; BSP 1: THE HALLWAY

; halldoor opens
(script static void shot1

	(fade_out 0 0 0 0)
	
	(object_destroy gunrack_open)
	
	(camera_control on)
	(cinematic_start) 
	
	(object_create_anew chief)
	(object_pvs_activate chief)
	(object_teleport chief shot1_flag)
	
	(object_create_anew halldoor)
	
	(device_set_position_immediate halldoor 0)
	(device_set_position_immediate gunrack_closed 0)
	
	(camera_set shot1_1a 0)
	(camera_set shot1_1b 180)
	
	(cinematic_screen_effect_bloom 1 1 1 0)
	
	(fade_in 0 0 0 0)

	(sleep 80)
	
	(custom_animation chief characters\masterchief\masterchief "12_walktogun" false)
	(device_set_position halldoor 1)
	
	(sleep 90)
	
	(print "black")
	
	(fade_out 0 0 0 0)
)

; shief walks toward gunrack
(script static void shot2

	(fade_out 0 0 0 0)
	
	(object_destroy gunrack_open)

	(camera_control on)
	(cinematic_start) 
	
	(object_create_anew gunrack_closed)
	(object_create_anew chief)
	(object_pvs_activate chief)
	(object_teleport chief shot1_flag2)
	
	(object_create_anew halldoor)
	
	(device_set_position_immediate halldoor 1)
	(device_set_position_immediate gunrack_closed 0)
	
	(custom_animation chief characters\masterchief\masterchief "12_walktogun" false)
	
	(sleep 30)
	
	(camera_set shot1_2a 0)
	(camera_set shot1_2b 150)
	
	(fade_in 0 0 0 0)
	
	(device_set_position halldoor 0)
	
	(sleep 30)
	
	(device_set_position gunrack_closed 1)
	
	(sleep 90)
	
	(print "black")
	
	(fade_out 0 0 0 0)
	
	(cinematic_screen_effect_bloom 0 0 0 0)
)


; close on gun
(script static void shot3

	(fade_out 0 0 0 0)

	(camera_control on)
	(cinematic_start) 

	(object_create_anew chief)
	(object_pvs_activate chief)
	
	(object_destroy gunrack_closed)
	(object_create_anew gunrack_open)
	
	(device_set_position_immediate elevator_inner 0)
	(device_set_position_immediate elevator_outer 0)
	(device_set_position_immediate gunrack_open 0)
	
	(camera_set rack_3b 0)
	(camera_set rack_3a 45)
	
	(object_create_anew rifle)
	(custom_animation chief characters\masterchief\masterchief "13_pickupgun" false)
	(scenery_animation_start rifle weapons\battle_rifle\battle_rifle "13_pickupgunweapon")
	
	(fade_in 0 0 0 0)
	
	(sleep 70)
	
	(print "black")
	
	(fade_out 0 0 0 0)
	(object_destroy chief)
)

; rack retracts
(script static void shot4

	(fade_out 0 0 0 0)
	
	(object_destroy gunrack_closed)
	(object_create_anew gunrack_open)
	
	(device_set_position_immediate gunrack_open 0)

	(camera_control on)
	(cinematic_start) 

	(object_destroy chief)
	(object_create_anew chief_armed)
	(object_pvs_activate chief_armed)
	(object_teleport chief shot4_flag)
	
	(camera_set rackback_1a 0)
	
	(fade_in 0 0 0 0)

	(camera_set rackback_1b 90)
	(sleep 15)
	(device_set_position gunrack_open 1)	
	
	(sleep 90)
	
	(fade_out 0 0 0 0)
)

; chief walks into elevator
(script static void shot5

	(fade_out 0 0 0 0)
	
	(object_destroy gunrack_open)
	(object_destroy rifle)

	(camera_control on)
	(cinematic_start) 

	(object_destroy chief)
	(object_create_anew chief_armed)
	(object_pvs_activate chief_armed)
	(object_teleport chief shot4_flag)
	
	(object_create_anew halldoor)
	(object_create_anew elevator_inner)
	(object_create_anew elevator_outer)
	(object_create_anew gunrack_closed)
	
	(device_set_position_immediate elevator_inner 1)
	(device_set_position_immediate elevator_outer 1)
	(device_set_position_immediate gunrack_closed 0)
	
	(camera_set hall_1a 0)
	(camera_set hall_1b 120)
	
	(custom_animation chief_armed characters\masterchief\masterchief "14_walktoelev" false)
	
	(fade_in 0 0 0 0)
	
	(sleep 75)
	(device_set_position elevator_inner 0)

	(sleep 70)
	
	(fade_out 0 0 0 0)
	
	(print "black")
	(object_destroy chief_armed)
)


; 20 seconds worth
(script static void scene1

	(cinematic_dynamic_reflections 1 1)

	(shot1)
	(sleep 5)
	(shot2)
	(sleep 5)
	(shot3)
	(sleep 5)
	(shot4)
	(sleep 5)
	(shot5)
)
