
	{
		accum 0 set 0
	}
}




// -----------------------------------------------------
// ------------- OBJECTIVE J - MONASTERY MAIN GATE -----
// -----------------------------------------------------

mmgate
{
	spawn
	{
		set
		{
			wait 200
			constructible_class 1
			health "200"
		}
	
	}

	death
	{
		wm_announce "^1Axis have destroyed the Abbey Main Gate!"
		//wm_teamvoiceannounce 0 "wb_axis_gatemain"
		//wm_teamvoiceannounce 1 "wb_allies_gatemain"

		wm_objective_status 7 0 2
		wm_objective_status 7 1 1
	}
}

// -----------------------------------------------------
// ------------- OBJECTIVE K - MONASTERY GARDEN GATE ---
// -----------------------------------------------------

mggate
{
	spawn
	{
		set
		{
			wait 200
			constructible_class 1
			health "200"
	
		}

	}

	death
	{
		wm_announce "^1Axis have destroyed the Garden Gate!"
		//wm_teamvoiceannounce 0 "wb_axis_gategarden"
		//wm_teamvoiceannounce 1 "wb_allies_gategarden"
	}

}


// -----------------------------------------------------
// ------------- OBJECTIVE L - CRYPT GATE --------------
// -----------------------------------------------------

mcgate
{
	spawn
	{
		set
		{
			wait 200
			constructible_class 1
			health "200"
		}
	}

	death
	{
		wm_announce "^1Axis have destroyed the Crypt Gate!"

		wm_objective_status 8 0 1
		wm_objective_status 8 1 2

		//wm_teamvoiceannounce 0 "wb_axis_gatecrypt"
		//wm_teamvoiceannounce 1 "wb_allies_gatecrypt"
	}

}



// -------------------------------------------------------------
// ------------- SFX TERRAIN -----------------------------------
// -------------------------------------------------------------

sfx_tercliff01
{
	spawn
	{
	}
	
	trigger falling
	{
		enablespeaker sfx_tercliff01falling
		wait 3200
		trigger sfx_tercliff01hurt hurthim
		wait 300
		disablespeaker sfx_tercliff01falling
	}
}
sfx_tercliff01hurt
{
	spawn
	{
		wait 1500
		setstate sfx_tercliff01hurt invisible
	}
	
	trigger hurthim
	{
		setstate sfx_tercliff01hurt default
		wait 50
		setstate sfx_tercliff01hurt invisible
	}
}

sfx_tercliff02
{
	spawn
	{
	}
	
	trigger falling
	{
		enablespeaker sfx_tercliff02falling
		wait 3200
		trigger sfx_tercliff02hurt hurthim
		wait 300
		disablespeaker sfx_tercliff02falling
	}
}
sfx_tercliff02hurt
{
	spawn
	{
		wait 1500
		setstate sfx_tercliff02hurt invisible
	}
	
	trigger hurthim
	{
		setstate sfx_tercliff02hurt default
		wait 50
		setstate sfx_tercliff02hurt invisible
	}
}

sfx_tercliff03
{
	spawn
	{
	}
	
	trigger falling
	{
		enablespeaker sfx_tercliff03falling
		wait 3200
		trigger sfx_tercliff03hurt hurthim
		wait 300
		disablespeaker sfx_tercliff03falling
	}
}
sfx_tercliff03hurt
{
	spawn
	{
		wait 1500
		setstate sfx_tercliff03hurt invisible
	}
	
	trigger hurthim
	{
		setstate sfx_tercliff03hurt default
		wait 50
		setstate sfx_tercliff03hurt invisible
	}
}

sfx_tercliff04
{
	spawn
	{
	}
	
	trigger falling
	{
		enablespeaker sfx_tercliff04falling
		wait 3200
		trigger sfx_tercliff04hurt hurthim
		wait 300
		disablespeaker sfx_tercliff04falling
	}
}
sfx_tercliff04hurt
{
	spawn
	{
		wait 1500
		setstate sfx_tercliff04hurt invisible
	}
	
	trigger hurthim
	{
		setstate sfx_tercliff04hurt default
		wait 50
		setstate sfx_tercliff04hurt invisible
	}
}

sfx_tercliff05
{
	spawn
	{
	}
	
	trigger falling
	{
		enablespeaker sfx_tercliff05falling
		wait 3200
		trigger sfx_tercliff05hurt hurthim
		wait 300
		disablespeaker sfx_tercliff05falling
	}
}

sfx_tercliff05hurt
{
	spawn
	{
		wait 1500
		setstate sfx_tercliff05hurt invisible
	}
	
	trigger hurthim
	{
		setstate sfx_tercliff05hurt default
		wait 50
		setstate sfx_tercliff05hurt invisible
	}
}

sfx_cave
{
	spawn
	{
	}
	
	trigger falling
	{
		enablespeaker sfx_cavefalling
		wait 3200
		trigger sfx_cavehurt hurthim
		wait 300
		disablespeaker sfx_cavefalling
	}
}

sfx_cavehurt
{
	spawn
	{
		wait 500
		setstate sfx_cavehurt invisible
	}
	
	trigger hurthim
	{
		setstate sfx_cavehurt default
		wait 50
		setstate sfx_cavehurt invisible
	}
}


// -------------------------------------------------------------
// ------------- SFX RADIO -------------------------------------
// -------------------------------------------------------------

radio01
{
	spawn
	{
		wait 500
		accum 7 set 1
		disablespeaker sd_abradiooff
		enablespeaker sd_abradioon
	}

	trigger used
	{
		enablespeaker sd_abradiotr
		wait 100
		trigger radio01 on
		trigger radio01 off
	}	

	trigger on
	{
		accum 7 abort_if_not_equal 2
		disablespeaker sd_abradiooff
		enablespeaker sd_abradioon
		accum 7 set 1
		wait 20
	}

	trigger off
	{
		accum 7 abort_if_not_equal 1
		enablespeaker sd_abradiooff
		disablespeaker sd_abradioon
		accum 7 set 2
		wait 20
	}

	trigger destroyed
	{
		disablespeaker sd_abradiooff
		disablespeaker sd_abradioon
		accum 7 set 3
	}
}

radio01trigger
{
	spawn
	{
		wait 200
		setstate radio01trigger default
	}

	trigger destroyed
	{
		setstate radio01trigger invisible	
	}
}

// -------------------------------------------------------------
// ------------- SFX ABBEY CHAPPELL ----------------------------
// -------------------------------------------------------------

prayer
{
	spawn
	{
		wait 500
		disablespeaker sd_sainton
	}

	trigger praying
	{
		enablespeaker sd_sainton
		wait 500
		trigger saint praying
	}	
}

saint
{
	spawn
	{
		wait 500
		setstate miracle invisible
	}

	trigger praying
	{
		setstate miracle default
		wait 3500
		setstate miracle invisible
	}	
}

monster1
{
	spawn
	{
		wait 700
		setstate monster1 invisible
	}
	trigger bite
	{
		wait 200
		setstate monster1 default
		wait 200
		setstate monster1 invisible
	}
}

monster2
{
	spawn
	{
		wait 700
		setstate monster2 invisible
	}
	trigger bite
	{
		wait 500
		setstate monster2 default
		wait 1500
		setstate monster2 invisible
	}
}



// -------------------------------------------------------------
// ------------- SFX ABBEY SACRIFICE ROOM ----------------------
// -------------------------------------------------------------

sroom_monster1
{
	spawn
	{
		wait 600
		setstate sroom_monster1 invisible
	}

	trigger on
	{
		setstate sroom_monster1 default
	}	
}

sroom_monster2
{
	spawn
	{
		wait 650
		setstate sroom_monster2 invisible
	}

	trigger on
	{
		setstate sroom_monster2 default
	}	
}

sroom_monster4
{
	spawn
	{
		wait 600
		setstate sroom_monster4 invisible
	}

	trigger on
	{
		wait 8000
		setstate sroom_monster4 default
	}	

	trigger off
	{
		setstate sroom_monster4 invisible
	}	
}