game_manager
{
	spawn
	{
		remapshader "models/mapobjects/tanks_sd/mg42turret" "models/mapobjects/tanks_sd/mg42turret_2"
		
		remapshaderflush
		
		// Game rules
		wm_axis_respawntime	20
		wm_allied_respawntime	12
		wm_number_of_objectives 7
		wm_set_round_timelimit	15

		// Objectives
		// 1: Steal Tank
		// 2: Protect Tank
		// 3: Blow bank doors
		// 4: Steal Gold
		// 5: Escape with gold
		// 6: Allied command post
		// 7: Axis command post

		// Current main objectives for each team (0=Axis, 1=Allies)
		wm_set_main_objective		1	0
		wm_set_main_objective		1	1

		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_set_main_objective		1	0
		wm_set_main_objective		1	1

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0

		// Winner on expiration of round timer (0=Axis, 1=Allies)
		wm_setwinner	0

		wait 50
		//setdamagable tank 0
		//settankammo tank 0	

		wait 500
		setautospawn	"Tank Depot"	0
		setautospawn	"Allied Spawn"	1

		accum 4 set 0 // have the Allies stolen the tank?

		// start triggered loops on/off as required (eg: command post radio sounds)
		disablespeaker allies_compost_sound
		disablespeaker axis_compost_sound
		disablespeaker allies_compost_sound_lms
		disablespeaker axis_compost_sound_lms

		wait 2000
		
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
		wm_addteamvoiceannounce 0 "goldrush_axis_tank_steal"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		
		wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
		wm_addteamvoiceannounce 1 "goldrush_allies_tank_steal"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct"
		wm_teamvoiceannounce 0 "goldrush_axis_tank_steal"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_need_engineer"

		wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
		wm_teamvoiceannounce 1 "goldrush_allies_tank_steal"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_need_covertops"
		
		// *---------------------------------------------------------------------------------*
	}

	trigger allies_win
	{
		wm_setwinner	1
		wm_announce "Allied team escaped with the Gold-Naquada!"

		wm_objective_status 5 0 2
		wm_objective_status 5 1 1

		wait 1500
		wm_endround
	}

	trigger allies_steal_tank
	{
		accum 4 abort_if_not_equal 0

		wm_announce "Allied team has stolen the Tank!"

		wm_objective_status 1 0 2
		wm_objective_status 1 1 1
		wm_set_round_timelimit	25
		alertentity tankdepot_axis_spawns
		alertentity tankdepot_allied_spawns
		alertentity tankdepotblob		// Tank Depot team_WOLF_objective

		setautospawn	"Axis Spawn"	0
		setautospawn	"Tank Depot"	1

		accum 4 set 1
		wm_set_main_objective		2	0
		wm_set_main_objective		2	1

		
	}

	trigger allies_steal_tank_allied_msg
	{
		// *----------------------------------- vo ------------------------------------------*
			
		wm_removeteamvoiceannounce 1 "goldrush_allies_tank_steal"
		wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
		wm_addteamvoiceannounce 1 "goldrush_allies_tank_courtyard"

		wm_teamvoiceannounce 1 "goldrush_allies_tank_stolen"
		wm_teamvoiceannounce 1 "goldrush_allies_tank_courtyard"
	
		// *---------------------------------------------------------------------------------*
	}

	trigger allies_steal_tank_axis_msg
	{
		// *----------------------------------- vo ------------------------------------------*

		wm_removeteamvoiceannounce 0 "goldrush_axis_tank_steal"
		wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
		
		wm_addteamvoiceannounce 0 "axis_hq_tank_stop"
				
		wm_teamvoiceannounce 0 "goldrush_axis_tank_stolen"
		wm_teamvoiceannounce 0 "axis_hq_tank_stop"
				
		// *---------------------------------------------------------------------------------*
	}
}

		
// *************************************************
// ***************** south_base_MG *****************
// *************************************************
 

construction_script 
{ 
   spawn 
   { 
      wait 200 
      constructible_class 2 
      trigger self startup 
   } 

   buildstart final 
   { 
   } 

   built final 
   { 
      setstate construction_extra default 
      setstate construction_mg42  default 
      setstate const_tower        invisible 

      // Some kind of UI pop-up to alert players 
      wm_announce   "Allied team has built the the south base MG!" 
   } 

   decayed final 
   { 
      trigger self startup 
   } 

   death 
   { 
      trigger self startup 
      // Some kind of UI pop-up to alert players 
      wm_announce   "Axis team has destroyed the south base MG!" 
   } 

   trigger startup 
   { 
      setstate construction_extra invisible 
      setstate construction_mg42  invisible 
      setstate const_tower        default 
      repairmg42 construction_mg42 
   } 
} 






// *************************************************
// ***************** TANK STUFF ********************
// *************************************************

tank_sound
{
	trigger start
	{
		trigger tank sound_start
		wait 3400
		trigger tank sound_move
	}

	trigger stop
	{
		trigger tank sound_stop
		wait 1400
		trigger tank sound_idle
	}

	trigger rebirth
	{
		trigger tank sound_rebirth
		wait 1400
		trigger tank sound_idle
	}
}

// digibob: converting truck script from goldrush over...
// ============================================================================
// accum 0, track state
// accum 1
//  - bit 0: barrier1 state		( 0 = not built,	1 = built		)
//  - bit 1: barrier2 state		( 0 = not built,	1 = built		)
//  - bit 2: spline status 		( 0 = not moving, 	1 = moving 		)
//  - bit 3: stuck check flag 	( 0 = not stuck, 	1 = stuck 		)
//  - bit 4: flag for message	( 0 = dont display, 1= display		)
//  - bit 5: blank				(									)
//  - bit 6: temp register 		(XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX)
//  - bit 7: death status 		( 0 = alive, 		1 = dead		)
//  - bit 8: player check 		( 0 = players, 		1 = no players	)
//  - bit 9: visible state		( 0 = alive, 		1 = dead		)
// accum 2, blank
// accum 3, current movement loop position
// accum 4, stop counter
// accum 5, lockout ref counter
// accum 6, blank
// accum 7, blank
// ===========================================================================================
// spline points are spln2 -> spln78
// ===========================================================================================
// track events:
//  - tracks_forward
//  - tracks_stop
//  - tracks_turn_left
//  - tracks_turn_right


tank
{
	spawn
	{
		wait 400
		followspline 0 spln1 50000 length 32 wait

		trigger tank sound_idle
		trigger tank tracks_stop
	}

	// ========================================
	// sound stuff

	trigger sound_idle
	{
		stopsound
		playsound sound/vehicles/tank/tank_idle.wav looping volume 512
	}

	trigger sound_start
	{
		stopsound
		playsound sound/vehicles/tank/tank_revup.wav volume 196
	}

	trigger sound_move
	{
		stopsound
		playsound sound/vehicles/tank/tank_move.wav looping volume 512
	}

	trigger sound_stop
	{
		stopsound
		playsound sound/vehicles/tank/tank_revdown.wav volume 196
	}

	trigger sound_death
	{
		stopsound
		playsound sound/vehicles/tank/tank_stop.wav volume 256
	}

	trigger sound_rebirth
	{
		stopsound
		playsound sound/vehicles/tank/tank_start.wav volume 196
	}

	// ========================================
	// ========================================


// ===========================================================================================
// ===========================================================================================
	trigger tracks_forward
	{
		accum 0 abort_if_equal 1
		accum 0 set 1

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_alt_forward

		remapshaderflush
	}

	trigger tracks_stop
	{
		accum 0 abort_if_equal 0
		accum 0 set 0

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_left
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_right
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_left
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_right
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_left
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_right

		remapshaderflush
	}

	trigger tracks_turn_left
	{
		accum 0 abort_if_equal 2
		accum 0 set 2

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_alt_forward

		remapshaderflush
	}

	trigger tracks_turn_right
	{
		accum 0 abort_if_equal 3
		accum 0 set 3

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_alt_backward

		remapshaderflush
	}

// ===========================================================================================
// ===========================================================================================

	trigger run_continue
	{
		accum 3 inc 1
		trigger self deathcheck
		trigger self stopcheck
		trigger self move
	}


// ===========================================================================================
// movement

	trigger move_check
	{
		trigger self stuck_check
		accum 1 abort_if_bitset 3

		trigger self dispatch
	}

	trigger move
	{
		trigger self move_check

		wait 500

		trigger self move
	}

	trigger dispatch
	{
		accum 3 trigger_if_equal 0 tank run_0
		accum 3 trigger_if_equal 1 tank run_1
		accum 3 trigger_if_equal 2 tank run_2
		accum 3 trigger_if_equal 3 tank run_3
		accum 3 trigger_if_equal 4 tank run_4
		accum 3 trigger_if_equal 5 tank run_5
		accum 3 trigger_if_equal 6 tank run_6
		accum 3 trigger_if_equal 7 tank run_7
		accum 3 trigger_if_equal 8 tank run_8
		accum 3 trigger_if_equal 9 tank run_9
		accum 3 trigger_if_equal 10 tank run_10
		accum 3 trigger_if_equal 11 tank run_11
		accum 3 trigger_if_equal 12 tank run_12
		accum 3 trigger_if_equal 13 tank run_13
		accum 3 trigger_if_equal 14 tank run_14
		accum 3 trigger_if_equal 15 tank run_15
		accum 3 trigger_if_equal 16 tank run_16
		accum 3 trigger_if_equal 17 tank run_17
		accum 3 trigger_if_equal 18 tank run_18
		accum 3 trigger_if_equal 19 tank run_19
		accum 3 trigger_if_equal 20 tank run_20
		accum 3 trigger_if_equal 21 tank run_21
		accum 3 trigger_if_equal 22 tank run_22
		accum 3 trigger_if_equal 23 tank run_23
		accum 3 trigger_if_equal 24 tank run_24
		accum 3 trigger_if_equal 25 tank run_25
		accum 3 trigger_if_equal 26 tank run_26
		accum 3 trigger_if_equal 27 tank run_27
		accum 3 trigger_if_equal 28 tank run_28
		accum 3 trigger_if_equal 29 tank run_29
		accum 3 trigger_if_equal 30 tank run_30
		accum 3 trigger_if_equal 31 tank run_31
		accum 3 trigger_if_equal 32 tank run_32
		accum 3 trigger_if_equal 33 tank run_33
		accum 3 trigger_if_equal 34 tank run_34
		accum 3 trigger_if_equal 35 tank run_35
		accum 3 trigger_if_equal 36 tank run_36
		accum 3 trigger_if_equal 37 tank run_37
		accum 3 trigger_if_equal 38 tank run_38
		accum 3 trigger_if_equal 39 tank run_39
		accum 3 trigger_if_equal 40 tank run_40
		accum 3 trigger_if_equal 41 tank run_41
		accum 3 trigger_if_equal 42 tank run_42
		accum 3 trigger_if_equal 43 tank run_43
		accum 3 trigger_if_equal 44 tank run_44
		accum 3 trigger_if_equal 45 tank run_45
		accum 3 trigger_if_equal 46 tank run_46
		accum 3 trigger_if_equal 47 tank run_47
		accum 3 trigger_if_equal 48 tank run_48
		accum 3 trigger_if_equal 49 tank run_49
		accum 3 trigger_if_equal 50 tank run_50
		accum 3 trigger_if_equal 51 tank run_51
		accum 3 trigger_if_equal 52 tank run_52
		accum 3 trigger_if_equal 53 tank run_53
		accum 3 trigger_if_equal 54 tank run_54
		accum 3 trigger_if_equal 55 tank run_55
		accum 3 trigger_if_equal 56 tank run_56
		accum 3 trigger_if_equal 57 tank run_57
		accum 3 trigger_if_equal 58 tank run_58
		accum 3 trigger_if_equal 59 tank run_59
		accum 3 trigger_if_equal 60 tank run_60
		accum 3 trigger_if_equal 61 tank run_61
		accum 3 trigger_if_equal 62 tank run_62
		accum 3 trigger_if_equal 63 tank run_63
		accum 3 trigger_if_equal 64 tank run_64
		accum 3 trigger_if_equal 65 tank run_65
		accum 3 trigger_if_equal 66 tank run_66
		accum 3 trigger_if_equal 67 tank run_67
		accum 3 trigger_if_equal 68 tank run_68
		accum 3 trigger_if_equal 69 tank run_69
		accum 3 trigger_if_equal 70 tank run_70
		accum 3 trigger_if_equal 71 tank run_71
		accum 3 trigger_if_equal 72 tank run_72
		accum 3 trigger_if_equal 73 tank run_73
		accum 3 trigger_if_equal 74 tank run_74
		accum 3 trigger_if_equal 75 tank run_75
		accum 3 trigger_if_equal 76 tank run_76
	}

	trigger run_0
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln2 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_1
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln3 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_2
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln4 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_3
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln5 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_4
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln6 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_5
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln7 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_6
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln8 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_7
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln9 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_8
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln10 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_9
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln11 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_10
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln12 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_11
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln13 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_12
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln14 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_13
	{
		trigger self tracks_turn_right

		accum 1 bitset 2
		followspline 0 spln15 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_14
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln16 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_15
	{
		trigger self tracks_forward
		
		accum 1 bitset 2
		followspline 0 spln17 40 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_16
	{
		trigger self tracks_forward

		trigger game_manager allies_steal_tank_allied_msg
		trigger game_manager allies_steal_tank_axis_msg
		wm_announce "^3 + 10 MIN. MISSION TIME!"
		wm_teamvoiceannounce 1 "radar_allies_bunker_captured"
		wm_teamvoiceannounce 0 "radar_axis_bunker_captured"

		wm_announce "Allied team capture the forward spawn!"

		alertentity tankdepot_axis_spawns
		alertentity tankdepot_allied_spawns
		alertentity tankdepotblob		// Tank Depot team_WOLF_objective

		setautospawn	"Axis Spawn"	0
		setautospawn	"Tank Depot"	1

		accum 4 set 1
		wm_set_main_objective		2	0
		wm_set_main_objective		2	1
		wm_set_round_timelimit	25

		accum 1 bitset 2
		followspline 0 spln18 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_17
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln19 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_18
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln20 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_19
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln21 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_20
	{
		trigger self tracks_forward

		// Old location of defense1 remove

		accum 1 bitset 2
		followspline 0 spln22 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_21
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln23 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_22
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln24 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_23
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln25 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_24
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln26 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_25
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln27 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_26
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln28 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_27
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln29 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_28
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln30 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_29
	{
		trigger self tracks_forward
		trigger self tracks_turn_left

		accum 1 bitset 2
		followspline 0 spln31 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_30
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln32 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_31
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln33 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_32
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln34 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_33
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln35 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_34
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln36 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_35
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln37 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_36
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln38 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_37
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln39 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_38
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln40 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_39
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln41 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_40
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln42 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_41
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln43 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_42
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln44 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_43
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln45 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_44
	{
		trigger self tracks_forward
		trigger defense2_toi rubble_corner3

		accum 1 bitset 2
		followspline 0 spln46 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_45
	{
		trigger self tracks_turn_left

		accum 1 bitset 2
		followspline 0 spln47 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_46
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln48 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_47
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln49 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_48
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln50 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_49
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln51 50 wait length 32
		accum 1 bitreset 2

		trigger tank stuck_check_barrier2_built_msg

		trigger self run_continue
	}

	trigger run_50
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln52 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_51
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln53 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_52
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln54 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_53
	{
		trigger self tracks_turn_left

		accum 1 bitset 2
		followspline 0 spln55 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_54
	{
		trigger self tracks_forward

		accum 1 bitset 2

		followspline 0 spln56 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_55
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln57 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_56
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln58 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_57
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln59 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_58
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln60 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_59
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln61 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_60
	{
		trigger self tracks_turn_left

		accum 1 bitset 2
		followspline 0 spln62 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_61
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln63 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_62
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln64 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_63
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln65 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_64
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln66 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_65
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln67 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_66
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln68 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_67
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln69 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_68
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln70 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_69
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln71 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_70
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln72 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_71
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln73 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_72
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln74 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_73
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln75 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_74
	{
		trigger self tracks_turn_left

		accum 1 bitset 2
		followspline 0 spln76 50 wait length 32
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_75
	{
		trigger self tracks_forward

		accum 1 bitset 2
		followspline 0 spln77 50 wait length 32
		accum 1 bitreset 2
			
		trigger self run_continue
	}

	trigger run_76
	{
		trigger self tracks_forward

		// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 1 "goldrush_allies_tank_courtyard"
		wm_removeteamvoiceannounce 0 "axis_hq_tank_stop"
	
		wm_teamvoiceannounce 0 "goldrush_axis_bank_courtyard"

		wm_teamvoiceannounce 1 "goldrush_allies_bank_courtyard"

		// *---------------------------------------------------------------------------------*	
				
		accum 1 bitset 2
		followspline 0 spln78 50 wait length 32
		accum 1 bitreset 2

		trigger self script_lockout

		trigger self 		tracks_stop
		trigger tank_sound 	stop

		wm_objective_status 2 0 2
		wm_objective_status 2 1 1

		startanimation 45 10 15 nolerp norandom
		wait 666
		startanimation 0 1 15 nolerp norandom

		wait 900

		trigger tank_turret turn

		accum 3 inc 1
	}

// ===========================================================================================
// ===========================================================================================

// ===========================================================================================
// stuck checking
// digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly...
	trigger stuck_check
	{
		accum 1 bitreset 3

		trigger self stuck_check_barrier1_built
		trigger self stuck_check_barrier2_built
		trigger self stuck_check_scriptlockout
		trigger self stuck_check_finished
	}

	trigger stuck_check_finished
	{
		accum 3 abort_if_less_than 77

		accum 1 bitset 3
	}

	trigger stuck_check_scriptlockout
	{
		accum 5 abort_if_equal 0

		accum 1 bitset 3
	}

	trigger stuck_check_barrier1_built
	{
		accum 3 abort_if_not_equal 23

		accum 1 abort_if_not_bitset 0

		accum 1 bitset 3
	}

	trigger stuck_check_barrier1_built_msg
	{
		accum 1 abort_if_not_bitset 0

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroy"
		// *---------------------------------------------------------------------------------*
	}

	trigger stuck_check_barrier2_built
	{
		accum 3 abort_if_not_equal 47

		accum 1 abort_if_not_bitset 1

		accum 1 bitset 3
	}

	trigger stuck_check_barrier2_built_msg
	{
		accum 1 abort_if_not_bitset 1

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroy"
		// *---------------------------------------------------------------------------------*
	}

// ===========================================================================================
// stop check

	trigger stopcheck_setup
	{
		accum 1 bitset 6			// stop if we're stuck/no-one's pushing :)

		accum 1 abort_if_bitset 8		// no one in the trigger, abort

		trigger self stuck_check		// call the stop check function
		accum 1 abort_if_bitset 3		// we're stuck so break out

		accum 1 bitreset 6			// we're free to move
	}^^

	trigger stopcheck
	{
		trigger self stopcheck_setup
		accum 1 abort_if_not_bitset 6

		trigger self script_lockout

		// Any just stopped moving stuff goes here
		trigger tank_sound 	stop
		trigger self 		tracks_stop
		startanimation 45 	10 	15 nolerp norandom
		wait 666
		startanimation 0 	1 	15 nolerp norandom
		wait 900

		trigger self script_lockout_stop
		resetscript
	}

// ===========================================================================================
// ===========================================================================================
// script lockouts

	trigger script_lockout
	{
		accum 5 inc 1
	}

	trigger script_lockout_stop
	{
		accum 5 inc -1
	}

// ===========================================================================================
// ===========================================================================================
// enable/disable

	trigger tank_enable
	{
		trigger self stuck_check
		accum 1 abort_if_bitset 3 	// stuck check

		accum 4 set 0				// reset stop counter
		accum 1 bitreset 8			// reset stop check

		accum 1 abort_if_bitset 2 	// already following spline
		accum 5 abort_if_not_equal 0	// are we not in a script lockout?

		accum 1 abort_if_bitset 7 	// death check

		// Any just started moving stuff goes here

		trigger self script_lockout

		trigger tank_sound start

		startanimation 55 10 15 nolerp norandom
		wait 666
		startanimation 5 40 15 nolerp norandom
		wait 500
		trigger self tracks_forward

		trigger self script_lockout_stop

		trigger self move
	}

	trigger tank_disable
	{
		accum 4 inc 1				// up the stop counter
		accum 4 abort_if_less_than 4

		accum 1 bitset 8			// set stop check

		trigger self deathcheck
	}

// ===========================================================================================
// ===========================================================================================
// death / rebirth

	rebirth
	{
		accum 1 bitreset 9 // we're visibly alive
		accum 1 bitreset 7 // we're alive again

		trigger self script_lockout

		changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks.md3

		setstate tank_smoke invisible

		trigger tank_sound rebirth
		wait 500

		trigger self script_lockout_stop

	}

	death
	{
		accum 1 bitset 7
	wm_announce "The Tank has been damaged!"
             // *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 1 "allies_hq_tank_damaged_axis"
		wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis"
		wm_teamvoiceannounce 1 "allies_hq_need_engineer"

		wm_teamvoiceannounce 0 "axis_hq_tank_damaged"
		wm_removeteamvoiceannounce 0 "axis_hq_tank_stop"
		
		// *--------------------------------------------------------------------------------*
	}

	trigger deathcheck
	{
		accum 1 abort_if_not_bitset 7	// are we dead?
		accum 1 abort_if_bitset 9		// are we not already visibly dead?
		accum 1 abort_if_bitset 2		// are we not following a spline?
		accum 5 abort_if_not_equal 0	// are we not in a script lockout?

		accum 1 bitset 9				// we're now visibly dead

		trigger self deathcheck_message
		accum 1 bitset 4

		changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks2.md3

		setstate tank_smoke default

		kill tank_construct

		trigger self sound_death
		trigger self tracks_stop

		trigger self script_lockout

		trigger self tracks_stop
		startanimation 45 10 15 nolerp norandom
		wait 666
		startanimation 0 1 15 nolerp norandom

		trigger self script_lockout_stop

		resetscript
	}

	trigger deathcheck_message
	{
		accum 1 abort_if_not_bitset 4
	
	}

	trigger startfire
	{
		startanimation 67 8 10 nolerp norandom noloop
	}

	trigger stopfire
	{
		startanimation 0 1 15 nolerp norandom
	}

	trigger enable_stage2
	{
		accum 1 bitreset 0
	}

	trigger disable_stage2
	{
		accum 1 bitset 0
	}

	trigger enable_stage4
	{
		accum 1 bitreset 1
	}

	trigger disable_stage4
	{
		accum 1 bitset 1
	}
}

tank_trigger
{
	spawn
	{
		wait 500

		attachtotag tank_shell tag_turret

		trigger tank_trigger bot_goal_loop
	}

	trigger bot_goal_loop
	{
		wait 4000	// check every 4 seconds
		trigger tank bot_active_check
		trigger tank_trigger bot_goal_loop
	}
}

tank_build
{
	spawn
	{
		wait 500

		attachtotag tank_shell tag_turret
	}
}

tank_construct
{
	spawn
	{
		wait 1000

		kill tank

		constructible_class 3
		//constructible_chargebarreq 1.6 
		constructible_health 1200
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}

	built final
	{
		alertentity tank

		wm_announce "The Tank has been repaired!"
	
          // *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 1 "allies_hq_tank_damaged_axis"
                wm_teamvoiceannounce 1 "allies_hq_tank_repaired"
		wm_teamvoiceannounce 1 "allies_hq_tank_escort"

                wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies"
		wm_teamvoiceannounce 0 "axis_hq_tank_stop"

		wm_addteamvoiceannounce 0 "axis_hq_tank_stop"

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

tank_shell
{
	spawn
	{
		wait 400
		attachtotag tank tag_tank
	}
}

tank_turret
{
	spawn
	{
		wait 500

		attachtotag tank_shell tag_turret
	}

	trigger turn
	{
		wait 1000

		playsound sound/vehicles/tank/turret_spin.wav looping
		faceangles 0 340 0 3000
		stopsound
		playsound sound/vehicles/tank/turret_end.wav

		wait 500

		trigger tank startfire
		playsound sound/vehicles/tank/tank_fire.wav
		trigger boomtrigger boom_all		// triggers the hurts around bank explosions (each has its own wait for timing)
		trigger tank_flash run
	}

	trigger blow_doors
	{
		setstate tank_flash invisible

		wait 200
		trigger tank stopfire

		alertentity bank_door1
		setstate doorframe invisible
		setstate doorframe_damaged default

		wm_announce "Allied team has destroyed the Elevator Wall!"
		// *----------------------------------- vo ------------------------------------------*

		wm_addteamvoiceannounce 0 "goldrush_axis_gold_defend"
		wm_addteamvoiceannounce 1 "goldrush_allies_gold_get"
		wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
		wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"

		wm_teamvoiceannounce 1 "wall"
		wm_teamvoiceannounce 1 "goldrush_allies_gold_get"
		wm_teamvoiceannounce 0 "wall"
		wm_teamvoiceannounce 0 "goldrush_axis_gold_defend"

		// *---------------------------------------------------------------------------------*

		wm_objective_status 3 0 2
		wm_objective_status 3 1 1

		wm_set_main_objective		4	0
		wm_set_main_objective		4	1

		wait 100
		trigger bank_door2_damaged bankbackboom

		playsound sound/vehicles/tank/turret_spin.wav looping
		faceangles 0 0 0 3000
		stopsound
		playsound sound/vehicles/tank/turret_end.wav
		trigger tank sound_death
		trigger tank script_lockout_stop
	}
}

tank_flash
{
	spawn
	{
		setstate tank_flash invisible
	}

	trigger run
	{
		setstate tank_flash default
 		attachtotag tank_turret tag_flash
		faceangles 0 90 0 50

		wait 50

		trigger tank_turret blow_doors
	}
}

tank_disabler
{
	trigger run
	{
		trigger tank tank_disable
	}
}

tank_enabler
{
	trigger run
	{
		trigger tank tank_enable
	}
}

tank_smoke
{
	spawn
	{
		wait 300
		attachtotag tank_shell tag_smoke
		setstate tank_smoke invisible
	}
}

// *******************************
// ******* BANK EXPLOSION ********
// *******************************
doorframe
{
	spawn
	{
		setstate doorframe_damaged invisible
	}
}

bank_door2_damaged
{
	spawn
	{
		wait 200
		setstate bank_door2_damaged invisible
	}

	trigger bankbackboom
	{

		alertentity bank_door2
		setstate bank_door2_damaged default
		
	}
}


// these cause timed damage from the tank barrel to the bank explosion
boomtrigger
{
	trigger boom_all		// this is called from the tank to trigger all hurts
	{
		trigger hurt_barrelblast1 boom
		trigger hurt_barrelblast2 boom
		trigger hurt_barrelblast3 boom
		trigger hurt_bankblast boom
		wait 450
		setstate bankdoors_toi invisible
		setstate bankdoors_cm_marker invisible
	}
}


hurt_barrelblast1
{
	spawn
	{
		wait 200
		setstate hurt_barrelblast1 invisible
	}

	trigger boom
	{
		setstate hurt_barrelblast1 default
		wait 100
		remove
	}
}

hurt_barrelblast2
{
	spawn
	{
		wait 200
		setstate hurt_barrelblast2 invisible
	}

	trigger boom
	{
		wait 165
		setstate hurt_barrelblast2 default
		wait 100
		remove
	}
}

hurt_barrelblast3
{
	spawn
	{
		wait 200
		setstate hurt_barrelblast3 invisible
	}

	trigger boom
	{
		wait 325
		setstate hurt_barrelblast3 default
		wait 100
		remove
	}
}

hurt_bankblast
{
	spawn
	{
		wait 200
		setstate hurt_bankblast invisible

		setstate hurt_barrelblast2 invisible
		setstate hurt_barrelblast3 invisible
	}

	trigger boom
	{
		wait 400
		setstate hurt_bankblast default
		wait 100
		remove
	}
}

// **********************************************
// ****************** TRUCK STUFF ***************
// **********************************************

truck_smoke
{
	spawn
	{
		wait 300
		attachtotag truck tag_wfront
		setstate truck_smoke invisible
	}
}

// sound "thread"
truck_engine
{
	spawn
	{
		wait 200
		attachtotag truck tag_wfront

		trigger truck_engine sound_idle
	}

	trigger start
	{
		trigger truck_engine sound_start
		wait 950
		trigger truck_engine sound_move
	}

	trigger stop
	{
		trigger truck_engine sound_stop
		wait 950
		trigger truck_engine sound_idle
	}

	// ========================================
	// sound events
	trigger sound_idle
	{
		playsound sound/vehicles/truck/truck_idle.wav looping
	}

	trigger sound_start
	{
		stopsound
		playsound sound/vehicles/truck/truck_revup.wav volume 96
	}

	trigger sound_move
	{
		playsound sound/vehicles/truck/truck_move.wav looping
	}

	trigger sound_stop
	{
		stopsound
		playsound sound/vehicles/truck/truck_revdown.wav volume 96
	}

	trigger sound_death
	{
		stopsound
		playsound sound/vehicles/truck/truck_stop.wav volume 96
	}

	// ========================================
	// ========================================
}

truck_build
{
	spawn
	{
		wait 500

		attachtotag truck tag_wback
	}
}

truck_construct
{
	spawn
	{
		constructible_class 3
		constructible_health 550
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
		constructible_chargebarreq 0.5

	}

	built final
	{
		alertentity truck

		wm_announce "The Truck has been repaired!"
	}
}

// digibob: ok, for once i'm gonna PLAN this one, so NOTHING WILL BREAK EVAR
// ============================================================================
// accum 0, gold bars collected
// accum 1
//  - bit 0: barrier 1 status 	( 0 = destroyed, 	1 = built 		)
//  - bit 1: barrier 2 status 	( 0 = destroyed, 	1 = built 		)
//  - bit 2: spline status 		( 0 = not moving, 	1 = moving 		)
//  - bit 3: stuck check flag 	( 0 = not stuck, 	1 = stuck 		)
//  - bit 4: script lockout 	( 0 = no lockout, 	1 = lockout		)
//  - bit 5: blank 				( 									)
//  - bit 6: temp register 		(XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX)
//  - bit 7: death status 		( 0 = alive, 		1 = dead		)
//  - bit 8: player check 		( 0 = players, 		1 = no players	)
//  - bit 9: visible state		( 0 = alive, 		1 = dead		)
// accum 2, blank
// accum 3, current movement loop position
// accum 4, stop counter
// accum 5, blank
// accum 6, blank
// accum 7, blank
// ============================================================================
// spline points are tspln_X with X = 1 to 23
// ============================================================================
// wheel events:
//  - wheels_forward
//  - wheels_backward
//  - wheels_stop

truck
{
	spawn
	{
		faceangles 0 270 0 50
	}

	// ========================================
	// wheeeeeeeeeeeeeeels. eeels. ls.
	trigger wheels_forward
	{
		trigger truck_bwheel2 forward
		trigger truck_fwheel forward
	}

	trigger wheels_backward
	{
		trigger truck_bwheel2 backward
		trigger truck_fwheel backward
	}

	trigger wheels_stop
	{
		trigger truck_bwheel2 stop
		trigger truck_fwheel stop
	}

	// ========================================
	// ========================================

	trigger add_goldbar
	{
		accum 0 inc 1

		trigger gold_full_0 show
		trigger gold_trans_0 hide
		wm_teamvoiceannounce 0 "axis_hq_objective_lost"

		wm_teamvoiceannounce 1 "allies_hq_objective_secure"

		accum 0 abort_if_less_than 2

		trigger gold_full_1 show
		trigger gold_trans_1 hide
		wm_teamvoiceannounce 0 "axis_hq_objective_lost"

		wm_teamvoiceannounce 1 "allies_hq_objective_secure"
		

		wait 1000
		
		wm_announce "Allied team is escaping with the Gold-Naquada!"
		
		wm_objective_status 4 0 2
		wm_objective_status 4 1 1

		wm_set_main_objective 5 0
		wm_set_main_objective 5 1

		setstate goldbars_toi invisible
		setstate goldbars_cm_marker invisible
	}

	// ========================================
	// movement

	trigger move_check
	{
		trigger truck stuck_check
		accum 1 abort_if_bitset 3

		trigger truck dispatch
	}

	trigger move
	{
		trigger truck move_check

		wait 500

		trigger truck move
	}

	// ========================================
	// ========================================


	trigger run_continue
	{
		trigger truck deathcheck
		trigger truck stopcheck
		trigger truck move
	}

	trigger run_1
	{
		accum 1 bitset 2

// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 0 "goldrush_axis_gold_defend"
		wm_removeteamvoiceannounce 1 "goldrush_allies_gold_get"		

		wm_addteamvoiceannounce 0 "goldrush_axis_truck_stolen"
		wm_addteamvoiceannounce 0 "axis_hq_truck_stop"
		wm_addteamvoiceannounce 1 "goldrush_allies_truck_stolen"
		wm_addteamvoiceannounce 1 "allies_hq_truck_escort"


		wm_teamvoiceannounce 0 "goldrush_axis_truck_stolen"
		wm_teamvoiceannounce 0 "axis_hq_truck_stop"

		wm_teamvoiceannounce 1 "goldrush_allies_truck_stolen"
		wm_teamvoiceannounce 1 "allies_hq_truck_escort"

		followspline 0 tspln_1 50 wait length 304 wait roll 0 2 dampin
		accum 1 bitreset 2

		accum 3 set 1

		trigger truck run_continue
	}

	trigger run_2
	{
		accum 1 bitset 2
		followspline 0 tspln_2 60 wait length 304 wait roll 2 -1 dampout
		accum 1 bitreset 2

		accum 3 set 2
		trigger truck run_continue
	}

	trigger run_3
	{
		accum 1 bitset 2
		followspline 0 tspln_3 70 wait length 304 wait roll 1 -1 dampout
		accum 1 bitreset 2

		accum 3 set 3

		trigger truck stuck_check_barrier3_built_msg

		trigger truck run_continue
	}

	trigger run_4
	{
		accum 1 bitset 2
		followspline 0 tspln_4 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 4
		trigger truck run_continue
	}

	trigger run_5
	{
		// **************************
		//trigger defense3 remove
		// **************************

		accum 1 bitset 2
		followspline 0 tspln_5 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 5
		trigger truck run_continue
	}

	trigger run_6
	{
		accum 1 bitset 2
		followspline 0 tspln_6 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 6
		trigger truck run_continue
	}

	trigger run_7
	{
		accum 1 bitset 2
		followspline 0 tspln_7 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 7
		trigger truck run_continue
	}

	trigger run_8
	{
		accum 1 bitset 2
		followspline 0 tspln_8 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 8
		trigger truck run_continue
	}

	trigger run_9
	{
		accum 1 bitset 2
		followspline 0 tspln_9 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 9
		trigger truck run_continue
	}

	trigger run_10
	{
		accum 1 bitset 2
		followspline 0 tspln_10 70 wait length 304 wait roll 0 -2 dampin
		accum 1 bitreset 2

		accum 3 set 10
		trigger truck run_continue
	}

	trigger run_11
	{
		accum 1 bitset 2
		followspline 0 tspln_11 70 wait length 304 wait roll -2 0
		accum 1 bitreset 2

		accum 3 set 11
		trigger truck run_continue
	}

	trigger run_12
	{
		accum 1 bitset 2
		followspline 0 tspln_12 70 wait length 304 wait roll -2 -1 dampin
		accum 1 bitreset 2

		accum 3 set 12
		trigger truck run_continue
	}

	trigger run_13
	{
		accum 1 bitset 2
		followspline 0 tspln_13 70 wait length 304 wait roll -3 0 dampout
		accum 1 bitreset 2

		accum 3 set 13
		trigger truck run_continue
	}

	trigger run_14
	{
		accum 1 bitset 2
		followspline 0 tspln_14 70 wait length 304 wait roll -3 +3 dampout
		accum 1 bitreset 2

		accum 3 set 14
		trigger truck run_continue
	}

	trigger run_15
	{
		accum 1 bitset 2
		followspline 0 tspln_15 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 15
		trigger truck run_continue
	}

	trigger run_16
	{
		accum 1 bitset 2
		followspline 0 tspln_16 70 wait length 304
		accum 1 bitreset 2

		accum 3 set 16
		trigger truck wheels_stop

		trigger game_manager allies_win
	}

		
	trigger dispatch
	{
		accum 3 trigger_if_equal 0 	truck run_1
		accum 3 trigger_if_equal 1 	truck run_2
		accum 3 trigger_if_equal 2	truck run_3
		accum 3 trigger_if_equal 3 	truck run_4
		accum 3 trigger_if_equal 4 	truck run_5
		accum 3 trigger_if_equal 5 	truck run_6
		accum 3 trigger_if_equal 6 	truck run_7
		accum 3 trigger_if_equal 7 	truck run_8
		accum 3 trigger_if_equal 8 	truck run_9
		accum 3 trigger_if_equal 9 	truck run_10
		accum 3 trigger_if_equal 10	truck run_11
		accum 3 trigger_if_equal 11	truck run_12
		accum 3 trigger_if_equal 12	truck run_13
		accum 3 trigger_if_equal 13	truck run_14
		accum 3 trigger_if_equal 14	truck run_15
		accum 3 trigger_if_equal 15	truck run_16
	}			

	// ========================================
	// barrier checking
	// digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly......

	trigger stuck_check
	{
		accum 1 bitreset 3

		trigger truck stuck_check_gold
		trigger truck stuck_check_barrier3
		trigger truck stuck_check_barrier4
		trigger truck stuck_check_scriptlockout
		trigger truck stuck_check_finished
	}

	trigger stuck_check_finished
	{
		accum 3 abort_if_not_equal 16

		accum 1 bitset 3
	}

	trigger stuck_check_scriptlockout
	{
		accum 1 abort_if_not_bitset 4

		accum 1 bitset 3
	}

	trigger stuck_check_gold
	{
		accum 3 abort_if_not_equal 0

		accum 0 abort_if_greater_than 1

		accum 1 bitset 3
	}

	trigger stuck_check_barrier3
	{
		accum 3 abort_if_not_equal 4

		accum 1 abort_if_not_bitset 0

		accum 1 bitset 3
	}

	trigger stuck_check_barrier3_built_msg
	{
		accum 1 abort_if_not_bitset 0

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
		// *---------------------------------------------------------------------------------*
	}

	trigger stuck_check_barrier4
	{
		accum 3 abort_if_not_equal 20

		accum 1 abort_if_not_bitset 1

		accum 1 bitset 3
	}

	trigger stuck_check_barrier4_built_msg
	{
		accum 1 abort_if_not_bitset 1

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
		// *---------------------------------------------------------------------------------*
	}

	// ========================================
	// ========================================




	// ========================================
	// stop check

	trigger stopcheck_setup
	{
		accum 1 bitset 6			// stop if we're stuck/no-one's pushing :)

		accum 1 abort_if_bitset 8		// no one in the trigger, abort

		trigger truck stuck_check		// call the stop check function
		accum 1 abort_if_bitset 3		// we're stuck so break out

		accum 1 bitreset 6				// we're free to keep going
	}

	trigger stopcheck
	{
		trigger truck stopcheck_setup
		accum 1 abort_if_not_bitset 6

		trigger truck script_lockout

		// Any just stopped moving stuff goes here
		trigger truck_engine stop
		trigger truck 		wheels_stop
		// <<<<< stop animation goes here

		trigger truck script_lockout_stop
		resetscript
	}

	// ========================================
	// ========================================




	// ========================================
	// script lockouts

	trigger script_lockout
	{
		accum 1 bitset 4
	}

	trigger script_lockout_stop
	{
		accum 1 bitreset 4
	}

	// ========================================
	// ========================================


	// ========================================
	// enable/disable

	trigger truck_enable
	{
		trigger truck stuck_check
		accum 1 abort_if_bitset 3 	// stuck check

		accum 4 set 0				// reset stop counter
		accum 1 bitreset 8			// reset stop check

		accum 1 abort_if_bitset 2 	// already following spline
		accum 1 abort_if_bitset 4 	// script lockout

		accum 1 abort_if_bitset 7 	// death check

		// Any just started moving stuff goes here
		trigger truck_engine start
		trigger truck wheels_forward
		// <<<<< start animation goes here
		trigger truck move
	}

	trigger truck_disable
	{
		accum 4 inc 1				// up the stop counter
		accum 4 abort_if_less_than 2

		accum 1 bitset 8			// set stop check

		trigger truck deathcheck
	}

	// ========================================
	// ========================================

	// ========================================
	// death / rebirth

	rebirth
	{
		accum 1 bitreset 7 // we're alive again
		accum 1 bitreset 9 // we're visibly alive

		changemodel models/mapobjects/blitz_sd/blitzbody.md3

		setstate truck_smoke invisible

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_truck_repaired_allies"

		wm_teamvoiceannounce 1 "allies_hq_truck_repaired"
		// *---------------------------------------------------------------------------------*

		trigger truck move
	}

	death
	{
		accum 1 bitset 7
	}

	trigger deathcheck
	{
		accum 1 abort_if_not_bitset 7	// are we dead?
		accum 1 abort_if_bitset 9		// are we not already visibly dead?
		accum 1 abort_if_bitset 2		// are we not following a spline?
		accum 1 abort_if_bitset 4		// are we not in a script lockout?

		accum 1 bitset 9				// we're now visibly dead

		wm_announce "The Truck has been damaged!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_truck_damaged"

		wm_teamvoiceannounce 1 "allies_hq_truck_damaged_axis"
		// *---------------------------------------------------------------------------------*

		setstate truck_smoke default
		kill truck_construct

		trigger truck_engine sound_death
		//trigger truck tracks_stop		// truck with tracks? i don't think so
		trigger truck wheels_stop
		// <<<< stop anim goes here

		changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3

		resetscript
	}

	// ========================================
	// ========================================




	// ========================================
	// barriers

	trigger enable_stage1
	{
		accum 1 bitreset 0
	}

	trigger disable_stage1
	{
		accum 1 bitset 0
	}

	trigger enable_stage2
	{
		accum 1 bitreset 1
	}

	trigger disable_stage2
	{
		accum 1 bitset 1
	}

	// ========================================
	// ========================================
}

truck_bwheel2
{
	spawn
	{
		wait 500

		attachtotag truck tag_wback
	}

	trigger forward
	{
		setrotation 130 0 0
	}

	trigger backward
	{
		setrotation -130 0 0
	}

	trigger stop
	{
		stoprotation
	}
}

truck_fwheel
{
	spawn
	{
		wait 500

		attachtotag truck tag_wfront
	}

	trigger forward
	{
		setrotation 130 0 0
	}

	trigger backward
	{
		setrotation -130 0 0
	}

	trigger stop
	{
		stoprotation
	}
}

truck_trigger
{
	spawn
	{
		wait 500

		attachtotag truck tag_wback
	}
}

truck_disabler
{
	trigger run
	{
		trigger truck truck_disable
	}
}

truck_enabler
{
	trigger run
	{
		trigger truck truck_enable
	}
}

// *********************************************
// *********** RUBBLE STTTUUUFFFF **************
// *********************************************
rubble2_damaged
{
	spawn
	{
		wait 200
		setstate rubble2_damaged invisible
	}

	trigger show
	{
		setstate rubble2_damaged default
	}
}

defense2_toi
{
	// First corner after crossing bridge - Barrel
	trigger rubble_corner3
	{
		wait 850
		alertentity rubble3
	}
}

// *********************************************
// **************** CONSTRUCTIBLES *************
// *********************************************


defense2
{
	spawn
	{
		wait 400
		trigger defense2 setup

		constructible_class 3
	}

	trigger setup
	{
		setstate defense2_materials invisible
		setstate defense2_materials_clip invisible
		setstate defense2_flag invisible
		setstate defense2_toi invisible
		setstate defense2_teeth invisible
	}
}

defense3
{
	spawn
	{
		wait 400
		trigger defense3 remove

		constructible_class 3
	}

	trigger setup
	{
		setstate defense3_materials default
		setstate defense3_materials_clip default
		setstate defense3_flag default


		setstate defense3_wire invisible
		setstate defense3_hurt invisible
		setstate defense3_teeth1 invisible
		setstate defense3_teeth2 invisible
	}

	buildstart final
	{
		setstate defense3_materials default
		setstate defense3_materials_clip default
		setstate defense3_flag default


		setstate defense3_wire underconstruction
		setstate defense3_hurt underconstruction
		setstate defense3_teeth1 underconstruction
		setstate defense3_teeth2 underconstruction
	}

	built final
	{
		setstate defense3_materials invisible
		setstate defense3_materials_clip invisible
		setstate defense3_flag invisible


		setstate defense3_wire default
		setstate defense3_hurt default
		setstate defense3_teeth1 default
		setstate defense3_teeth2 default

		trigger truck disable_stage1

		wm_announce "Truck Barrier #1 has been constructed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "goldrush_axis_truckbar_constructed"
		wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
		wm_addteamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
		wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
		// *---------------------------------------------------------------------------------*
	}

	decayed final
	{
		setstate defense3_materials default
		setstate defense3_materials_clip default
		setstate defense3_flag default


		setstate defense3_wire invisible
		setstate defense3_hurt invisible
		setstate defense3_teeth1 invisible
		setstate defense3_teeth2 invisible
	}

	death
	{
		setstate defense3_materials default
		setstate defense3_materials_clip default
		setstate defense3_flag default


		setstate defense3_wire invisible
		setstate defense3_hurt invisible
		setstate defense3_teeth1 invisible
		setstate defense3_teeth2 invisible

		trigger truck enable_stage1

		wm_announce "Truck Barrier #1 has been destroyed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "goldrush_axis_truckbar_construct"
		wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroyed"
		wm_removeteamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
		wm_addteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
		// *---------------------------------------------------------------------------------*
	}

	trigger remove
	{
		setstate defense3_toi invisible
		setstate defense3_materials invisible
		setstate defense3_materials_clip invisible
		setstate defense3_flag invisible
		setstate defense3_wire invisible
		setstate defense3_hurt invisible
		setstate defense3_teeth1 invisible
		setstate defense3_teeth2 invisible
	}
}

defense4
{
	spawn
	{
		wait 400
		trigger defense4 setup

		constructible_class 2
	}

	trigger setup
	{
		setstate defense4_materials invisible
		setstate defense4_materials_clip invisible
		setstate defense4_flag invisible


		setstate defense4_wire invisible
		setstate defense4_hurt invisible
		setstate defense4_teeth1 invisible
		setstate defense4_teeth2 invisible
	}

	buildstart final
	{
		setstate defense4_materials default
		setstate defense4_materials_clip default
		setstate defense4_flag default


		setstate defense4_wire underconstruction
		setstate defense4_hurt underconstruction
		setstate defense4_teeth1 underconstruction
		setstate defense4_teeth2 underconstruction
	}

	built final
	{
		setstate defense4_materials invisible
		setstate defense4_materials_clip invisible
		setstate defense4_flag invisible


		setstate defense4_wire default
		setstate defense4_hurt default
		setstate defense4_teeth1 default
		setstate defense4_teeth2 default

		wm_announce "Depodevensives has been constructed."

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
		wm_teamvoiceannounce 1 "allies_hq_need_covertops"
		wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
		wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed"

		wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
		// *---------------------------------------------------------------------------------*
	}

	decayed final
	{
		setstate defense4_materials default
		setstate defense4_materials_clip default
		setstate defense4_flag default


		setstate defense4_wire invisible
		setstate defense4_hurt invisible
		setstate defense4_teeth1 invisible
		setstate defense4_teeth2 invisible
	}

	death
	{
		setstate defense4_materials default
		setstate defense4_materials_clip default
		setstate defense4_flag default


		setstate defense4_wire invisible
		setstate defense4_hurt invisible
		setstate defense4_teeth1 invisible
		setstate defense4_teeth2 invisible

		// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
		wm_addteamvoiceannounce 0 "fueldump_axis_depodef_construct"

		wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed"
		wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct"
		// *---------------------------------------------------------------------------------*
	}

	trigger remove
	{
		setstate defense4_toi invisible
		setstate defense4_materials invisible
		setstate defense4_materials_clip invisible
		setstate defense4_flag invisible
		setstate defense4_wire invisible
		setstate defense4_hurt invisible
		setstate defense4_teeth1 invisible
		setstate defense4_teeth2 invisible
		
	}
}


// *********************************************
// ****************** FLAG STUFF ***************
// *********************************************

goldbar_holder
{
	death
	{
		trigger truck add_goldbar
	}
}

// *********************************************
// ****************** GOLD STUFF ***************
// *********************************************


gold_crate
{
	spawn
	{
		accum 0 set 0 // gold counter
	}

	trigger stolen
	{
		accum 0 inc 1
	}

	trigger returned
	{
		accum 0 inc -1
	}
}


gold_full_0
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj1
		faceangles 0 90 0 50

		setstate gold_full_0 invisible
	}

	trigger show
	{
		setstate gold_full_0 default
	}
}

gold_full_1
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj2
		faceangles 0 90 0 50

		setstate gold_full_1 invisible
	}

	trigger show
	{
		setstate gold_full_1 default
	}
}

gold_trans_0
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj1
		faceangles 0 90 0 50
	}

	trigger hide
	{
		setstate gold_trans_0 invisible
	}
}

gold_trans_1
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj2
		faceangles 0 90 0 50
	}

	trigger hide
	{
		setstate gold_trans_1 invisible
	}
}

// ================================================
// ============ NEUTRAL COMMAND POST ==============
// ================================================

allied_compost_built
{
	spawn
	{
		wait 400
		trigger allied_compost_built setup

		constructible_class 2
	}

	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
	{
		setstate allied_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate allied_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible

		trigger allied_compost_built_model enable_allied_features

		enablespeaker allies_compost_sound
	}

	decayed final
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default

		trigger allied_compost_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

allied_compost_built_model
{
	spawn
	{
		wait 400
		setstate allied_compost_built_model invisible
	}

	trigger enable_allied_features
	{
		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 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 0 "axis_hq_need_covertops"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 6 0 2
		wm_objective_status 6 1 1
		
	}

	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 1 0

		wm_announce	"Axis team has destroyed the Allied Command Post!"
		

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
	
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_need_engineer"
		
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		wm_teamvoiceannounce 1 "allies_hq_need_engineer"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 6 0 0
		wm_objective_status 6 1 0
		
	}
}

axis_compost_built
{
	spawn
	{
		wait 400
		trigger axis_compost_built setup

		constructible_class 2
	}

	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
	{
		setstate axis_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate axis_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible

		trigger axis_compost_built_model enable_axis_features

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default

		trigger axis_compost_built_model disable_axis_features

		disablespeaker axis_compost_sound
	}
}

axis_compost_built_model
{
	spawn
	{
		wait 400
		setstate axis_compost_built_model invisible
	}

	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_teamvoiceannounce 1 "allies_hq_need_covertops"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 1
		wm_objective_status 7 1 2

		
	}

	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_teamvoiceannounce 0 "axis_hq_need_engineer"
		wm_teamvoiceannounce 1 "allies_hq_need_engineer"
		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 0
		wm_objective_status 7 1 0
		
	}
}

// ================================
// ======= REMOVE LMS STUFF =======
// ================================

// LMS Command Post
neutral_compost_toi_lms
{
	spawn
	{
		wait 50
		setstate neutral_compost_toi_lms invisible
	}
}

neutral_compost_clip_lms
{
	spawn
	{
		wait 400
		remove
	}
}

neutral_compost_closed_clip_lms
{
	spawn
	{
		wait 400
		remove
	}
}

neutral_compost_closed_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}

allied_compost_built_lms
{
	spawn
	{
		wait 400
		remove
	}
}

allied_compost_built_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}

axis_compost_built_lms
{
	spawn
	{
		wait 400
		remove
	}
}

axis_compost_built_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}


//****************************************
//************linkes Tor******************
//****************************************

button_LU		
{
	trigger button_LU_in
	{
		gotomarker button_in_LU 100
		playsound sound\movers\switches\switch_02.wav 
	}

	trigger button_LU_out
	{
		gotomarker button_out_LU 100
		playsound sound\movers\switches\switch_02.wav 
	}
}

button_LD 		
{
	trigger button_LD_in
	{
		gotomarker button_in_LD 100
		playsound sound\movers\switches\switch_02.wav 
	}

	trigger button_LD_out
	{
		gotomarker button_out_LD 100
		playsound sound\movers\switches\switch_02.wav 
	}
}

tor_LL		
{
	spawn
	{
		accum 1 set 0
	}
	
	trigger move
	{
		accum 1 abort_if_not_equal 0
		trigger tor_LL open_LL
	}
	
	trigger open_LL
	{
		accum 1 set 1
		playsound sound\movers\switches\switch_02.wav
		trigger	button_LU button_LU_in
		trigger	button_LD button_LD_in
		playsound sound\movers\elevators\big_gate2.wav LOOPING 
		gotomarker door_LL_opened 100 wait
		wm_announce "The left Securitydoor has been opended"
		stopsound
		playsound sound\movers\elevators\garage_door_end_01.wav
		wm_teamvoiceannounce 1 "alarm"
		wm_teamvoiceannounce 0 "alarm"
		wait 7000
		stopsound
		gotomarker door_LL_closed 100
		wm_announce "The left Securitydoor has been closed"
		trigger	button_LU button_out_LU
		trigger button_LD button_out_LD
		accum 1 set 0
	}
}

tor_LR		
{
	spawn
	{
		accum 1 set 0
	}
	
	trigger move
	{
		accum 1 abort_if_not_equal 0
		trigger tor_LR open_LR
	}
	
	trigger open_LR
	{
		accum 1 set 1
		gotomarker door_LR_opened 100 wait
		wait 7000
		gotomarker door_LR_closed 100
		accum 1 set 0
	}
}

//****************************************
//************rechtes Tor*****************
//****************************************

button_RU		//Button oben
{
	trigger button_RU_in
	{
		gotomarker button_in_RU 100
		playsound sound\movers\switches\switch_02.wav 
			}

	trigger button_RU_out
	{
		gotomarker button_out_RU 100
		playsound sound\movers\switches\switch_02.wav 
	}
}

button_RD 		//Button unten
{
	trigger button_RD_in
	{
		gotomarker button_in_RD 100
		playsound sound\movers\switches\switch_02.wav 
	}

	trigger button_RD_out
	{
		gotomarker button_out_RD 100
		playsound sound\movers\switches\switch_02.wav 
	}
}

tor_RL		//linker Flügel
{
	spawn
	{
		accum 1 set 0
	}
	
	trigger move
	{
		accum 1 abort_if_not_equal 0
		trigger tor_RL open_RL
	}
	
	trigger open_RL
	{
		accum 1 set 1
		trigger	button_RU button_RU_in
		trigger	button_RD button_RD_in
		playsound sound\movers\elevators\big_gate2.wav LOOPING 
		gotomarker door_RL_opened 100 wait
		stopsound 
		wm_announce "The right Securitydoor has been opended"
		playsound sound\movers\elevators\garage_door_end_01.wav
		wm_teamvoiceannounce 1 "alarm"
		wm_teamvoiceannounce 0 "alarm"
		wait 7000
		stopsound
		gotomarker door_RL_closed 100 wait
		trigger	button_LU button_out_RU
		trigger	button_LD button_out_RD
		accum 1 set 0
	}
}

tor_RR		//rechter Flügel
{
	spawn
	{
		accum 1 set 0
	}
	
	trigger move
	{
		accum 1 abort_if_not_equal 0
		trigger tor_RR open_RR
	}
	
	trigger open_RR
	{
		accum 1 set 1
		gotomarker door_RR_opened 100 wait
		wait 7000
		gotomarker door_RR_closed 100 wait
		accum 1 set 0
	}
}

