; zoom on elevator door

(script static void sunlight_old
	(set_sunlight_target 2.36 3.51 -56.8)
)

(script static void sunlight_new
	(set_sunlight_target -2.07 13.54 -55.42)
)

(script dormant left_nuke
	; left nuke
	(cinematic_layer 1 1.0 0.5)
	(sleep 5)
	(cinematic_layer 2 1.0 0.5)
	(sleep 5)
	(cinematic_layer 3 1.0 1.0)
	(sleep 5)
	(cinematic_layer 1 0.0 7.0)
	(sleep 10)
	(cinematic_layer 2 0.0 5.0)
	(sleep 10)
	(cinematic_layer 3 0.0 2.0)
)

(script dormant top_nuke
	(cinematic_layer 4 1.0 0.5)
	(sleep 5)
	(cinematic_layer 5 1.0 0.5)
	(sleep 5)
	(cinematic_layer 6 1.0 0.5)
	(sleep 5)
	(cinematic_layer 4 0.0 7.0)
	(sleep 10)
	(cinematic_layer 5 0.0 5.0)
	(sleep 10)
	(cinematic_layer 6 0.0 2.0)
)

(script dormant right_nuke
	(cinematic_layer 7 1.0 0.5)
	(sleep 5)
	(cinematic_layer 8 1.0 0.5)
	(sleep 5)
	(cinematic_layer 9 1.0 0.5)
	(sleep 5)
	(cinematic_layer 7 0.0 7.0)
	(sleep 10)
	(cinematic_layer 8 0.0 6.0)
	(sleep 10)
	(cinematic_layer 9 0.0 2.0)
)

(script dormant bottom_nuke
	(cinematic_layer 10 1.0 0.5)
	(sleep 5)
	(cinematic_layer 11 1.0 0.5)
	(sleep 5)
	(cinematic_layer 12 1.0 0.5)
	(sleep 5)
	(cinematic_layer 10 0.0 7.5)
	(sleep 10)
	(cinematic_layer 11 0.0 4.5)
	(sleep 10)
	(cinematic_layer 12 0.0 2.0)
)

(script dormant center_nuke
	(cinematic_layer 13 1.0 2.5)
	(sleep 5)
	(cinematic_layer 14 1.0 0.5)
	(sleep 5)
	(cinematic_layer 15 1.0 0.5)
	(sleep 5)
	(cinematic_layer 13 0.0 11.0)
	(sleep 10)
	(cinematic_layer 14 0.0 7.0)
	(sleep 10)
	(cinematic_layer 15 0.0 2.0)
)

(script dormant last_nuke
	(cinematic_layer 16 1.0 2.5)
	(sleep 5)
	(cinematic_layer 17 1.0 0.5)
	(sleep 5)
	(cinematic_layer 18 1.0 0.5)
	(sleep 5)
	(cinematic_layer 16 0.0 9.0)
	(sleep 10)
	(cinematic_layer 17 0.0 7.0)
	(sleep 10)
	(cinematic_layer 18 0.0 2.0)
)

(script dormant fall_explode

	(sleep 45)
	(wake right_nuke)
	(sleep 15)
	(wake last_nuke)
	(sleep 20)
	(wake top_nuke)
	(sleep 70)
	(wake center_nuke)
	(sleep 35)	
	(wake left_nuke)
	(sleep 30)	
	(wake bottom_nuke)
)

(script dormant left_nuke_2
	; left nuke
	(cinematic_layer 1 1.0 0.5)
	(sleep 5)
	(cinematic_layer 2 1.0 0.5)
	(sleep 5)
	(cinematic_layer 3 1.0 1.0)
	(sleep 5)
	(cinematic_layer 1 0.0 7.0)
	(sleep 10)
	(cinematic_layer 2 0.0 5.0)
	(sleep 10)
	(cinematic_layer 3 0.0 2.0)
)

(script dormant top_nuke_2
	(cinematic_layer 4 1.0 0.5)
	(sleep 5)
	(cinematic_layer 5 1.0 0.5)
	(sleep 5)
	(cinematic_layer 6 1.0 0.5)
	(sleep 5)
	(cinematic_layer 4 0.0 7.0)
	(sleep 10)
	(cinematic_layer 5 0.0 5.0)
	(sleep 10)
	(cinematic_layer 6 0.0 2.0)
)

(script dormant right_nuke_2
	(cinematic_layer 7 1.0 0.5)
	(sleep 5)
	(cinematic_layer 8 1.0 0.5)
	(sleep 5)
	(cinematic_layer 9 1.0 0.5)
	(sleep 5)
	(cinematic_layer 7 0.0 7.0)
	(sleep 10)
	(cinematic_layer 8 0.0 6.0)
	(sleep 10)
	(cinematic_layer 9 0.0 2.0)
)

(script dormant bottom_nuke_2
	(cinematic_layer 10 1.0 0.5)
	(sleep 5)
	(cinematic_layer 11 1.0 0.5)
	(sleep 5)
	(cinematic_layer 12 1.0 0.5)
	(sleep 5)
	(cinematic_layer 10 0.0 7.5)
	(sleep 10)
	(cinematic_layer 11 0.0 4.5)
	(sleep 10)
	(cinematic_layer 12 0.0 2.0)
)

(script dormant center_nuke_2
	(cinematic_layer 13 1.0 2.5)
	(sleep 5)
	(cinematic_layer 14 1.0 0.5)
	(sleep 5)
	(cinematic_layer 15 1.0 0.5)
	(sleep 5)
	(cinematic_layer 13 0.0 11.0)
	(sleep 10)
	(cinematic_layer 14 0.0 7.0)
	(sleep 10)
	(cinematic_layer 15 0.0 2.0)
)

(script dormant last_nuke_2
	(cinematic_layer 16 1.0 2.5)
	(sleep 5)
	(cinematic_layer 17 1.0 0.5)
	(sleep 5)
	(cinematic_layer 18 1.0 0.5)
	(sleep 5)
	(cinematic_layer 16 0.0 9.0)
	(sleep 10)
	(cinematic_layer 17 0.0 7.0)
	(sleep 10)
	(cinematic_layer 18 0.0 2.0)
)

(script dormant fall_explode_2

	(wake right_nuke_2)
	(sleep 15)
	(wake last_nuke_2)
	(sleep 20)
	(wake top_nuke_2)
	(sleep 70)
	(wake center_nuke_2)
	(sleep 35)	
	(wake left_nuke_2)
	(sleep 30)	
	(wake bottom_nuke_2)
)


(script static void shot1

	(fade_out 0 0 0 0)
	
	(sunlight_new)
	
	(camera_control on)
	(cinematic_start) 
	
	(device_set_position_immediate lever 0)
	(device_set_position_immediate airlock 0)
	
	(object_create_anew chief)
	(object_pvs_activate chief)
	(object_teleport chief start1_flag)
	
	(device_set_position_immediate elevator_outer 0)
	(sleep 30)
	(device_set_position_immediate elevator_inner 0)
	
	(camera_set dooropen_1a 0)
	(camera_set_pan dooropen_1b 150)

;	(custom_animation chief characters\masterchief\masterchief "33_walkstop" false)
	
	(cinematic_screen_effect_bloom 1 1 1 0)
	(set ssc_bloom_point_sprites 0)

	(fade_in 0 0 0 0)
	
	(sleep 30)
	
	(device_set_position elevator_outer 1)
	(sleep 60)
	(device_set_position elevator_inner 1)
	(sleep 60)
	
	(camera_set dooropen_2a 0)
	(unit_stop_custom_animation chief)
	(custom_animation chief characters\masterchief\masterchief "32_walkrifleheadturn" false)
	
	(camera_set_pan dooropen_2b 120)
	
	(sleep 120)
	
	
	(fade_out 0 0 0 0)
)

; chief walks across fighter-bay
(script static void shot3

	(fade_out 0 0 0 0)
	
	(camera_control on)
	(cinematic_start) 
	
	(sunlight_new)
	
	(device_set_position_immediate lever 0)
	(device_set_position_immediate airlock 0) 
	
	(object_create_anew chief)
	(object_pvs_activate chief)
	(object_teleport chief start3b_flag)
	
	(device_set_position_immediate elevator_inner 1)
	(device_set_position_immediate elevator_outer 1)
	
	(camera_set bulkpan_1a 0)
	(camera_set bulkpan_1b 250)
	
	(set rasterizer_lens_flares_dof_region 1)
	(cinematic_screen_effect_set_depth_of_field 1.1 0 .35 .01 .35 0 .01)
	(cinematic_screen_effect_start 0)

	(custom_animation chief characters\masterchief\masterchief "32_walkrifleheadturn" false)
	
	(fade_in 0 0 0 0)
	
	(device_set_position elevator_inner 0)
	(sleep 30)
	(device_set_position elevator_inner 0)
	(sleep 70)
	
	(print depth)
	
	(object_teleport chief start3c_flag)
	
	(set rasterizer_lens_flares_dof_region 1)
	(cinematic_screen_effect_set_depth_of_field 1.45 .35 0 1 0 .35 1)
	(sleep 150)
	
	(fade_out 0 0 0 0)
	(cinematic_screen_effect_stop)
	(cinematic_screen_effect_bloom 0 0 0 0)
)

; chief walks under crane
(script static void shot4

	(fade_out 0 0 0 0)
	
	(camera_control on)
	(cinematic_start) 
	
	(sunlight_new)
	
	(device_set_position_immediate lever 0)
	(device_set_position_immediate airlock 0)
	
	(device_set_position_immediate elevator_outer 0)
	(device_set_position_immediate elevator_inner 0)
	
	(object_create_anew chief)
	(object_pvs_activate chief)
	
	(object_teleport chief start4_flag)
	
	(camera_set cranepan_1a 0)
	
	(set rasterizer_lens_flares_dof_region 1)
	(cinematic_screen_effect_set_depth_of_field 2 .5 0 .01 0 .5 .01)
	(cinematic_screen_effect_start 0)
	
	(fade_in 0 0 0 0)
	
	(sleep 30)
	
	(camera_set cranepan_1b 120)

	(custom_animation chief characters\masterchief\masterchief "32_walkrifleheadturn" false)
	
	(sleep 45)
	
	(print "depth")
	(cinematic_screen_effect_set_depth_of_field 2.2 0 .5 .5 .5 0 .5)

	(sleep 75)
	
	(fade_out 0 0 0 0)
	(cinematic_screen_effect_stop)
)

; chief stops in front of camera
(script static void shot5

	(fade_out 0 0 0 0)
	
	(camera_control on)
	(cinematic_start) 
	
	(sunlight_new)
	
	(device_set_position_immediate lever 0)
	(device_set_position_immediate airlock 0)
	
	(device_set_position_immediate elevator_outer 0)
	(device_set_position_immediate elevator_inner 0)

	(object_create_anew chief)
	(object_pvs_activate chief)
	(object_teleport chief start5_flag)

	(camera_set walkstop_1a 0)
	(camera_set walkstop_1b 120)

	(custom_animation chief characters\masterchief\masterchief "33_walkstop" false)
	
	(fade_in 0 0 0 0)
	(sleep 60)
;	(cinematic_dolly_start chief "head")
	
	(sleep 120)
	(fade_out 0 0 0 0)
)

; camera pushes over chief's shoulder
(script static void shot6

	(fade_out 0 0 0 0)
	
	(camera_control on)
	(cinematic_start) 
	
	(sunlight_new)
	
	(object_destroy airlock)
	(object_create_anew airlock_clear)
	
	(device_set_position_immediate lever 0)
	(device_set_position_immediate airlock_clear 0)
	
	(device_set_position_immediate elevator_outer 0)
	(device_set_position_immediate elevator_inner 0)
	
	(object_create_anew chief)
	(object_pvs_activate chief)
	(object_teleport chief start5_flag)
	
	(camera_set shot6_1c 0)
	(camera_set shot6_1a 120)

	(unit_custom_animation_at_frame chief characters\masterchief\masterchief "33_walkstop" false 90)
;	(custom_animation chief characters\masterchief\masterchief "33_walkstop" false)
	
	(wake fall_explode)
	
	(fade_in 0 0 0 0)
	
	(sleep 60)
	
	(camera_set shot6_1b 300)
	
	(sleep 100)
	
	(sleep 200)
	(fade_out 0 0 0 0)
	
	(object_destroy airlock_clear)
	(object_create_anew airlock)
)

; chief walks back to bulkhead, pushes button
(script static void shot7

	(fade_out 0 0 0 0)
	
	(camera_control on)
	(cinematic_start) 
	
	(sunlight_old)
	
	(cinematic_screen_effect_bloom .8 .8 .8 0)
	(set ssc_bloom_point_sprites 0)
	
	(device_set_position_immediate lever 0)
	(device_set_position_immediate airlock 0)
	
	(device_set_position_immediate elevator_outer 0)
	(device_set_position_immediate elevator_inner 0) 
	
	(object_create_anew chief)
	(object_pvs_activate chief)
	
	(object_teleport chief start1_flag)
	
	(camera_set button_1a 0)
	(camera_set button_1b 60)

	(custom_animation chief characters\masterchief\masterchief "35_hitbutton" false)
	
	(fade_in 0 0 0 0)

	(sleep 46)
	(device_set_position lever 1)
	
	(sleep 10)
	
	(camera_set button_2a 0)
	(sleep 30)
	(camera_set button_2c 30)
	
	(sleep 50)
	
	(print "what if you miss?")
	
	(camera_set button_3a 0)
	(camera_set button_3b 60)
	
	(sleep 60)
	
	(print "I won't.")
	
	(sleep 60)
	
	(fade_out 0 0 0 0)
)

; close on airlock door as it opens
(script static void shot8

	(fade_out 0 0 0 0)
	
	(camera_control on)
	(cinematic_start)
	
	(sunlight_old)
	
	(cinematic_screen_effect_bloom .8 .8 .8 0)
	(set ssc_bloom_point_sprites 0)
	
	(device_set_position_immediate lever 1)
	(device_set_position_immediate airlock 0)
	
	(device_set_position_immediate elevator_outer 0)
	(device_set_position_immediate elevator_inner 0)
	
	(object_create_anew chief)
	(object_pvs_activate chief)
	(object_teleport chief start1_flag)
	
	(camera_set airlock_1a 0)
	(camera_set airlock_1b 90)
	
	(device_set_power light1 1)
	(device_set_power light2 1)
	(device_set_power light3 1)
	(device_set_power light4 1)
	
	(fade_in 0 0 0 0)
	
	(sleep 30)
	(device_set_position airlock 1)
	
	(cinematic_screen_effect_bloom 1 1 1 0)
	(set ssc_bloom_point_sprites 0)
	
	(player_effect_set_max_rotation .5 .5 .5)
	(player_effect_start .65 1)
	
	(sleep 90)
	
	(fade_out 0 0 0 0)
)

; chief struggles, leaps, exits fighter-bay
(script static void shot9

	(fade_out 0 0 0 0)
	
	(camera_control on)
	(cinematic_start)
	
	(sunlight_old)
	
	(device_set_power light1 1)
	(device_set_power light2 1)
	(device_set_power light3 1)
	(device_set_power light4 1)
	
	(cinematic_screen_effect_bloom .8 .8 .8 0)
	(set ssc_bloom_point_sprites 0) 
	
	(device_set_position_immediate lever 1)
	(device_set_position_immediate airlock 0)
	
	(device_set_position_immediate elevator_outer 0)
	(device_set_position_immediate elevator_inner 0)
	
	(object_create_anew debris)
	(scenery_animation_start debris levels\xfest\scenery\panel_cumulative\panel_cumulative panel_cumulative)
	
	(object_create_anew chief)
	(object_teleport chief start1_flag)
	(object_pvs_activate chief)
	
	(device_set_position airlock 1)
	(sleep 90)
	
;	(cinematic_screen_effect_bloom 0 0 0 0)
	
	(scenery_animation_start crane_1 levels\xfest\envobjects\launch-crane\launch-crane windcrane)
	(scenery_animation_start crane_2 levels\xfest\envobjects\launch-crane\launch-crane windcrane)
	
	(camera_set shot9_1d 0)
	(camera_set_pan shot9_1a 180)

	(custom_animation chief characters\masterchief\masterchief "38_brace" true)
	
	(player_effect_set_max_rotation .5 .5 .5)
	(player_effect_start .65 0)
	
	(wake fall_explode_2)
	
	(fade_in 0 0 0 0)
	
	(sleep 180)
	
	(custom_animation chief characters\masterchief\masterchief "38_jumpout" true)
	
	(camera_set shot9_2a 0)
	(sleep 90)
	(camera_set shot9_2b 15)
	(sleep 30)
	
	(object_destroy debris)
	(cinematic_screen_effect_bloom 0 0 0 0)
	
	(camera_set blow_1a 0)
	(camera_set blow_1b 80)
	
	(unit_custom_animation_at_frame chief characters\masterchief\masterchief "38_jumpout" true 100)
	
	(sleep 120)
	
	(fade_out 0 0 0 0)
	
	(device_set_power light1 0)
	(device_set_power light2 0)
	(device_set_power light3 0)
	(device_set_power light4 0)
	
)

; 30 seconds worth
(script static void scene3a

	(cinematic_dynamic_reflections 1 1)

;	(shot1)
	(sleep 5)
	(shot3)
	(sleep 5)
	(shot4)
	(sleep 5)
	(shot5)
	(sleep 5)
	(shot6)
)

; another 40 seconds
(script static void scene3b

	(cinematic_dynamic_reflections 1 1)

	(shot6)
	(sleep 30)
	(shot7)
	(sleep 30)
	(shot8)
	(sleep 30)
	(shot9)
)

