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-
- //
- // Dialog scripts for the Sewer A Level
- //
-
- precache:
- // cin sounds
- cachesound "dialog/sewer/cin/5thstrt.wav"
- cachesound "dialog/sewer/cin/cavein.wav"
- cachesound "dialog/sewer/cin/explo.wav"
- cachesound "dialog/sewer/cin/wait.wav"
- cachesound "dialog/sewer/cin/pasttunn.wav"
- cachesound "dialog/sewer/cin/bypass.wav"
- cachesound "dialog/sewer/cin/links.wav"
- cachesound "dialog/sewer/cin/bestbet.wav"
- cachesound "dialog/sewer/cin/goinin.wav"
- // blade sounds
- cachesound "dialog/sewer/blade/5thstr.wav"
- cachesound "dialog/sewer/blade/cclck1.wav"
- cachesound "dialog/sewer/blade/hatch.wav"
- //cachesound "dialog/sewer/blade/looksf.wav"
- cachesound "dialog/sewer/blade/fnddmn.wav"
- cachesound "dialog/sewer/blade/cntrl2.wav"
- cachesound "dialog/sewer/blade/stnks1.wav"
- //cachesound "dialog/sewer/blade/rats1.wav"
- //cachesound "dialog/sewer/blade/whyrts.wav"
- cachesound "dialog/sewer/blade/wydwn4.wav"
- //cachesound "dialog/sewer/blade/hrg3.wav"
- //cachesound "dialog/sewer/blade/yummy1.wav"
- //cachesound "dialog/sewer/blade/crrnt1.wav"
- cachesound "dialog/sewer/blade/hyy1.wav"
- cachesound "dialog/sewer/blade/tllm2.wav"
- //cachesound "dialog/sewer/blade/wnthrt.wav"
- cachesound "dialog/sewer/blade/pnnd2.wav"
- //cachesound "dialog/sewer/blade/whttht.wav"
- cachesound "dialog/general/blade/great.wav"
- cachesound "dialog/general/blade/damnlock.wav"
- //cachesound "dialog/general/blade/drscrm.wav"
- //cachesound "dialog/sewer/blade/swimfish.wav"
- //cachesound "dialog/sewer/blade/weld2.wav"
- //cachesound "dialog/sewer/blade/comedy.wav"
- //cachesound "dialog/sewer/blade/sarc.wav"
- //cachesound "dialog/sewer/blade/gotcha.wav"
- //cachesound "dialog/whouse/blade/onjob.wav"
- // jc sounds
- cachesound "dialog/sewer/jc/accessgate.wav"
- cachesound "dialog/sewer/jc/cncrlock.wav"
- cachesound "dialog/sewer/jc/blow.wav"
- //cachesound "dialog/sewer/jc/fnddmn.wav"
- cachesound "dialog/sewer/jc/schematic.wav"
- cachesound "dialog/sewer/jc/drain.wav"
- //cachesound "dialog/sewer/jc/maintdoor.wav"
- //cachesound "dialog/sewer/jc/wait.wav"
- //cachesound "dialog/sewer/jc/shutvalve.wav"
- cachesound "dialog/sewer/jc/haha.wav"
- //cachesound "dialog/sewer/jc/pets.wav"
- cachesound "dialog/sewer/jc/burnout.wav"
- //cachesound "dialog/sewer/jc/play.wav"
- cachesound "dialog/sewer/jc/jcvd.wav"
- //cachesound "dialog/whouse/jc/chemwent.wav"
- //cachesound "dialog/sewer/jc/jobto.wav"
- //cachesound "dialog/sewer/jc/danger.wav"
- //cachesound "dialog/sewer/jc/sewdog.wav"
- //cachesound "dialog/sewer/jc/cutepup.wav"
- cachesound "dialog/sewer/jc/nasty.wav"
- //cachesound "dialog/sewer/jc/entrance.wav"
- cachesound "dialog/sewer/jc/disaster.wav"
- //cachesound "dialog/sewer/jc/pretty.wav"
- //cachesound "dialog/sewer/jc/feltexpl.wav"
- cachesound "dialog/sewer/jc/pillar.wav"
- cachesound "dialog/sewer/jc/heat.wav"
- // bums sounds
- cachesound "dialog/sewer/bums/snnth.wav"
- cachesound "dialog/sewer/bums/tellya.wav"
- cachesound "dialog/sewer/bums/sngns.wav"
- cachesound "dialog/sewer/bums/stpbg.wav"
- //cachesound "dialog/sewer/bums/gtmny.wav"
- //cachesound "dialog/sewer/bums/spcsh1.wav"
- //cachesound "dialog/sewer/bums/dnnthn.wav"
- //cachesound "dialog/sewer/bums/tlt.wav"
- // bum sounds
- //cachesound "dialog/subway/bum/gtrts.wav"
- // guard sounds
- cachesound "dialog/sewer/guard/heyyou.wav"
- //cachesound "dialog/sewer/guard/radio.wav"
- //cachesound "dialog/sewer/guard/shoothim.wav"
- //cachesound "dialog/sewer/guard/getout.wav"
- //cachesound "dialog/sewer/guard/die.wav"
- //cachesound "dialog/sewer/guard/arg.wav"
- end
-
-
- // ----------------------------------------------
- // Blade and JC Cinematic for Sewere Setup.
- // ----------------------------------------------
- blade_at_fifth_st_overpass:
- // Blade says "JC, I'm at the 5th street overpass."
- dialog "i_blade" "JC, I'm at the 5th street overpass." "dialog/sewer/cin/5thstrt.wav"
- waitForSound "dialog/sewer/cin/5thstrt.wav" .1
- end
-
- blade_cave_in:
- // Blade says "Crap! The tunnel to the waterworks is caved in!"
- dialog "i_blade" "Crap! The tunnel to the waterworks is caved in!" "dialog/sewer/cin/cavein.wav"
- waitForSound "dialog/sewer/cin/cavein.wav" .1
- end
-
- blade_cave_in_cause:
- // Blade says "Hmm... this cave-in was caused by explosion. Those SinTEK goons blocked the path to the waterworks."
- dialog "i_blade" "Hmm... this cave-in was caused by explosion. Those SinTEK goons blocked the path to the waterworks." "dialog/sewer/cin/explo.wav"
- waitForSound "dialog/sewer/cin/explo.wav" .1
- end
-
- jc_chopper:
- // JC says "If you want to wait around boss I can have chopper support there in 20 minutes!"
- dialog "i_jc" "If you want to wait around boss I can have chopper support there in 20 minutes!" "dialog/sewer/cin/wait.wav"
- waitForSound "dialog/sewer/cin/wait.wav" .2
- end
-
- blade_notime_to_wait:
- // Blade says "No time to wait JC, we've got to find another way past this tunnel!"
- dialog "i_blade" "No time to wait JC, we've got to find another way past this tunnel!" "dialog/sewer/cin/pasttunn.wav"
- waitForSound "dialog/sewer/cin/pasttunn.wav" .1
- end
-
- jc_bypassroute:
- // JC says "Ok one second...It looks like there is a sewer bypass route directly under the bridge you're on."
- dialog "i_jc" "Ok one second...It looks like there is a sewer bypass route directly under the bridge you're on." "dialog/sewer/cin/bypass.wav"
- waitForSound "dialog/sewer/cin/bypass.wav" .2
- end
-
- jc_links_with_dam:
- // JC says "It links up with the Freeport dam and will get you to the waterworks."
- dialog "i_jc" "It links up with the Freeport dam and will get you to the waterworks." "dialog/sewer/cin/links.wav"
- waitForSound "dialog/sewer/cin/links.wav" .2
- end
-
- blade_best_bet:
- // Blade says "Sounds like our best bet..."
- dialog "i_blade" "Sounds like our best bet..." "dialog/sewer/cin/bestbet.wav"
- waitForSound "dialog/sewer/cin/bestbet.wav" .1
- end
-
- blade_goin_in:
- // Blade says "I'm goin in!"
- dialog "i_blade" "I'm goin in!" "dialog/sewer/cin/goinin.wav"
- waitForSound "dialog/sewer/cin/goinin.wav" .1
- end
-
- ////////////////////////////////////
- ///////////Blade Dialog/////////////
- ////////////////////////////////////
-
- //blade_at_fifth_st_overpass:
- //// Blade says "JC, I'm at the 5th street overpass."
- //// JC replies "Find the access gate down to the sewer system."
- //dialog "i_blade" "JC, I'm at the 5th street overpass." "dialog/sewer/blade/5thstr.wav"
- //waitForSound "dialog/sewer/blade/5thstr.wav" .1
- //dialog "i_jc" "Find the access gate down to the sewer system." "dialog/sewer/jc/accessgate.wav"
- ////waitForSound "dialog/sewer/jc/accessgate.wav" .2
- //end
-
- blade_access_hatch_locked:
- // Blade says "The access hatch is locked."
- // JC replies "What! When did you become concerned with locks." jc "Blow the lock off."
- dialog "i_blade" "The access hatch is locked." "dialog/sewer/blade/cclck1.wav"
- waitForSound "dialog/sewer/blade/cclck1.wav" .1
- dialog "i_jc" "What! When did you become concerned with locks." "dialog/sewer/jc/cncrlock.wav"
- waitForSound "dialog/sewer/jc/cncrlock.wav" .2
- dialog "i_jc" "Blow the lock off." "dialog/sewer/jc/blow.wav"
- //waitForSound "dialog/sewer/jc/blow.wav" .2
- end
-
- blade_hatch_locked:
- // Blade says "Hmmm, this hatch is locked." -
- dialog "i_blade" "Hmmm, this hatch is locked." "dialog/sewer/blade/hatch.wav"
- // waitForSound "dialog/sewer/blade/hatch.wav" .1
- end
-
- blade_doesnt_look_safe:
- // Blade says "Whoa! This dosen't look safe!" -
- dialog "i_blade" "Whoa! This dosen't look safe!" "dialog/sewer/blade/looksf.wav"
- // waitForSound "dialog/sewer/blade/looksf.wav" .1
- end
-
- jc_door_central_system:
- // JC says "We've got to find the access door to the central system."
- dialog "i_jc" "We've got to find the access door to the central system." "dialog/sewer/jc/fnddmn.wav"
- //waitForSound "dialog/sewer/jc/fnddmn.wav" .2
- end
-
- blade_into_central_system:
- // Blade says "Found it JC. Damn they welded it shut. We've got to find another way into the central system."
- // JC replies "Hold on! I'm pulling up the schematics." jc "Blade, the only other way in is through one of the drainage tubes."
- dialog "i_blade" "Found it JC. Damn they welded it shut." "dialog/sewer/blade/fnddmn.wav"
- waitForSound "dialog/sewer/blade/fnddmn.wav" .1
- dialog "i_blade" "We've got to find another way into the central system." "dialog/sewer/blade/cntrl2.wav"
- waitForSound "dialog/sewer/blade/cntrl2.wav" .1
- dialog "i_jc" "Hold on! I'm pulling up the schematics." "dialog/sewer/jc/schematic.wav"
- waitForSound "dialog/sewer/jc/schematic.wav" .2
- dialog "i_jc" "Blade, the only other way in is through one of the drainage tubes." "dialog/sewer/jc/drain.wav"
- //waitForSound "dialog/sewer/jc/drain.wav" .2
- end
-
- jc_find_maint_door:
- //JC says "See if you can find one of the maintenance doors."
- dialog "i_jc" "See if you can find one of the maintenance doors." "dialog/sewer/jc/maintdoor.wav"
- //waitForSound "dialog/sewer/jc/maintdoor.wav" .2
- end
-
- jc_wait_dont_open:
- game.skill ifgreater 0 end
- // JC says "WAIT! Don't open that just yet!"
- // JC says, "Find the shutoff valve before opening that door."
- dialog "i_jc" "WAIT! Don't open that just yet!" "dialog/sewer/jc/wait.wav"
- waitForSound "dialog/sewer/jc/wait.wav" .2
- dialog "i_jc" "Find the shutoff valve before opening that door." "dialog/sewer/jc/shutvalve.wav"
- //waitForSound "dialog/sewer/jc/shutvalve.wav" .2
- end
-
-
- blade_this_place_stinks:
- // Blade says "Man this place stinks! Smells just like your apartment JC!"
- // JC replies "Ha, Ha! Very funny sewage breath."
- dialog "i_blade" "Man this place stinks! Smells just like your apartment JC!" "dialog/sewer/blade/stnks1.wav"
- waitForSound "dialog/sewer/blade/stnks1.wav" .3
- dialog "i_jc" "Ha, Ha! Very funny sewage breath." "dialog/sewer/jc/haha.wav"
- //waitForSound "dialog/sewer/jc/haha.wav" .2
- end
-
- blade_big_rats:
- // Blade says "Whoa, those are some big rats."
- // JC replies "Ah isn't that cute, new pets for you."
- // Blade says "Rats, why did it have to be rats?"
- dialog "i_blade" "Whoa, those are some big rats." "dialog/sewer/blade/rats1.wav"
- waitForSound "dialog/sewer/blade/rats1.wav" .3
- dialog "i_jc" "Ah isn't that cute, new pets for you." "dialog/sewer/jc/pets.wav"
- waitForSound "dialog/sewer/jc/pets.wav" .2
- dialog "i_blade" "Rats, why did it have to be rats?" "dialog/sewer/blade/whyrts.wav"
- waitForSound "dialog/sewer/blade/whyrts.wav" .3
- end
-
- blade_no_other_way:
- //Blade says "Looks like there's no other way but down."
- dialog "i_blade" "Looks like there's no other way but down." "dialog/sewer/blade/wydwn4.wav"
- //waitForSound "dialog/sewer/blade/wydwn4.wav" .3
- end
-
- blade_here_we_go:
- //Blade says "Here we go, JC!"
- dialog "i_blade" "Here we go, JC!" "dialog/sewer/blade/hrg3.wav"
- //waitForSound "dialog/sewer/blade/hrg3.wav" .3
- end
-
- blade_yummy_stuff_here:
- //Blade says "Yummy stuff down here!"
- dialog "i_blade" "Yummy stuff down here!" "dialog/sewer/blade/yummy1.wav"
- //waitForSound "dialog/sewer/blade/yummy1.wav" .3
- end
-
- blade_cant_fight_current:
- //Blade says "Can't fight the current, it's pulling me under."
- dialog "i_blade" "Can't fight the current, it's pulling me under." "dialog/sewer/blade/crrnt1.wav"
- //waitForSound "dialog/sewer/blade/crrnt1.wav" .3
- end
-
- blade_hey_you:
- //Blade says "Hey you! You see anything strange going on around here?"
- dialog "i_blade" "Hey you! You see anything strange going on around here?" "dialog/sewer/blade/hyy1.wav"
- waitForSound "dialog/sewer/blade/hyy1.wav" .3
- dialog "i_bum" "I ain't seen nothin!" "dialog/sewer/bums/snnth.wav"
- waitForSound "dialog/sewer/bums/snnth.wav" .3
- dialog "i_jc" "This guy is so loaded he's flammable!" "dialog/sewer/jc/burnout.wav"
- waitForSound "dialog/sewer/jc/burnout.wav" .3
- dialog "i_bum" "If I tell ya will ya go away?" "dialog/sewer/bums/tellya.wav"
- waitForSound "dialog/sewer/bums/tellya.wav" .3
- dialog "i_blade" "Just tell me what happened." "dialog/sewer/blade/tllm2.wav"
- waitForSound "dialog/sewer/blade/tllm2.wav" .3
- dialog "i_bum" "I seen a bunch of goons goin down inta the sewers." "dialog/sewer/bums/sngns.wav"
- waitForSound "dialog/sewer/bums/sngns.wav" .3
- end
-
- jc_quit_playing:
- //Blade says "Quit playing in the water and get going."
- dialog "i_blade" "Quit playing in the water and get going." "dialog/sewer/jc/play.wav"
- //waitForSound "dialog/sewer/jc/play.wav" .3
- end
-
- jc_job_to_do:
- //Blade says "Quit playing in the water and get going."
- dialog "i_blade" "Quit playing in the water and get going." "dialog/sewer/jc/play.wav"
- //waitForSound "dialog/sewer/jc/play.wav" .3
- end
-
- blade_wont_hurt_you:
- // Blade says "Don't worry, I won't hurt you." -
- dialog "i_blade" "Don't worry, I won't hurt you." "dialog/sewer/blade/wnthrt.wav"
- // waitForSound "dialog/sewer/blade/wnthrt.wav" .1
- end
-
- blade_pinned_down:
- // Blade says "Damnit! They've got me pinned down!" - JC says "Try some of that Jean Claude Van Damme shit!" -
- dialog "i_blade" "Damnit! They've got me pinned down!" "dialog/sewer/blade/pnnd2.wav"
- waitForSound "dialog/sewer/blade/pnnd2.wav" .1
- dialog "i_jc" "Try some of that Jean Claude Van Damme shit!" "dialog/sewer/jc/jcvd.wav"
- // waitForSound "dialog/sewer/jc/jcvd.wav" .1
- end
-
- blade_what_was_that:
- // Blade says "WHAT the hell was THAT!" -
- dialog "i_blade" "WHAT the hell was THAT!" "dialog/sewer/blade/whttht.wav"
- // waitForSound "dialog/sewer/blade/whttht.wav" .1
- end
-
- blade_locked_door:
- // Blade says "Another locked door!" -
- dialog "i_blade" "Another locked door!" "dialog/general/blade/great.wav"
- // waitForSound "dialog/general/blade/great.wav" .1
- end
-
- blade_its_locked:
- // Blade says "Damn! It's locked!" -
- dialog "i_blade" "Damn! It's locked!" "dialog/general/blade/damnlock.wav"
- // waitForSound "dialog/general/blade/damnlock.wav" .1
- end
-
- blade_locked_scream:
- // Blade says "If I find another locked door, I'll scream." -
- dialog "i_blade" "If I find another locked door, I'll scream." "dialog/general/blade/drscrm.wav"
- // waitForSound "dialog/general/blade/drscrm.wav" .1
- end
-
- blade_fish_breath:
- // Blade says "Ha, Ha. Take a swim fish breath!" -
- dialog "i_blade" "Ha, Ha. Take a swim fish breath!" "dialog/sewer/blade/swimfish.wav"
- // waitForSound "dialog/sewer/blade/swimfish.wav" .1
- end
-
- blade_welded_shut:
- // Blade says "JC, this door is welded shut!" -
- dialog "i_blade" "JC, this door is welded shut!" "dialog/sewer/blade/weld2.wav"
- // waitForSound "dialog/sewer/blade/weld2.wav" .1
- end
-
- blade_keyboard_clown:
- // Blade says "Can the comedy you keyboard clown." -
- dialog "i_blade" "Can the comedy you keyboard clown." "dialog/sewer/blade/comedy.wav"
- waitForSound "dialog/sewer/blade/comedy.wav" .1
- end
-
- blade_sarcastic_jerk:
- // Blade says "JC, you're a sarcastic jerk!" -
- dialog "i_blade" "JC, you're a sarcastic jerk!" "dialog/sewer/blade/sarc.wav"
- waitForSound "dialog/sewer/blade/sarc.wav" .1
- end
-
- blade_gotcha_jc:
- // Blade says "Gotcha JC!" -
- dialog "i_blade" "Gotcha JC!" "dialog/sewer/blade/gotcha.wav"
- waitForSound "dialog/sewer/blade/gotcha.wav" .1
- end
-
-
- ////////////////////////////////////
- /////////////JC Dialog//////////////
- ////////////////////////////////////
- jc_find_out_where_cemicals:
- //jc says "Blade, we need to find out where those chemicals went!" Blade says "Yeah, yeah JC... I'm on the job!"
- dialog "i_jc" "Blade, we need to find out where those chemicals went!" "dialog/whouse/jc/chemwent.wav"
- waitForSound "dialog/whouse/jc/chemwent.wav" .2
- dialog "i_blade" "Yeah, yeah JC... I'm on the job!" "dialog/whouse/blade/onjob.wav"
- end
-
- jc_job_to_do:
- // JC says "Don't you have a job to do Blade." -
- dialog "i_jc" "Don't you have a job to do Blade." "dialog/sewer/jc/jobto.wav"
- // waitForSound "dialog/sewer/jc/jobto.wav" .1
- end
-
- jc_looks_dangerous:
- // JC says "Hey! That looks dangerous!" -
- dialog "i_jc" "Hey! That looks dangerous!" "dialog/sewer/jc/danger.wav"
- // waitForSound "dialog/sewer/jc/danger.wav" .1
- end
-
- jc_sewer_dog:
- // JC says "Ha, typical sewer dog. That's normal...I think!" -
- dialog "i_jc" "Ha, typical sewer dog. That's normal...I think!" "dialog/sewer/jc/sewdog.wav"
- // waitForSound "dialog/sewer/jc/sewdog.wav" .1
- end
-
- jc_cute_puppy:
- // JC says "Boy, that was a cute puppy!" -
- dialog "i_jc" "Boy, that was a cute puppy!" "dialog/sewer/jc/cutepup.wav"
- // waitForSound "dialog/sewer/jc/cutepup.wav" .1
- end
-
- jc_nasty_pool:
- game.skill ifgreater 0 end
- // JC says "Wow, that whirlpool sure looks nasty. Be careful." -
- dialog "i_jc" "Wow, that whirlpool sure looks nasty. Be careful." "dialog/sewer/jc/nasty.wav"
- // waitForSound "dialog/sewer/jc/nasty.wav" .1
- end
-
- jc_look_around:
- // JC says "Look around, there has got to be another entrance somewhere." -
- dialog "i_jc" "Look around, there has got to be another entrance somewhere." "dialog/sewer/jc/entrance.wav"
- // waitForSound "dialog/sewer/jc/entrance.wav" .1
- end
-
- jc_master_of_disaster:
- // JC says "Man, you're the master of disaster Blade!" -
- dialog "i_jc" "Man, you're the master of disaster Blade!" "dialog/sewer/jc/disaster.wav"
- // waitForSound "dialog/sewer/jc/disaster.wav" .1
- end
-
- jc_blew_up_pretty:
- // JC says "That sure blew up pretty!" -
- dialog "i_jc" "That sure blew up pretty!" "dialog/sewer/jc/pretty.wav"
- // waitForSound "dialog/sewer/jc/pretty.wav" .1
- end
-
- jc_felt_explosion:
- // JC says "Geez Blade, I felt that explosion all the way back at the offices." -
- dialog "i_jc" "Geez Blade, I felt that explosion all the way back at the offices." "dialog/sewer/jc/feltexpl.wav"
- // waitForSound "dialog/sewer/jc/feltexpl.wav" .1
- end
-
- jc_mutant_destroying:
- game.skill ifgreater 0 end
- // JC says "Blade! Look out, that mutant is destroying that support pillar!" -
- dialog "i_jc" "Blade! Look out, that mutant is destroying that support pillar!" "dialog/sewer/jc/pillar.wav"
- // waitForSound "dialog/sewer/jc/pillar.wav" .1
- end
-
- jc_multiple_heat:
- // JC says "I'm showing multiple heat readings in the area- you're not alone" -
- dialog "i_jc" "I'm showing multiple heat readings in the area- you're not alone" "dialog/sewer/jc/heat.wav"
- // waitForSound "dialog/sewer/jc/heat.wav" .1
- end
-
- ////////////////////////////////////
- /////////////Bum Dialog/////////////
- ////////////////////////////////////
- bum_got_rights:
- local.bum string parm.bum
- //bum says "Lemme alone! I got rights!"
- local.bum playsound "dialog/subway/bum/gtrts.wav"
- end
-
- bum_stop_buggin:
- local.bum string parm.bum
- //bum says "Stop buggin me!"
- local.bum playsound "dialog/sewer/bums/stpbg.wav"
- end
-
- bum_got_any_money:
- local.bum string parm.bum
- //bum says "Hey, ya got any money?"
- local.bum playsound "dialog/sewer/bums/gtmny.wav"
- end
-
- bum_space_ship:
- local.bum string parm.bum
- // Bum says "Yeah, space ship just dropped me off." -
- local.bum playsound "dialog/sewer/bums/spcsh1.wav"
- // waitForSound "dialog/sewer/bums/spcsh1.wav" .1
- end
-
- bum_doing_nothing:
- local.bum string parm.bum
- // Bum says "I'm not doing nothin. Leave me alone!" -
- local.bum playsound "dialog/sewer/bums/dnnthn.wav"
- // waitForSound "dialog/sewer/bums/dnnthn.wav" .1
- end
-
- bum_too_late:
- local.bum string parm.bum
- // Bum says "You're too late!" -
- local.bum playsound "dialog/sewer/bums/tlt.wav"
- // waitForSound "dialog/sewer/bums/tlt.wav" .1
- end
-
-
-
- ////////////////////////////////////
- ///////////Guard Dialog/////////////
- ////////////////////////////////////
- //guard_hey_you:
- local.guard string parm.guard
- //guard says "HEY! What are you doing here?"
- //local.guard playsound "dialog/sewer/guard/heyyou.wav"
- //end
-
- guard_radio_backup:
- local.guard string parm.guard
- //guard says "Radio for backup!"
- local.guard playsound "dialog/sewer/guard/radio.wav"
- end
-
- guard_shoot_him:
- local.guard string parm.guard
- //guard says "Shoot him!"
- local.guard playsound "dialog/sewer/guard/shoothim.wav"
- end
-
- guard_get_outta_here:
- local.guard string parm.guard
- //guard says "Quick, radio the others, let's get outta here!"
- local.guard playsound "dialog/sewer/guard/getout.wav"
- end
-
- guard_die:
- local.guard string parm.guard
- //guard says "DIE!"
- local.guard playsound "dialog/sewer/guard/die.wav"
- end
-
- guard_arg:
- local.guard string parm.guard
- //guard says "ARGH!"
- local.guard playsound "dialog/sewer/guard/arg.wav"
- end
-