//**AMWWpc Map #2 "Death_walk".  Map concept and layout created by Jason Wildblood**//

//***Preloaded Sprited***//
//~windmill~//
preloadsprite   37 403 00
preloadsprite   37 403 01
preloadsprite   37 403 02
preloadsprite   37 403 03
preloadsprite   37 403 04
preloadsprite   37 403 05


//*Pad Definitions*/
/Startpads/
pad Unit1                                      10
pad Unit2                                      11
pad Unit3                                      12
pad Unit4                                      13
pad Unit5                                      14

/for start movie/
pad tanattacker1                               100
pad tanattacker2                               101
pad tanattacker3                               102
pad tanattacker4                               103

//**Units going to radar**//

pad     radarundeppad255                        255     npc

if startup1 then
        trigger makegreens,
		setcamerafocus J._Wildman,
        playsound "beach1_nomusic.wav" 3 0 1,
        trigger maketanss,
        playsound "ocean_ambience.wav" HigDoor1 4 3 300 1,
	triggerdelay 1000 D_DayStart1

variable numgreennnn 5

//****Startup go codes****//

pad balancepad  210

if D_DayStart1 then
	showpda "Eliminate the tan radar building to the north.",
        triggerdelay 500 initbombem1,
        triggerdelay 2500 initbombem2,
        triggerdelay 1000 Openhig_random,
        triggerdelay 1500 startinitmovie01,
        triggerdelay 2000 startinitmovie_02,
        triggerdelay 1500 startinitmovieT03,
        triggerdelay 1000 startinitmovie1,
        triggerdelay 1200 MovewinnersA3,
        triggerdelay 1000 finishmovie,
        triggerdelay 10000 bombem,
        createunit "balanceunit" rifleman balancepad green 0 bazooka -1,
	createvehicle "tanackgun1" ackackgun (672,2694) tan,
	setgunfacing tanackgun1 190,
	createunit "tanackgunman" rifleman tanackackgun tan 0,
      	entervehicle tanackgunman tanackgun1,
	createvehicle "tanackgun2" ackackgun (1939,941) tan,
	setgunfacing tanackgun2 160,
	createunit "tanackgunman2" rifleman (1436,1108) tan 0,
        triggerdelay 1000 ordergunman2,
        //triggerdelay 3000 tanackackrotate,
        setitemflag flagman strategic 1,
        setnpc balanceunit 1,
        setaimode balanceunit ignore,
        damage aaguntan 10000,
        createpowerup "balancepower" paratroopers balancepad -1,
        moveitem balanceunit balancepad,
        moveitem balancepower balancepad

//***ackackgun gun facing***

//pad tanckgunpad1                                230 green
//pad ackgunattackers1                            131 noone

//pad tanckgunpad2                                240 green
//pad ackgunattackers2                            130 noone
pad tanckguntanpad2                              240 tanackgunman2

Pad tanunitmangun                               242  tanackgunman2


variable ackgunfacingvar 0
variable _2ackgunfacingvar 20
variable unit2var 0

if hit green trooper by tanackgun1 butnot onehittanackgun then
        triggerdelay 1 Checkbalance,
        clearfog tanackgun1,
        trigger onehittanackgun

if hit green trooper by tanackgun2 butnot onehittanackgun2 then
        triggerdelay 1 Checkbalance,
        clearfog tanackgun2,
        trigger onehittanackgun2

//*** Init bombing***/
if initbombem1 butnot onceinitbomem1 then
        playsound "bombwhistle2.wav" 14 1,
        triggerdelay 1000 initbmdef1,
        trigger onceinitbomem1

if initbmdef1 then
        createexplosion (2719,2758) 131 1 blue

if initbombem2 butnot onceinitbomem2 then
        playsound "bombwhistle2.wav" 14 1,
        triggerdelay 1000 initbmdef2,
        trigger onceinitbomem2

if initbmdef2 then
        createexplosion (2737,2601) 131 1 blue


//**ackgun



if hit tanackgunman2 then
        order tanackgunman2 goto tanckguntanpad2 inmode ignore,
        setvar unit2var 20
if ordergunman2 testvar unit2var = 0 then
        setspeed tanackgunman2 slow,
        order tanackgunman2 goto (1870,1211) inmode defend,
        triggerdelay 6000 ord2
if ord2 testvar unit2var = 0 then
        order tanackgunman2 goto (1499,749) inmode defend,
        triggerdelay 10000 ord3
if ord3 testvar unit2var = 0 then
        order tanackgunman2 goto (1416,1086) inmode defend,
        triggerdelay 4000 ordergunman2

if padon tanunitmangun butnot onetanunitmangun then
         entervehicle tanackgunman2 tanackgun2


if padon tanckguntanpad2 butnot tanckguntanpad2trig then
        triggerdelay 1 Checkbalance,
        setvar _2ackgunfacingvar 0,
        setvar unit2var 20
       	//triggerdelay 1000 _2tanackackrotate

if hit tanackgun1 butnot onehittanackgun1 then
        setvar ackgunfacingvar 21,
        triggerdelay 1 onehittanackgun1

if hit tanackgun2 butnot onehittanackgun2 then
        setvar _2ackgunfacingvar 21,
        triggerdelay 1 onehittanackgun2


//**Tanack gun spin1**//
if tanackackrotate testvar ackgunfacingvar = 0 then
	setgunfacing tanackgun1 60,
 	addvar ackgunfacingvar 1,
	triggerdelay 3000 tanackackrotate1


if tanackackrotate1 testvar ackgunfacingvar = 1 then
	setgunfacing tanackgun1 90,
 	addvar ackgunfacingvar 1,
	triggerdelay 3000 tanackackrotate2

if tanackackrotate2 testvar ackgunfacingvar = 2 then
	setgunfacing tanackgun1 120,
 	addvar ackgunfacingvar 1,
	triggerdelay 3000 tanackackrotate3

if tanackackrotate3 testvar ackgunfacingvar = 3 then
	setgunfacing tanackgun1 150,
 	addvar ackgunfacingvar 1,
	triggerdelay 3000 tanackackrotate4

if tanackackrotate4 testvar ackgunfacingvar = 4 then
	setgunfacing tanackgun1 180,
 	addvar ackgunfacingvar 1,
	triggerdelay 3000 tanackackrotate5

if tanackackrotate5 testvar ackgunfacingvar = 5 then
	setgunfacing tanackgun1 210,
 	addvar ackgunfacingvar 1,
	triggerdelay 3000 tanackackrotate6

if tanackackrotate6 testvar ackgunfacingvar = 6 then
	setgunfacing tanackgun1 240,
 	addvar ackgunfacingvar 1,
	triggerdelay 3000 tanackackrotate7

if tanackackrotate7 testvar ackgunfacingvar = 7 then
	setgunfacing tanackgun1 0,
 	setvar ackgunfacingvar 0,
	triggerdelay 3000 tanackackrotate

//**ackgun spin 2
if _2tanackackrotate testvar _2ackgunfacingvar = 0 then
	setgunfacing tanackgun2 60,
 	addvar _2ackgunfacingvar 1,
	triggerdelay 3000 _2tanackackrotate1


if _2tanackackrotate1 testvar _2ackgunfacingvar = 1 then
	setgunfacing tanackgun2 90,
 	addvar _2ackgunfacingvar 1,
	triggerdelay 3000 _2tanackackrotate2

if _2tanackackrotate2 testvar _2ackgunfacingvar = 2 then
	setgunfacing tanackgun2 120,
 	addvar _2ackgunfacingvar 1,
	triggerdelay 3000 _2tanackackrotate3

if _2tanackackrotate3 testvar _2ackgunfacingvar = 3 then
	setgunfacing tanackgun2 150,
 	addvar _2ackgunfacingvar 1,
	triggerdelay 3000 _2tanackackrotate4

if _2tanackackrotate4 testvar _2ackgunfacingvar = 4 then
	setgunfacing tanackgun2 180,
 	addvar _2ackgunfacingvar 1,
	triggerdelay 3000 _2tanackackrotate5

if _2tanackackrotate5 testvar _2ackgunfacingvar = 5 then
	setgunfacing tanackgun2 210,
 	addvar _2ackgunfacingvar 1,
	triggerdelay 3000 _2tanackackrotate6

if _2tanackackrotate6 testvar _2ackgunfacingvar = 6 then
	setgunfacing tanackgun2 240,
 	addvar _2ackgunfacingvar 1,
	triggerdelay 3000 _2tanackackrotate7

if _2tanackackrotate7 testvar _2ackgunfacingvar = 7 then
	setgunfacing tanackgun2 0,
 	setvar _2ackgunfacingvar 0,
	triggerdelay 3000 _2tanackackrotate

macro Gunattackmac 4
// @1 integer @2 padnum 1  @3 padnum 2 @4 ackgunnum
{
pad tanckgunpad@1                                @2 green
pad ackgunattackers@1                            @3 noone


if padon tanckgunpad@1 butnot oncetanck@4 then
        triggerdelay 1 Checkbalance,
        triggerdelay 1 makgunattacker@4,
        trigger oncetanck@4

if makgunattacker@4 then
        createunit gunattacker@1 rifleman ackgunattackers@1 tan 1,
        order gunattacker@1 goto tanackgun@4 inmode attack


}
expand Gunattackmac ( 1 240 132 2 )
expand Gunattackmac ( 2 240 132 2 )
expand Gunattackmac ( 3 240 132 2 )
expand Gunattackmac ( 4 240 132 2 )
expand Gunattackmac ( 5 240 131 2 )
expand Gunattackmac ( 6 240 131 2 )
expand Gunattackmac ( 7 240 132 2 )

expand Gunattackmac ( _1 230 131 1 )
expand Gunattackmac ( _2 230 131 1 )
expand Gunattackmac ( _3 230 132 1 )
expand Gunattackmac ( _4 230 132 1 )
expand Gunattackmac ( _5 230 132 1 )
expand Gunattackmac ( _6 230 132 1 )
expand Gunattackmac ( _7 230 132 1 )
//***End ack gun set***//
//**Unit undep**//

if padon radarundeppad255 then
        triggerdelay 1000 secondorders2,
        undeploy me

//***Balance**//
if Checkbalance testvar numgreennnn <= 2 then
        triggerdelay 1 balanceVOrandom,
        fireweapon balancepower balanceunit green,
        addvar numgreennnn 3
 if balanceVOrandom then
	random
		playsound "gamehq1_A.wav" 3 3,
        	playsound "gamehq2_B.wav" 3 3,
        	playsound "gamehq3_C.wav" 3 3


//**Lose Conditions**//
variable losevar 0
variable winvar 0

if winforTan testvar numgreennnn = 0 then
        setvar losevar 1,
        showpda "You have been eliminated from the war!",
        triggerdelay 3000 tanwins

//**Win condition**//

if killed tanradarB testvar losevar = 0 then
        setitemflag flagman strategic 0,
        setvar winvar 1,
        playsound "01_02_HQ.wav" 4 3,
        triggerdelay 2000 playerwins

if playerwins testvar losevar = 0 then
        showpda "The beach front is secure. Mission accomplished!",
        triggerdelay 1000 greenwins

pad starmov2pad         200     nonnpc

if padon starmov2pad butnot onestarmove then
        triggerdelay 8000 playsoundunits,
        triggerdelay 1000 startinitmovie2,
        triggerdelay 5000 approachT03,
        trigger onestarmove

if playsoundunits then
        playsound "01_01_greenattackers.wav" 7 3,
        triggerdelay 2000 tanunitsound

if tanunitsound then
        playsound "01_01_tantroopers.wav" tanatt_5 6 3 500

//**Initial Movie**//
macro startmovie 7
{
pad tanpad@1          @3
pad tanatacker@1      @4


if startinitmovie@5 then
	createunit "tenatt@1" rifleman tanpad@1 tan 0,
        setnpc tenatt@1 1,
        setaimode tenatt@1 @2,
        setfacing tenatt@1 @6,
        setaipose tenatt@1 @7,
        trigger moveem@5

if moveem@5 then
        order tenatt@1 goto tanatacker@1 inmode @2

if approach@5 then
        order tenatt@1 goto tanatacker@1 inmode @2

if hit tenatt@1 then
        order tenatt@1 follow me

}
expand startmovie ( 1 attack 100 104 01 0 none )
expand startmovie ( 2 attack 101 105 01 0 none )
expand startmovie ( 3 attack 102 106 01 0 none )
expand startmovie ( 4 attack 103 107 01 0 none )

expand startmovie ( _1 standfire 231 254 _02 134 kneel )
expand startmovie ( _2 standfire 232 241 _02 132 kneel )
expand startmovie ( _3 standfire 233 255 _02 134 kneel )
expand startmovie ( _4 standfire 234 237 T03 138 none )
expand startmovie ( _5 standfire 235 236 T03 138 none )

expand startmovie ( _6 standfire 251 253 _02 134 none )
expand startmovie ( _7 standfire 252 253 _02 134 none )

if allof killed tenatt1 killed tenatt2 killed tenatt3 killed tenatt4 then
        trigger orderdefs1

if allof killed tenatt_4 killed tenatt_5 then
        order tenatt_1 goto (1763,2478) inmode attack,
        order tenatt_2 goto (1763,2478) inmode attack,
        order tenatt_3 goto (1763,2478) inmode attack

if allof killed tenatt_1 killed tenatt_2 killed tenatt_3 then
        triggerdelay 2000 secondorders2

pad 	finaldefpad1 			120

macro greensaviors 7
{
pad greenpad@1          @3
pad greendefpad@1       @4 greendef@1


// @1 integer @2 AI mode @3 st padnum @4 goto padnum @5 star num @6 pose

if startinitmovie@5 then
	createunit "greendef@1" rifleman greenpad@1 green,
        order greendef@1 goto greendefpad@1 inmode @2,
        setnpc greendef@1 1

if orderdefs@5 then
        setspeed greendef@1 @7,
        order greendef@1 goto finaldefpad@5 inmode defend

if bombem@1 butnot oncebomem@1 then
        playitemsound "bombwhistle2.wav" greendef@1 14 1 1500,
        triggerdelay 1000 bmdef@1,
        trigger oncebomem@1

if bmdef@1 then
        createexplosion greendef@1 131 4000 blue

if hit greendef@1 then
        order greendef@1 follow me

if killed greendef@1 then
        trigger oncebomem@1

if secondorders@5 then
        order greendef@1 goto gotopow inmode attack

//second//
if padon greendefpad@1 butnot onedefpad@1 then
        setaipose greendef@1 @6,
        setaimode greendef@1 defend,
        trigger onedefpad@1

}
expand greensaviors ( 1 attack 110 114 1 none slow )
expand greensaviors ( 2 attack 111 115 1 none slow )
expand greensaviors ( 3 attack 112 116 1 none slow )
expand greensaviors ( 4 attack 113 117 1 none slow )
expand greensaviors ( 5 attack 110 114 1 none slow )
expand greensaviors ( 6 attack 111 115 1 none slow )
expand greensaviors ( 7 attack 112 116 1 none slow )
expand greensaviors ( 8 attack 113 117 1 none slow )

expand greensaviors ( _1 ignore 211 201 2 none normal )
expand greensaviors ( _2 ignore 212 202 2 none normal )
expand greensaviors ( _3 ignore 213 203 2 dive normal )
expand greensaviors ( _4 ignore 214 204 2 dive normal )
expand greensaviors ( _5 ignore 215 205 2 dive normal )
expand greensaviors ( _6 ignore 216 206 2 dive normal )

pad playerpad                   195 nonnpc

if padon playerpad butnot oneplayerpad then
        triggerdelay 1000 makithappen,
        triggerdelay 1 oneplayerpad

if makithappen then
        triggerdelay 1 Checkbalance,
        setaipose greenwin_02 kneel,
        playsound "01_01_greentroop.wav" greenwin_02 8 0 4000,
        triggerdelay 10 MovewinnersB4,
        triggerdelay 500 orderwinners4


macro greenwinners 8
{
pad winnerpad@1          	@3
pad greenwinpad@1       	@4 greenwin@1

// @1 integer @2 AI mode @3 st padnum @4 goto padnum @5 star num @6 pose @7 speed @8 Facing

if Movewinners@5 then
	createunit "greenwin@1" rifleman winnerpad@1 green 3 autorifle,
        setfacing greenwin@1 @8,
        setnpc greenwin@1 1,
        setaipose greenwin@1 @6

if finalorders@5 then
        order greenwin@1 goto greenwinpad@1 inmode attack


}
expand greenwinners ( _01 ignore 191 190 A3 kneel normal 222  )
expand greenwinners ( _02 ignore 192 190 A3 radio normal 128 )
expand greenwinners ( _03 ignore 193 190 A3 kneel normal 44 )
expand greenwinners ( _04 ignore 194 190 A3 kneel normal 0 )

expand greenwinners ( _05 attack 181 180 B4 none normal 128 )
expand greenwinners ( _06 attack 182 180 B4 none normal 128 )
expand greenwinners ( _07 attack 183 180 B4 none normal 128 )

//Green winners/
if orderwinners4 then
        order greenwin_05 goto (2756,496),
        order greenwin_06 goto (2856,596),
        order greenwin_07 goto (2815,550)

if padon greenwinpad_01 then
        order greenwin_01 goto gotopow inmode attack

if padon greenwinpad_02 then
        order greenwin_02 goto gotopow inmode attack

 if padon greenwinpad_03 then
        order greenwin_03 goto gotopow inmode attack

 if padon greenwinpad_04 then
        order greenwin_04 goto gotopow inmode attack

 if padon greenwinpad_05 then
        undeploy greenwin_05

 if padon greenwinpad_06 then
        undeploy greenwin_06

 if padon greenwinpad_07 then
        undeploy greenwin_07

//end

if hit greenwin_05 butnot onehit_05 then
        setaipose greenwin_05 dive,
        triggerdelay 1 onehit_05

if hit greenwin_06 butnot onehit_06 then
        setaipose greenwin_06 dive,
        triggerdelay 1 onehit_06

if hit greenwin_07 butnot onehit_07 then
        setaipose greenwin_07 dive,
        triggerdelay 1 onehit_07

//after the fact//
if padon greendefpad_1 then
        order tenatt_3 goto tanatacker_3

if padon greendefpad_6 then
        order tenatt_4 goto tanatacker_4
//End

//**Bombing**//
variable bombvar 0
variable stopbombvar 0

if bombem then
        triggerdelay 5000 bombemrand2,
        triggerdelay 9000 bombem1,
        triggerdelay 10000 bombem2,
        triggerdelay 11000 bombem3,
        triggerdelay 12000 bombem4,
        triggerdelay 13000 bombem5,
        triggerdelay 14000 bombem6,
        triggerdelay 15000 bombem7,
        setvar bombvar 1,
        triggerdelay 240000 stopem


if stopem then
        setvar stopbombvar 10

if bombemrand2 testvar bombvar = 1 and stopbombvar = 0 then
                	random
                                triggerdelay 500 exp1,
                                triggerdelay 500 exp2,
                                triggerdelay 500 exp3,
                                triggerdelay 500 exp4,
                                triggerdelay 500 exp5,
                                triggerdelay 500 exp6,
                                triggerdelay 500 exp7
if exp1 then
        playsound "bombwhistle2.wav" (1338,2474) 2 15 1500,
        triggerdelay 1000 bm1,
        setvar bombvar 0,
        triggerdelay 1100 bombem

if bm1 then
        createexplosion (1338,2474) 131 2000 blue

if exp2 then
        playsound "bombwhistle2.wav" (1391,2698) 2 15 1500,
        triggerdelay 1000 bm2,
        setvar bombvar 0,
        triggerdelay 1100 bombem

if bm2 then
        createexplosion (1391,2698) 131 2000 blue

if exp3 then
        playsound "bombwhistle2.wav" (1480,2563) 2 15 1500,
        triggerdelay 1000 bm3,
        setvar bombvar 0,
        triggerdelay 1100 bombem

if bm3 then
        createexplosion (1480,2563) 131 2000 blue

if exp4 then
        playsound "bombwhistle2.wav" (1073,2838) 2 15 1500,
        triggerdelay 1000 bm4,
        setvar bombvar 0,
        triggerdelay 1100 bombem

if bm4 then
        createexplosion (1073,2838) 131 2000 blue

if exp5 then
        playsound "bombwhistle2.wav" (1189,2430) 2 15 1500,
        triggerdelay 1000 bm5,
        setvar bombvar 0,
        triggerdelay 1100 bombem

if bm5 then
        createexplosion (1189,2430) 131 2000 blue

if exp6 then
        playsound "bombwhistle2.wav" (1140,2548) 2 15 1500,
        triggerdelay 1000 bm6,
        setvar bombvar 0,
        triggerdelay 1100 bombem

if bm6 then
        createexplosion (1140,2548) 131 2000 blue

if exp7 then
        playsound "bombwhistle2.wav" (1140,2548) 2 15 1500,
        triggerdelay 1000 bm7,
        setvar bombvar 0,
        triggerdelay 1100 bombem

if bm7 then
        createexplosion (1473,2696) 131 2000 blue

//**Unit creation**//

macro initunits 7
{

//@1 Name @2 Type @3 location @4 faceing @5 AI Mode @6 pose @7 group

if makegreens then
        setuilock 1,
        createunit "@1" @2 @3 green 3,
        setaipose @1 @6,
        setsquadleader @1 @7,
        setfacing @1 @4,
        setaimode @1 @5


if setnewgreenpose then
       setaipose @1 none,
       setaimode @1 attack,
       setuilock 0



}
expand initunits ( C._Chunks rifleman unit1 34 standfire kneel 5)
expand initunits ( J._Wildman rifleman unit2 39 standfire kneel 4 )
expand initunits ( D._Plastico rifleman unit3 39 standfire kneel 3 )
expand initunits  ( J._Doe rifleman unit4 39 standfire kneel 2 )
expand initunits ( I._Lostalim rifleman unit5 39 standfire kneel 1 )

if killed green trooper testvar getnpcstatus me = 0 then
        addvar numgreennnn -1,
        triggerdelay 1 winforTan


macro tanaction 9

{

variable tanenemy@1var 0

pad enemypad@1  @6

//@1 integer for pad, unit, and other @2 weapon type @3 faceing @4 AI Mode @5 pose @6 padnum @7 secpose @8 powerup @9 P ammo


if maketanss then
        createunit "tanenemy@1" rifleman enemypad@1 tan 5,
        setfacing tanenemy@1 @3,
        setaimode tanenemy@1 @4,
        setaipose tanenemy@1 @7,
        triggerdelay 1 setinv@1

if hit tanenemy@1 testvar tanenemy@1var = 0 then
        addvar tanenemy@1var 1,
        setspeed tanenemy@1 normal,
        order tanenemy@1 goto me inmode attack,
        triggerdelay 2500 takecover@1

if takecover@1 testvar tanenemy@1var = 1 then
        addvar tanenemy@1var 1,
        setaipose tanenemy@1 @5,
        triggerdelay 10000 reset@1var

if reset@1var testvar tanenemy@1var = 2 then
        setaipose tanenemy@1 none,
        setspeed tanenemy@1 slow,
        order tanenemy@1 goto enemypad@1,
        setvar tanenemy@1var 0

if killed tanenemy@1 then
        createpowerup "A@1" @8 tanenemy@1 @9,
        trigger removepower@1

}
expand tanaction ( 1 grenade 100 standfire dive 20 kneel  grenade 2 )
expand tanaction ( 2 grenade 100 standfire dive 21 none medpack 1 )
expand tanaction ( 3 grenade 162 standfire dive 22 kneel medpack 1 )
expand tanaction ( 4 grenade 162 standfire dive 23 kneel medpack 1 )
expand tanaction ( 5 grenade 162 standfire dive 24 none grenade 2 )
expand tanaction ( 6 grenade 162 standfire dive 25 kneel grenade 2 )
expand tanaction ( 7 grenade 235 standfire dive 26 kneel medpack 2 )
expand tanaction ( 8 grenade 235 standfire dive 27 none medpack 2 )
expand tanaction ( 9 grenade 138 standfire dive 28 kneel medpack 2 )
expand tanaction ( 10 grenade 138 standfire dive 29 kneel medpack 2 )
expand tanaction ( 11 sniper 100 standfire dive 30 none medpack 2 )
expand tanaction ( 12 sniper 100 standfire dive 31 none medpack 1 )
expand tanaction ( 13 grenade 138 defend dive 32 none grenade 1 )
expand tanaction ( 14 grenade 148 defend dive 33 none grenade 2 )
expand tanaction ( 15 grenade 158 defend dive 34 none grenade 2 )

expand tanaction ( 16 grenade 182 standfire dive 35 none medpack 1 )
expand tanaction ( 17 grenade 182 defend dive 36 kneel grenade 1 )
expand tanaction ( 18 grenade 182 defend dive 37 kneel grenade 1 )
expand tanaction ( 19 grenade 182 defend dive 38 none grenade 1 )

expand tanaction ( 20 grenade 172 standfire dive 39 kneel medpack 1 )
expand tanaction ( 21 grenade 168 standfire dive 40 none grenade 1 )

if removepower11 then
        undeploy A11

if removepower12 then
        undeploy A12

if setinv11 butnot onetimeinv11 then
        selectinventoryitem tanenemy11 tanenemy11 2,
        trigger onetimeinv11

if setinv12 butnot onetimeinv12 then
        selectinventoryitem tanenemy12 tanenemy12 2,
        trigger onetimeinv12


//For greenwinners//
if allof killed tanenemy11 killed tanenemy12 then
        playsound "01_02_greentroop.wav" greenwin_02 8 0 2000,
        triggerdelay 3000 finalordersA3,
        triggerdelay 1000 finalordersB4

if allof killed tanenemy8 killed tanenemy9 then
        triggerdelay 1 Checkbalance


if allof killed tanenemy16 killed tanenemy17 then
        triggerdelay 1 Checkbalance

//Note: Make sure too put units for the winners to cut through.///
//***Boat doors***//

if Openhig_random then
	triggerdelay 1000 btdoor1

macro higgendoors 1
{
if btdoor@1 butnot higonce@1 then
        setobjstate HigDoor@1 higdooropen@1,
        trigger HigdoorSFX@1
if HigdoorSFX@1 then
        playitemsound "doors_drop.wav" HigDoor@1 9 3 5000


 object HigDoor@1
                state  higdoorinit@1
                        frame 50 00

                state  higdooropen@1
                        frame 50 05
                        frame 50 06
                        frame 50 07
                        frame 50 08
                        frame 50 09
			frame 50 10
                               setobjstate Higdoor@1 higdoorfinal@1,
                               triggerdelay 10 setnewgreenpose

                state	higdoorfinal@1
                        frame 100 10
}

expand higgendoors ( 1 )

//***Wind Mill***//

macro windmac 1
 //@1 integer

{
variable fanvar@1 0

variable safefan@1var 1

if reloopfan@1 testvar fanvar@1 = 0 then
        setvar fanvar@1 10,
        triggerdelay 1 makewindsfx@1,
        setobjstate fan@1 fan@1_active

if makewindsfx@1 butnot onewindsfx@1 then
        playsound "windmill.wav" fan@1 2 12 1 500,
        triggerdelay 1 onewindsfx@1

if hit windmill@1 testvar getdmglvl windmill@1 = 1 and safefan@1var = 1 then
        setvar fanvar@1 20,
        setvar safefan@1var 20,
        triggerdelay 1 state01fan@1

if state01fan@1 testvar fanvar@1 = 20 then
        setobjstate fan@1 fan@1_stop

if killed windmill@1 then
        playsound "" fan@1 3 12 1 500,
        undeploy fan@1


object fan@1

        state fan@1_active
                frame 80 00
                frame 80 01
                frame 80 02
                frame 80 03
                frame 80 04
                frame 80 05
                triggerdelay 1 reloopfan@1,
                setvar fanvar@1 0

        state fan@1_stop
                frame 1 10


}
expand windmac ( 1 )

