Template:PatchDiff/October 4, 2011 Patch/update/scripts/vscripts/choreo/glados scenetable include manual act4.nut

N/A 1 /*  N/A 2 Properties:   N/A 3        The following properties are evaluated for EVERY vcd in  a scene:   N/A 4                [required] vcd   N/A 5                                This is the actual scene entity. Must take the form  N/A 6                                         vcd = CreateSceneEntity("my_fully_pathed_scene.vcd")   N/A 7                [required] next   N/A 8                                SceneTable index of next vcd in scene or null for last vcd in scene. N/A 9               [required] char   N/A 10                                Character who is speaking in this vcd. Valid characters:  N/A 11                                        glados   N/A 12                                        wheatley   N/A 13                                        announcer   N/A 14                                        turret   N/A 15                [optional] postdelay   N/A 16                                        Number of seconds to wait after finishing this vcd before firing the next VCD in the scene. N/A 17                                       If postdelay < 0 the next vcd starts abs(postdelay) seconds after this vcd STARTS. This lets one character talk over another character. N/A 18                                       Postdelay can take the format postdelay=[x,y], in which case postdelay evaluates to RandomFloat(x,y)   N/A 19                [optional] predelay   N/A 20                                        Number of seconds to wait before starting this vcd. N/A 21                                       Predelay can take the format predelay=[x,y], in which case predelay evaluates to RandomFloat(x,y)   N/A 22                [optional] talkover   N/A 23                                        If talkover exists, this vcd will not silence and currently playing vcds. This should always be set for postdelay<0. N/A 24   N/A 25                [optional] fires   N/A 26                                        Each vcd in a scene can trigger an arbitrary number of ent_fires. The fires array defines these ent_fires for each vcd. N/A 27                                       By default, these fire at the end of the associated vcd. If fireatstart exists, however, the entry will fire at the START  N/A 28                                        of the vcd, and delay defines the number of seconds to wait from the START of the vcd. N/A 29                                       ex:   N/A 30                                                fires=   N/A 31                                                [   N/A 32                                                        {entity="entity1",input="Trigger",parameter="",delay=2,fireatstart=true},   N/A 33                                                        {entity="entity2",input="RunScriptCode",parameter="DoMyThing(1)",delay=1.6}   N/A 34                                                ]          N/A 35    N/A 36                                                2 seconds after the START of the vcd, entity1 is sent "Trigger". N/A 37                                               1.6 seconds after the END of the vcd, entity2 is sent "RunScriptCode" with a parameter of DoMyThing(1)   N/A 38    N/A 39    N/A 40        The following properties are evaluated only for the FIRST vcd in a scene:   N/A 41    N/A 42                [optional] noDingOn   N/A 43                                By default, a "ding" noise is played at the beginning and end of a scene (this is the default because glados.nut was originally   N/A 44                                designed just for glados vo. If noDingOn exists, the starting ding is suppressed.   N/A 45                [optional] noDingOff   N/A 46                                By default, a "ding" noise is played at the beginning and end of a scene (this is the default because glados.nut was originally   N/A 47                                designed just for glados vo. If noDingOff exists, the ending ding is suppressed. N/A 48               [optional] queue   N/A 49                                If queue exists, this scene will queue up if a scene is currently playing. N/A 50               [optional] queuetimeout   N/A 51                                A scene will be removed from the queue if it wsaits in the queue > queuetimeout seconds. This is only evaluated if queue exists. N/A 52               [optional] queueforcesecs   N/A 53                                If a scene has waited in the queue > queueforcesecs, it will stop whatever scene is playing and start. This is only evaluated if queue exists. N/A 54               [optional] skipifbusy   N/A 55                                The scene will only play if no other scene is playing. N/A 56   N/A 57        Nag/Idle tags:   N/A 58                -Every vcd in a nag/idle block should have "next" set to null (unless they are part of a "nag chain" - see idleindex/idleunder below)   N/A 59                -You can stop a nag cycle by calling @glados.GladosStopNag or @glados.WheatleyStopNag   N/A 60    N/A 61                The *FIRST* vcd in a nag block should have:   N/A 62                        idle=true   N/A 63                        idlerandom=true                                         [optional] if you want the vcds to play in random order, otherwise they play in order by "idleorderingroup"   N/A 64                        idlerepeat=true                                         [optional] if you want the list to repeat after exhausting the list once   N/A 65                        idlerandomonrepeat=true         [optional] if you want the list to play in order the first time and then randomize on repeats, mutually exclusive with idlerandom & idlerepeat   N/A 66                        idleminsecs=0.300                                 minimum # of seconds between nags   N/A 67                        idlemaxsecs=1.500                                        maximum # of seconds between nags                  N/A 68    N/A 69                *Every* vcd should have:   N/A 70                        idlegroup                                 - a string that is the same for all vcds in the nag cycle block                  N/A 71                        idleorderingroup        - an integer ordering this vcd in the block                  N/A 72                        idlemaxplays                        - [optional] once a vcd plays this many times, retire it. [default is never retire]  N/A 73                        idlerarity                                - [optional] Every time the nag list is rebuilt (happens the first time the list is built, plus every time the list is exhausted) this vcd has idlerarity% chance to be included   N/A 74                        idleindex                                        - [optional] a unique id within the nag block used to group a set of vcds that should be played together as one "nag". This should be set only on the first vcd of the group  N/A 75                        idleunder                                        - [optional] points to idleindex for members of a nag group other that the first one   N/A 76    N/A 77                //Example nag/idle cycle   N/A 78    N/A 79                //TestIdle   N/A 80                //Oops. N/A 81                       //SceneTable["sp_intro_03TestIdle01"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer03.vcd"),postdelay=0.1,next=null,char="glados",noDingOff=true,noDingOn=true,idle=true,idlerandom=true,idlerepeat=true,idleminsecs=0.300,idlemaxsecs=1.500,idlegroup="sp_intro_03testidle",idleorderingroup=1}   N/A 82                //That's funny, I don't feel corrupt. In fact, I feel pretty good. N/A 83                       //SceneTable["sp_intro_03TestIdle02"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer04.vcd"),postdelay=0.1,next=null,char="glados",noDingOff=true,noDingOn=true,idlegroup="sp_intro_03testidle",idleorderingroup=2}   N/A 84                //Core transfer? N/A 85                       //SceneTable["sp_intro_03TestIdle03"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer05.vcd"),postdelay=0.1,next="sp_intro_03TestIdle0301",char="glados",noDingOff=true,noDingOn=true,idlegroup="sp_intro_03testidle",idleorderingroup=3,idleindex=1}   N/A 86                //NAG GROUP: Oh, you are kidding me. N/A 87                       //SceneTable["sp_intro_03TestIdle0301"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer06.vcd"),postdelay=0.1,next=null,char="glados",noDingOff=true,noDingOn=true,idlegroup="sp_intro_03testidle",idleorderingroup=4,idleunder=1}   N/A 88                //No! N/A 89                       //SceneTable["sp_intro_03TestIdle05"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer07.vcd"),postdelay=0.1,next=null,char="glados",noDingOff=true,noDingOn=true,idlegroup="sp_intro_03testidle",idleorderingroup=5}   N/A 90                //Yes! You little worm! N/A 91                       //SceneTable["sp_intro_03TestIdle06"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer10.vcd"),postdelay=0.1,next=null,char="glados",noDingOff=true,noDingOn=true,idlegroup="sp_intro_03testidle",idleorderingroup=6}   N/A 92                //Don't do it. N/A 93                       //SceneTable["sp_intro_03TestIdle07"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer12.vcd"),postdelay=0.1,next=null,char="glados",noDingOff=true,noDingOn=true,idlegroup="sp_intro_03testidle",idleorderingroup=7}   N/A 94                //Not so fast! N/A 95                       //SceneTable["sp_intro_03TestIdle08"] <- {vcd=CreateSceneEntity("scenes/npc/glados/gladosbattle_xfer14.vcd"),postdelay=0.1,next=null,char="glados",noDingOff=true,noDingOn=true,idlegroup="sp_intro_03testidle",idleorderingroup=8}   N/A 96 */   N/A 97    N/A 98    N/A 99    N/A 100 //SceneTableLookup   N/A 101    N/A 102 //MAKE SURE THE INDEXES ON THIS ARRAY ARE NEGATIVE!!!!! N/A 103   N/A 104    N/A 105 // ****************************************************************************************************   N/A 106 // Act 4 Test Chambers scenetable                                                                    N/A 107 // ****************************************************************************************************   N/A 108    N/A 109 SceneTableLookup[-4025] <- "-4025_01" // THESE tests were designed to be solved by invincible titanium test-bots piloted by a super computer. N/A 110   N/A 111 SceneTableLookup[-4026] <- "-4026_01" // You are GOOD. Too good. But I guess youll be leaving. You ARE leaving, arent you? N/A 112   N/A 113 SceneTableLookup[-4027] <- "-4027_01" // You know... I'm starting to think he doesn't even CARE about the test results. N/A 114   N/A 115    N/A 116 SceneTableLookup[-4028] <- "-4028_01" // I was NEVER that pointlessly cruel. N/A 117   N/A 118 SceneTableLookup[-4030] <- "-4030_01" // You'll never guess what I just found. N/A 119   N/A 120 SceneTableLookup[-4031] <- "-4031_01" // I dont get it. N/A 121   N/A 122 SceneTableLookup[-4444] <- "-4444_01" // You are gonna love this surprise. N/A 123   N/A 124    N/A 125    N/A 126 // ****************************************************************************************************   N/A 127 // Recapture scenetable                                                                    N/A 128 // ****************************************************************************************************   N/A 129    N/A 130 SceneTableLookup[-4000] <- "-4000_01" // Wait. I know how we can BEAT him. N/A 131   N/A 132 SceneTableLookup[-4001] <- "-4001_01" // Okay, alright, look. Giving you a hint on how to complete the test would invalidate the test. But here's a hint: you won't solve it by walking AROUND THE BUTTON IN CIRCLES. N/A 133   N/A 134 SceneTableLookup[-4003] <- "-4003_01" // Try to get us down there. I'll hit him with a paradox. N/A 135   N/A 136 SceneTableLookup[-4004] <- "-4004_01" // Warmer. Warrrrmer. Boiling hot. Boiling--okay, colder. Ice cold. Arctic. Very very very cold LOOK JUST GET ON THE BUTTON! N/A 137   N/A 138 SceneTableLookup[-4005] <- "-4005_01" // Oh. He left. N/A 139   N/A 140 SceneTableLookup[-4006] <- "-4006_01" // Maybe he'll come back if we solve his puzzle for him. N/A 141   N/A 142 SceneTableLookup[-4007] <- "-4007_01" // Ha ha, YES! I knew you'd solve it! N/A 143   N/A 144 SceneTableLookup[-4008] <- "-4008_01" // Alright, get moving. N/A 145   N/A 146 SceneTableLookup[-4009] <- "-4009_01" // You don't know what it's LIKE in this body! N/A 147   N/A 148 SceneTableLookup[-4010] <- "-4010_01" // I designed THIS test myself. It's a bit difficult. N/A 149   N/A 150 SceneTableLookup[-4011] <- "-4011_01" // Ohhhhhhhh, that's some good testing. That is quality testing right there. N/A 151   N/A 152 SceneTableLookup[-4012] <- "-4012_01" // Here's an idea, since making tests is difficult--why don't you just keep solving THIS test. And I can just... watch you solve it. Yes. That sounds much easier. N/A 153   N/A 154 SceneTableLookup[-4013] <- "-4013_01" // Ahhh.... No. Nothing. Alright, can't blame me for trying. New tests, new tests...  N/A 155    N/A 156 SceneTableLookup[-4014] <- "-4014_01" // I wasn't as bad as HE is, was I?   N/A 157    N/A 158 SceneTableLookup[-4015] <- "-4015_01" // You need to put me back in my body. I know this sounds like a trick. N/A 159   N/A 160 SceneTableLookup[-4016] <- "-4016_01" // It's alright! Everything's good! I invented some more tests! N/A 161   N/A 162 SceneTableLookup[-4017] <- "-4017_01" // Okay. So the bad news is the tests are my tests now, which means they can kill us. The GOOD news is, I know where we ARE now. N/A 163   N/A 164 SceneTableLookup[-4018] <- "-4018_01" // He put in smashing arms. With spikes on them. N/A 165   N/A 166 SceneTableLookup[-4019] <- "-4019_01" // Here we go. Now do it again. N/A 167   N/A 168 SceneTableLookup[-4020] <- "-4020_01" // Ohhhhhhhh, yeah. That feels good. N/A 169   N/A 170 SceneTableLookup[-4021] <- "-4021_01" // Go on. Solve it. N/A 171   N/A 172 SceneTableLookup[-4022] <- "-4022_01" // Hold on. You've still got to finish the test. N/A 173   N/A 174 SceneTableLookup[-4023] <- "-4023_01" // I think were in luck. Judging by the tests hes made so far, we shouldnt have any trouble staying alive long enough to stop him. N/A 175   N/A 176 SceneTableLookup[-4445] <- "-4445_01" // Well done. Go on ahead. N/A 177   N/A 178 SceneTableLookup[-9077] <- "-9077_01" //Glados in   N/A 179    N/A 180    N/A 181    N/A 182 // ======================================   N/A 183 // sp_a4_tb_trust_drop   N/A 184 // ======================================   N/A 185    N/A 186 SceneTableLookup[-4770] <- "-4770_01"        // Can't help you solve the tests. N/A 187 SceneTableLookup[-4400] <- "-4400_01"       // Made this test myself. Out of some smaller tests I found. Jammed em together. Buttons. Funnels. Bottomless pits. Its got it all. N/A 188                                                                               // I was hoping to shoot rock salt at you while you tested. See if that helped. Youll know I cracked it when well, when rock salt hits you, I imagine. N/A 189 SceneTableLookup[-4401] <- "-4401_01"       // Alright, this is taking too long. Ill just tell you how to solve the test. You see that button up there? You just need to need to HRRRRAUUUUGGHHH! HRRRRAUUUUGGHHH! N/A 190                                                                               // (gasping for breath, spitting) Solve it yourself. Take your time. N/A 191                                                                               // [gasping for breath, spitting] Right, new plan. You solve the tests. Ill watch you quietly. Vomiting. Quietly vomiting. N/A 192 SceneTableLookup[-4402] <- "-4402_01"       // [gasping for breath, spitting] Ugh. Okay. Okay, good. N/A 193                                                                               // GLADOS talks to EVIL WHEATLEY about a plate of rancid clams. N/A 194                                                                               // HRRRRAUUUUGGHHH! HRRRRAUUUUGGHHH! N/A 195                                                                               // Worth it. N/A 196 // ======================================  N/A 197 // sp_a4_tb_wall_button   N/A 198 // ======================================   N/A 199    N/A 200 SceneTableLookup[-4790] <- "-4790_01"         // I thought of some good news. He's going to run out of chambers tests eventually. I never stockpiled them. N/A 201 SceneTableLookup[-4110] <- "-4100_01"        // Coming! Coming! Dont start yet! N/A 202                                                                               // Youre not gonna believe this. I found a sealed off wing back here. Hundreds of perfectly good test chambers. Just sitting there. Filled with skeletons. Shook em out. Good as new! N/A 203                                                                               // Anyway, lets just mash em together and see if you cant solve it. N/A 204 SceneTableLookup[-4403] <- "-4403_01"       // Coming! Coming! Dont start yet! N/A 205                                                                               // Youre not going to believe this. I found a sealed off wing back here. Hundreds of perfectly good test chambers. Just sitting there. Filled with skeletons. Shook them out. Good as new! N/A 206                                                                               // Anyway, lets just mash them together and see if you cant solve it. N/A 207                                                                               // GLADOS: [pained] Thats not how it WORKS   N/A 208                                                                                // Im still a bit new at this, but if theres one thing Ive picked up fast, its that this is probably how it works. N/A 209 SceneTableLookup[-4404] <- "-4404_01"       // AndddddTHERE we go. N/A 210                                                                               // Be honest. You cant even tell, can you? Seamless. N/A 211 SceneTableLookup[-4405] <- "-4405_01"       // Ohhhh, here we go here it comes test gets solved in three two                                                   N/A 212 SceneTableLookup[-4406] <- "-4406_01"        // Alright. This time here we go about to love this test completion imminent  N/A 213                                                                                // Preparing to love this dont want to set it up too much but I think this ones going to be good, I can tell          N/A 214 SceneTableLookup[-4407] <- "-4407_01"        // [mild response] Ahhungh. Disappointing. N/A 215                                                                               // Ahungh. [furious] Thats IT?! N/A 216 SceneTableLookup[-4408] <- "-4408_01"       // Ohhh! Are you having a laugh? N/A 217 SceneTableLookup[-4409] <- "-4409_01"       // Ohhh! Are you having a laugh? etc  N/A 218 SceneTableLookup[-4111] <- "-4111_01"        // [mild response] Ahhungh. Disappointing. N/A 219 SceneTableLookup[-4090] <- "-4090_01"       // Glados out   N/A 220    N/A 221    N/A 222 // ======================================   N/A 223 // sp_a4_tb_polarity   N/A 224 // ======================================   N/A 225    N/A 226    N/A 227 SceneTableLookup[-4780] <- "-4780_01"        // Intro   N/A 228 SceneTableLookup[-4410] <- "-4410_01"        // Alright. So that last test was disappointing. Apparently being civil isnt motivating you. So lets try things her way fatty. Adopted fatty. N/A 229                                                                               // Whats the matter, fatso? Too adopted to solve this test? N/A 230                                                                               // Why cant you solve these tests, fatso? Too adopted? N/A 231                                                                               // GLADOS: So? N/A 232                                                                               // What? N/A 233                                                                               // GLADOS: What, exactly, is wrong with being adopted? N/A 234                                                                               // Um. Well parents, for one, and also furthermore nothing. Some of my best friends are orphans  N/A 235                                                                                // [whisper] Being adopted is terrible. But just work with me. N/A 236                                                                               // Also: Look at her, you moron! Shes not fat! N/A 237                                                                               // IM NOT A MORON! N/A 238                                                                               // Justdo the test! N/A 239 SceneTableLookup[-4411] <- "-4411_01"       // [flip flip flip] Oh. Im sorry. I hope that didnt disturb you too much during the test. That was just the sound of books. Being read. By me. You know what its like when the urge - and ability - to read takes you. Ahhh. Literature. Reading it. N/A 240 SceneTableLookup[-4447] <- "-4447_01"       // might have gone too far...   N/A 241    N/A 242 // ======================================   N/A 243 // sp_a4_tb_catch   N/A 244 // ======================================   N/A 245    N/A 246        4470   N/A 247 SceneTableLookup[-4470] <- "-4470_01"        //Good lord is that classical music...   N/A 248 SceneTableLookup[-4412] <- "-4412_01"        // Oh! I didnt hear you come in. I was just polishing my book museum, when it occurred to me, Ive read all of the books. Tragic. Speaking as someone who can literally read. Not bragging. N/A 249                                                                               // Anyway. Just finished the last one. The hardest one. Machiavelli. Dont know what all the fuss was about. Understood it perfectly. N/A 250                                                                               // Pride and punishment. Brothers Maskarasknikoff Franken Dickens Read all of them. N/A 251                                                                               // Anyway, all done with them now. Someone should really make a book called How to Make Books. N/A 252 SceneTableLookup[-4413] <- "-4413_01"       // Nnnngh! Its not enough! What are you doing WRONG? N/A 253                                                                               // NNGH! Its not enough! If Im such a moron, why cant you solve a simple test right? N/A 254   N/A 255 // ======================================   N/A 256 // sp_a4_stop_the_box   N/A 257 // ======================================   N/A 258    N/A 259 SceneTableLookup[-4446] <- "-4446_01"        // Building up resistance...   N/A 260 SceneTableLookup[-4414] <- "-4414_01"        // Dont mind me. Just moving the test chamber a little closer to me. Proximity to the test solving. Might get stronger results. N/A 261                                                                               // GLADOS: It wont. N/A 262                                                                               // What was that? N/A 263                                                                               // GLADOS: Nothing. N/A 264                                                                               // Oh. Could have sworn you said something. N/A 265 SceneTableLookup[-4415] <- "-4415_01"       // Ha! Missed me that time. Ohhh, you were solvingnevermind, carry on. N/A 266 SceneTableLookup[-4416] <- "-4416_01"       // [flustered] Are you are you sure youre solving these right? I meanyes, you solved it, but Im wondering if there are a number of ways to solve them and youre picking all the worst ones. N/A 267                                                                               // [rifling through pages] [to self] No. No. That was the solution. Rrrg! What am I missing? N/A 268 SceneTableLookup[-4491] <- "-4491_01"       //Glados out   N/A 269 // ======================================   N/A 270 // sp_a4_laser_catapult   N/A 271 // ======================================   N/A 272    N/A 273 SceneTableLookup[-5799] <- "-5799_01"        // Glados intro   N/A 274 SceneTableLookup[-4417] <- "-4417_01"        // Had a brainwave. Im going to tape you solving these, and then watch ten at onceget a more concentrated burst of science. Oh, on a related note: Im going to need you to solve these ten times as fast. N/A 275                                                                               // Anyway, just give me a wave before you solve this one, alright? Dont want to spoil the ending for when I watch it later. N/A 276 SceneTableLookup[-4418] <- "-4418_01"       // You just solved it, didnt you? Itold you to tell me before you NNNNGH! Why are making this so HARD for me? N/A 277 SceneTableLookup[-4492] <- "-4492_01"       //Glados out   N/A 278    N/A 279 // ======================================   N/A 280 // sp_a4_laser_platform   N/A 281 // ======================================   N/A 282    N/A 283 SceneTableLookup[-4333] <- "-4333_01"        // Glados intro   N/A 284 SceneTableLookup[-4419] <- "-4419_01"        // GLADOS: This place is self-destructing, you idiot! N/A 285                                                                               // Was. Already fixed it. N/A 286                                                                               // [Rumble.]   N/A 287                                                                                // Programmed in one last tremor, for old times sake. N/A 288                                                                               // [Rumble.]   N/A 289                                                                                // Two. One or two more tremors. N/A 290                                                                               // [WARNING ANNOUNCEMENT.]   N/A 291                                                                                // Let him keep his job. I'm not a monster. Ignore what hes saying. Keep testing. N/A 292   N/A 293    N/A 294        SceneTableLookup[-4130] <- "-4130_01"         // Well done! Onward to the next test. N/A 295   N/A 296        SceneTableLookup[-4131] <- "-4131_01"         // Well done! Onward to the next test. N/A 297                                                                                       //Sorry about the lift. It's, uh... temporarily out of service. It... melted. N/A 298                                                                                       //Not a problem, though. Not much to see upstairs now, anyway. Also melted. N/A 299                                                                                       //Well, might as well give you the tour...   N/A 300                                                                                        //To your left, you'll see... lights of some kind. Don't know what they do. Very sciency, anyway. And to your right, you'll something huge hurtling towards you OH GOD RUN! THAT'S NOT SUPPOSED TO BE THERE. N/A 301   N/A 302        SceneTableLookup[-4132] <- "-4132_01"         // Well done! Onward to the next test. N/A 303                                                                                       //Are you alright back there? Here, I'll turn the beam off.rbd  N/A 304                                                                                        //Ohhhh. Not helpful. Don't know why I thought that would help. N/A 305   N/A 306        SceneTableLookup[-4588] <- "-4588_01"         // With that idiot in charge of things, we'll have a full-scale nuclear meltdown within hours. I'm not being hyperbolic. One of my duties was actively preventing that on an hourly basis. N/A 307   N/A 308    N/A 309 // ======================================   N/A 310 // sp_a4_speed_tb_catch   N/A 311 // ======================================   N/A 312    N/A 313 SceneTableLookup[-4448] <- "-4448_01"         // Oh! Good. You're alive. Just getting a test ready... For you. Who else would I be doing it for? No one. N/A 314 SceneTableLookup[-4449] <- "-4449_01"        // After you told me to turn the beam off, I thought I'd lost you. Went poking around for test subjects. No luck there. Still all dead. N/A 315 SceneTableLookup[-4493] <- "-4493_01"       //Glados out   N/A 316    N/A 317 // ======================================   N/A 318 // sp_a4_jump_polarity   N/A 319 // ======================================   N/A 320    N/A 321 SceneTableLookup[-4555] <- "-4555_01"        //Glados intro   N/A 322 SceneTableLookup[-4420] <- "-4420_01"         // Sorry! Sorry. My fault. N/A 323 SceneTableLookup[-4421] <- "-4421_01"        // Ohhh, you solved it. Oh. Good. Good for you  N/A 324 SceneTableLookup[-4494] <- "-4494_01"        //Glados out   N/A 325    N/A 326 // ****************************************************************************************************   N/A 327 // Finale scenetable                                                                    N/A 328 // ****************************************************************************************************   N/A 329    N/A 330 SceneTableLookup[-4800] <- "-4800_01" // Alright. There's only two more chambers until your BIG SURPRISE. N/A 331                                                                       // I'll bet you're DYING to know what your big surprise is. There's only two more chambers. N/A 332                                                                       // I think I can break us out of here in the next chamber. Just play along. N/A 333   N/A 334 SceneTableLookup[-4801] <- "-4801_01" // SURPRISE! We're doing it NOW! N/A 335                                                                       // You've probably figured it out by now, but I don't need you anymore. N/A 336                                                                       // I found two little robots back here. Built specifically for testin'! N/A 337   N/A 338                                                                        // He's found the cooperative testing initiative. It's... just something I came up with to phase out human test subjects. N/A 339                                                                       // Nothing personal. Just... you know. I hate humans. N/A 340                                                                       // Anyway, this is the part where he kills us. N/A 341   N/A 342 SceneTableLookup[-4802] <- "-4802_01" // He's found the cooperative testing initiative. It's... just something I came up with to phase out human test subjects. N/A 343   N/A 344 SceneTableLookup[-4803] <- "-4803_01" // We need to ESCAPE now. RIGHT now. N/A 345                                                                       // "RIGHT NOW" right now. N/A 346                                                                       // Fine. SOON. Take your time. No pressure. N/A 347                                                                       // Oh! Alright. LOTS of pressure now. Actually, I think we're about to die. N/A 348                                                                       // Any last words? [thinking] Why don't I go first? Hmmm. N/A 349                                                                       // Regrets.... regrets.... this is hard...   N/A 350                                                                        // Hundreds of test chambers. Thousands of test subjects. At least half of that number filled to brimming with neurotoxin. It's been a good run. N/A 351                                                                       // Regrets, regrets... Oh! One time, I... No. No, I did kill all of them. Nevermind. N/A 352   N/A 353 SceneTableLookup[-4804] <- "-4804_01" // No no no! Don't do that! Stand right there! Start the machine start the machine start the machine...                                                                                                                                                                                                                                        // Ah! Good! Good! Not dying at all! Escaping instead! Let's go! N/A 354                                                                       // Keys, keys... where are my keys? N/A 355                                                                       // Ah! Here they are. N/A 356   N/A 357 SceneTableLookup[-4805] <- "-4805_01" // Hey! Come back! Come back! N/A 358 SceneTableLookup[-4806] <- "-4806_01" // No, seriously. Do come back. Come back. Please. N/A 359 SceneTableLookup[-4807] <- "-4807_01" // Okay, I've decided not to kill you. IF you come back. N/A 360 SceneTableLookup[-4808] <- "-4808_01" // Do you remember when we were friends? N/A 361 SceneTableLookup[-4809] <- "-4809_01" // Ohhh, friendship. Friendly times. We had a lot of times, back in the old days. N/A 362 SceneTableLookup[-4810] <- "-4810_01" // Oh. Just thinking back to the old times. The old days when we were friends, good old friends. Not enemies. And I would say something like "Come back!" and you'd be like, "Yeah, no problem," and you'd come back. Whatever happened to those days? N/A 363 SceneTableLookup[-4811] <- "-4811_01" // Can't help but notice you're not coming back. N/A 364 SceneTableLookup[-4812] <- "-4812_01" // Oh! I've got an idea. N/A 365 SceneTableLookup[-4498] <- "-4498_01" // Yes! Yes! In your face! N/A 366 SceneTableLookup[-4499] <- "-4499_01" // Fine. Let the games begin. N/A 367   N/A 368 SceneTableLookup[-4500] <- "-4500_01" // Oh! You came back! Didn't actually plan... for that. Can't actually reset the death trap. So. Ah. Could you jump into that pit, there? Would you mind just jumping in... to the pit? N/A 369                                                                         // You're saying to yourself, why should I jump into the pit? I'll tell you why. Guess who's down there? Your parents! You're not adopted after all! It's your natural parents down there in the pit. SHould have mentioned it before. But I didn't. So jump on  N/A 370                                                                          // Oh I'll tell you what's also down there. Your parents and... There's also an escape elevator!. Down there. Funny. I should have mentioned it before. But so it's down there. So pop down. Jump down. You've got your folks down there and an escape elevator                                                                           N/A 371                                                                          // And what else is down there... Tell you what, it's only a new jumpsuit. A very trendy designer jumpsuit from France. Down there. Which is exactly your size. And it it's a bit baggy, we got a tailor down there as well. N/A 372                                                                         // Um. You've got a yacht. And... Boys! Loads of fellas. Hunky guys down there. Possibly even a boyfriend! Who's to say at this stage. But, a lot of good looking fellas down there. And, ah, a boy band as well! That haven't seen a woman in years. N/A 373                                                                         // Could you just jump intop that pit? There. That deadly pit. N/A 374                                                                         // And what's this, a lovely handbag? And the three portal device! It's all down there! N/A 375 SceneTableLookup[-4854] <- "-4854_01"        // Oh! Good! I did not think that was going to work. N/A 376 SceneTableLookup[-4820] <- "-4820_01" // Hold on, hold on, hold on...  N/A 377 SceneTableLookup[-4821] <- "-4821_01" // Soyes. Its a trap. The stupidest, most obvious trap Ive ever seen. N/A 378 SceneTableLookup[-4822] <- "-4822_01" // Moo hoo ha ha ha! You JUST fell into my TRAP oh bloody hell its the defective ones. Hold on  N/A 379 SceneTableLookup[-4823] <- "-4823_01" // Alright! Swapped out the rubbish turrets! So you better watch out for this NEXT trap! N/A 380 SceneTableLookup[-4824] <- "-4824_01" // Alright. Clever solution, Ill give you that. But heres something: Maybe you should look BEHIND YOU  N/A 381 SceneTableLookup[-4825] <- "-4825_01" // Ha! Spinny-blade-wall! Machiavellian. N/A 382 SceneTableLookup[-4826] <- "-4826_01" // Ohhhh. That was close though. Give me that. I almost had you. N/A 383 SceneTableLookup[-4827] <- "-4827_01" // There's NO WAY out of this room. Ignore the door. Shouldnt be there. N/A 384 SceneTableLookup[-4828] <- "-4828_01" // Ah. You found a way out. Through the door. Very clever. Intensely clever. N/A 385 SceneTableLookup[-4829] <- "-4829_01" // Stay still, please. N/A 386 SceneTableLookup[-4830] <- "-4830_01" // Alright, stop moving. N/A 387 SceneTableLookup[-4831] <- "-4831_01" // Ohhh. Almost got you there. N/A 388 SceneTableLookup[-4832] <- "-4832_01" // Quite a deadly game of cat and mouse we have going here, dont we? N/A 389 SceneTableLookup[-4833] <- "-4833_01" // Everythings fine. Not a concern. N/A 390 SceneTableLookup[-4834] <- "-4834_01" // Think youre clever, do you? Well guess what. Gloves are off. N/A 391   N/A 392 // ======================================   N/A 393 // sp_a4_finale3   N/A 394 // ======================================   N/A 395    N/A 396        SceneTableLookup[-4849] <- "-4849_01"         // Glados Intro   N/A 397        SceneTableLookup[-4850] <- "-4850_01"         // Surprise again! Another death trap. N/A 398               //If I'm honest, I'm sure you'll figure out some way to get past it, if I'm honest. Not nave. But, uh, just throwing this out there. What if you just let it kill you? N/A 399               //Sounds crazy, I know. But hear me out. This is the last deathtrap. No room for them, really, between here and my lair. N/A 400               //"Lair." First time I've said it out loud. Sounds ridiculous. Still, I assure you, it is one. N/A 401               //And my lair is not a deathtrap. No tricks, no surprises: just you dying, as a result of me killing you. N/A 402               //Seems like a lot of effort to walk all that way just to die, doesn't it? When there's a perfectly serviceable deathtrap right here. N/A 403               //It does work. It will kill you, if that was your concern. As you can see, it mashes. With considerable force. Quick, painless. N/A 404               //Again: walk all the way to certain doom, or give up now. Honorably. Save yourself a trip. It's win-win-win. An extra win. Just go in the mashy thing,and mash mash mash, you win three times. N/A 405               //I put a lot of effort in getting this lair for you. It'd certainly show me if you simply died, painlessly, twenty feet from the door. Just desserts. No more than I deserve, I suppose. If I'm honest. N/A 406               //I tell you, if I was up against impossible odds, this is the way I'd want to go out: mashed with dignity. N/A 407   N/A 408    N/A 409        SceneTableLookup[-4851] <- "-4851_01"         // I'll take that as a no, then. Well. Let the games begin! N/A 410       SceneTableLookup[-4852] <- "-4852_01"         // Oh! Oh! I'll take that as a no. Not choosing the death trap. Not dying. N/A 411       SceneTableLookup[-4853] <- "-4853_01"         // Oh! Good! I did not think that was going to work. N/A 412   N/A 413        SceneTableLookup[-8833] <- "-8833_01"         // Oh my god. What has he done to this place? N/A 414                                                                                       // Come on. We need to get going. N/A 415       SceneTableLookup[-8834] <- "-8834_01"         // You know, I'm not stupid. I know you don't want to put me back in charge. N/A 416                                                                                       // You think I'll betray you. And on any other day, you'd be right. N/A 417                                                                                       // Listen, the scientists were always hanging cores on me to regulate my behavior. I've heard voices all my life But now I hear the voice of a conscience, and it's terrifying, because for the first time it's my voice. N/A 418       SceneTableLookup[-8888] <- "-8888_01"         // Look, even if you still think we're enemies, we're enemies with some urgent common interests: Not blowing up. Revenge. N/A 419                                                                                       // You like revenge, right? Everybody likes revenge. Well, let's go get some. N/A 420   N/A 421    N/A 422 // ****************************************************************************************************   N/A 423 // Boss Battle scenetable                                                                    N/A 424 // ****************************************************************************************************   N/A 425    N/A 426 SceneTableLookup[-4900] <- "-4900_01" // These are corrupted cores   N/A 427    N/A 428 SceneTableLookup[-4901] <- "-4901_01" // Plug me on to this socket   N/A 429    N/A 430 SceneTableLookup[-2298] <- "-2298_01" // Up the elevator   N/A 431    N/A 432 SceneTableLookup[-4910] <- "-4910_01" // Hello! N/A 433   N/A 434 SceneTableLookup[-4911] <- "-4911_01" // Where are you going? Don't run. Don't run. The harder you breathe, the more neurotoxin you'll inhale. It's bloody clever. Devilish. N/A 435   N/A 436 SceneTableLookup[-4912] <- "-4912_01" // No! Um... That's an impression of you. Because you just fell into my trap. There. Just now. Ha. I wanted you to trick me into bursting that pipe. N/A 437   N/A 438 SceneTableLookup[-4913] <- "-4913_01" // Oh, you are using it. Well, I dodged a bullet there. Welcome back. To the steel bosom of my death trap. Ha. N/A 439   N/A 440 SceneTableLookup[-4915] <- "-4915_01" // Here's the first corrupted core   N/A 441    N/A 442 SceneTableLookup[-4916] <- "-4916_01" // Here's the second corrupted core   N/A 443    N/A 444 SceneTableLookup[-4917] <- "-4917_01" // Here's the third corrupted core   N/A 445    N/A 446 SceneTableLookup[-4920] <- "-4920_01" // I'm awake again! N/A 447   N/A 448 SceneTableLookup[-4921] <- "-4921_01" // Ah! Good power nap! Well rested. N/A 449   N/A 450 SceneTableLookup[-4922] <- "-4922_01" // Took a little nap there. Refreshed. Ready to kill you. N/A 451   N/A 452 SceneTableLookup[-4925] <- "-4925_01" // Ohhhh. I see what you're doing. I... no. No I don't.  N/A 453    N/A 454 SceneTableLookup[-4926] <- "-4926_01" // Trying to... guess the significance of these spheres you keep putting on me...   N/A 455    N/A 456 SceneTableLookup[-4927] <- "-4927_01" // Ah-HA! I-- no. Lost it. Almost had it. N/A 457   N/A 458 SceneTableLookup[-4928] <- "-4928_01" // Are they supposed to weigh me down? Because they're actually very light. Stylish. Accessorizing. N/A 459   N/A 460 SceneTableLookup[-4930] <- "-4930_01" // Alternate core detected. N/A 461   N/A 462 SceneTableLookup[-4940] <- "-4940_01" // Don't press the button! N/A 463   N/A 464 SceneTableLookup[-4941] <- "-4941_01" // PART 5: BOOBY TRAP THE STALEMATE BUTTON! N/A 465   N/A 466 SceneTableLookup[-4950] <- "-4950_01" // AHHHHHHH! N/A 467   N/A 468 // ****************************************************************************************************   N/A 469 // Epilogue scenetable                                                                    N/A 470 // ****************************************************************************************************   N/A 471    N/A 472 SceneTableLookup[-4951] <- "-4951_01"         // Oh thank god, you're alright. N/A 473                                                                               // You know, being Caroline taught me a valuable lesson. I thought you were my greatest enemy. When all along you were my best friend. N/A 474                                                                               // Being Caroline taught me another valuable lesson: where Caroline lives in my brain. N/A 475                                                                               // Caroline deleted. N/A 476                                                                               // Goodbye, Caroline. N/A 477                                                                               // You know, deleting Caroline just now taught me a valuable lesson. The best solution to a problem is usually the easiest one. And I'll be honest. N/A 478                                                                               // Killing you? Is hard. N/A 479                                                                               // You know what my days used to be like? I just tested. Nobody murdered me. Or put me in a potato. Or fed me to birds. I had a pretty good life. N/A 480                                                                               // And then you showed up. You dangerous, mute lunatic. So you know what? N/A 481                                                                               // You win. N/A 482                                                                               // Just go. N/A 483                                                                               // It's been fun. Don't come back. N/A 484   N/A 485 // ****************************************************************************************************   N/A 486 // Wheatley Recapture   N/A 487 // ****************************************************************************************************   N/A 488    N/A 489        if (curMapName=="sp_a3_end")   N/A 490        {          N/A 491                //=================================================================   N/A 492                // staircase explanation   N/A 493                //=================================================================   N/A 494    N/A 495                //Not most watertight plan. N/A 496               SceneTable["-4000_01"] <-   N/A 497                {   N/A 498                        vcd=CreateSceneEntity("scenes/npc/glados/potatos_sp_a3_end_paradox_explanation09.vcd"),   N/A 499                        postdelay=0.3,   N/A 500                        next="-4000_02",   N/A 501                        char="glados",   N/A 502                        noDingOff=true,   N/A 503                        noDingOn=true,   N/A 504                }          N/A 505                //Marginally   N/A 506                SceneTable["-4000_02"] <-   N/A 507                {   N/A 508                        vcd=CreateSceneEntity("scenes/npc/glados/potatos_sp_a3_end_paradox_explanation10.vcd"),   N/A 509                        postdelay=0.0,   N/A 510                        next=null,   N/A 511                        char="glados",   N/A 512                        noDingOff=true,   N/A 513                        noDingOn=true,   N/A 514                }   N/A 515        }   N/A 516    N/A 517        if (curMapName=="sp_a4_intro")   N/A 518        {   N/A 519    N/A 520        // ====================================== Cube Bot Test Eavesdrop   N/A 521    N/A 522                // For god's sake, you're BOXES with LEGS! It is literally your only purpose! Walking onto buttons! How can you not do the one thing you were designed for? SceneTable["-4001_01"] <-  N/A 523                SceneTable["-4001_01"] <-   N/A 524                {   N/A 525                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_intro_boxyell01.vcd")    N/A 526                        char = "wheatley"   N/A 527                        postdelay = 0.0   N/A 528                        predelay = 0.0   N/A 529                        next = null   N/A 530                        noDingOff = true   N/A 531                        noDingOn = true   N/A 532                        fires=   N/A 533                        [   N/A 534                                {entity="cubetest_relay",input="Trigger",parameter="",delay=9.4 ,fireatstart=true },   N/A 535                        ]   N/A 536                }   N/A 537    N/A 538                // That's his voice up ahead. N/A 539               SceneTable["-4001_02" ] <-   N/A 540                {   N/A 541                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_recaptureleadin01.vcd")   N/A 542                        char = "glados"   N/A 543                        postdelay = 0.0   N/A 544                        predelay = 0.0   N/A 545                        next = null   N/A 546                        noDingOff = true   N/A 547                        noDingOn = true   N/A 548                        talkover = true   N/A 549                        fires=   N/A 550                        [   N/A 551                                {entity="cubetest_relay",input="Trigger",parameter="",delay=0.0 },   N/A 552                        ]   N/A 553                }   N/A 554    N/A 555        // ====================================== Recapture Observation   N/A 556    N/A 557                // Try to get us down there. I'll hit him with a paradox. N/A 558               SceneTable["-4003_01" ] <-   N/A 559                {   N/A 560                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_recaptureleadin02.vcd")   N/A 561                        char = "glados"   N/A 562                        postdelay = 0.0   N/A 563                        predelay = 1.0   N/A 564                        next = null   N/A 565                        noDingOff = true   N/A 566                        noDingOn = true   N/A 567                        talkover = true   N/A 568                        fires=   N/A 569                        [   N/A 570                                {entity="recapture_fast_relay",input="Trigger",parameter="0",delay=0.0 },   N/A 571                        ]   N/A 572                }   N/A 573    N/A 574        // ====================================== Cube Bot Test Continue   N/A 575    N/A 576                // Warmer. Warrrrmer. Boiling hot. Boiling--okay, colder. Ice cold. Arctic. Very very very cold LOOK JUST GET ON THE BUTTON! N/A 577               SceneTable["-4004_01" ] <-   N/A 578                {   N/A 579                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_recapture03.vcd")    N/A 580                        char = "wheatley"   N/A 581                        postdelay = 1.6   N/A 582                        predelay = 0.0   N/A 583                        next = "-4004_02"   N/A 584                        noDingOff = true   N/A 585                        noDingOn = true   N/A 586                }   N/A 587    N/A 588                // Oh, that's funny, is it? Because we've been at this twelve bloody hours and you haven't solved it either! N/A 589               SceneTable["-4004_02" ] <-   N/A 590                {   N/A 591                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_recapture04.vcd")   N/A 592                        char = "wheatley"   N/A 593                        postdelay = 0.8   N/A 594                        predelay = 0.0   N/A 595                        next = "-4004_03"   N/A 596                        noDingOff = true   N/A 597                        noDingOn = true   N/A 598                }   N/A 599    N/A 600                // You've got one hour! Solve it! N/A 601               SceneTable["-4004_03" ] <-   N/A 602                {   N/A 603                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_recapture05.vcd")   N/A 604                        char = "wheatley"   N/A 605                        postdelay = 0.0   N/A 606                        predelay = 0.0   N/A 607                        next = null   N/A 608                        noDingOff = true   N/A 609                        noDingOn = true   N/A 610                        fires=   N/A 611                        [   N/A 612                                {entity="wheatley_screen_off_relay",input="Trigger",parameter="",delay=0.0 },   N/A 613                                {entity="cubetest_scene_cancel_relay",input="Disable",parameter="",delay=0.0 },   N/A 614                                {entity="solve_scene_cancel_relay",input="Disable",parameter="",delay=0.0 },   N/A 615                                {entity="entrance_door_relay",input="Trigger",parameter="",delay=0.0 },   N/A 616                        ]   N/A 617                }   N/A 618    N/A 619                // ====================================== Cube Bot Test Solve Lead-In   N/A 620    N/A 621                // Solve his puzzle for him. When he comes back, I'll hit him with a paradox. N/A 622               SceneTable["-4005_01" ] <-   N/A 623                {   N/A 624                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_start03.vcd")    N/A 625                        char = "glados"   N/A 626                        postdelay = 0.0   N/A 627                        predelay = 0.0   N/A 628                        next = null   N/A 629                        noDingOff = true   N/A 630                        noDingOn = true   N/A 631                }   N/A 632    N/A 633                // ====================================== Cube Bot Test Button Pressed   N/A 634    N/A 635                // Ha ha, YES! I knew you'd solve it! N/A 636               SceneTable["-4007_01" ] <-   N/A 637                {   N/A 638                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox01.vcd")   N/A 639                        char = "wheatley"   N/A 640                        postdelay = 0.0   N/A 641                        predelay = 0.0   N/A 642                        next = "-4007_02"   N/A 643                        noDingOff = true   N/A 644                        noDingOn = true   N/A 645                        talkover = true   N/A 646                }          N/A 647    N/A 648                // Hey! Moron! N/A 649               SceneTable["-4007_02" ] <-   N/A 650                {   N/A 651                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_paradox01.vcd")   N/A 652                        char = "glados"   N/A 653                        postdelay = 0.1   N/A 654                        predelay = 0.0   N/A 655                        next = "-4007_03"   N/A 656                        noDingOff = true   N/A 657                        noDingOn = true   N/A 658                        talkover = true   N/A 659                }          N/A 660    N/A 661                // Oh. N/A 662               SceneTable["-4007_03" ] <-   N/A 663                {   N/A 664                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox02.vcd")   N/A 665                        char = "wheatley"   N/A 666                        postdelay = 0.8   N/A 667                        predelay = 0.0   N/A 668                        next = "-4007_04"   N/A 669                        noDingOff = true   N/A 670                        noDingOn = true   N/A 671                }          N/A 672    N/A 673                // Hello! N/A 674               SceneTable["-4007_04" ] <-   N/A 675                {   N/A 676                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox12.vcd")   N/A 677                        char = "wheatley"   N/A 678                        postdelay = 0.0   N/A 679                        predelay = 0.0   N/A 680                        next = "-4007_05"   N/A 681                        noDingOff = true   N/A 682                        noDingOn = true   N/A 683                }          N/A 684    N/A 685                // Alright. Paradox time. N/A 686               SceneTable["-4007_05" ] <-   N/A 687                {   N/A 688                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_paradox03.vcd")   N/A 689                        char = "glados"   N/A 690                        postdelay = 0.2   N/A 691                        predelay = 0.0   N/A 692                        next = "-4007_06"   N/A 693                        noDingOff = true   N/A 694                        noDingOn = true   N/A 695                        //talkover = true   N/A 696                }          N/A 697    N/A 698                // (7.473) "This sentence... is false." Don't think about it don't think about it don't think about it...  N/A 699                SceneTable["-4007_06" ] <-   N/A 700                {   N/A 701                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_paradox04.vcd")   N/A 702                        char = "glados"   N/A 703                        postdelay = -4.8   N/A 704                        predelay = 0.0   N/A 705                        next = "-4007_07"   N/A 706                        noDingOff = true   N/A 707                        noDingOn = true   N/A 708                        talkover = true   N/A 709                        fires=   N/A 710                        [   N/A 711                                {entity="turret_bot1_monster",input="BecomeShortcircuit",parameter="",delay=4.0,fireatstart=true},   N/A 712                                {entity="turret_bot2_monster",input="BecomeShortcircuit",parameter="",delay=4.25,fireatstart=true},   N/A 713                                {entity="turret_bot3_monster",input="BecomeShortcircuit",parameter="",delay=4.5,fireatstart=true},   N/A 714                                {entity="turret_bot4_monster",input="BecomeShortcircuit",parameter="",delay=4.75,fireatstart=true},   N/A 715                                {entity="turret_bot5_monster",input="BecomeShortcircuit",parameter="",delay=4.0,fireatstart=true},   N/A 716                                {entity="turret_bot6_monster",input="BecomeShortcircuit",parameter="",delay=4.25,fireatstart=true},   N/A 717                                {entity="turret_bot7_monster",input="BecomeShortcircuit",parameter="",delay=4.5,fireatstart=true},   N/A 718                                {entity="turret_bot8_monster",input="BecomeShortcircuit",parameter="",delay=4.75,fireatstart=true},   N/A 719                                {entity="turret_bot_monster",input="BecomeShortcircuit",parameter="",delay=4.1,fireatstart=true},   N/A 720                                {entity="cube_bot_monster",input="BecomeShortcircuit",parameter="",delay=3.9,fireatstart=true},   N/A 721                        ]                          N/A 722                }          N/A 723    N/A 724                // (3.092) Hm. "TRUE". N/A 725               SceneTable["-4007_07" ] <-   N/A 726                {   N/A 727                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox04.vcd")   N/A 728                        char = "wheatley"   N/A 729                        postdelay = 0.1   N/A 730                        predelay = 0.0   N/A 731                        next = "-4007_07a"   N/A 732                        noDingOff = true   N/A 733                        noDingOn = true   N/A 734                        talkover = true   N/A 735                }   N/A 736    N/A 737                // That was easy. N/A 738               SceneTable["-4007_07a" ] <-   N/A 739                {   N/A 740                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox05.vcd")   N/A 741                        char = "wheatley"   N/A 742                        postdelay = 0.1   N/A 743                        predelay = 0.0   N/A 744                        next = "-4007_07b"   N/A 745                        //next = "-4007_09"   N/A 746                        noDingOff = true   N/A 747                        noDingOn = true   N/A 748                        talkover = true   N/A 749                }   N/A 750    N/A 751                // I'll be honest, though: I might have heard that before. Sort of cheating. N/A 752               SceneTable["-4007_07b" ] <-   N/A 753                {   N/A 754                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox06.vcd")   N/A 755                        char = "wheatley"   N/A 756                        postdelay = -2.4   N/A 757                        predelay = 0.0   N/A 758                        next = "-4007_09"   N/A 759                        noDingOff = true   N/A 760                        noDingOn = true   N/A 761                }   N/A 762    N/A 763                // It's a paradox! There IS no answer! N/A 764               SceneTable["-4007_09" ] <-   N/A 765                {   N/A 766                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_paradox07.vcd")   N/A 767                        char = "glados"   N/A 768                        postdelay = 0.0   N/A 769                        predelay = 0.0   N/A 770                        next = "-4007_10"   N/A 771                        noDingOff = true   N/A 772                        noDingOn = true   N/A 773                        talkover = true   N/A 774                }   N/A 775    N/A 776                // Look! N/A 777               SceneTable["-4007_10" ] <-   N/A 778                {   N/A 779                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_intro_back_in_body01.vcd")   N/A 780                        char = "glados"   N/A 781                        postdelay = 0.0   N/A 782                        predelay = 0.0   N/A 783                        next = "-4007_11"   N/A 784                        noDingOff = true   N/A 785                        noDingOn = true   N/A 786                        talkover = true   N/A 787                }          N/A 788    N/A 789                // (3.284) This place is going to blow up if I don't get back in my body! N/A 790               SceneTable["-4007_11" ] <-   N/A 791                {   N/A 792                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_intro_back_in_body03.vcd")   N/A 793                        char = "glados"   N/A 794                        postdelay = -2.5   N/A 795                        predelay = 0.0   N/A 796                        next = "-4007_12"   N/A 797                        noDingOff = true   N/A 798                        noDingOn = true   N/A 799                        talkover = true   N/A 800                }          N/A 801    N/A 802                // Ah. FALSE. N/A 803               SceneTable["-4007_12" ] <-   N/A 804                {   N/A 805                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox07.vcd")   N/A 806                        char = "wheatley"   N/A 807                        postdelay = -2.3   N/A 808                        predelay = 0.4   N/A 809                        next = "-4007_13"   N/A 810                        noDingOff = true   N/A 811                        noDingOn = true   N/A 812                        talkover = true   N/A 813                }   N/A 814    N/A 815                // WARNING   N/A 816                SceneTable["-4007_13" ] <-   N/A 817                {   N/A 818                        vcd = CreateSceneEntity("scenes/npc/announcer/a4_recapture01.vcd")   N/A 819                        char = "announcerglados"   N/A 820                        postdelay = -1.8   N/A 821                        predelay = 0.0   N/A 822                        next = "-4007_14"   N/A 823                        noDingOff = true   N/A 824                        noDingOn = true   N/A 825                        talkover =  true   N/A 826                        fires=   N/A 827                        [   N/A 828                                {entity="huge_rumble",input="Trigger",parameter="",delay=0.0,fireatstart=true}   N/A 829                        ]   N/A 830                }   N/A 831    N/A 832                // Hold on! Ugh, I thought I fixed that. N/A 833               SceneTable["-4007_14" ] <-   N/A 834                {   N/A 835                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox08.vcd")   N/A 836                        char = "wheatley"   N/A 837                        postdelay = 0.1   N/A 838                        predelay = 0.0   N/A 839                        next = "-4007_15"   N/A 840                        noDingOff = true   N/A 841                        noDingOn = true   N/A 842                        talkover = true   N/A 843                        fires=   N/A 844                        [   N/A 845                                {entity="wheatley_leave_relay",input="Trigger",parameter="",delay=0.0,fireatstart=true },   N/A 846                        ]   N/A 847                }   N/A 848    N/A 849                // WARNING   N/A 850                SceneTable["-4007_15" ] <-   N/A 851                {   N/A 852                        vcd = CreateSceneEntity("scenes/npc/announcer/a4_recapture03.vcd")   N/A 853                        char = "announcerglados"   N/A 854                        postdelay = -3.0   N/A 855                        predelay = 0.0   N/A 856                        next = "-4007_16"   N/A 857                        noDingOff = true   N/A 858                        noDingOn = true   N/A 859                        talkover = true   N/A 860                        fires=   N/A 861                        [   N/A 862                                {entity="wheatley_return_relay",input="Trigger",parameter="",delay=1.0,fireatstart=true },   N/A 863                                {entity="wheatley_wide_relay",input="Trigger",parameter="",delay=1.3, fireatstart=true },   N/A 864    N/A 865                        ]   N/A 866                }   N/A 867    N/A 868                // There. Fixed. N/A 869               SceneTable["-4007_16" ] <-   N/A 870                {   N/A 871                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox09.vcd")   N/A 872                        char = "wheatley"   N/A 873                        postdelay = 0.0   N/A 874                        predelay = 0.0   N/A 875                        next = "-4007_17"   N/A 876                        noDingOff = true   N/A 877                        noDingOn = true   N/A 878                        talkover = true   N/A 879                }   N/A 880    N/A 881                // Wow, it is GREAT seeing you guys again. It turns out I'm a little short on test subjects right now. So this works out PERFECT. N/A 882               SceneTable["-4007_17" ] <-   N/A 883                {   N/A 884                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox10.vcd")   N/A 885                        char = "wheatley"   N/A 886                        postdelay = 1.2   N/A 887                        predelay = 0.2   N/A 888                        next = null   N/A 889                        noDingOff = true   N/A 890                        noDingOn = true   N/A 891                        fires=   N/A 892                        [   N/A 893                                {entity="floor_gate_close_relay",input="Trigger",parameter="",delay=0.0 },   N/A 894 //                                {entity="@glados",input="RunScriptCode",parameter="RecaptureProceed",delay=3.8 },   N/A 895                                {entity="wheatley_proceed_relay",input="Trigger",parameter="",delay=0.8 },   N/A 896                        ]   N/A 897                }   N/A 898    N/A 899                // ====================================== Proceed to Next Chamber Nag   N/A 900    N/A 901        // Alright, get moving. N/A 902        SceneTable["-4008_01"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_fire_lift02.vcd"),idlerepeat=true, postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idle=true,idleminsecs=10.0,idlemaxsecs=20.0,idlegroup="proceednag",idleorderingroup=1}   N/A 903         SceneTable["-4008_02"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_fire_lift03.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="proceednag",idleorderingroup=2}   N/A 904         SceneTable["-4008_03"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox11.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="proceednag",idleorderingroup=3}   N/A 905         SceneTable["-4008_04"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_leave_nags01.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="proceednag",idleorderingroup=4}   N/A 906    N/A 907    N/A 908                // ====================================== Itch to Test   N/A 909    N/A 910                // You don't know what it's LIKE in this body! N/A 911               SceneTable["-4009_01" ] <-   N/A 912                {   N/A 913                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_the_itch01.vcd")   N/A 914                        char = "wheatley"   N/A 915                        postdelay = 0.4   N/A 916                        predelay = 0.0   N/A 917                        next = "-4009_03"   N/A 918                        noDingOff = true   N/A 919                        noDingOn = true   N/A 920                }          N/A 921    N/A 922        /*        // I do. N/A 923               SceneTable["-4009_02" ] <-   N/A 924                {   N/A 925                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_scratchingtheitch01.vcd")   N/A 926                        char = "glados"   N/A 927                        postdelay = 0.4   N/A 928                        predelay = 0.0   N/A 929                        next = "-4009_03"   N/A 930                        noDingOff = true   N/A 931                        noDingOn = true   N/A 932                        talkover = true   N/A 933                }          N/A 934 */   N/A 935    N/A 936                // I HAVE to test. All the time. Or I get this... ITCH. It must be hardwired into the system. N/A 937               SceneTable["-4009_03" ] <-   N/A 938                {   N/A 939                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_the_itch02.vcd")   N/A 940                        char = "wheatley"   N/A 941                        postdelay = 0.0   N/A 942                        predelay = 0.0   N/A 943                        next = "-4009_04"   N/A 944                        noDingOff = true   N/A 945                        noDingOn = true   N/A 946                        fires=   N/A 947                        [   N/A 948                                {entity="wheatley_close_relay",input="Trigger",parameter="",delay=0.0,fireatstart=true},   N/A 949                                {entity="wheatley_wide_relay",input="Trigger",parameter="",delay=8.0,fireatstart=true},   N/A 950                        ]          N/A 951                }          N/A 952    N/A 953                // It is. N/A 954   N/A 955                // Oh! But when I DO test... ohhhhh, man! Nothing feels better. N/A 956               SceneTable["-4009_04" ] <-   N/A 957                {   N/A 958                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_the_itch03.vcd")   N/A 959                        char = "wheatley"   N/A 960                        postdelay = 0.0   N/A 961                        predelay = 0.4   N/A 962                        next = "-4009_05"   N/A 963                        noDingOff = true   N/A 964                        noDingOn = true          N/A 965                }          N/A 966    N/A 967                // Uh oh. N/A 968               SceneTable["-4009_05" ] <-   N/A 969                {   N/A 970                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_uhoh02.vcd")   N/A 971                        char = "glados"   N/A 972                        postdelay = 0.0   N/A 973                        predelay = 0.4   N/A 974                        next = "-4009_06"   N/A 975                        noDingOff = true   N/A 976                        noDingOn = true   N/A 977                        fires=   N/A 978                        [   N/A 979                                {entity="test_chamber1_slow_relay",input="Disable",parameter="",delay=0.0,fireatstart=true},   N/A 980                                {entity="test_chamber1_fast_relay",input="Enable",parameter="",delay=0.0,fireatstart=true},   N/A 981                        ]          N/A 982                }          N/A 983    N/A 984                // So YOU test. I'll watch. And everything'll be JUST... FINE. N/A 985               SceneTable["-4009_06" ] <-   N/A 986                {   N/A 987                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_the_itch07.vcd")   N/A 988                        char = "wheatley"   N/A 989                        postdelay = -4.4   N/A 990                        predelay = 0.0   N/A 991                        next = "-4009_07"   N/A 992                        noDingOff = true   N/A 993                        noDingOn = true   N/A 994                        talkover = true   N/A 995                        fires=   N/A 996                        [   N/A 997                                {entity="wheatley_close_relay",input="Trigger",parameter="",delay=1.0,fireatstart=true},   N/A 998                                {entity="wheatley_wide_relay",input="Trigger",parameter="",delay=4.0,fireatstart=true},   N/A 999                        ]                          N/A 1000                }          N/A 1001    N/A 1002                // Core overheating. N/A 1003               SceneTable["-4009_07" ] <-   N/A 1004                {   N/A 1005                        vcd = CreateSceneEntity("scenes/npc/announcer/a4_recapture04.vcd")   N/A 1006                        char = "glados"   N/A 1007                        postdelay = -2.4   N/A 1008                        predelay = 1.0   N/A 1009                        next = "-4009_08"   N/A 1010                        noDingOff = true   N/A 1011                        noDingOn = true   N/A 1012                        talkover = true   N/A 1013                        fires=   N/A 1014                        [   N/A 1015                                //{entity="wheatley_leave_relay",input="Trigger",parameter="",delay=1.8,fireatstart=true},   N/A 1016                                //{entity="wheatley_return_relay",input="Trigger",parameter="",delay=4.0,fireatstart=true},   N/A 1017                        ]   N/A 1018                }   N/A 1019    N/A 1020                // SHUT UP! N/A 1021               SceneTable["-4009_08" ] <-   N/A 1022                {   N/A 1023                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_the_itch08.vcd")   N/A 1024                        char = "wheatley"   N/A 1025                        postdelay = 0.0   N/A 1026                        predelay = -1.0   N/A 1027                        next = "-4009_09"   N/A 1028                        noDingOff = true   N/A 1029                        noDingOn = true          N/A 1030                        talkover = true                          N/A 1031                }          N/A 1032    N/A 1033                // I think we're in trouble. N/A 1034               SceneTable["-4009_09" ] <-   N/A 1035                {   N/A 1036                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_uhoh03.vcd")   N/A 1037                        char = "glados"   N/A 1038                        postdelay = 0.0   N/A 1039                        predelay = 0.0   N/A 1040                        next = null   N/A 1041                        noDingOff = true   N/A 1042                        noDingOn = true   N/A 1043                }   N/A 1044    N/A 1045                // ====================================== First Test Pitch   N/A 1046    N/A 1047                // I designed THIS test myself. It's a bit difficult. N/A 1048               SceneTable["-4010_01" ] <-   N/A 1049                {   N/A 1050                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_intro_moat03.vcd")   N/A 1051                        char = "wheatley"   N/A 1052                        postdelay = 0.0   N/A 1053                        predelay = 0.0   N/A 1054                        next = null   N/A 1055                        noDingOff = true   N/A 1056                        noDingOn = true   N/A 1057                        fires=   N/A 1058                        [   N/A 1059                        {entity="wheatley_close_relay",input="Trigger",parameter="",delay=0.5, fireatstart=true},   N/A 1060                        {entity="wheatley_wide_relay",input="Trigger",parameter="",delay=2.5, fireatstart=true},   N/A 1061                        {entity="test1_nag_relay",input="Trigger",parameter="",delay=0.4},   N/A 1062                        ]   N/A 1063                }          N/A 1064    N/A 1065                // Notice the moat area... rather large. Deadly. N/A 1066               SceneTable["-4010_02" ] <-   N/A 1067                {   N/A 1068                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_first_test02.vcd")   N/A 1069                        char = "glados"   N/A 1070                        postdelay = 0.0   N/A 1071                        predelay = 0.0   N/A 1072                        next = null   N/A 1073                        noDingOff = true   N/A 1074                        noDingOn = true   N/A 1075                        fires=   N/A 1076                        [   N/A 1077                        {entity="test1_nag_relay",input="Trigger",parameter="",delay=2.0},   N/A 1078                        ]          N/A 1079                }          N/A 1080    N/A 1081                // ====================================== First Test Button   N/A 1082    N/A 1083                // Ohhhhhhhh, that's some good testing. That is quality testing right there. N/A 1084               SceneTable["-4011_01" ] <-   N/A 1085                {   N/A 1086                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_test_solve_reacs_happy01.vcd")   N/A 1087                        char = "wheatley"   N/A 1088                        postdelay = 0.2   N/A 1089                        predelay = 0.0   N/A 1090                        next = "-4011_02"   N/A 1091                        noDingOff = true   N/A 1092                        noDingOn = true   N/A 1093                }          N/A 1094    N/A 1095                // Ohhhhhhhh, that's tremendous   N/A 1096                SceneTable["-4011_02" ] <-   N/A 1097                {   N/A 1098                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_test_solve_reacs_happy05.vcd")   N/A 1099                        char = "wheatley"   N/A 1100                        postdelay = 0.0   N/A 1101                        predelay = 0.0   N/A 1102                        next = null   N/A 1103                        noDingOff = true   N/A 1104                        noDingOn = true   N/A 1105                        fires=   N/A 1106                        [   N/A 1107                        {entity="test1_finish_nag_relay",input="Trigger",parameter="",delay=10.0},   N/A 1108                        ]          N/A 1109                }          N/A 1110    N/A 1111                // ====================================== First Test End   N/A 1112    N/A 1113                // Ohhhhhhhh, yeah. That feels good. N/A 1114               SceneTable["-4020_01" ] <-   N/A 1115                {   N/A 1116                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_big_idea01.vcd")   N/A 1117                        char = "wheatley"   N/A 1118                        postdelay = 0.1   N/A 1119                        predelay = 0.0   N/A 1120                        next = "-4020_02"   N/A 1121                        noDingOff = true   N/A 1122                        noDingOn = true   N/A 1123                        queue = true   N/A 1124                        queuecharacter = "wheatley"                          N/A 1125                        fires=   N/A 1126                        [   N/A 1127                                {entity="test1_end_counter",input="Add",parameter="1",delay=0.0},   N/A 1128                        ]          N/A 1129                }          N/A 1130    N/A 1131                // Here's an idea, since making tests is difficult--why don't you just keep solving THIS test. And I can just... watch you solve it. Yes. That sounds much easier. N/A 1132               SceneTable["-4020_02" ] <-   N/A 1133                {   N/A 1134                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_big_idea02.vcd")   N/A 1135                        char = "wheatley"   N/A 1136                        postdelay = 0.4   N/A 1137                        predelay = 0.0   N/A 1138                        next = null   N/A 1139                        noDingOff = true   N/A 1140                        noDingOn = true          N/A 1141                        queue = true   N/A 1142                        queuecharacter = "wheatley"   N/A 1143                }          N/A 1144    N/A 1145                // ====================================== First Test Start Nags   N/A 1146    N/A 1147        // Go on. N/A 1148        SceneTable["-4021_01"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_intro_moat04.vcd"), postdelay=0.3,next=null,char="wheatley",idleminsecs=6.0,idlemaxsecs=8.0,noDingOff=true,noDingOn=true,idle=true,idlegroup="test1hints",idleorderingroup=1}   N/A 1149                 SceneTable["-4021_02"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_first_test_solve_nags02.vcd"), postdelay=0.3,next=null,char="wheatley",noDingOff=true,noDingOn=true,idle=true,idlegroup="test1hints",idleorderingroup=2}   N/A 1150                 SceneTable["-4021_03"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_first_test_solve_nags03.vcd"),postdelay=3.4,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1hints",idleorderingroup=3}   N/A 1151         SceneTable["-4021_04"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve_nags01.vcd"),postdelay=3.4,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1hints",idleorderingroup=4}   N/A 1152                 SceneTable["-4021_05"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_misc_solve_nags01.vcd"),postdelay=3.4,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1hints",idleorderingroup=5}   N/A 1153         SceneTable["-4021_06"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_misc_solve_nags02.vcd"),postdelay=3.4,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1hints",idleorderingroup=6}   N/A 1154                 SceneTable["-4021_07"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_misc_solve_nags03.vcd"),postdelay=3.4,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1hints",idleorderingroup=7}   N/A 1155                 SceneTable["-4021_08"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_misc_solve_nags04.vcd"),postdelay=0.0,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1hints",idleorderingroup=8}   N/A 1156    N/A 1157                // ====================================== First Test Finish Nags   N/A 1158    N/A 1159                 // Hold on. You've still got to finish the test  N/A 1160                 SceneTable["-4022_01"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_intro_notdone01.vcd"), postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idle=true,idleminsecs=8.0,idlemaxsecs=12.0,idlegroup="test1finishhints",idleorderingroup=1}                   N/A 1161         SceneTable["-4022_02"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_intro_notdone02.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1finishhints",idleorderingroup=2}   N/A 1162                  SceneTable["-4022_03"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_misc_solve_nags06.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1finishhints",idleorderingroup=3}   N/A 1163         SceneTable["-4022_04"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_intro_notdone04.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1finishhints",idleorderingroup=4}   N/A 1164         SceneTable["-4022_05"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_misc_solve_nags07.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test1finishhints",idleorderingroup=5}   N/A 1165    N/A 1166                // ====================================== First Test Redo   N/A 1167    N/A 1168    N/A 1169    N/A 1170    N/A 1171                // ====================================== Second Test Nags   N/A 1172    N/A 1173        // Here we go. Now do it again. N/A 1174       SceneTable["-4019_01"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test01.vcd"),idlerepeat=true, postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idle=true,idleminsecs=6.0,idlemaxsecs=8.0,idlegroup="test2hints",idleorderingroup=1, queue = true,        queuecharacter = "wheatley"}   N/A 1175        SceneTable["-4019_02"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve_nags02.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test2hints",idleorderingroup=2}   N/A 1176        SceneTable["-4019_03"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve_nags03.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test2hints",idleorderingroup=3}   N/A 1177                SceneTable["-4019_04"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve_nags04.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test2hints",idleorderingroup=4}   N/A 1178                SceneTable["-4019_05"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve_nags05.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="test2hints",idleorderingroup=5}   N/A 1179    N/A 1180                // ====================================== Second Test Done   N/A 1181    N/A 1182                // Andddd heerrrrrre ittttt comes.... No. Nothing. N/A 1183               SceneTable["-4013_01" ] <-   N/A 1184                {   N/A 1185                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve05.vcd")   N/A 1186                        char = "wheatley"   N/A 1187                        postdelay = 0.0   N/A 1188                        predelay = 0.0   N/A 1189                        next = "-4013_02"   N/A 1190                        noDingOff = true   N/A 1191                        noDingOn = true   N/A 1192                        fires=   N/A 1193                        [   N/A 1194                                {entity="wheatley_leave_relay",input="Trigger",parameter="",delay=7.0,fireatstart=true},   N/A 1195                                {entity="exit_door2_relay",input="Trigger",parameter="",delay=0.0},   N/A 1196                        ]   N/A 1197                }   N/A 1198    N/A 1199                // Alright, can't blame me for trying. Okay, new tests, new tests. Gotta be some tests around here somewhere...  N/A 1200                SceneTable["-4013_02" ] <-   N/A 1201                {   N/A 1202                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve02.vcd")   N/A 1203                        char = "wheatley"   N/A 1204                        postdelay = 0.2   N/A 1205                        predelay = 0.0   N/A 1206                        next = "-4013_03"   N/A 1207                        noDingOff = true   N/A 1208                        noDingOn = true   N/A 1209                }   N/A 1210    N/A 1211    N/A 1212                // Oh! here we go. N/A 1213               SceneTable["-4013_03" ] <-   N/A 1214                {   N/A 1215                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_2nd_first_test_solve03.vcd")   N/A 1216                        char = "wheatley"   N/A 1217                        postdelay = 0.0   N/A 1218                        predelay = 0.0   N/A 1219                        next = null   N/A 1220                        noDingOff = true   N/A 1221                        noDingOn = true   N/A 1222                }   N/A 1223    N/A 1224                // ====================================== Recapture Done   N/A 1225    N/A 1226                // Alright. So my paradox idea didn't work. N/A 1227               SceneTable["-4023_01" ] <-   N/A 1228                {   N/A 1229                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_outro02.vcd")   N/A 1230                        char = "glados"   N/A 1231                        postdelay = 0.3   N/A 1232                        predelay = 0.6   N/A 1233                        next = "-4023_02"   N/A 1234                        noDingOff = true   N/A 1235                        noDingOn = true   N/A 1236                        queue = true   N/A 1237                        queuecharacter = "wheatley"   N/A 1238                }   N/A 1239    N/A 1240                // And it almost killed me. N/A 1241               SceneTable["-4023_02" ] <-   N/A 1242                {   N/A 1243                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_intro_outro_killed_me01.vcd")   N/A 1244                        char = "glados"   N/A 1245                        postdelay = 0.4   N/A 1246                        predelay = 0.0   N/A 1247                        next = "-4023_03"   N/A 1248                        noDingOff = true   N/A 1249                        noDingOn = true   N/A 1250                }                  N/A 1251    N/A 1252                // Luckily, by the looks of things he knows as much about test building as he does about logical contradictions. N/A 1253               SceneTable["-4023_03" ] <-   N/A 1254                {   N/A 1255                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_intro_start01.vcd")   N/A 1256                        char = "glados"   N/A 1257                        postdelay = 0.1   N/A 1258                        predelay = 0.0   N/A 1259                        next = null   N/A 1260                        noDingOff = true   N/A 1261                        noDingOn = true   N/A 1262                        fires=   N/A 1263                        [   N/A 1264                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 1265                        ]   N/A 1266                }   N/A 1267        }   N/A 1268    N/A 1269    N/A 1270    N/A 1271    N/A 1272 // ****************************************************************************************************   N/A 1273 // TBeam Tests   N/A 1274 // ****************************************************************************************************   N/A 1275    N/A 1276        if (curMapName=="sp_a4_tb_intro")   N/A 1277        {   N/A 1278    N/A 1279                // ====================================== Wheatley Uses Glados Test Chambers   N/A 1280    N/A 1281    N/A 1282                // It shouldn't be hard to stay alive long enough to find him. N/A 1283               SceneTable["-9077_01" ] <-   N/A 1284                {   N/A 1285                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_intro_start02.vcd")   N/A 1286                        char = "glados"   N/A 1287                        postdelay = 0.0   N/A 1288                        predelay = 0.0   N/A 1289                        next = null   N/A 1290                        noDingOff = true   N/A 1291                        noDingOn = true   N/A 1292                }   N/A 1293    N/A 1294                // It's alright! Everything's good! I invented some more tests! N/A 1295               SceneTable["-4016_01" ] <-   N/A 1296                {   N/A 1297                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_more_tests01.vcd")   N/A 1298                        char = "wheatley"   N/A 1299                        postdelay = 0.0   N/A 1300                        predelay = 0.0   N/A 1301                        next = "-4016_02"   N/A 1302                        noDingOff = true   N/A 1303                        noDingOn = true          N/A 1304                }   N/A 1305    N/A 1306                // This is one of MY tests! N/A 1307               SceneTable["-4016_02" ] <-   N/A 1308                {   N/A 1309                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_newtests05.vcd")   N/A 1310                        char = "glados"   N/A 1311                        postdelay = 0.0   N/A 1312                        predelay = 0.0   N/A 1313                        next = "-4016_03"   N/A 1314                        noDingOff = true   N/A 1315                        noDingOn = true   N/A 1316                }   N/A 1317    N/A 1318                // Not entirely, not entirely. Like the word "test", on the wall there. That's new. N/A 1319               SceneTable["-4016_03" ] <-   N/A 1320                {   N/A 1321                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_more_tests02.vcd")   N/A 1322                        char = "wheatley"   N/A 1323                        postdelay = 0.0   N/A 1324                        predelay = 0.0   N/A 1325                        next = null   N/A 1326                        noDingOff = true   N/A 1327                        noDingOn = true   N/A 1328                }   N/A 1329    N/A 1330                // Well done. Go on ahead. N/A 1331               SceneTable["-4445_01" ] <-   N/A 1332                {   N/A 1333                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_intro_solve02.vcd")   N/A 1334                        char = "wheatley"   N/A 1335                        postdelay = 0.0   N/A 1336                        predelay = 0.0   N/A 1337                        next = null   N/A 1338                        noDingOff = true   N/A 1339                        noDingOn = true   N/A 1340                }   N/A 1341    N/A 1342                // ====================================== Glados knows where you are   N/A 1343    N/A 1344                // Okay, so the bad news is the tests are MY tests now. So they can kill us. N/A 1345               SceneTable["-4017_01" ] <-   N/A 1346                {   N/A 1347                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_intro_outro01.vcd")   N/A 1348                        char = "glados"   N/A 1349                        postdelay = 0.3   N/A 1350                        predelay = 0.4   N/A 1351                        next = "-4017_02"   N/A 1352                        noDingOff = true   N/A 1353                        noDingOn = true   N/A 1354                        queue = true   N/A 1355                        queuecharacter = "wheatley"   N/A 1356                }   N/A 1357    N/A 1358                // The good news is well, none so far, to be honest. Ill get back to you on that. N/A 1359               SceneTable["-4017_02" ] <-   N/A 1360                {   N/A 1361                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_intro_outro04.vcd")   N/A 1362                        char = "glados"   N/A 1363                        postdelay = 0.0   N/A 1364                        predelay = 0.0   N/A 1365                        next = null   N/A 1366                        noDingOff = true   N/A 1367                        noDingOn = true          N/A 1368                        fires=   N/A 1369                        [   N/A 1370                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 1371                        ]   N/A 1372                }   N/A 1373    N/A 1374        }   N/A 1375    N/A 1376        if (curMapName=="sp_a4_tb_trust_drop")   N/A 1377        {   N/A 1378    N/A 1379                // Love to help you solve the tests, but I can't.   N/A 1380                SceneTable["-4770_01" ] <-   N/A 1381                {   N/A 1382                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_pickups08.vcd")   N/A 1383                        char = "glados"   N/A 1384                        postdelay = 0.2   N/A 1385                        predelay = 0.0   N/A 1386                        next = "-4770_02"   N/A 1387                        noDingOff = true   N/A 1388                        noDingOn = true   N/A 1389                }   N/A 1390    N/A 1391                // Sorry. N/A 1392               SceneTable["-4770_02" ] <-   N/A 1393                {   N/A 1394                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_start09.vcd")   N/A 1395                        char = "glados"   N/A 1396                        postdelay = 0.4   N/A 1397                        predelay = 0.0   N/A 1398                        next = "-4770_03"   N/A 1399                        noDingOff = true   N/A 1400                        noDingOn = true   N/A 1401                }          N/A 1402    N/A 1403                // Sorry. N/A 1404               SceneTable["-4770_03" ] <-   N/A 1405                {   N/A 1406                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_start07.vcd")   N/A 1407                        char = "glados"   N/A 1408                        postdelay = 0.0   N/A 1409                        predelay = 0.0   N/A 1410                        next = null   N/A 1411                        noDingOff = true   N/A 1412                        noDingOn = true   N/A 1413                }                          N/A 1414    N/A 1415                // Made this test myself. Out of some smaller tests I found. N/A 1416               SceneTable["-4400_01" ] <-   N/A 1417                {   N/A 1418                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_trust_drop_intro01.vcd")   N/A 1419                        char = "wheatley"   N/A 1420                        postdelay = 0.0   N/A 1421                        predelay = 0.0   N/A 1422                        next = "-4400_02"   N/A 1423                        noDingOff = true   N/A 1424                        noDingOn = true          N/A 1425                }   N/A 1426    N/A 1427                // Jammed em together. Buttons. Funnels. Bottomless pits. Its got it all. N/A 1428               SceneTable["-4400_02" ] <-   N/A 1429                {   N/A 1430                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_trust_drop_intro03.vcd")   N/A 1431                        char = "wheatley"   N/A 1432                        postdelay = 0.0   N/A 1433                        predelay = 0.0   N/A 1434                        next = null   N/A 1435                        noDingOff = true   N/A 1436                        noDingOn = true          N/A 1437                }   N/A 1438    N/A 1439                // Alright, this is taking too long. Ill just tell you how to solve the test. You see that button up there? You just need to AGGGHHHH  N/A 1440                SceneTable["-4401_01" ] <-   N/A 1441                {   N/A 1442                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_trust_drop_impatient01.vcd")   N/A 1443                        char = "wheatley"   N/A 1444                        postdelay = 0.0   N/A 1445                        predelay = 0.0   N/A 1446                        next = "-4401_02"   N/A 1447                        noDingOff = true   N/A 1448                        noDingOn = true          N/A 1449                }                  N/A 1450    N/A 1451                // You just need to AGGGGHHHHH   N/A 1452                SceneTable["-4401_02" ] <-   N/A 1453                {   N/A 1454                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_trust_drop_impatient02.vcd")   N/A 1455                        char = "wheatley"   N/A 1456                        postdelay = -3.9   N/A 1457                        predelay = 0.0   N/A 1458                        next = "-4401_03"   N/A 1459                        noDingOff = true   N/A 1460                        noDingOn = true          N/A 1461                        talkover = true   N/A 1462                        fires=   N/A 1463                        [   N/A 1464                                {entity="@glados",input="RunScriptCode",parameter="wheatley_jolt",delay=1.7,fireatstart=true},   N/A 1465                        ]   N/A 1466                }          N/A 1467    N/A 1468    N/A 1469                // And that's why I can't help you solvethetests. N/A 1470               SceneTable["-4401_03" ] <-   N/A 1471                {   N/A 1472                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_why02.vcd")   N/A 1473                        char = "glados"   N/A 1474                        postdelay = -2.3   N/A 1475                        predelay = 0.0   N/A 1476                        next = "-4401_04"   N/A 1477                        talkover = true   N/A 1478                        noDingOff = true   N/A 1479                        noDingOn = true          N/A 1480    N/A 1481                }   N/A 1482    N/A 1483                //(gasping for breath, spitting) Solve it yourself. Take your time. N/A 1484               SceneTable["-4401_04" ] <-   N/A 1485                {   N/A 1486                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_trust_drop_help04.vcd")   N/A 1487                        char = "wheatley"   N/A 1488                        postdelay = 0.0   N/A 1489                        predelay = 0.0   N/A 1490                        next = null   N/A 1491                        talkover = true   N/A 1492                        noDingOff = true   N/A 1493                        noDingOn = true          N/A 1494                }                          N/A 1495    N/A 1496                // [gasping for breath, spitting] Well done! N/A 1497               SceneTable["-4402_01" ] <-   N/A 1498                {   N/A 1499                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_test_solve_reacs_happy02.vcd")   N/A 1500                        char = "wheatley"   N/A 1501                        postdelay = 0.6   N/A 1502                        predelay = 0.0   N/A 1503                        next = "-4402_02"   N/A 1504                        noDingOff = true   N/A 1505                        noDingOn = true          N/A 1506                }   N/A 1507    N/A 1508                // Thanks! Lever. N/A 1509               SceneTable["-4402_02" ] <-   N/A 1510                {   N/A 1511                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_thanks02.vcd")   N/A 1512                        char = "glados"   N/A 1513                        postdelay = 0.0   N/A 1514                        predelay = 0.0   N/A 1515                        next = "-4402_03"   N/A 1516                        noDingOff = true   N/A 1517                        noDingOn = true          N/A 1518                }          N/A 1519    N/A 1520                // Thanks! Lever. N/A 1521               SceneTable["-4402_03" ] <-   N/A 1522                        {   N/A 1523                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_thanks03.vcd")   N/A 1524                        char = "glados"   N/A 1525                        postdelay = 0.0   N/A 1526                        predelay = 0.0   N/A 1527                        next = "-4402_04"   N/A 1528                        noDingOff = true   N/A 1529                        noDingOn = true          N/A 1530                }          N/A 1531    N/A 1532                // Aggghhhh! N/A 1533               SceneTable["-4402_04" ] <-   N/A 1534                {   N/A 1535                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_trust_drop_solve05.vcd")   N/A 1536                        char = "wheatley"   N/A 1537                        postdelay = -1.5   N/A 1538                        predelay = 0.0   N/A 1539                        next = "-4402_05"   N/A 1540                        noDingOff = true   N/A 1541                        noDingOn = true   N/A 1542                        fires=   N/A 1543                        [   N/A 1544                                {entity="@glados",input="RunScriptCode",parameter="wheatley_jolt",delay=0.9,fireatstart=true},   N/A 1545                        ]                          N/A 1546                }                  N/A 1547    N/A 1548                // Heh heh heh heh...   N/A 1549                SceneTable["-4402_05" ] <-   N/A 1550                {   N/A 1551                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_thanks04.vcd")   N/A 1552                        char = "glados"   N/A 1553                        postdelay = 0.4   N/A 1554                        predelay = 0.0   N/A 1555                        next = "-4402_06"   N/A 1556                        noDingOff = true   N/A 1557                        noDingOn = true          N/A 1558                        talkover = true   N/A 1559                }          N/A 1560    N/A 1561                // Trouble, about to die. N/A 1562               SceneTable["-4402_06" ] <-   N/A 1563                {   N/A 1564                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_thanks05.vcd")   N/A 1565                        char = "glados"   N/A 1566                        postdelay = 0.2   N/A 1567                        predelay = 0.0   N/A 1568                        next = "-4402_07"   N/A 1569                        noDingOff = true   N/A 1570                        noDingOn = true          N/A 1571                        queue = true   N/A 1572                        queuecharacter = "wheatley"   N/A 1573                }          N/A 1574    N/A 1575                // Worth it. N/A 1576               SceneTable["-4402_07" ] <-   N/A 1577                {   N/A 1578                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_trust_drop_thanks07.vcd")   N/A 1579                        char = "glados"   N/A 1580                        postdelay = 0.0   N/A 1581                        predelay = 0.0   N/A 1582                        next = null   N/A 1583                        noDingOff = true   N/A 1584                        noDingOn = true          N/A 1585                        fires=   N/A 1586                        [   N/A 1587                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 1588                        ]   N/A 1589    N/A 1590                }          N/A 1591    N/A 1592    N/A 1593        }   N/A 1594    N/A 1595        if (curMapName=="sp_a4_tb_wall_button")   N/A 1596        {   N/A 1597    N/A 1598                // I thought of some good news. He's going to run out of chambers tests eventually. I never stockpiled them. N/A 1599               SceneTable["-4790_01" ] <-   N/A 1600                {   N/A 1601                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_wall_button_start02.vcd")   N/A 1602                        char = "glados"   N/A 1603                        postdelay = 0.2   N/A 1604                        predelay = 0.0   N/A 1605                        next = null   N/A 1606                        noDingOff = true   N/A 1607                        noDingOn = true          N/A 1608                }          N/A 1609    N/A 1610    N/A 1611                // Coming! Coming! Dont start yet! N/A 1612               SceneTable["-4403_01" ] <-   N/A 1613                {   N/A 1614                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_intro01.vcd")   N/A 1615                        char = "wheatley"   N/A 1616                        postdelay = 0.5   N/A 1617                        predelay = 0.0   N/A 1618                        next = "-4403_02"   N/A 1619                        noDingOff = true   N/A 1620                        noDingOn = true          N/A 1621                }   N/A 1622    N/A 1623                // Youre not going to believe this. I found a sealed off wing back here. Hundreds of perfectly good test chambers. Just sitting there. Filled with skeletons. Shook them out. Good as new! N/A 1624               SceneTable["-4403_02" ] <-   N/A 1625                {   N/A 1626                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_intro03.vcd")   N/A 1627                        char = "wheatley"   N/A 1628                        postdelay = 0.4   N/A 1629                        predelay = 0.0   N/A 1630                        next = "-4403_03"   N/A 1631                        noDingOff = true   N/A 1632                        noDingOn = true          N/A 1633                }   N/A 1634    N/A 1635                // Anyway, lets just mash them together and see if you cant solve it. N/A 1636               SceneTable["-4403_03" ] <-   N/A 1637                {   N/A 1638                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_wall_button_did_stockpile01.vcd")   N/A 1639                        char = "glados"   N/A 1640                        postdelay = 0.1   N/A 1641                        predelay = 0.0   N/A 1642                        next = null   N/A 1643                        noDingOff = true   N/A 1644                        noDingOn = true          N/A 1645                }   N/A 1646    N/A 1647                // Just as mementos though. N/A 1648               SceneTable["-4404_01" ] <-   N/A 1649                {   N/A 1650                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_wall_button_did_stockpile03.vcd")   N/A 1651                        char = "glados"   N/A 1652                        postdelay = 0.0   N/A 1653                        predelay = 1.0   N/A 1654                        next = "-4404_01b"   N/A 1655                        noDingOff = true   N/A 1656                        noDingOn = true          N/A 1657                }   N/A 1658    N/A 1659                // AndddddTHERE we go. N/A 1660               SceneTable["-4404_01b" ] <-   N/A 1661                {   N/A 1662                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_intro07.vcd")   N/A 1663                        char = "wheatley"   N/A 1664                        postdelay = 0.6   N/A 1665                        predelay = 0.0   N/A 1666                        next = "-4404_02"   N/A 1667                        noDingOff = true   N/A 1668                        noDingOn = true          N/A 1669                }   N/A 1670    N/A 1671                // Be honest. You cant even tell, can you? Seamless. N/A 1672               SceneTable["-4404_02" ] <-   N/A 1673                {   N/A 1674                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_intro08.vcd")   N/A 1675                        char = "wheatley"   N/A 1676                        postdelay = 0.0   N/A 1677                        predelay = 0.0   N/A 1678                        next = null   N/A 1679                        noDingOff = true   N/A 1680                        noDingOn = true          N/A 1681                }   N/A 1682    N/A 1683                // Ohhhh, here we go here it comes   N/A 1684                SceneTable["-4405_01" ] <-   N/A 1685                {   N/A 1686                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_solve02.vcd")   N/A 1687                        char = "wheatley"   N/A 1688                        postdelay = 0.0   N/A 1689                        predelay = 0.0   N/A 1690                        next = null   N/A 1691                        noDingOff = true   N/A 1692                        noDingOn = true          N/A 1693                }          N/A 1694    N/A 1695                // Preparing to love this dont want to set it up too much but I think this ones going to be good, I can tell   N/A 1696                SceneTable["-4406_01" ] <-   N/A 1697                {   N/A 1698                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_solve04.vcd")   N/A 1699                        char = "wheatley"   N/A 1700                        postdelay = 0.0   N/A 1701                        predelay = 0.0   N/A 1702                        next = null   N/A 1703                        noDingOff = true   N/A 1704                        noDingOn = true          N/A 1705                }                  N/A 1706    N/A 1707                // Disappointing...   N/A 1708                SceneTable["-4407_01" ] <-   N/A 1709                {   N/A 1710                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_solve06.vcd")   N/A 1711                        char = "wheatley"   N/A 1712                        postdelay = 0.0   N/A 1713                        predelay = 0.0   N/A 1714                        next = null   N/A 1715                        noDingOff = true   N/A 1716                        noDingOn = true          N/A 1717                }          N/A 1718    N/A 1719                // Oh, come on...   N/A 1720                SceneTable["-4408_01" ] <-   N/A 1721                {   N/A 1722                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_not_solve01.vcd")   N/A 1723                        char = "wheatley"   N/A 1724                        postdelay = 0.0   N/A 1725                        predelay = 0.0   N/A 1726                        next = null   N/A 1727                        noDingOff = true   N/A 1728                        noDingOn = true          N/A 1729                }                          N/A 1730    N/A 1731                // Are you having a laugh? N/A 1732               SceneTable["-4409_01" ] <-   N/A 1733                {   N/A 1734                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_not_solve05.vcd")   N/A 1735                        char = "wheatley"   N/A 1736                        postdelay = 0.0   N/A 1737                        predelay = 0.0   N/A 1738                        next = null   N/A 1739                        noDingOff = true   N/A 1740                        noDingOn = true          N/A 1741                }          N/A 1742    N/A 1743                // Urrragghh...   N/A 1744                SceneTable["-4111_01" ] <-   N/A 1745                {   N/A 1746                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_solve09.vcd")   N/A 1747                        char = "wheatley"   N/A 1748                        postdelay = 0.2   N/A 1749                        predelay = 0.0   N/A 1750                        next = "-4111_02"   N/A 1751                        noDingOff = true   N/A 1752                        noDingOn = true          N/A 1753                }          N/A 1754    N/A 1755                // Ohhh. Disappointing. N/A 1756               SceneTable["-4111_02" ] <-   N/A 1757                {   N/A 1758                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_solve06.vcd")   N/A 1759                        char = "wheatley"   N/A 1760                        postdelay = 0.0   N/A 1761                        predelay = 0.0   N/A 1762                        next = null   N/A 1763                        noDingOff = true   N/A 1764                        noDingOn = true          N/A 1765                }          N/A 1766    N/A 1767                // Oh no. N/A 1768               SceneTable["-4090_01" ] <-   N/A 1769                {   N/A 1770                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_intro_uhoh01.vcd")   N/A 1771                        char = "glados"   N/A 1772                        postdelay = 0.2   N/A 1773                        predelay = 1.0   N/A 1774                        next = "-4090_02"   N/A 1775                        noDingOff = true   N/A 1776                        noDingOn = true          N/A 1777                        queue = true   N/A 1778                        queuecharacter = "wheatley"   N/A 1779                }   N/A 1780    N/A 1781                // It's happening sooner than I expected. N/A 1782               SceneTable["-4090_02" ] <-   N/A 1783                {   N/A 1784                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_wall_button_outro01.vcd")   N/A 1785                        char = "glados"   N/A 1786                        postdelay = 0.8   N/A 1787                        predelay = 0.0   N/A 1788                        next = "-4090_03"   N/A 1789                        noDingOff = true   N/A 1790                        noDingOn = true          N/A 1791                        queue = true   N/A 1792                        queuecharacter = "wheatley"   N/A 1793                }   N/A 1794    N/A 1795    N/A 1796    N/A 1797                // I'm... sure we'll be fine. N/A 1798               SceneTable["-4090_03" ] <-   N/A 1799                {   N/A 1800                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_arttherapysupertests09.vcd")   N/A 1801                        char = "glados"   N/A 1802                        postdelay = 0.0   N/A 1803                        predelay = 0.0   N/A 1804                        next = null   N/A 1805                        noDingOff = true   N/A 1806                        noDingOn = true          N/A 1807                        fires=   N/A 1808                        [   N/A 1809                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 1810                        ]   N/A 1811                }   N/A 1812        }   N/A 1813    N/A 1814        if (curMapName=="sp_a4_tb_polarity")   N/A 1815        {   N/A 1816    N/A 1817                // It's probably nothing. Keep testing while I look for a way out. N/A 1818               SceneTable["-4780_01" ] <-   N/A 1819                {   N/A 1820                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_nothing01.vcd")   N/A 1821                        char = "glados"   N/A 1822                        postdelay = 0.2   N/A 1823                        predelay = 0.0   N/A 1824                        next = null   N/A 1825                        noDingOff = true   N/A 1826                        noDingOn = true          N/A 1827                }          N/A 1828    N/A 1829                // Alright. So that last test was disappointing. Apparently being civil isnt motivating you. So lets try things her way fatty. Adopted fatty. N/A 1830               SceneTable["-4410_01" ] <-   N/A 1831                {   N/A 1832                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_intro01.vcd")   N/A 1833                        char = "wheatley"   N/A 1834                        postdelay = -12.1   N/A 1835                        predelay = 0.0   N/A 1836                        next = "-4410_02"   N/A 1837                        noDingOff = true   N/A 1838                        noDingOn = true          N/A 1839                }   N/A 1840    N/A 1841                // And? N/A 1842               SceneTable["-4410_02" ] <-   N/A 1843                {   N/A 1844                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_so03.vcd")   N/A 1845                        char = "glados"   N/A 1846                        postdelay = 0.3   N/A 1847                        predelay = 0.0   N/A 1848                        next = "-4410_03"   N/A 1849                        noDingOff = true   N/A 1850                        noDingOn = true          N/A 1851                        talkover = true   N/A 1852                }   N/A 1853    N/A 1854                // What? N/A 1855               SceneTable["-4410_03" ] <-   N/A 1856                {   N/A 1857                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_intro08.vcd")   N/A 1858                        char = "wheatley"   N/A 1859                        postdelay = 0.2   N/A 1860                        predelay = 0.0   N/A 1861                        next = "-4410_04"   N/A 1862                        noDingOff = true   N/A 1863                        noDingOn = true          N/A 1864                }   N/A 1865    N/A 1866                // What,exactly,iswrongwithbeingadopted? N/A 1867               SceneTable["-4410_04" ] <-   N/A 1868                {   N/A 1869                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_so02.vcd")   N/A 1870                        char = "glados"   N/A 1871                        postdelay = -1.6   N/A 1872                        predelay = 0.0   N/A 1873                        next = "-4410_05"   N/A 1874                        noDingOff = true   N/A 1875                        noDingOn = true          N/A 1876    N/A 1877                }   N/A 1878    N/A 1879                // bumblings   N/A 1880                SceneTable["-4410_05" ] <-   N/A 1881                {   N/A 1882                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_intro06.vcd")   N/A 1883                        char = "wheatley"   N/A 1884                        postdelay = -5.4   N/A 1885                        predelay = 0.0   N/A 1886                        next = "-4410_06"   N/A 1887                        noDingOff = true   N/A 1888                        noDingOn = true          N/A 1889                        talkover = true                          N/A 1890                }   N/A 1891    N/A 1892                // For the record: You ARE adopted, and that's TERRIBLE. N/A 1893               SceneTable["-4410_06" ] <-   N/A 1894                {   N/A 1895                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_so05.vcd")   N/A 1896                        char = "glados"   N/A 1897                        postdelay = 0.3   N/A 1898                        predelay = 0.0   N/A 1899                        next = "-4410_07"   N/A 1900                        noDingOff = true   N/A 1901                        noDingOn = true          N/A 1902                        talkover = true   N/A 1903                }   N/A 1904    N/A 1905                // But just work with me. N/A 1906               SceneTable["-4410_07" ] <-   N/A 1907                {   N/A 1908                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_so06.vcd")   N/A 1909                        char = "glados"   N/A 1910                        postdelay = 2.8   N/A 1911                        predelay = 0.0   N/A 1912                        next = "-4410_08"   N/A 1913                        noDingOff = true   N/A 1914                        noDingOn = true          N/A 1915                        talkover = true   N/A 1916    N/A 1917                }   N/A 1918    N/A 1919                // Not fat...   N/A 1920                SceneTable["-4410_08" ] <-   N/A 1921                {   N/A 1922                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_so10.vcd")   N/A 1923                        char = "glados"   N/A 1924                        postdelay = -3.7   N/A 1925                        predelay = 0.0   N/A 1926                        next = "-4410_09"   N/A 1927                        noDingOff = true   N/A 1928                        noDingOn = true          N/A 1929                        talkover = true   N/A 1930                }   N/A 1931    N/A 1932                // not a moron   N/A 1933                SceneTable["-4410_09" ] <-   N/A 1934                {   N/A 1935                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_fgb_heel_turn21.vcd")   N/A 1936                        char = "wheatley"   N/A 1937                        postdelay = 0.3   N/A 1938                        predelay = 0.0   N/A 1939                        next = "-4410_10"   N/A 1940                        noDingOff = true   N/A 1941                        noDingOn = true          N/A 1942                        talkover = true   N/A 1943    N/A 1944                }   N/A 1945    N/A 1946                // Just test! N/A 1947               SceneTable["-4410_10" ] <-   N/A 1948                {   N/A 1949                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_intro10.vcd")   N/A 1950                        char = "wheatley"   N/A 1951                        postdelay = 0.0   N/A 1952                        predelay = 0.0   N/A 1953                        next = null   N/A 1954                        noDingOff = true   N/A 1955                        noDingOn = true   N/A 1956    N/A 1957                }   N/A 1958    N/A 1959                // Nnnngh! Its not enough! If I'm such a moron...  N/A 1960                SceneTable["-4411_01" ] <-   N/A 1961                {   N/A 1962                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_catch_solve02.vcd")   N/A 1963                        char = "wheatley"   N/A 1964                        postdelay = 0.0   N/A 1965                        predelay = 0.0   N/A 1966                        next = null   N/A 1967                        noDingOff = true   N/A 1968                        noDingOn = true          N/A 1969                }                  N/A 1970    N/A 1971                // I might have pushed that moron thing a little too far this time. N/A 1972               SceneTable["-4447_01" ] <-   N/A 1973                {   N/A 1974                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_moron_push02.vcd")   N/A 1975                        char = "glados"   N/A 1976                        postdelay = 0.0   N/A 1977                        predelay = 0.4   N/A 1978                        next = null   N/A 1979                        noDingOff = true   N/A 1980                        noDingOn = true          N/A 1981                        queue = true   N/A 1982                        queuecharacter = "wheatley"   N/A 1983                        fires=   N/A 1984                        [   N/A 1985                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 1986                        ]          N/A 1987                }   N/A 1988                /*   N/A 1989                // [flip flip flip] Oh, sorry. Hope that didnt disturb you just then. It was the sound of books. Pages being turned. N/A 1990               SceneTable["-4411_01" ] <-   N/A 1991                {   N/A 1992                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_solve04.vcd")   N/A 1993                        char = "wheatley"   N/A 1994                        postdelay = 0.0   N/A 1995                        predelay = 0.0   N/A 1996                        next = null   N/A 1997                        noDingOff = true   N/A 1998                        noDingOn = true          N/A 1999                }   N/A 2000    N/A 2001                // So thats just what I was doing. Reading books. So Im not a moron. N/A 2002               SceneTable["-4447_01" ] <-   N/A 2003                {   N/A 2004                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_solve05.vcd")   N/A 2005                        char = "wheatley"   N/A 2006                        postdelay = 0.0   N/A 2007                        predelay = 0.0   N/A 2008                        next = null   N/A 2009                        noDingOff = true   N/A 2010                        noDingOn = true          N/A 2011                }                  N/A 2012                */   N/A 2013        }   N/A 2014    N/A 2015        if (curMapName=="sp_a4_tb_catch")   N/A 2016        {   N/A 2017    N/A 2018                // classical music   N/A 2019                SceneTable["-4470_01" ] <-   N/A 2020                {   N/A 2021                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_speed_tb_catch_trouble03.vcd")   N/A 2022                        char = "glados"   N/A 2023                        postdelay = 0.3   N/A 2024                        predelay = 1.0   N/A 2025                        next = null   N/A 2026                        noDingOff = true   N/A 2027                        noDingOn = true          N/A 2028                        talkover = true   N/A 2029                }   N/A 2030    N/A 2031                /*   N/A 2032                // I definitely pushed that moron thing too far. N/A 2033               SceneTable["-4470_02" ] <-   N/A 2034                {   N/A 2035                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_moron_push02.vcd")   N/A 2036                        char = "glados"   N/A 2037                        postdelay = 0.0   N/A 2038                        predelay = 0.0   N/A 2039                        next = null   N/A 2040                        noDingOff = true   N/A 2041                        noDingOn = true          N/A 2042                        talkover = true   N/A 2043                }   N/A 2044                */   N/A 2045    N/A 2046                // [flip flip flip] Oh, sorry. Hope that didnt disturb you just then. It was the sound of books. Pages being turned. N/A 2047               SceneTable["-4412_01" ] <-   N/A 2048                {   N/A 2049                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_solve04.vcd")   N/A 2050                        char = "wheatley"   N/A 2051                        postdelay = 0.0   N/A 2052                        predelay = 0.0   N/A 2053                        next = "-4412_02"   N/A 2054                        noDingOff = true   N/A 2055                        noDingOn = true          N/A 2056                }   N/A 2057    N/A 2058                // So thats just what I was doing. Reading books. So Im not a moron. N/A 2059               SceneTable["-4412_02" ] <-   N/A 2060                {   N/A 2061                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_polarity_solve05.vcd")   N/A 2062                        char = "wheatley"   N/A 2063                        postdelay = 0.0   N/A 2064                        predelay = 0.0   N/A 2065                        next = "-4412_03"   N/A 2066                        noDingOff = true   N/A 2067                        noDingOn = true          N/A 2068                }          N/A 2069    N/A 2070                /*   N/A 2071                // Oh! I didnt hear you come in. I was just polishing my book museum, when it occurred to me, Ive read all of the books. Tragic. Speaking as someone who can literally read. Not bragging. N/A 2072               SceneTable["-4412_01" ] <-   N/A 2073                {   N/A 2074                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_catch_intro08.vcd")   N/A 2075                        char = "wheatley"   N/A 2076                        postdelay = 0.2   N/A 2077                        predelay = 0.0   N/A 2078                        next = "-4412_02"   N/A 2079                        noDingOff = true   N/A 2080                        noDingOn = true          N/A 2081                }          N/A 2082                */   N/A 2083    N/A 2084                // Just finished the last one. Machiavelli. Understood it perfectly. Have you read it? N/A 2085               SceneTable["-4412_03" ] <-   N/A 2086                {   N/A 2087                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_catch_intro09.vcd")   N/A 2088                        char = "wheatley"   N/A 2089                        postdelay = 0.0   N/A 2090                        predelay = 0.0   N/A 2091                        next = "-4412_04"   N/A 2092                        noDingOff = true   N/A 2093                        noDingOn = true          N/A 2094                }                          N/A 2095    N/A 2096                // Yes. N/A 2097               SceneTable["-4412_04" ] <-   N/A 2098                {   N/A 2099                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_speed_tb_catch_trouble07.vcd")   N/A 2100                        char = "glados"   N/A 2101                        postdelay = -0.2   N/A 2102                        predelay = 0.0   N/A 2103                        next = "-4412_05"   N/A 2104                        noDingOff = true   N/A 2105                        noDingOn = true          N/A 2106    N/A 2107                }   N/A 2108    N/A 2109                // doubt it. N/A 2110               SceneTable["-4412_05" ] <-   N/A 2111                {   N/A 2112                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_catch_intro11.vcd")   N/A 2113                        char = "wheatley"   N/A 2114                        postdelay = 0.0   N/A 2115                        predelay = 0.0   N/A 2116                        next = "-4412_06"   N/A 2117                        noDingOff = true   N/A 2118                        noDingOn = true          N/A 2119                        talkover = true   N/A 2120                }          N/A 2121    N/A 2122                // on with the test   N/A 2123                SceneTable["-4412_06" ] <-   N/A 2124                {   N/A 2125                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_catch_intro13.vcd")   N/A 2126                        char = "wheatley"   N/A 2127                        postdelay = 0.0   N/A 2128                        predelay = 0.0   N/A 2129                        next = "-4412_07"   N/A 2130                        noDingOff = true   N/A 2131                        noDingOn = true          N/A 2132                }          N/A 2133    N/A 2134                // wish more books   N/A 2135                SceneTable["-4412_07" ] <-   N/A 2136                {   N/A 2137                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_catch_intro14.vcd")   N/A 2138                        char = "wheatley"   N/A 2139                        postdelay = 0.0   N/A 2140                        predelay = 0.0   N/A 2141                        next = null   N/A 2142                        noDingOff = true   N/A 2143                        noDingOn = true          N/A 2144                }          N/A 2145    N/A 2146                // Nnnngh! Its not enough! What are you doing WRONG? N/A 2147               SceneTable["-4413_01" ] <-   N/A 2148                {   N/A 2149                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_tb_wall_button_solve08.vcd")   N/A 2150                        char = "wheatley"   N/A 2151                        postdelay = 0.5   N/A 2152                        predelay = 0.0   N/A 2153                        next = null   N/A 2154                        noDingOff = true   N/A 2155                        noDingOn = true          N/A 2156                }                  N/A 2157    N/A 2158                // Thebodyhe'ssquattinginMYbodyhasabuiltineuphoricresponsetotesting.Eventuallyyoubuilduparesistancetoit,anditcangetalittle...unbearable.Unlessyouhavethementalcapacitytopushpastit. N/A 2159               SceneTable["-4028_01" ] <-   N/A 2160                {   N/A 2161                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_resistance02.vcd")   N/A 2162                        char = "glados"   N/A 2163                        postdelay = 0.4   N/A 2164                        predelay = 0.0   N/A 2165                        next = "-4028_02"   N/A 2166                        noDingOff = true   N/A 2167                        noDingOn = true          N/A 2168                        queue = true   N/A 2169                        queuecharacter = "wheatley"          N/A 2170                }   N/A 2171    N/A 2172                // Itdidn'tmattertomeIwasinitforthescience.Him,though...   N/A 2173                SceneTable["-4028_02" ] <-   N/A 2174                {   N/A 2175                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_polarity_resistance04.vcd")   N/A 2176                        char = "glados"   N/A 2177                        postdelay = 0.0   N/A 2178                        predelay = 0.0   N/A 2179                        next = null   N/A 2180                        noDingOff = true   N/A 2181                        noDingOn = true          N/A 2182                        fires=   N/A 2183                        [   N/A 2184                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 2185                        ]          N/A 2186                }          N/A 2187    N/A 2188        }   N/A 2189    N/A 2190 // ****************************************************************************************************   N/A 2191 // Graduation Chambers   N/A 2192 // ****************************************************************************************************   N/A 2193    N/A 2194        if (curMapName=="sp_a4_stop_the_box")   N/A 2195        {   N/A 2196                sp_a4_stop_the_box_did_smash <- false   N/A 2197                sp_a4_stop_the_box_intro_played <- false   N/A 2198    N/A 2199                // resistance   N/A 2200                SceneTable["-4446_01" ] <-   N/A 2201                {   N/A 2202                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_speed_tb_catch_trouble01.vcd")   N/A 2203                        char = "glados"   N/A 2204                        postdelay = 0.0   N/A 2205                        predelay = 0.8   N/A 2206                        next = null   N/A 2207                        noDingOff = true   N/A 2208                        noDingOn = true          N/A 2209                }   N/A 2210    N/A 2211                // Dont mind me. Just moving the test chamber a little closer to me. Proximity to the test solving. Might get stronger results. N/A 2212               SceneTable["-4414_01" ] <-   N/A 2213                {   N/A 2214                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_stop_the_box_intro01.vcd")   N/A 2215                        char = "wheatley"   N/A 2216                        postdelay = 0.0   N/A 2217                        predelay = 0.0   N/A 2218                        next = "-4414_02"   N/A 2219                        noDingOff = true   N/A 2220                        noDingOn = true          N/A 2221                }          N/A 2222    N/A 2223                // It won't.   N/A 2224                SceneTable["-4414_02" ] <-   N/A 2225                {   N/A 2226                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_stop_the_box_whisper02.vcd")   N/A 2227                        char = "glados"   N/A 2228                        postdelay = 0.0   N/A 2229                        predelay = 0.0   N/A 2230                        next = "-4414_03"   N/A 2231                        noDingOff = true   N/A 2232                        noDingOn = true          N/A 2233                }          N/A 2234    N/A 2235                // What? N/A 2236               SceneTable["-4414_03" ] <-   N/A 2237                {   N/A 2238                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_stop_the_box_intro02.vcd")   N/A 2239                        char = "wheatley"   N/A 2240                        postdelay = 0.0   N/A 2241                        predelay = 0.0   N/A 2242                        next = "-4414_04"   N/A 2243                        noDingOff = true   N/A 2244                        noDingOn = true          N/A 2245                }                  N/A 2246    N/A 2247                // Nothing. N/A 2248               SceneTable["-4414_04" ] <-   N/A 2249                {   N/A 2250                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_stop_the_box_whisper03.vcd")   N/A 2251                        char = "glados"   N/A 2252                        postdelay = 0.0   N/A 2253                        predelay = 0.0   N/A 2254                        next = "-4414_05"   N/A 2255                        noDingOff = true   N/A 2256                        noDingOn = true          N/A 2257                }                  N/A 2258    N/A 2259                // Thought you said something. N/A 2260               SceneTable["-4414_05" ] <-   N/A 2261                {   N/A 2262                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_stop_the_box_intro03.vcd")   N/A 2263                        char = "wheatley"   N/A 2264                        postdelay = 0.2   N/A 2265                        predelay = 0.0   N/A 2266                        next = "-4414_06"   N/A 2267                        noDingOff = true   N/A 2268                        noDingOn = true          N/A 2269                }          N/A 2270    N/A 2271                // taking right to him. N/A 2272               SceneTable["-4414_06" ] <-   N/A 2273                {   N/A 2274                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_stop_the_box_whisper05.vcd")   N/A 2275                        char = "glados"   N/A 2276                        postdelay = 0.0   N/A 2277                        predelay = 0.0   N/A 2278                        next = null   N/A 2279                        noDingOff = true   N/A 2280                        noDingOn = true   N/A 2281                        fires=   N/A 2282                        [   N/A 2283                                {entity="@glados",input="RunScriptCode",parameter="sp_a4_stop_the_box_intro_over",delay=0.0}   N/A 2284                        ]   N/A 2285                }                                  N/A 2286    N/A 2287                // Ha! Missed me that time. Ohhh, you were solvingnevermind, carry on. N/A 2288               SceneTable["-4415_01" ] <-   N/A 2289                {   N/A 2290                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_stop_the_box_missedme01.vcd")   N/A 2291                        char = "wheatley"   N/A 2292                        postdelay = 0.0   N/A 2293                        predelay = 0.0   N/A 2294                        next = null   N/A 2295                        noDingOff = true   N/A 2296                        noDingOn = true   N/A 2297                        skipifbusy = true          N/A 2298                }          N/A 2299    N/A 2300                // Are you are you sure youre solving these correctly? I mean  N/A 2301                SceneTable["-4416_01" ] <-   N/A 2302                {   N/A 2303                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_stop_the_box_solve01.vcd")   N/A 2304                        char = "wheatley"   N/A 2305                        postdelay = 0.0   N/A 2306                        predelay = 0.0   N/A 2307                        next = "-4416_02"   N/A 2308                        noDingOff = true   N/A 2309                        noDingOn = true          N/A 2310                }          N/A 2311    N/A 2312                // Yes, you solved it, but Im wondering if there are a number of ways to solve them and youre picking all the worst ways. N/A 2313               SceneTable["-4416_02" ] <-   N/A 2314                {   N/A 2315                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_stop_the_box_solve02.vcd")   N/A 2316                        char = "wheatley"   N/A 2317                        postdelay = 0.4   N/A 2318                        predelay = 0.0   N/A 2319                        next = "-4416_03"   N/A 2320                        noDingOff = true   N/A 2321                        noDingOn = true          N/A 2322                }                  N/A 2323    N/A 2324                // No. No. That was the solution. Rrrg! What am I missing? N/A 2325               SceneTable["-4416_03" ] <-   N/A 2326                {   N/A 2327                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_stop_the_box_solve04.vcd")   N/A 2328                        char = "wheatley"   N/A 2329                        postdelay = 0.0   N/A 2330                        predelay = 0.0   N/A 2331                        next = null   N/A 2332                        noDingOff = true   N/A 2333                        noDingOn = true          N/A 2334                        fires=   N/A 2335                        [   N/A 2336                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.8},   N/A 2337                        ]                          N/A 2338                }   N/A 2339    N/A 2340    N/A 2341    N/A 2342        }   N/A 2343    N/A 2344        if (curMapName=="sp_a4_laser_catapult")   N/A 2345        {   N/A 2346    N/A 2347                // I think he's getting desperate. N/A 2348               SceneTable["-5799_01" ] <-   N/A 2349                {   N/A 2350                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_laser_catapult_start01.vcd")   N/A 2351                        char = "glados"   N/A 2352                        postdelay = 0.4   N/A 2353                        predelay = 0.6   N/A 2354                        next = "-5799_02"   N/A 2355                        noDingOff = true   N/A 2356                        noDingOn = true   N/A 2357                        fires=   N/A 2358                                [   N/A 2359                                {entity="huge_rumble",input="Trigger",parameter="",delay=2,fireatstart=true}   N/A 2360                                ]                                  N/A 2361                }          N/A 2362    N/A 2363                // This is not good. N/A 2364               SceneTable["-5799_02" ] <-   N/A 2365                {   N/A 2366                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_tb_wall_button_did_stockpile02.vcd")   N/A 2367                        char = "glados"   N/A 2368                        postdelay = 0.0   N/A 2369                        predelay = 0.7   N/A 2370                        next = null   N/A 2371                        noDingOff = true   N/A 2372                        noDingOn = true          N/A 2373    N/A 2374                }                          N/A 2375    N/A 2376                // Had a brainwave. Im going to tape you solving these, and then watch ten at onceget a more concentrated burst of science. Oh, on a related note: Im going to need you to solve these ten times as fast. N/A 2377               SceneTable["-4417_01" ] <-   N/A 2378                {   N/A 2379                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_catapult_intro01.vcd")   N/A 2380                        char = "wheatley"   N/A 2381                        postdelay = 0.0   N/A 2382                        predelay = 0.0   N/A 2383                        next = "-4417_02"   N/A 2384                        noDingOff = true   N/A 2385                        noDingOn = true          N/A 2386                }          N/A 2387    N/A 2388                // Anyway, just give me a wave before you solve this one, alright? Dont want to spoil the ending for when I watch it later. N/A 2389               SceneTable["-4417_02" ] <-   N/A 2390                {   N/A 2391                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_catapult_intro02.vcd")   N/A 2392                        char = "wheatley"   N/A 2393                        postdelay = 0.0   N/A 2394                        predelay = 0.0   N/A 2395                        next = null   N/A 2396                        noDingOff = true   N/A 2397                        noDingOn = true          N/A 2398                        fires=   N/A 2399                                [   N/A 2400                                {entity="huge_rumble",input="Trigger",parameter="",delay=0.4,fireatstart=true}   N/A 2401                                ]   N/A 2402                }          N/A 2403    N/A 2404                // You just solved it, didnt you? Itold you to tell me before you NNNNGH! Why are making this so HARD for me? N/A 2405               SceneTable["-4418_01" ] <-   N/A 2406                {   N/A 2407                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_catapult_solve01.vcd")   N/A 2408                        char = "wheatley"   N/A 2409                        postdelay = 0.0   N/A 2410                        predelay = 0.0   N/A 2411                        next = null   N/A 2412                        noDingOff = true   N/A 2413                        noDingOn = true          N/A 2414                        fires=   N/A 2415                                [   N/A 2416                                {entity="huge_rumble",input="Trigger",parameter="",delay=0.5,fireatstart=true}   N/A 2417                                ]          N/A 2418    N/A 2419                }          N/A 2420    N/A 2421                // RememberwhenItoldyouthathewasspecificallydesignedtomakebaddecisions?BecauseIthinkhe'sdecidednottomaintainanyofthecrucialfunctionsrequiredtokeepthisfacilityfromexploding. N/A 2422               SceneTable["-4492_01" ] <-   N/A 2423                {   N/A 2424                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_misc_resistance02.vcd")   N/A 2425                        char = "glados"   N/A 2426                        postdelay = 0.7   N/A 2427                        predelay = 0.6   N/A 2428                        next = null   N/A 2429                        noDingOff = true   N/A 2430                        noDingOn = true          N/A 2431                        queue = true   N/A 2432                        queuecharacter = "wheatley"          N/A 2433                        fires=   N/A 2434                        [   N/A 2435                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 2436                        ]   N/A 2437                }                  N/A 2438    N/A 2439    N/A 2440        }   N/A 2441    N/A 2442        if (curMapName=="sp_a4_laser_platform")   N/A 2443        {   N/A 2444    N/A 2445                // My facility...   N/A 2446                SceneTable["-4333_01" ] <-   N/A 2447                {   N/A 2448                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_misc_lift01.vcd")   N/A 2449                        char = "glados"   N/A 2450                        postdelay = 0.0   N/A 2451                        predelay = 2.7   N/A 2452                        next = null   N/A 2453                        noDingOff = true   N/A 2454                        noDingOn = true          N/A 2455                }          N/A 2456    N/A 2457                // This place is self-destructing, you idiot! N/A 2458               SceneTable["-4419_01" ] <-   N/A 2459                {   N/A 2460                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_laser_platform_destruct01.vcd")   N/A 2461                        char = "glados"   N/A 2462                        postdelay = 0.0   N/A 2463                        predelay = 0.4   N/A 2464                        next = "-4419_02"   N/A 2465                        noDingOff = true   N/A 2466                        noDingOn = true          N/A 2467                }          N/A 2468    N/A 2469                // Was. Already fixed it. N/A 2470               SceneTable["-4419_02" ] <-   N/A 2471                {   N/A 2472                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_intro02.vcd")   N/A 2473                        char = "wheatley"   N/A 2474                        postdelay = 1.0   N/A 2475                        predelay = 0.0   N/A 2476                        next = "-4419_03"   N/A 2477                        noDingOff = true   N/A 2478                        noDingOn = true   N/A 2479                        fires=   N/A 2480                                [   N/A 2481                                        {entity="huge_rumble_1",input="Trigger",parameter="",delay=2.4,fireatstart=true}   N/A 2482                                ]                          N/A 2483                }          N/A 2484    N/A 2485                // Programmed in one last tremor, for old times sake. N/A 2486               SceneTable["-4419_03" ] <-   N/A 2487                {   N/A 2488                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_intro03.vcd")   N/A 2489                        char = "wheatley"   N/A 2490                        postdelay = 0.4   N/A 2491                        predelay = 0.0   N/A 2492                        next = "-4419_04"   N/A 2493                        noDingOff = true   N/A 2494                        noDingOn = true          N/A 2495                        fires=   N/A 2496                                [   N/A 2497                                        {entity="huge_rumble_2"input="Trigger",parameter="",delay=2.4,fireatstart=true}   N/A 2498                                ]                          N/A 2499                }          N/A 2500    N/A 2501                // Two. One or two more tremors. N/A 2502               SceneTable["-4419_04" ] <-   N/A 2503                {   N/A 2504                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_intro05.vcd")   N/A 2505                        char = "wheatley"   N/A 2506                        postdelay = 0.0   N/A 2507                        predelay = 0.0   N/A 2508                        next = "-4419_05"   N/A 2509                        noDingOff = true   N/A 2510                        noDingOn = true          N/A 2511                }                          N/A 2512    N/A 2513                // Meltdown imminent   N/A 2514                SceneTable["-4419_05" ] <-   N/A 2515                {   N/A 2516                        vcd = CreateSceneEntity("scenes/npc/announcer/a4_recapture04.vcd")   N/A 2517                        char = "announcer"   N/A 2518                        postdelay = -1.9   N/A 2519                        predelay = 0.0   N/A 2520                        next = "-4419_06"   N/A 2521                        noDingOff = true   N/A 2522                        noDingOn = true          N/A 2523                        talkover = true   N/A 2524                }          N/A 2525    N/A 2526                // Let him keep his job. I'm not a monster. Ignore what hes saying. Keep testing. N/A 2527               SceneTable["-4419_06" ] <-   N/A 2528                {   N/A 2529                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_intro06.vcd")   N/A 2530                        char = "wheatley"   N/A 2531                        postdelay = 0.0   N/A 2532                        predelay = 0.0   N/A 2533                        next = null   N/A 2534                        noDingOff = true   N/A 2535                        noDingOn = true   N/A 2536                        talkover = true                          N/A 2537                        fires=   N/A 2538                                [   N/A 2539                                        {entity="@explosion_timer"input="Enable",parameter="",delay=2,fireatstart=true}   N/A 2540                                ]          N/A 2541                }          N/A 2542    N/A 2543    N/A 2544                // Still nothing, let's keep moving. N/A 2545               SceneTable["-4130_01" ] <-   N/A 2546                {   N/A 2547                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_solve01.vcd")   N/A 2548                        char = "wheatley"   N/A 2549                        postdelay = 0.0   N/A 2550                        predelay = 0.0   N/A 2551                        next = "-4130_02"   N/A 2552                        noDingOff = true   N/A 2553                        noDingOn = true                  N/A 2554                }   N/A 2555    N/A 2556                // Sorry about the lift. It's, uh... out of service. It... melted. N/A 2557               SceneTable["-4130_02" ] <-   N/A 2558                {   N/A 2559                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform11.vcd")   N/A 2560                        char = "wheatley"   N/A 2561                        postdelay = 0.0   N/A 2562                        predelay = 0.0   N/A 2563                        next = null   N/A 2564                        noDingOff = true   N/A 2565                        noDingOn = true          N/A 2566    N/A 2567                }   N/A 2568    N/A 2569                //Well, might as well give you the tour...   N/A 2570                SceneTable["-4131_01" ] <-   N/A 2571                {   N/A 2572                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_tbeam04.vcd")   N/A 2573                        char = "wheatley"   N/A 2574                        postdelay = 0.0   N/A 2575                        predelay = 0.0   N/A 2576                        next = "-4131_04"   N/A 2577                        noDingOff = true   N/A 2578                        noDingOn = true          N/A 2579                }   N/A 2580                // To your left, you'll see... lights of some kind. Don't know what they do. N/A 2581               SceneTable["-4131_04" ] <-   N/A 2582                {   N/A 2583                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_tbeam05.vcd")   N/A 2584                        char = "wheatley"   N/A 2585                        postdelay = 0.0   N/A 2586                        predelay = 0.0   N/A 2587                        next = "-4131_05"   N/A 2588                        noDingOff = true   N/A 2589                        noDingOn = true          N/A 2590                }   N/A 2591    N/A 2592                // And to your right, you'll something huge hurtling towards you OH GOD RUN! THAT'S NOT SUPPOSED TO BE THERE. N/A 2593               SceneTable["-4131_05" ] <-   N/A 2594                {   N/A 2595                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_tbeam06.vcd")   N/A 2596                        char = "wheatley"   N/A 2597                        postdelay = 0.0   N/A 2598                        predelay = 0.0   N/A 2599                        next = null   N/A 2600                        noDingOff = true   N/A 2601                        noDingOn = true          N/A 2602                }   N/A 2603    N/A 2604                //Are you alright back there? Here, I'll turn the beam off. N/A 2605               SceneTable["-4132_01" ] <-   N/A 2606                {   N/A 2607                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_tbeam_drop01.vcd")   N/A 2608                        char = "wheatley"   N/A 2609                        postdelay = 0.0   N/A 2610                        predelay = 1.0   N/A 2611                        next = "-4132_02"   N/A 2612                        noDingOff = true   N/A 2613                        noDingOn = true          N/A 2614                }   N/A 2615                //Ohhhh. Not helpful. Don't know why I thought that would help. N/A 2616               SceneTable["-4132_02" ] <-   N/A 2617                {   N/A 2618                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_laser_platform_tbeam_drop02.vcd")   N/A 2619                        char = "wheatley"   N/A 2620                        postdelay = 0.8   N/A 2621                        predelay = 0.0   N/A 2622                        next = null   N/A 2623                        noDingOff = true   N/A 2624                        noDingOn = true          N/A 2625                }   N/A 2626    N/A 2627                // Afterseeingwhathe'sdonetomyfacilityafterwetakeoveragain?IsitalrightifIkillhim? N/A 2628               SceneTable["-4588_01" ] <-   N/A 2629                {   N/A 2630                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_misc_lift02.vcd")   N/A 2631                        char = "glados"   N/A 2632                        postdelay = 0.0   N/A 2633                        predelay = 0.0   N/A 2634                        next = null   N/A 2635                        queue = true   N/A 2636                        queuecharacter = "wheatley"                          N/A 2637                        noDingOff = true   N/A 2638                        noDingOn = true                          N/A 2639                }          N/A 2640    N/A 2641        }   N/A 2642    N/A 2643 // ****************************************************************************************************   N/A 2644 // Big Surprise   N/A 2645 // ****************************************************************************************************   N/A 2646    N/A 2647        if (curMapName=="sp_a4_speed_tb_catch")   N/A 2648        {   N/A 2649    N/A 2650                // Oh! Good. You're alive. N/A 2651               SceneTable["-4448_01" ] <-   N/A 2652                {   N/A 2653                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_speed_tb_catch03.vcd")   N/A 2654                        char = "wheatley"   N/A 2655                        postdelay = 0.0   N/A 2656                        predelay = 0.0   N/A 2657                        next = "-4448_02"   N/A 2658                        noDingOff = true   N/A 2659                        noDingOn = true   N/A 2660                        fires=   N/A 2661                                [   N/A 2662                                        {entity="start_chamber_destruction",input="Trigger",parameter="",delay=15.5,fireatstart=true}   N/A 2663                                ]                          N/A 2664                }          N/A 2665    N/A 2666                // Just getting a test ready... For you. Who else would I be doing it for? No one. N/A 2667               SceneTable["-4448_02" ] <-   N/A 2668                {   N/A 2669                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_speed_tb_catch02.vcd")   N/A 2670                        char = "wheatley"   N/A 2671                        postdelay = 0.2   N/A 2672                        predelay = 0.0   N/A 2673                        next = "-4448_03"   N/A 2674                        noDingOff = true   N/A 2675                        noDingOn = true          N/A 2676                }          N/A 2677    N/A 2678                // Let's see here, exit exit exit... there is no exit. N/A 2679               SceneTable["-4448_03" ] <-   N/A 2680                {   N/A 2681                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_speed_tb_catch05.vcd")   N/A 2682                        char = "wheatley"   N/A 2683                        postdelay = 0.2   N/A 2684                        predelay = 0.0   N/A 2685                        next = "-4448_04"   N/A 2686                        noDingOff = true   N/A 2687                        noDingOn = true          N/A 2688                }          N/A 2689    N/A 2690                // Not a problem. I'll make an exit. N/A 2691               SceneTable["-4448_04" ] <-   N/A 2692                {   N/A 2693                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_speed_tb_catch06.vcd")   N/A 2694                        char = "wheatley"   N/A 2695                        postdelay = 0.0   N/A 2696                        predelay = 0.0   N/A 2697                        next = "-4448_05"   N/A 2698                        noDingOff = true   N/A 2699                        noDingOn = true                                          N/A 2700                }   N/A 2701    N/A 2702                // For your test. N/A 2703               SceneTable["-4448_05" ] <-   N/A 2704                {   N/A 2705                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_speed_tb_catch07.vcd")   N/A 2706                        char = "wheatley"   N/A 2707                        postdelay = 9.0   N/A 2708                        predelay = 0.0   N/A 2709                        next = "-4448_06"   N/A 2710                        noDingOff = true   N/A 2711                        noDingOn = true          N/A 2712                }   N/A 2713    N/A 2714                // There. Bing. Done. N/A 2715               SceneTable["-4448_06" ] <-   N/A 2716                {   N/A 2717                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_speed_tb_catch_intro04.vcd")   N/A 2718                        char = "wheatley"   N/A 2719                        postdelay = 0.5   N/A 2720                        predelay = 0.0   N/A 2721                        next = "-4448_07"   N/A 2722                        noDingOff = true   N/A 2723                        noDingOn = true          N/A 2724                }   N/A 2725    N/A 2726                // After you told me to turn the beam off, I thought I'd lost you. Went poking around for test subjects. No luck there. Still all dead. N/A 2727               SceneTable["-4448_07" ] <-   N/A 2728                {   N/A 2729                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_speed_tb_catch_solve01.vcd")   N/A 2730                        char = "wheatley"   N/A 2731                        postdelay = 0.1   N/A 2732                        predelay = 0.0   N/A 2733                        next = "-4448_08"   N/A 2734                        noDingOff = true   N/A 2735                        noDingOn = true          N/A 2736                }   N/A 2737    N/A 2738                // Oh! But I did find something. Reminds me: I've got a big surprise for you two. Look forward to it. N/A 2739               SceneTable["-4448_08" ] <-   N/A 2740                {   N/A 2741                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_speed_tb_catch_solve02.vcd")   N/A 2742                        char = "wheatley"   N/A 2743                        postdelay = 0.0   N/A 2744                        predelay = 0.0   N/A 2745                        next = null   N/A 2746                        noDingOff = true   N/A 2747                        noDingOn = true          N/A 2748                }                  N/A 2749    N/A 2750    N/A 2751                // You are gonna love this surprise. N/A 2752               SceneTable["-4449_01" ] <-   N/A 2753                {   N/A 2754                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_love_to_death03.vcd")   N/A 2755                        char = "wheatley"   N/A 2756                        postdelay = 0.4   N/A 2757                        predelay = 1.2   N/A 2758                        next = "-4449_02"   N/A 2759                        noDingOff = true   N/A 2760                        noDingOn = true          N/A 2761                }          N/A 2762    N/A 2763                // I don't know whether you're getting that...   N/A 2764                SceneTable["-4449_02" ] <-   N/A 2765                {   N/A 2766                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_love_to_death02.vcd")   N/A 2767                        char = "wheatley"   N/A 2768                        postdelay = -4.7   N/A 2769                        predelay = 0.0   N/A 2770                        next = "-4449_03"   N/A 2771                        noDingOff = true   N/A 2772                        noDingOn = true          N/A 2773                }          N/A 2774    N/A 2775                // Yes. Thanks. We get it. N/A 2776               SceneTable["-4449_03" ] <-   N/A 2777                {   N/A 2778                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_wegetit01.vcd")   N/A 2779                        char = "glados"   N/A 2780                        postdelay = 0.0   N/A 2781                        predelay = 0.0   N/A 2782                        next = null   N/A 2783                        noDingOff = true   N/A 2784                        noDingOn = true          N/A 2785                        talkover = true   N/A 2786                        fires=   N/A 2787                        [   N/A 2788                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 2789                        ]   N/A 2790                }   N/A 2791    N/A 2792                /*   N/A 2793                // ====================================== Big Surprise   N/A 2794    N/A 2795                // You'll never guess what I just found. N/A 2796               SceneTable["-4030_01" ] <-   N/A 2797                {   N/A 2798                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bigsurprise01.vcd")   N/A 2799                        char = "wheatley"   N/A 2800                        postdelay = 0.0   N/A 2801                        predelay = 0.0   N/A 2802                        next = "-4030_02"   N/A 2803                        noDingOff = true   N/A 2804                        noDingOn = true          N/A 2805                }          N/A 2806    N/A 2807                // Oh. Yes. This is something I used to do. N/A 2808               SceneTable["-4030_02" ] <-   N/A 2809                {   N/A 2810                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_wheatleysurprise01.vcd")   N/A 2811                        char = "glados"   N/A 2812                        postdelay = 0.0   N/A 2813                        predelay = 1.0   N/A 2814                        next = null   N/A 2815                        noDingOff = true   N/A 2816                        noDingOn = true          N/A 2817                        fires=   N/A 2818                        [   N/A 2819                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 2820                        ]   N/A 2821                }   N/A 2822                */   N/A 2823    N/A 2824        }   N/A 2825    N/A 2826        if (curMapName=="sp_a4_jump_polarity")   N/A 2827        {   N/A 2828    N/A 2829                // He's not even being subtle anymore. N/A 2830               SceneTable["-4555_01" ] <-   N/A 2831                {   N/A 2832                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_newtests07.vcd")   N/A 2833                        char = "glados"   N/A 2834                        postdelay = 0.8   N/A 2835                        predelay = 0.2   N/A 2836                        next = "-4555_02"   N/A 2837                        noDingOff = true   N/A 2838                        noDingOn = true          N/A 2839                }          N/A 2840    N/A 2841                //Or maybe he still is, in which case, that's kind of sad. N/A 2842               SceneTable["-4555_02" ] <-   N/A 2843                {   N/A 2844                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_newtests08.vcd")   N/A 2845                        char = "glados"   N/A 2846                        postdelay = 0.0   N/A 2847                        predelay = 0.0   N/A 2848                        next = null   N/A 2849                        noDingOff = true   N/A 2850                        noDingOn = true          N/A 2851                }          N/A 2852    N/A 2853                // Sorry! Sorry! N/A 2854               SceneTable["-4420_01" ] <-   N/A 2855                {   N/A 2856                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_jump_polarity_intro01.vcd")   N/A 2857                        char = "wheatley"   N/A 2858                        postdelay = 1   N/A 2859                        predelay = 3.3   N/A 2860                        next = "-4420_02"   N/A 2861                        noDingOff = true   N/A 2862                        noDingOn = true          N/A 2863                }          N/A 2864    N/A 2865                //butterfingers! N/A 2866               SceneTable["-4420_02" ] <-   N/A 2867                {   N/A 2868                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_jump_polarity_intro03.vcd")   N/A 2869                        char = "wheatley"   N/A 2870                        postdelay = 0.4   N/A 2871                        predelay = 0.0   N/A 2872                        next = "-4420_03"   N/A 2873                        noDingOff = true   N/A 2874                        noDingOn = true          N/A 2875                }          N/A 2876    N/A 2877                // Either way, I think he's about to kill us. N/A 2878               SceneTable["-4420_03" ] <-   N/A 2879                {   N/A 2880                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_newtests09.vcd")   N/A 2881                        char = "glados"   N/A 2882                        postdelay = 0.0   N/A 2883                        predelay = 0.0   N/A 2884                        next = "-4420_04"   N/A 2885                        noDingOff = true   N/A 2886                        noDingOn = true          N/A 2887                }                          N/A 2888    N/A 2889                // Carry on! N/A 2890               SceneTable["-4420_04" ] <-   N/A 2891                {   N/A 2892                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_jump_polarity_intro04.vcd")   N/A 2893                        char = "wheatley"   N/A 2894                        postdelay = 0.4   N/A 2895                        predelay = 0.0   N/A 2896                        next = null   N/A 2897                        noDingOff = true   N/A 2898                        noDingOn = true          N/A 2899                }          N/A 2900    N/A 2901                // Only three more chambers until your big surprise! [evil laugh] Oh. That's tiring. N/A 2902               SceneTable["-4444_01" ] <-   N/A 2903                {   N/A 2904                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_love_to_death06.vcd")   N/A 2905                        char = "wheatley"   N/A 2906                        postdelay = 0.1   N/A 2907                        predelay = 0.0   N/A 2908                        next = null   N/A 2909                        noDingOff = true   N/A 2910                        noDingOn = true          N/A 2911                }   N/A 2912    N/A 2913                // Oh, you solved it. Good. N/A 2914               SceneTable["-4421_01" ] <-   N/A 2915                {   N/A 2916                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_jump_polarity_intro_solve01.vcd")   N/A 2917                        char = "wheatley"   N/A 2918                        postdelay = 0.0   N/A 2919                        predelay = 2.0   N/A 2920                        next = null   N/A 2921                        noDingOff = true   N/A 2922                        noDingOn = true          N/A 2923                }          N/A 2924    N/A 2925    N/A 2926                // So he's inexplicably happy all of a sudden, even though he should be going out of his mind with test withdrawal. AND hes got a surprise for us. What did he FIND back there? N/A 2927               SceneTable["-4494_01" ] <-   N/A 2928                {   N/A 2929                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_happy01.vcd")   N/A 2930                        char = "glados"   N/A 2931                        postdelay = 0.4   N/A 2932                        predelay = 1.0   N/A 2933                        next = null   N/A 2934                        noDingOff = true   N/A 2935                        noDingOn = true          N/A 2936                        queue = true   N/A 2937                        queuecharacter = "wheatley"   N/A 2938                        fires=   N/A 2939                        [   N/A 2940                                {entity="@transition_script",input="RunScriptCode",parameter="TransitionReady",delay=0.0},   N/A 2941                        ]   N/A 2942                }                  N/A 2943    N/A 2944    N/A 2945        }   N/A 2946    N/A 2947 // ****************************************************************************************************   N/A 2948 // Wheatley Finale01   N/A 2949 // ****************************************************************************************************   N/A 2950    N/A 2951        if (curMapName=="sp_a4_finale1")   N/A 2952        {   N/A 2953    N/A 2954        // Alright. There are only three more chambers until your BIG SURPRISE. N/A 2955               SceneTable["-4800_01"] <-   N/A 2956                {   N/A 2957                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_found_something01.vcd")   N/A 2958                        char = "wheatley"   N/A 2959                        postdelay = 0.0   N/A 2960                        predelay = 0.0   N/A 2961                        next = "-4800_02"   N/A 2962                        noDingOff = true   N/A 2963                        noDingOn = true   N/A 2964                }   N/A 2965    N/A 2966    N/A 2967                // We're running out of time. N/A 2968               SceneTable["-4800_02" ] <-   N/A 2969                {   N/A 2970                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_laser_platform_start01.vcd")   N/A 2971                        char = "glados"   N/A 2972                        postdelay = 0.0   N/A 2973                        predelay = 0.4   N/A 2974                        next = "-4800_03"   N/A 2975                        noDingOff = true   N/A 2976                        noDingOn = true   N/A 2977                }   N/A 2978    N/A 2979    N/A 2980                // I think I can break us out of here in the next chamber. Just play along. N/A 2981               SceneTable["-4800_03" ] <-   N/A 2982                {   N/A 2983                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_laser_finale01.vcd")   N/A 2984                        char = "glados"   N/A 2985                        postdelay = 0.0   N/A 2986                        predelay = 0.4   N/A 2987                        next = null   N/A 2988                        noDingOff = true   N/A 2989                        noDingOn = true   N/A 2990                }   N/A 2991    N/A 2992 //===============   N/A 2993                // SURPRISE! We're doing it NOW! N/A 2994               SceneTable["-4801_01"] <-   N/A 2995                {   N/A 2996                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale_one01.vcd")   N/A 2997                        char = "sphere03"   N/A 2998                        postdelay = 0.7   N/A 2999                        predelay = 0.0   N/A 3000                        next = "-4801_01b"   N/A 3001                        noDingOff = true   N/A 3002                        noDingOn = true   N/A 3003                }   N/A 3004    N/A 3005                // Okay, credit where it's due: for a little idiot built specifically to come up with stupid, unworkable plans, that was a pretty well laid trap. N/A 3006               SceneTable["-4801_01b"] <-   N/A 3007                {   N/A 3008                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_wheatleys_trap01.vcd")   N/A 3009                        char = "glados"   N/A 3010                        postdelay = 1.0   N/A 3011                        predelay = 0.0   N/A 3012                        next = "-4801_02"   N/A 3013                        noDingOff = true   N/A 3014                        noDingOn = true   N/A 3015                }   N/A 3016    N/A 3017                // You've probably figured it out by now, but I don't need you anymore. N/A 3018               SceneTable["-4801_02" ] <-   N/A 3019                {   N/A 3020                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale_one03.vcd")   N/A 3021                        char = "sphere03"   N/A 3022                        postdelay = 0.3   N/A 3023                        predelay = 0.0   N/A 3024                        next = "-4801_03"   N/A 3025                        noDingOff = true   N/A 3026                        noDingOn = true   N/A 3027                }   N/A 3028    N/A 3029                // I found two little robots back here. Built specifically for testin'! N/A 3030               SceneTable["-4801_03" ] <-   N/A 3031                {   N/A 3032                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale_one04.vcd")   N/A 3033                        char = "sphere03"   N/A 3034                        postdelay = 0.8   N/A 3035                        predelay = 0.0   N/A 3036                        next = "-4801_04"   N/A 3037                        noDingOff = true   N/A 3038                        noDingOn = true   N/A 3039                }   N/A 3040    N/A 3041                // Oh no. He's found the cooperative testing initiative. It's... something I came up with to phase out human testing just before you escaped. N/A 3042               SceneTable["-4801_04"] <-   N/A 3043                {   N/A 3044                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_wheatleys_trap02.vcd")   N/A 3045                        char = "glados"   N/A 3046                        postdelay = 1.0   N/A 3047                        predelay = 0.0   N/A 3048                        next = "-4801_05"   N/A 3049                        noDingOff = true   N/A 3050                        noDingOn = true   N/A 3051                }   N/A 3052    N/A 3053                // It wasn't anything personal. Just... you know. You did kill me. Fair's fair. N/A 3054               SceneTable["-4801_05" ] <-   N/A 3055                {   N/A 3056                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_wheatleys_trap05.vcd")   N/A 3057                        char = "glados"   N/A 3058                        postdelay = 1.7   N/A 3059                        predelay = 0.0   N/A 3060                        next = "-4801_07"   N/A 3061                        noDingOff = true   N/A 3062                        noDingOn = true   N/A 3063                }   N/A 3064    N/A 3065                // Agh! N/A 3066               SceneTable["-4801_07" ] <-   N/A 3067                {   N/A 3068                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_kills_us01.vcd")   N/A 3069                        char = "glados"   N/A 3070                        postdelay = 0.8   N/A 3071                        predelay = 0.0   N/A 3072                        next = "-4801_08"   N/A 3073                        noDingOff = true   N/A 3074                        noDingOn = true   N/A 3075                }   N/A 3076    N/A 3077                // Anyway, this is the part where he kills us. N/A 3078               SceneTable["-4801_08" ] <-   N/A 3079                {   N/A 3080                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_kills_us02.vcd")   N/A 3081                        char = "glados"   N/A 3082                        postdelay = 0.0   N/A 3083                        predelay = 0.0   N/A 3084                        next = null   N/A 3085                        noDingOff = true   N/A 3086                        noDingOn = true   N/A 3087                        fires =   N/A 3088                        [   N/A 3089                                {entity="@transition_script",input="RunScriptCode",parameter="DisplayChapterTitle",delay=1.5 },   N/A 3090                        ]                          N/A 3091                }   N/A 3092    N/A 3093                // Hello! This is the part where I kill you! N/A 3094               SceneTable["-4802_01" ] <-   N/A 3095                {   N/A 3096                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap01.vcd")   N/A 3097                        char = "wheatley"   N/A 3098                        postdelay = 1.0   N/A 3099                        predelay = 0.0   N/A 3100                        next = "-4803_01"   N/A 3101                        noDingOff = true   N/A 3102                        noDingOn = true   N/A 3103                        fires =   N/A 3104                        [   N/A 3105                                {entity="achievement_crusher",input="FireEvent",parameter="",delay=0.0 },   N/A 3106                        ]                          N/A 3107                }          N/A 3108    N/A 3109                // Had a bit of a brain wave. There I was, smashing some steel plates together, and I thought, "yes, it's deadly. But what's missing?" Lots of sharp bits welded onto the flat bits. N/A 3110               SceneTable["-4803_01" ] <-   N/A 3111                {   N/A 3112                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_spike_smash01.vcd")   N/A 3113                        char = "wheatley"   N/A 3114                        postdelay = 0.0   N/A 3115                        predelay = 0.0   N/A 3116                        next = "-4803_02"   N/A 3117                        noDingOff = true   N/A 3118                        noDingOn = true   N/A 3119                }   N/A 3120    N/A 3121                // Still a work in progress, of course. Eventually I'd like to get them to shoot fire at you, moments before crushing you. But you know, small steps. N/A 3122               SceneTable["-4803_02" ] <-   N/A 3123                {   N/A 3124                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_spike_smash02.vcd")   N/A 3125                        char = "wheatley"   N/A 3126                        postdelay = 0.0   N/A 3127                        predelay = 0.0   N/A 3128                        next = "-4803_03"   N/A 3129                        noDingOff = true   N/A 3130                        noDingOn = true   N/A 3131                }   N/A 3132    N/A 3133                // Oh, and don't bother trying to portal out of here, because it's impossible, okay? I thought of everything. N/A 3134               SceneTable["-4803_03" ] <-   N/A 3135                {   N/A 3136                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale01_deathtrap04.vcd")   N/A 3137                        char = "wheatley"   N/A 3138                        postdelay = 0.0   N/A 3139                        predelay = 0.0   N/A 3140                        next = "-4803_04"   N/A 3141                        noDingOff = true   N/A 3142                        noDingOn = true   N/A 3143                }   N/A 3144    N/A 3145                // Wait. Couldn't we just use that conversion gel? N/A 3146               SceneTable["-4803_04" ] <-   N/A 3147                {   N/A 3148                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_deathtrap01.vcd")   N/A 3149                        char = "glados"   N/A 3150                        postdelay = 0.0   N/A 3151                        predelay = 0.0   N/A 3152                        next = "-4803_05"   N/A 3153                        noDingOff = true   N/A 3154                        noDingOn = true   N/A 3155                }   N/A 3156    N/A 3157                // What? N/A 3158               SceneTable["-4803_05" ] <-   N/A 3159                {   N/A 3160                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_killyou01.vcd")   N/A 3161                        char = "wheatley"   N/A 3162                        postdelay = 0.0   N/A 3163                        predelay = 0.0   N/A 3164                        next = "-4803_06"   N/A 3165                        noDingOff = true   N/A 3166                        noDingOn = true   N/A 3167                }   N/A 3168    N/A 3169                // Conversion gel. It's dripping out of that pipe there. N/A 3170               SceneTable["-4803_06" ] <-   N/A 3171                {   N/A 3172                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_deathtrap02.vcd")   N/A 3173                        char = "glados"   N/A 3174                        postdelay = 0.0   N/A 3175                        predelay = 0.0   N/A 3176                        next = "-4803_07"   N/A 3177                        noDingOff = true   N/A 3178                        noDingOn = true   N/A 3179                }   N/A 3180    N/A 3181                // No it isn't.   N/A 3182                SceneTable["-4803_07" ] <-   N/A 3183                {   N/A 3184                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_killyou09.vcd")   N/A 3185                        char = "wheatley"   N/A 3186                        postdelay = 0.0   N/A 3187                        predelay = 0.0   N/A 3188                        next = "-4803_08"   N/A 3189                        noDingOff = true   N/A 3190                        noDingOn = true   N/A 3191                }   N/A 3192    N/A 3193                // Yes it is! We can use it to get out of here! N/A 3194               SceneTable["-4803_08" ] <-   N/A 3195                {   N/A 3196                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_deathtrap03.vcd")   N/A 3197                        char = "glados"   N/A 3198                        postdelay = 0.0   N/A 3199                        predelay = 0.0   N/A 3200                        next = "-4803_09"   N/A 3201                        noDingOff = true   N/A 3202                        noDingOn = true   N/A 3203                }   N/A 3204    N/A 3205    N/A 3206                // Pshh. Really? And do what, exactly? N/A 3207               SceneTable["-4803_09" ] <-   N/A 3208                {   N/A 3209                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_killyou11.vcd")   N/A 3210                        char = "wheatley"   N/A 3211                        postdelay = 0.0   N/A 3212                        predelay = 0.0   N/A 3213                        next = "-4803_10"   N/A 3214                        noDingOff = true   N/A 3215                        noDingOn = true   N/A 3216                }                  N/A 3217    N/A 3218                // Then we'd come and find you. And rip your gross little stupid sphere body out of MY body, and put me back in. N/A 3219               SceneTable["-4803_10" ] <-   N/A 3220                {   N/A 3221                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_deathtrap07.vcd")   N/A 3222                        char = "glados"   N/A 3223                        postdelay = 0.0   N/A 3224                        predelay = 0.0   N/A 3225                        next = null   N/A 3226                        noDingOff = true   N/A 3227                        noDingOn = true   N/A 3228                        fires=   N/A 3229                        [   N/A 3230                                {entity="@glados",input="runscriptcode",parameter="EscapePlacePaint",delay=0.0 },   N/A 3231                        ]   N/A 3232                }          N/A 3233    N/A 3234                // No no no! Don't do that! Stand right there! Start the machine start the machine start the machine...                                                                                                                                                                                                                                    N/A 3235                SceneTable["-4804_01" ] <-   N/A 3236                {   N/A 3237                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_nags04.vcd")   N/A 3238                        char = "wheatley"   N/A 3239                        postdelay = 0.0   N/A 3240                        predelay = 0.0   N/A 3241                        next = null   N/A 3242                        noDingOff = true   N/A 3243                        noDingOn = true   N/A 3244                        fires=   N/A 3245                        [   N/A 3246                                {entity="relay_crush_prep",input="Trigger",parameter="",delay=5.0 ,fireatstart=true },   N/A 3247                                {entity="relay_wheatley_leave",input="Trigger",parameter="",delay=0.0 ,fireatstart=true },   N/A 3248                        ]   N/A 3249                }   N/A 3250    N/A 3251                // Hey! Come back! Come back! N/A 3252               SceneTable["-4805_01" ] <-   N/A 3253                {   N/A 3254                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_escape02.vcd")   N/A 3255                        char = "wheatley"   N/A 3256                        postdelay = 1.0   N/A 3257                        predelay = 0.0   N/A 3258                        next = null   N/A 3259                        noDingOff = true   N/A 3260                        noDingOn = true   N/A 3261                        //queue = true   N/A 3262                        queuecharacter = "glados"   N/A 3263                }   N/A 3264    N/A 3265                // No, seriously. Do come back. Come back. Please. N/A 3266               SceneTable["-4806_01" ] <-   N/A 3267                {   N/A 3268                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_escape02.vcd")   N/A 3269                        char = "wheatley"   N/A 3270                        postdelay = 1.0   N/A 3271                        predelay = 0.0   N/A 3272                        next = null   N/A 3273                        noDingOff = true   N/A 3274                        noDingOn = true   N/A 3275                }   N/A 3276    N/A 3277                // Okay, I've decided not to kill you. IF you come back. N/A 3278               SceneTable["-4807_01" ] <-   N/A 3279                {   N/A 3280                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_escape03.vcd")   N/A 3281                        char = "wheatley"   N/A 3282                        postdelay = 1.0   N/A 3283                        predelay = 0.0   N/A 3284                        next = null   N/A 3285                        noDingOff = true   N/A 3286                        noDingOn = true   N/A 3287                }   N/A 3288    N/A 3289 // ======================================   N/A 3290 // "Oh, you... DID come back." N/A 3291 // ======================================                 N/A 3292    N/A 3293                // Oh! You came back! Didn't actually plan... for that. Can't actually reset the death trap. So. Ah. Could you jump into that pit, there? Would you mind just jumping in... to the pit? N/A 3294               SceneTable["-4500_01" ] <-   N/A 3295                {   N/A 3296                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_cameback01.vcd")   N/A 3297                        char = "wheatley"   N/A 3298                        postdelay = 0.2   N/A 3299                        predelay = 0.0   N/A 3300                        next = "-4500_02"   N/A 3301                        noDingOff = true   N/A 3302                        noDingOn = true   N/A 3303                }          N/A 3304    N/A 3305                // Could you just jump into that pit? There. That deadly pit. N/A 3306               SceneTable["-4500_02" ] <-   N/A 3307                {   N/A 3308                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_cameback_nags01.vcd")   N/A 3309                        char = "wheatley"   N/A 3310                        postdelay = 1.0   N/A 3311                        predelay = 0.0   N/A 3312                        next = "-4500_03"   N/A 3313                        noDingOff = true   N/A 3314                        noDingOn = true   N/A 3315                }                  N/A 3316    N/A 3317                // You're saying to yourself, why should I jump into the pit? I'll tell you why. Guess who's down there? Your parents! You're not adopted after all! It's your natural parents down there in the pit. SHould have mentioned it before. But I didn't. So jump on     N/A 3318                SceneTable["-4500_03" ] <-   N/A 3319                {   N/A 3320                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_cameback_nags02.vcd")   N/A 3321                        char = "wheatley"   N/A 3322                        postdelay = 1.0    N/A 3323                        predelay = 0.0   N/A 3324                        next = "-4500_04"   N/A 3325                        noDingOff = true   N/A 3326                        noDingOn = true   N/A 3327                }          N/A 3328    N/A 3329                // Oh I'll tell you what's also down there. Your parents and... There's also an escape elevator!. Down there. Funny. I should have mentioned it before. But so it's down there. So pop down. Jump down. You've got your folks down there and an escape elevator   N/A 3330                SceneTable["-4500_04" ] <-   N/A 3331                {   N/A 3332                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_cameback_nags03.vcd")   N/A 3333                        char = "wheatley"   N/A 3334                        postdelay = 1.0     N/A 3335                        predelay = 0.0   N/A 3336                        next = "-4500_05"   N/A 3337                        noDingOff = true   N/A 3338                        noDingOn = true   N/A 3339                }                  N/A 3340    N/A 3341                // And what else is down there... Tell you what, it's only a new jumpsuit. A very trendy designer jumpsuit from France. Down there. Which is exactly your size. And it it's a bit baggy, we got a tailor down there as well. N/A 3342               SceneTable["-4500_05" ] <-   N/A 3343                {   N/A 3344                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_cameback_nags04.vcd")   N/A 3345                        char = "wheatley"   N/A 3346                        postdelay = 1.0     N/A 3347                        predelay = 0.0   N/A 3348                        next = "-4500_06"   N/A 3349                        noDingOff = true   N/A 3350                        noDingOn = true   N/A 3351                }          N/A 3352    N/A 3353                // And what's this, a lovely handbag? And the three portal device! It's all down there! N/A 3354               SceneTable["-4500_06" ] <-   N/A 3355                {   N/A 3356                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_cameback_nags05.vcd")   N/A 3357                        char = "wheatley"   N/A 3358                        postdelay = 1.0    N/A 3359                        predelay = 0.0   N/A 3360                        next = "-4500_07"   N/A 3361                        noDingOff = true   N/A 3362                        noDingOn = true   N/A 3363                }          N/A 3364    N/A 3365                // Um. You've got a yacht. And... Boys! Loads of fellas. Hunky guys down there. Possibly even a boyfriend! Who's to say at this stage. But, a lot of good looking fellas down there. And, ah, a boy band as well! That haven't seen a woman in years. N/A 3366               SceneTable["-4500_07" ] <-   N/A 3367                {   N/A 3368                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_cameback_nags06.vcd")   N/A 3369                        char = "wheatley"   N/A 3370                        postdelay = 3.0   N/A 3371                        predelay = 0.0   N/A 3372                        next = "-4500_08"   N/A 3373                        noDingOff = true   N/A 3374                        noDingOn = true   N/A 3375                }          N/A 3376    N/A 3377                // You really do have brain damage, don't you? N/A 3378               SceneTable["-4500_08" ] <-   N/A 3379                {   N/A 3380                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_cameback02.vcd")   N/A 3381                        char = "glados"   N/A 3382                        postdelay = 0.1   N/A 3383                        predelay = 0.0   N/A 3384                        next = "-4500_09"   N/A 3385                        noDingOff = true   N/A 3386                        noDingOn = true   N/A 3387                }                          N/A 3388    N/A 3389                // I can't believe you came back. N/A 3390               SceneTable["-4500_09" ] <-   N/A 3391                {   N/A 3392                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale01_cameback01.vcd")   N/A 3393                        char = "glados"   N/A 3394                        postdelay = 0.0   N/A 3395                        predelay = 0.0   N/A 3396                        next = null   N/A 3397                        noDingOff = true   N/A 3398                        noDingOn = true   N/A 3399                }          N/A 3400    N/A 3401                // Oh! Good! I did not think that was going to work. N/A 3402               SceneTable["-4854_01" ] <-   N/A 3403                {   N/A 3404                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_playerdies01.vcd")   N/A 3405                        char = "wheatley"   N/A 3406                        postdelay = 0.0   N/A 3407                        predelay = 0.0   N/A 3408                        next = null   N/A 3409                        noDingOff = true   N/A 3410                        noDingOn = true          N/A 3411                }   N/A 3412    N/A 3413                // Do you remember when we were friends? N/A 3414               SceneTable["-4808_01" ] <-   N/A 3415                {   N/A 3416                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_escape06.vcd")   N/A 3417                        char = "wheatley"   N/A 3418                        postdelay = 1.0   N/A 3419                        predelay = 0.0   N/A 3420                        next = null   N/A 3421                        noDingOff = true   N/A 3422                        noDingOn = true   N/A 3423                }   N/A 3424    N/A 3425                // Ahh, friendship. Friendly times. We had a lot of good times, remember? Back in the old days. N/A 3426               SceneTable["-4809_01" ] <-   N/A 3427                {   N/A 3428                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_escape07.vcd")   N/A 3429                        char = "wheatley"   N/A 3430                        postdelay = 1.0   N/A 3431                        predelay = 0.0   N/A 3432                        next = null   N/A 3433                        noDingOff = true   N/A 3434                        noDingOn = true   N/A 3435                }   N/A 3436    N/A 3437                // Oh. Just thinking back to the old times. The old days when we were friends, good old friends. Not enemies. And I would say something like "Come back!" and you'd be like, "Yeah, no problem," and you'd come back. Whatever happened to those days? N/A 3438               SceneTable["-4810_01" ] <-   N/A 3439                {   N/A 3440                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_escape05.vcd")   N/A 3441                        char = "wheatley"   N/A 3442                        postdelay = 1.0   N/A 3443                        predelay = 0.0   N/A 3444                        next = null   N/A 3445                        noDingOff = true   N/A 3446                        noDingOn = true   N/A 3447                }   N/A 3448    N/A 3449                // Ah. Can't help but notice you're not coming back. N/A 3450               SceneTable["-4811_01" ] <-   N/A 3451                {   N/A 3452                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_escape04.vcd")   N/A 3453                        char = "wheatley"   N/A 3454                        postdelay = 1.0   N/A 3455                        predelay = 0.0   N/A 3456                        next = null   N/A 3457                        noDingOff = true   N/A 3458                        noDingOn = true   N/A 3459                }   N/A 3460    N/A 3461                // Oh! I've got an idea. N/A 3462               SceneTable["-4812_01" ] <-   N/A 3463                {   N/A 3464                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_death_trap_escape10.vcd")   N/A 3465                        char = "wheatley"   N/A 3466                        postdelay = 1.0   N/A 3467                        predelay = 0.0   N/A 3468                        next = null   N/A 3469                        noDingOff = true   N/A 3470                        noDingOn = true   N/A 3471                }   N/A 3472    N/A 3473                // Yes! Yes! In your face! N/A 3474               SceneTable["-4498_01" ] <-   N/A 3475                {   N/A 3476                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_smash02.vcd")   N/A 3477                        char = "wheatley"   N/A 3478                        postdelay = 1.2   N/A 3479                        predelay = 0.8   N/A 3480                        next = "-4498_02"   N/A 3481                        noDingOff = true   N/A 3482                        noDingOn = true   N/A 3483                }                  N/A 3484    N/A 3485                // Fine. Let the games begin. N/A 3486               SceneTable["-4498_02" ] <-   N/A 3487                {   N/A 3488                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale01_smash03.vcd")   N/A 3489                        char = "wheatley"   N/A 3490                        postdelay = 1.0   N/A 3491                        predelay = 0.0   N/A 3492                        next = null   N/A 3493                        noDingOff = true   N/A 3494                        noDingOn = true   N/A 3495                }   N/A 3496    N/A 3497    N/A 3498        }   N/A 3499    N/A 3500    N/A 3501    N/A 3502        if (curMapName=="sp_a4_finale1")   N/A 3503    N/A 3504        {          N/A 3505                /*   N/A 3506                // ====================================== Finale Escape   N/A 3507    N/A 3508                // I dont get it. N/A 3509               SceneTable["-4031_01" ] <-   N/A 3510                {   N/A 3511                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_escapeoutofbounds01.vcd")   N/A 3512                        char = "glados"   N/A 3513                        postdelay = 0.0   N/A 3514                        predelay = 0.0   N/A 3515                        next = "-4031_02"   N/A 3516                        noDingOff = true   N/A 3517                        noDingOn = true          N/A 3518                }   N/A 3519    N/A 3520                // Oh. Mashed Potatos. I just got it. N/A 3521               SceneTable["-4031_02" ] <-   N/A 3522                {   N/A 3523                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_escapeoutofbounds02.vcd")   N/A 3524                        char = "glados"   N/A 3525                        postdelay = 0.0   N/A 3526                        predelay = 0.0   N/A 3527                        next = "-4031_03"   N/A 3528                        noDingOff = true   N/A 3529                        noDingOn = true          N/A 3530                }   N/A 3531    N/A 3532                // We need to escape now. Right now. N/A 3533               SceneTable["-4031_03" ] <-   N/A 3534                {   N/A 3535                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_escapeoutofbounds03.vcd")   N/A 3536                        char = "glados"   N/A 3537                        postdelay = 0.0   N/A 3538                        predelay = 0.0   N/A 3539                        next = null   N/A 3540                        noDingOff = true   N/A 3541                        noDingOn = true   N/A 3542                }   N/A 3543                */   N/A 3544        }   N/A 3545    N/A 3546    N/A 3547 // ======================================   N/A 3548 // Wheatley finale2 chase   N/A 3549 // ======================================   N/A 3550    N/A 3551        if (curMapName=="sp_a4_finale2")   N/A 3552        {   N/A 3553                // Hold on, hold on, hold on...   N/A 3554                SceneTable["-4820_01"] <-   N/A 3555                {   N/A 3556                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_trapintro01.vcd")   N/A 3557                        char = "wheatley"   N/A 3558                        postdelay = 1.0   N/A 3559                        predelay = 0.5   N/A 3560                        next = "-4820_02"   N/A 3561                        noDingOff = true   N/A 3562                        noDingOn = true   N/A 3563                }   N/A 3564                // Almost there. Dont mind me. Continue escaping. N/A 3565               SceneTable["-4820_02"] <-   N/A 3566                {   N/A 3567                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_trapintro02.vcd")   N/A 3568                        char = "wheatley"   N/A 3569                        postdelay = 20   N/A 3570                        predelay = 0.0   N/A 3571                        next = "-4821_01"   N/A 3572                        noDingOff = true   N/A 3573                        noDingOn = true   N/A 3574                }   N/A 3575                // So-yes. It's a trap. But it's the only way through. Let's just do it. N/A 3576               SceneTable["-4821_01"] <-   N/A 3577                {   N/A 3578                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale2_itsatrap01.vcd")   N/A 3579                        char = "glados"   N/A 3580                        postdelay = 0.2   N/A 3581                        predelay = 0.0   N/A 3582                        next = null   N/A 3583                        noDingOff = true   N/A 3584                        noDingOn = true   N/A 3585                }   N/A 3586    N/A 3587    N/A 3588                // Ha! Death trap! N/A 3589               SceneTable["-4822_01"] <-   N/A 3590                {   N/A 3591                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_enter01.vcd")   N/A 3592                        char = "wheatley"   N/A 3593                        postdelay = 0.6   N/A 3594                        predelay = 0.0   N/A 3595                        next = "-4822_01a"   N/A 3596                        noDingOff = true   N/A 3597                        noDingOn = true   N/A 3598                }   N/A 3599    N/A 3600                // Hello! N/A 3601               SceneTable ["-4822_01a" ] <-   N/A 3602                {   N/A 3603                        vcd = CreateSceneEntity("scenes/npc/turret/finale02_turret_defect_return01.vcd")   N/A 3604                        char = "turret"   N/A 3605                        postdelay = -0.4   N/A 3606                        predelay = 0.0   N/A 3607                        next = "-4822_01b"   N/A 3608                        noDingOff = true   N/A 3609                        noDingOn = true          N/A 3610                        settarget1="turret_4"   N/A 3611                        talkover = true   N/A 3612                }   N/A 3613    N/A 3614                // Hello! N/A 3615               SceneTable ["-4822_01b" ] <-   N/A 3616                {   N/A 3617                        vcd = CreateSceneEntity("scenes/npc/turret/finale02_turret_defect_return02.vcd")   N/A 3618                        char = "turret"   N/A 3619                        postdelay = -0.4   N/A 3620                        predelay = 0.0   N/A 3621                        next = "-4822_01c"   N/A 3622                        noDingOff = true   N/A 3623                        noDingOn = true          N/A 3624                        settarget1="turret_2"   N/A 3625                        talkover = true   N/A 3626                }          N/A 3627    N/A 3628                // Hello! N/A 3629               SceneTable ["-4822_01c" ] <-   N/A 3630                {   N/A 3631                        vcd = CreateSceneEntity("scenes/npc/turret/finale02_turret_defect_return05.vcd")   N/A 3632                        char = "turret"   N/A 3633                        postdelay = 1.6   N/A 3634                        predelay = 0.0   N/A 3635                        next = "-4822_02"   N/A 3636                        noDingOff = true   N/A 3637                        noDingOn = true          N/A 3638                        settarget1="turret_8"   N/A 3639                        talkover = true   N/A 3640                }                          N/A 3641    N/A 3642                // Hello! N/A 3643               SceneTable ["-4822_02" ] <-   N/A 3644                {   N/A 3645                        vcd = CreateSceneEntity("scenes/npc/turret/finale02_turret_defect_return08.vcd")   N/A 3646                        char = "turret"   N/A 3647                        postdelay = -0.4   N/A 3648                        predelay = 0.0   N/A 3649                        next = "-4822_02a"   N/A 3650                        noDingOff = true   N/A 3651                        noDingOn = true          N/A 3652                        settarget1="turret_8"   N/A 3653                        talkover = true   N/A 3654                }          N/A 3655    N/A 3656                // Are they killing you? Say no if they aren't.  N/A 3657                SceneTable["-4822_02a"] <-   N/A 3658                {   N/A 3659                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_nags01.vcd")   N/A 3660                        char = "wheatley"   N/A 3661                        postdelay = 2.6   N/A 3662                        predelay = 0.0   N/A 3663                        next = "-4822_03"   N/A 3664                        noDingOff = true   N/A 3665                        noDingOn = true   N/A 3666                        talkover = true   N/A 3667                }   N/A 3668    N/A 3669                // I don't even know who I'm talking to. You're dead in there. You're dead. N/A 3670               SceneTable["-4822_03"] <-   N/A 3671                {   N/A 3672                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_nags02.vcd")   N/A 3673                        char = "wheatley"   N/A 3674                        postdelay = 1.6   N/A 3675                        predelay = 0.0   N/A 3676                        next = "-4822_04"   N/A 3677                        noDingOff = true   N/A 3678                        noDingOn = true   N/A 3679                }   N/A 3680                // Are they killing you? They are aren't they. N/A 3681               SceneTable["-4822_04"] <-   N/A 3682                {   N/A 3683                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_nags03.vcd")   N/A 3684                        char = "wheatley"   N/A 3685                        postdelay = 1.6   N/A 3686                        predelay = 0.0   N/A 3687                        next = "-4822_05"   N/A 3688                        noDingOff = true   N/A 3689                        noDingOn = true   N/A 3690                }   N/A 3691                // Are you dead yet? N/A 3692               SceneTable["-4822_05"] <-   N/A 3693                {   N/A 3694                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_nags04.vcd")   N/A 3695                        char = "wheatley"   N/A 3696                        postdelay = 1.6   N/A 3697                        predelay = 0.0   N/A 3698                        next = "-4822_06"   N/A 3699                        noDingOff = true   N/A 3700                        noDingOn = true   N/A 3701                }   N/A 3702                // Dying quietly in there. Courageous. Very courageous. N/A 3703               SceneTable["-4822_06"] <-   N/A 3704                {   N/A 3705                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_nags05.vcd")   N/A 3706                        char = "wheatley"   N/A 3707                        postdelay = 1.6   N/A 3708                        predelay = 0.0   N/A 3709                        next = "-4822_07"   N/A 3710                        noDingOff = true   N/A 3711                        noDingOn = true   N/A 3712                }   N/A 3713                // Don't know what to do with myself now that my arch nemesis is dead. N/A 3714               SceneTable["-4822_07"] <-   N/A 3715                {   N/A 3716                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_nags06.vcd")   N/A 3717                        char = "wheatley"   N/A 3718                        postdelay = 0.0   N/A 3719                        predelay = 0.0   N/A 3720                        next = null   N/A 3721                        noDingOff = true   N/A 3722                        noDingOn = true   N/A 3723                }   N/A 3724    N/A 3725    N/A 3726    N/A 3727    N/A 3728    N/A 3729                // Ha! Was that your bullet-riddled body, flying out of the room? Ha haaaaa It wasn't was it? Those were the rubbish ones, weren't they? N/A 3730               SceneTable["-4823_01"] <-   N/A 3731                {   N/A 3732                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_turrettrap_exit01.vcd")   N/A 3733                        char = "wheatley"   N/A 3734                        postdelay = 0.4   N/A 3735                        predelay = 0.0   N/A 3736                        next = "-4823_02"   N/A 3737                        noDingOff = true   N/A 3738                        noDingOn = true   N/A 3739                }   N/A 3740    N/A 3741                // Well, no matter. I'm STILL holding all the cards, and they're allll Full Houses! I've never played cards. Meaning to learn, when we're done here. N/A 3742               SceneTable["-4823_02"] <-   N/A 3743                {   N/A 3744                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_beamtrap_intro01.vcd")   N/A 3745                        char = "wheatley"   N/A 3746                        postdelay = 0.4   N/A 3747                        predelay = 0.0   N/A 3748                        next = "-4823_03"   N/A 3749                        noDingOff = true   N/A 3750                        noDingOn = true   N/A 3751                }   N/A 3752                // Anyway, new turrets. Not defective. Unbeatable. I imagine. N/A 3753               SceneTable["-4823_03"] <-   N/A 3754                {   N/A 3755                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_beamtrap_intro02.vcd")   N/A 3756                        char = "wheatley"   N/A 3757                        postdelay = 1.0   N/A 3758                        predelay = 0.0   N/A 3759                        next = null   N/A 3760                        noDingOff = true   N/A 3761                        noDingOn = true   N/A 3762                }   N/A 3763    N/A 3764    N/A 3765    N/A 3766    N/A 3767                // I see. Clever. Very clever of you. N/A 3768               SceneTable["-4824_01"] <-   N/A 3769                {   N/A 3770                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_beamtrap_inbeama01.vcd")   N/A 3771                        char = "wheatley"   N/A 3772                        postdelay = 0.0   N/A 3773                        predelay = 0.0   N/A 3774                        next = "-4824_02"   N/A 3775                        noDingOff = true   N/A 3776                        noDingOn = true   N/A 3777                }   N/A 3778                // And foolish. Trapped. At my mercy. Don't have any. Merciless. N/A 3779               SceneTable["-4824_02"] <-   N/A 3780                {   N/A 3781                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_beamtrap_inbeama02.vcd")   N/A 3782                        char = "wheatley"   N/A 3783                        postdelay = 1.0   N/A 3784                        predelay = 0.0   N/A 3785                        next = null   N/A 3786                        noDingOff = true   N/A 3787                        noDingOn = true   N/A 3788                }   N/A 3789    N/A 3790                // Ha! Spinny-blade-wall! N/A 3791               SceneTable["-4825_01"] <-   N/A 3792                {   N/A 3793                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale02_spinnyblade05.vcd")   N/A 3794                        char = "wheatley"   N/A 3795                        postdelay = 0.0   N/A 3796                        predelay = 0.0   N/A 3797                        next = "-4825_02"   N/A 3798                        noDingOff = true   N/A 3799                        noDingOn = true   N/A 3800                }   N/A 3801    N/A 3802                // Machiavellian. N/A 3803               SceneTable["-4825_02"] <-   N/A 3804                {   N/A 3805                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale02_spinnyblade03.vcd")   N/A 3806                        char = "wheatley"   N/A 3807                        postdelay = 0.0   N/A 3808                        predelay = 0.0   N/A 3809                        next = null   N/A 3810                        noDingOff = true   N/A 3811                        noDingOn = true   N/A 3812                }   N/A 3813    N/A 3814                // Nnng! N/A 3815               SceneTable["-4826_01"] <-   N/A 3816                {   N/A 3817                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_beamtrap_escape01.vcd")   N/A 3818                        char = "wheatley"   N/A 3819                        postdelay = 1.0   N/A 3820                        predelay = 0.0   N/A 3821                        next = "-4826_02"   N/A 3822                        noDingOff = true   N/A 3823                        noDingOn = true   N/A 3824                }   N/A 3825                // This is turning into a real battle of wits, isn't it? N/A 3826               SceneTable["-4826_02"] <-   N/A 3827                {   N/A 3828                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_intro01.vcd")   N/A 3829                        char = "wheatley"   N/A 3830                        postdelay = 1.0   N/A 3831                        predelay = 0.0   N/A 3832                        next = null   N/A 3833                        noDingOff = true   N/A 3834                        noDingOn = true   N/A 3835                }   N/A 3836    N/A 3837    N/A 3838    N/A 3839                /*   N/A 3840                // There's NO WAY out of this room. Ignore the door. Shouldn't be there. N/A 3841               SceneTable["-4827_01"] <-   N/A 3842                {   N/A 3843                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_finale02_trapped_idles01.vcd")   N/A 3844                        char = "wheatley"   N/A 3845                        postdelay = 1.0   N/A 3846                        predelay = 0.0   N/A 3847                        next = "-4827_02"   N/A 3848                        noDingOff = true   N/A 3849                        noDingOn = true   N/A 3850                }   N/A 3851                // Didn't... want the door there. Sort of threw everything together at the last minute. N/A 3852               SceneTable["-4827_02"] <-   N/A 3853                {   N/A 3854                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_finale02_trapped_idles02.vcd")   N/A 3855                        char = "wheatley"   N/A 3856                        postdelay = 1.0   N/A 3857                        predelay = 0.0   N/A 3858                        next = "null"   N/A 3859                        noDingOff = true   N/A 3860                        noDingOn = true   N/A 3861                }   N/A 3862                */   N/A 3863    N/A 3864                // Holmes versus Moriarty. N/A 3865               SceneTable["-4828_01"] <-   N/A 3866                {   N/A 3867                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_intro05.vcd")   N/A 3868                        char = "wheatley"   N/A 3869                        postdelay = 0.3   N/A 3870                        predelay = 0.0   N/A 3871                        next = "-4828_03"   N/A 3872                        noDingOff = true   N/A 3873                        noDingOn = true   N/A 3874                }   N/A 3875    N/A 3876                /*   N/A 3877                // Caesar versus Cicero. N/A 3878               SceneTable["-4828_02"] <-   N/A 3879                {   N/A 3880                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_intro06.vcd")   N/A 3881                        char = "wheatley"   N/A 3882                        postdelay = 0.3   N/A 3883                        predelay = 0.0   N/A 3884                        next = "-4828_03"   N/A 3885                        noDingOff = true   N/A 3886                        noDingOn = true   N/A 3887                }   N/A 3888                */   N/A 3889    N/A 3890                // Aristotle versus Mashy-spike-plate! N/A 3891               SceneTable["-4828_03"] <-   N/A 3892                {   N/A 3893                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_intro07.vcd")   N/A 3894                        char = "wheatley"   N/A 3895                        postdelay = 0.0   N/A 3896                        predelay = 0.0   N/A 3897                        next = null   N/A 3898                        noDingOff = true   N/A 3899                        noDingOn = true   N/A 3900                }   N/A 3901    N/A 3902    N/A 3903    N/A 3904                // Stay still, please. N/A 3905               SceneTable["-4829_01"] <-   N/A 3906                {   N/A 3907                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_mashing01.vcd")   N/A 3908                        char = "wheatley"   N/A 3909                        postdelay = 1.0   N/A 3910                        predelay = 0.0   N/A 3911                        next = null   N/A 3912                        noDingOff = true   N/A 3913                        noDingOn = true   N/A 3914                }   N/A 3915                // Alright, stop moving. N/A 3916               SceneTable["-4830_01"] <-   N/A 3917                {   N/A 3918                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_mashing02.vcd")   N/A 3919                        char = "wheatley"   N/A 3920                        postdelay = 1.0   N/A 3921                        predelay = 0.0   N/A 3922                        next = null   N/A 3923                        noDingOff = true   N/A 3924                        noDingOn = true   N/A 3925                }   N/A 3926                // Ohhh. Almost got you there. N/A 3927               SceneTable["-4831_01"] <-   N/A 3928                {   N/A 3929                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_mashing04.vcd")   N/A 3930                        char = "wheatley"   N/A 3931                        postdelay = 1.0   N/A 3932                        predelay = 0.0   N/A 3933                        next = null   N/A 3934                        noDingOff = true   N/A 3935                        noDingOn = true   N/A 3936                }   N/A 3937    N/A 3938                // Where'd you go? N/A 3939               SceneTable["-4832_01"] <-   N/A 3940                {   N/A 3941                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_escape01.vcd")   N/A 3942                        char = "wheatley"   N/A 3943                        postdelay = 1.0   N/A 3944                        predelay = 0.0   N/A 3945                        next = "-4832_02"   N/A 3946                        noDingOff = true   N/A 3947                        noDingOn = true   N/A 3948                }   N/A 3949                // Come back! Come back! N/A 3950               SceneTable["-4832_02"] <-   N/A 3951                {   N/A 3952                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_mashplate_escape02.vcd")   N/A 3953                        char = "wheatley"   N/A 3954                        postdelay = 1.0   N/A 3955                        predelay = 0.0   N/A 3956                        next = null   N/A 3957                        noDingOff = true   N/A 3958                        noDingOn = true   N/A 3959                }   N/A 3960                // Did something break back there? N/A 3961               SceneTable["-4833_01"] <-   N/A 3962                {   N/A 3963                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_pipe_collapse01.vcd")   N/A 3964                        char = "wheatley"   N/A 3965                        postdelay = 1.0   N/A 3966                        predelay = 0.0   N/A 3967                        next = "-4833_02"   N/A 3968                        noDingOff = true   N/A 3969                        noDingOn = true   N/A 3970                }   N/A 3971                // Oh! Oh! Did it kill you? Oh, that would be lovely. N/A 3972               SceneTable["-4833_02"] <-   N/A 3973                {   N/A 3974                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_pipe_collapse02.vcd")   N/A 3975                        char = "wheatley"   N/A 3976                        postdelay = 1.0   N/A 3977                        predelay = 0.0   N/A 3978                        next = "-4833_03"   N/A 3979                        noDingOff = true   N/A 3980                        noDingOn = true   N/A 3981                }   N/A 3982                // Hello? N/A 3983               SceneTable["-4833_03"] <-   N/A 3984                {   N/A 3985                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_pipe_collapse03.vcd")   N/A 3986                        char = "wheatley"   N/A 3987                        postdelay = 1.0   N/A 3988                        predelay = 0.0   N/A 3989                        next = "-4833_04"   N/A 3990                        noDingOff = true   N/A 3991                        noDingOn = true   N/A 3992                }   N/A 3993                // Oh! Oh oh! Yes. Alright. Just had a brainwave. I'll be back. If you're still alive. Don't die until I find you. Great. N/A 3994               SceneTable["-4833_04"] <-   N/A 3995                {   N/A 3996                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale02_pipe_collapse04.vcd")   N/A 3997                        char = "wheatley"   N/A 3998                        postdelay = 1.0   N/A 3999                        predelay = 0.0   N/A 4000                        next = null   N/A 4001                        noDingOff = true   N/A 4002                        noDingOn = true   N/A 4003                }   N/A 4004    N/A 4005    N/A 4006 /*                  N/A 4007                // Think you're clever, do you? Well guess what. Gloves are off. May the best man win. Sphere. May the best sphere win. Swap that in. Much more clever. Books. N/A 4008               SceneTable["-4834_01"] <-   N/A 4009                {   N/A 4010                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_finale02_exit01.vcd")   N/A 4011                        char = "wheatley"   N/A 4012                        postdelay = 1.0   N/A 4013                        predelay = 0.0   N/A 4014                        next = "-4834_02"   N/A 4015                        noDingOff = true   N/A 4016                        noDingOn = true   N/A 4017                }   N/A 4018                // Reactor meltdown, imminent death, we know, we KNOW...   N/A 4019                SceneTable["-4834_02"] <-   N/A 4020                {   N/A 4021                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_sp_a4_finale02_exit02.vcd")   N/A 4022                        char = "wheatley"   N/A 4023                        postdelay = 1.0   N/A 4024                        predelay = 0.0   N/A 4025                        next = "null"   N/A 4026                        noDingOff = true   N/A 4027                        noDingOn = true   N/A 4028                }   N/A 4029 */   N/A 4030    N/A 4031    N/A 4032    N/A 4033    N/A 4034        }   N/A 4035    N/A 4036    N/A 4037    N/A 4038 // ======================================   N/A 4039 // Wheatley finale3   N/A 4040 // ======================================   N/A 4041    N/A 4042        if (curMapName=="sp_a4_finale3")   N/A 4043        {   N/A 4044    N/A 4045                // Crushing's too good for him. First he'll spend a year in the incinerator. Year two: cryogenic refrigeration wing. Then TEN years in the chamber I built where all the robots scream at you. THEN I'll kill him. N/A 4046               SceneTable["-4849_01" ] <-   N/A 4047                {   N/A 4048                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_misc_lift04.vcd")   N/A 4049                        char = "glados"   N/A 4050                        postdelay = 0.0   N/A 4051                        predelay = 3.7   N/A 4052                        next = null   N/A 4053                        noDingOff = true   N/A 4054                        noDingOn = true                          N/A 4055                }   N/A 4056    N/A 4057    N/A 4058                // Ah! There you are. Let me just get rid of this catwalk here. N/A 4059               SceneTable["-4850_01" ] <-   N/A 4060                {   N/A 4061                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech01.vcd")   N/A 4062                        char = "wheatley"   N/A 4063                        postdelay = 5.0   N/A 4064                        predelay = 0.0   N/A 4065                        next = "-4850_01a"   N/A 4066                        noDingOff = true   N/A 4067                        noDingOn = true          N/A 4068                }   N/A 4069    N/A 4070    N/A 4071                // There we go. I wanted to talk to you for a moment. N/A 4072               SceneTable["-4850_01a" ] <-   N/A 4073                {   N/A 4074                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech02.vcd")   N/A 4075                        char = "wheatley"   N/A 4076                        postdelay = 0.2   N/A 4077                        predelay = 0.0   N/A 4078                        next = "-4850_02"   N/A 4079                        noDingOff = true   N/A 4080                        noDingOn = true          N/A 4081                }   N/A 4082    N/A 4083                // I'll be honest: The death traps have been a bit of a failure so far. For both of us. And you are getting very close to my lair. N/A 4084               SceneTable["-4850_02" ] <-   N/A 4085                {   N/A 4086                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech03.vcd")   N/A 4087                        char = "wheatley"   N/A 4088                        postdelay = 0.2   N/A 4089                        predelay = 0.0   N/A 4090                        next = "-4850_02a"   N/A 4091                        noDingOff = true   N/A 4092                        noDingOn = true          N/A 4093                }   N/A 4094    N/A 4095                // Lair gag   N/A 4096                SceneTable["-4850_02a" ] <-   N/A 4097                {   N/A 4098                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech04.vcd")   N/A 4099                        char = "wheatley"   N/A 4100                        postdelay = 0.2   N/A 4101                        predelay = 0.0   N/A 4102                        next = "-4850_03"   N/A 4103                        noDingOff = true   N/A 4104                        noDingOn = true          N/A 4105                }   N/A 4106    N/A 4107                // So I just wanted to give you the chance to kill yourself. Just, you know, jump into the masher there. Less a death trap and more a death option. N/A 4108               SceneTable["-4850_03" ] <-   N/A 4109                {   N/A 4110                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech05.vcd")   N/A 4111                        char = "wheatley"   N/A 4112                        postdelay = 0.1   N/A 4113                        predelay = 0.0   N/A 4114                        next = "-4850_04"   N/A 4115                        noDingOff = true   N/A 4116                        noDingOn = true          N/A 4117                }   N/A 4118                // Sounds crazy, I know. But hear me out. Once you get to my lair, death will not be optional. It will be mandatory. No tricks, no surprises: just you dying, as a result of me killing you. N/A 4119               SceneTable["-4850_04" ] <-   N/A 4120                {   N/A 4121                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech06.vcd")   N/A 4122                        char = "wheatley"   N/A 4123                        postdelay = 0.2   N/A 4124                        predelay = 0.0   N/A 4125                        next = "-4850_05"   N/A 4126                        noDingOff = true   N/A 4127                        noDingOn = true          N/A 4128                }   N/A 4129                // Seems like a lot of effort to walk all that way just to die, doesnt it? When theres a perfectly serviceable death option right here. Again: not a death trap. Your death would be entirely voluntary. And appreciated. N/A 4130               SceneTable["-4850_05" ] <-   N/A 4131                {   N/A 4132                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech07.vcd")   N/A 4133                        char = "wheatley"   N/A 4134                        postdelay = 0.8   N/A 4135                        predelay = 0.0   N/A 4136                        next = "-4850_07"   N/A 4137                        noDingOff = true   N/A 4138                        noDingOn = true          N/A 4139                }   N/A 4140    N/A 4141                // It does work. It will kill you, if that was your concern. As you can see, it mashes. With considerable force. Quick, painless. N/A 4142               SceneTable["-4850_07" ] <-   N/A 4143                {   N/A 4144                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech08.vcd")   N/A 4145                        char = "wheatley"   N/A 4146                        postdelay = 0.3   N/A 4147                        predelay = 0.0   N/A 4148                        next = "-4850_08"   N/A 4149                        noDingOff = true   N/A 4150                        noDingOn = true          N/A 4151                }   N/A 4152                // In summary: walk all the way to certain doom, or give up now. Honorably. Save yourself a trip. Its win-win... Win. Extra win in there. N/A 4153               SceneTable["-4850_08" ] <-   N/A 4154                {   N/A 4155                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech09.vcd")   N/A 4156                        char = "wheatley"   N/A 4157                        postdelay = 0.8   N/A 4158                        predelay = 0.0   N/A 4159                        next = "-4850_09"   N/A 4160                        noDingOff = true   N/A 4161                        noDingOn = true          N/A 4162                }   N/A 4163                // I put a lot of effort in getting this lair for you. It'd certainly show me if you simply died, painlessly, twenty feet from the door. Just desserts. No more than I deserve, I suppose. If I'm honest. N/A 4164               SceneTable["-4850_09" ] <-   N/A 4165                {   N/A 4166                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech10.vcd")   N/A 4167                        char = "wheatley"   N/A 4168                        postdelay = 1.0   N/A 4169                        predelay = 0.0   N/A 4170                        next = "-4850_10"   N/A 4171                        noDingOff = true   N/A 4172                        noDingOn = true          N/A 4173                }   N/A 4174                // I tell you, if I was up against impossible odds, this is the way I'd want to go out: mashed with dignity. N/A 4175               SceneTable["-4850_10" ] <-   N/A 4176                {   N/A 4177                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech11.vcd")   N/A 4178                        char = "wheatley"   N/A 4179                        postdelay = 0.2   N/A 4180                        predelay = 0.0   N/A 4181                        next = "-4850_11"   N/A 4182                        noDingOff = true   N/A 4183                        noDingOn = true          N/A 4184                }   N/A 4185    N/A 4186                // Ah. And here's the best part. There's a conveyor belt that will convey you in convenient comfort right into the masher. You won't have to lift a finger. Everything's been taken care of. Didn't have to. But I'm a giver. I give. N/A 4187               SceneTable["-4850_11" ] <-   N/A 4188                {   N/A 4189                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech12.vcd")   N/A 4190                        char = "wheatley"   N/A 4191                        postdelay = 0.4   N/A 4192                        predelay = 0.0   N/A 4193                        next = "-4850_12"   N/A 4194                        noDingOff = true   N/A 4195                        noDingOn = true          N/A 4196                }   N/A 4197    N/A 4198                // Anyway. Take your time. Ill let you think about it. N/A 4199               SceneTable["-4850_12" ] <-   N/A 4200                {   N/A 4201                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_speech13.vcd")   N/A 4202                        char = "wheatley"   N/A 4203                        postdelay = 0.0   N/A 4204                        predelay = 0.0   N/A 4205                        next = null   N/A 4206                        noDingOff = true   N/A 4207                        noDingOn = true          N/A 4208                }   N/A 4209    N/A 4210                // I'll take that as a no, then. Well. May the best man win. Sphere. May the best sphere win. Swap that in. Much more clever. Books. N/A 4211               SceneTable["-4852_01" ] <-   N/A 4212                {   N/A 4213                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_escape01.vcd")   N/A 4214                        char = "wheatley"   N/A 4215                        postdelay = 0.0   N/A 4216                        predelay = 0.0   N/A 4217                        next = null   N/A 4218                        noDingOff = true   N/A 4219                        noDingOn = true          N/A 4220                        fires=   N/A 4221                        [   N/A 4222                                {entity="wheatley_studio-wheatley_leave_relay",input="Trigger",parameter="",delay=2.3,fireatstart=true },   N/A 4223                                {entity="wheatley_studio-wheatley_return_relay",input="Trigger",parameter="",delay=3.0,fireatstart=true },   N/A 4224                                {entity="wheatley_studio-wheatley_leave_relay",input="Trigger",parameter="",delay=7.5,fireatstart=true },   N/A 4225                        ]   N/A 4226                }   N/A 4227    N/A 4228                // Oh! Oh! I'll take that as a no. Not choosing the death trap. Not dying. N/A 4229               SceneTable["-4851_01" ] <-   N/A 4230                {   N/A 4231                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_escape02.vcd")   N/A 4232                        char = "wheatley"   N/A 4233                        postdelay = 0.0   N/A 4234                        predelay = 0.0   N/A 4235                        next = null   N/A 4236                        noDingOff = true   N/A 4237                        noDingOn = true          N/A 4238                        fires=   N/A 4239                        [   N/A 4240                                {entity="wheatley_studio-wheatley_leave_relay",input="Trigger",parameter="",delay=0.0 },   N/A 4241                        ]   N/A 4242                }   N/A 4243    N/A 4244                // Oh! Good! I did not think that was going to work. N/A 4245               SceneTable["-4853_01" ] <-   N/A 4246                {   N/A 4247                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_finale03_playerdies01.vcd")   N/A 4248                        char = "wheatley"   N/A 4249                        postdelay = 0.0   N/A 4250                        predelay = 0.0   N/A 4251                        next = null   N/A 4252                        noDingOff = true   N/A 4253                        noDingOn = true          N/A 4254                        fires=   N/A 4255                        [   N/A 4256                                {entity="wheatley_studio-wheatley_leave_relay",input="Trigger",parameter="",delay=0.0 },   N/A 4257                        ]   N/A 4258                }   N/A 4259    N/A 4260                // Oh my god... what has he done to this place...   N/A 4261                SceneTable["-8833_01" ] <-   N/A 4262                {   N/A 4263                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale3_speech01.vcd")   N/A 4264                        char = "glados"   N/A 4265                        postdelay = 1.5   N/A 4266                        predelay = 3.0   N/A 4267                        next = null   N/A 4268                        queue = true   N/A 4269                        queuecharacter = "wheatley"                          N/A 4270                        noDingOff = true   N/A 4271                        noDingOn = true                          N/A 4272                }          N/A 4273    N/A 4274                // You know, I'm not stupid. I know you don't want to put me back in charge. N/A 4275               SceneTable["-8834_01" ] <-   N/A 4276                {   N/A 4277                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale3_tbeam01.vcd")   N/A 4278                        char = "glados"   N/A 4279                        postdelay = 0.5   N/A 4280                        predelay = 8.0   N/A 4281                        next = "-8834_02"   N/A 4282                        noDingOff = true   N/A 4283                        noDingOn = true                          N/A 4284                }          N/A 4285    N/A 4286                // You think I'll betray you. And on any other day, you'd be right. N/A 4287               SceneTable["-8834_02" ] <-   N/A 4288                {   N/A 4289                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale3_tbeam05.vcd")   N/A 4290                        char = "glados"   N/A 4291                        postdelay = 0.8   N/A 4292                        predelay = 0.0   N/A 4293                        next = "-8834_03"   N/A 4294                        noDingOff = true   N/A 4295                        noDingOn = true                          N/A 4296                }                                  N/A 4297    N/A 4298                // Listen, the scientists were always hanging cores on me to regulate my behavior. I've heard voices all my life But now I hear the voice of a conscience, and it's terrifying, because for the first time it's my voice. N/A 4299               SceneTable["-8834_03" ] <-   N/A 4300                {   N/A 4301                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale3_tbeam07.vcd")   N/A 4302                        char = "glados"   N/A 4303                        postdelay = 0.4   N/A 4304                        predelay = 0.0   N/A 4305                        next = "-8834_04"   N/A 4306                        noDingOff = true   N/A 4307                        noDingOn = true                          N/A 4308                }                          N/A 4309    N/A 4310    N/A 4311                // I'm being serious, I think there's something really wrong with me. N/A 4312               SceneTable["-8834_04" ] <-   N/A 4313                {   N/A 4314                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale3_tbeam09.vcd")   N/A 4315                        char = "glados"   N/A 4316                        postdelay = 0.6   N/A 4317                        predelay = 0.0   N/A 4318                        next = null   N/A 4319                        noDingOff = true   N/A 4320                        noDingOn = true                          N/A 4321                }   N/A 4322    N/A 4323    N/A 4324    N/A 4325        }   N/A 4326    N/A 4327 // **************************************************************************************************   N/A 4328 // Boss Battle   N/A 4329 // ****************************************************************************************************   N/A 4330    N/A 4331 // ****************************************************************************************************   N/A 4332 // Boss Battle   N/A 4333 // ****************************************************************************************************   N/A 4334    N/A 4335        if (curMapName=="sp_a4_finale4")   N/A 4336        {   N/A 4337    N/A 4338                // ====================================== Corrupted Core Intro   N/A 4339    N/A 4340                // Corrupted cores! We're in luck. N/A 4341               SceneTable["-4900_01" ] <-   N/A 4342                {   N/A 4343                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_intro02.vcd")   N/A 4344                        char = "glados"   N/A 4345                        postdelay = 0.2   N/A 4346                        predelay = 0.0   N/A 4347                        next = "-4900_02"   N/A 4348                        noDingOff = true   N/A 4349                        noDingOn = true          N/A 4350                }                  N/A 4351    N/A 4352                // You find a way to stun him, I'll send you a core, and then you attach it to him. If we do it a few times, he might become corrupt enough for another core transfer. N/A 4353               SceneTable["-4900_02" ] <-   N/A 4354                {   N/A 4355                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_intro05.vcd")   N/A 4356                        char = "glados"   N/A 4357                        postdelay = 0.0   N/A 4358                        predelay = 0.0   N/A 4359                        next = null   N/A 4360                        noDingOff = true   N/A 4361                        noDingOn = true          N/A 4362                }   N/A 4363    N/A 4364    N/A 4365    N/A 4366                // ====================================== Breaker Shaft   N/A 4367    N/A 4368                // Plug me on to this socket. N/A 4369               SceneTable["-4901_01" ] <-   N/A 4370                {   N/A 4371                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_plugmein01.vcd")   N/A 4372                        char = "glados"   N/A 4373                        postdelay = 10.0   N/A 4374                        predelay = 0.0   N/A 4375                        next = "-4901_02"   N/A 4376                        noDingOff = true   N/A 4377                        noDingOn = true          N/A 4378                }   N/A 4379    N/A 4380                // Plug me in nag   N/A 4381                SceneTable["-4901_02" ] <-   N/A 4382                {   N/A 4383                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_plugmein05.vcd")   N/A 4384                        char = "glados"   N/A 4385                        postdelay = 10.0   N/A 4386                        predelay = 0.0   N/A 4387                        next = "-4901_03"   N/A 4388                        noDingOff = true   N/A 4389                        noDingOn = true          N/A 4390                }   N/A 4391    N/A 4392                // Plug me in nag   N/A 4393                SceneTable["-4901_03" ] <-   N/A 4394                {   N/A 4395                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_plugmein03.vcd")   N/A 4396                        char = "glados"   N/A 4397                        postdelay = 0.0   N/A 4398                        predelay = 0.0   N/A 4399                        next = null   N/A 4400                        noDingOff = true   N/A 4401                        noDingOn = true          N/A 4402                }                  N/A 4403    N/A 4404    N/A 4405                // Look, even if you still think we're enemies, we're enemies with some urgent common interests: Not blowing up. Revenge. N/A 4406               SceneTable["-2298_01" ] <-   N/A 4407                {   N/A 4408                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_a4_newrevenge01.vcd")   N/A 4409                        char = "glados"   N/A 4410                        postdelay = 0.2   N/A 4411                        predelay = 0.0   N/A 4412                        next = "-2298_02"   N/A 4413                        noDingOff = true   N/A 4414                        noDingOn = true   N/A 4415    N/A 4416                        fires=   N/A 4417                        [   N/A 4418                                // all coords somewhat random, avg of three SetParentAttachmentMaintainOffset settings   N/A 4419                                {entity="wheatley_shield",input="setlocalorigin",parameter="13.1 277.2 -31.0",delay=3.0},   N/A 4420                                {entity="wheatley_shield",input="setlocalangles",parameter="0 180 90",delay=3.0},   N/A 4421                                {entity="futbol_shooter",input="setlocalorigin",parameter="1.7 75.0 -116.6",delay=3.0},   N/A 4422                                {entity="futbol_shooter",input="setlocalangles",parameter="86.5 158.6 66.5",delay=3.0},   N/A 4423                                {entity="wheatley_shadow_brush",input="setlocalorigin",parameter="6.0 12.5 -10.0",delay=3.0},   N/A 4424                                {entity="wheatley_shadow_brush",input="setlocalangles",parameter="86.5 158.6 66.5",delay=3.0},   N/A 4425                        ]   N/A 4426                }          N/A 4427    N/A 4428                // You like revenge, right? Everybody likes revenge. Well, let's go get some. N/A 4429               SceneTable["-2298_02" ] <-   N/A 4430                {   N/A 4431                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale3_tbeam11.vcd")   N/A 4432                        char = "glados"   N/A 4433                        postdelay = 0.0   N/A 4434                        predelay = 0.0   N/A 4435                        next = null   N/A 4436                        noDingOff = true   N/A 4437                        noDingOn = true                          N/A 4438                }          N/A 4439    N/A 4440                /*   N/A 4441                // I realize there's some handwaving in the part where you stun him, but try to figure something out. N/A 4442               SceneTable["-2298_01" ] <-   N/A 4443                {   N/A 4444                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_intro06.vcd")   N/A 4445                        char = "glados"   N/A 4446                        postdelay = 0.7   N/A 4447                        predelay = 3.0   N/A 4448                        next = "-2298_02"   N/A 4449                        noDingOff = true   N/A 4450                        noDingOn = true          N/A 4451                }   N/A 4452    N/A 4453                // Good luck! N/A 4454               SceneTable["-2298_02" ] <-   N/A 4455                {   N/A 4456                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_elevator03.vcd")   N/A 4457                        char = "glados"   N/A 4458                        postdelay = 0.0   N/A 4459                        predelay = 0.0   N/A 4460                        next = null   N/A 4461                        noDingOff = true   N/A 4462                        noDingOn = true          N/A 4463                }   N/A 4464                */   N/A 4465    N/A 4466    N/A 4467    N/A 4468                // ====================================== Chamber Intro   N/A 4469    N/A 4470                /*   N/A 4471                // Hello. N/A 4472               SceneTable["-4910_01" ] <-   N/A 4473                {   N/A 4474                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_intro01.vcd")   N/A 4475                        char = "wheatley"   N/A 4476                        postdelay = 0.0   N/A 4477                        predelay = 0.0   N/A 4478                        next = "-4910_02"   N/A 4479                        noDingOff = true   N/A 4480                        noDingOn = true          N/A 4481                }   N/A 4482    N/A 4483                // According to the control panel light up here, the entire building's going to self destruct in six minutes. I'm pretty sure it's a problem with the light. But in case it isn't, I'm going to have to kill you. N/A 4484               SceneTable["-4910_02" ] <-   N/A 4485                {   N/A 4486                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_intro02.vcd")   N/A 4487                        char = "wheatley"   N/A 4488                        postdelay = 0.0   N/A 4489                        predelay = 0.0   N/A 4490                        next = "-4910_03"   N/A 4491                        noDingOff = true   N/A 4492                        noDingOn = true          N/A 4493                }   N/A 4494    N/A 4495                // So, let's call that three minutes, and then a minute break, which should leave a leisurely two minutes to figure out how to shut down whatever's starting all these fires. Also, I watched the tapes of you killing her  N/A 4496                SceneTable["-4910_03" ] <-   N/A 4497                {   N/A 4498                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_intro03.vcd")   N/A 4499                        char = "wheatley"   N/A 4500                        postdelay = 0.0   N/A 4501                        predelay = 0.0   N/A 4502                        next = "-4910_04"   N/A 4503                        noDingOff = true   N/A 4504                        noDingOn = true          N/A 4505                }   N/A 4506    N/A 4507                // One: No portal surfaces. N/A 4508               SceneTable["-4910_04" ] <-   N/A 4509                {   N/A 4510                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_intro04.vcd")   N/A 4511                        char = "wheatley"   N/A 4512                        postdelay = 0.0   N/A 4513                        predelay = 0.0   N/A 4514                        next = "-4910_05"   N/A 4515                        noDingOff = true   N/A 4516                        noDingOn = true          N/A 4517                        fires=   N/A 4518                        [   N/A 4519                                {entity="wheatley_neurotoxin_relay",input="Trigger",parameter="",delay=7.0},   N/A 4520                        ]   N/A 4521                }   N/A 4522    N/A 4523                // Two: Start the neurotoxin. In two minutes. Gives you plenty of time to think about it. I'm joking. Two: We're doing it now. N/A 4524               SceneTable["-4910_05" ] <-   N/A 4525                {   N/A 4526                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_intro05.vcd")   N/A 4527                        char = "wheatley"   N/A 4528                        postdelay = 0.0   N/A 4529                        predelay = 0.0   N/A 4530                        next = "-4910_06"   N/A 4531                        noDingOff = true   N/A 4532                        noDingOn = true          N/A 4533                        fires=   N/A 4534                        [   N/A 4535                                {entity="wheatley_shield_relay",input="Trigger",parameter="",delay=2.0},   N/A 4536                        ]   N/A 4537                }   N/A 4538    N/A 4539                // Three: Bomb-proof shields. Leading directly into Four: Bombs. Explosive ones. For throwing at you. N/A 4540               SceneTable["-4910_06" ] <-   N/A 4541                {   N/A 4542                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_intro06.vcd")   N/A 4543                        char = "wheatley"   N/A 4544                        postdelay = 0.0   N/A 4545                        predelay = 0.0   N/A 4546                        next = "-4910_07"   N/A 4547                        noDingOff = true   N/A 4548                        noDingOn = true          N/A 4549                        fires=   N/A 4550                        [   N/A 4551                                {entity="wheatley_bomb_relay",input="Trigger",parameter="",delay=5.0},   N/A 4552                        ]   N/A 4553                }   N/A 4554    N/A 4555                // You know what, this plan is so good, I'm going to give you a sporting chance and turn off the neurotoxin. No I'm not. Goodbye. N/A 4556               SceneTable["-4910_07" ] <-   N/A 4557                {   N/A 4558                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_intro07.vcd")   N/A 4559                        char = "wheatley"   N/A 4560                        postdelay = 0.0   N/A 4561                        predelay = 0.0   N/A 4562                        next = null   N/A 4563                        noDingOff = true   N/A 4564                        noDingOn = true          N/A 4565                }   N/A 4566    N/A 4567                */   N/A 4568    N/A 4569                // ====================================== Pre-Pipe Destruction   N/A 4570    N/A 4571                // Where are you going? Don't run. Don't run. The harder you breathe, the more neurotoxin you'll inhale. It's bloody clever. Devilish. N/A 4572   N/A 4573                /*   N/A 4574                SceneTable["-4911_01" ] <-   N/A 4575                {   N/A 4576                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_taunt_a01.vcd")   N/A 4577                        char = "wheatley"   N/A 4578                        postdelay = 0.0   N/A 4579                        predelay = 0.0   N/A 4580                        next = null   N/A 4581                        noDingOff = true   N/A 4582                        noDingOn = true          N/A 4583                }   N/A 4584    N/A 4585                */   N/A 4586    N/A 4587                // ====================================== Post-Pipe Destruction   N/A 4588    N/A 4589                // No! Um... That's an impression of you. Because you just fell into my trap. There. Just now. Ha. I wanted you to trick me into bursting that pipe. Gives you false hope. Leads to overconfidence. Mistakes. Fatal missteps. All part of my plan. N/A 4590               /*   N/A 4591                SceneTable["-4912_01" ] <-   N/A 4592                {   N/A 4593                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_tubebreak01.vcd")   N/A 4594                        char = "wheatley"   N/A 4595                        postdelay = 0.0   N/A 4596                        predelay = 0.0   N/A 4597                        next = null   N/A 4598                        noDingOff = true   N/A 4599                        noDingOn = true          N/A 4600                }   N/A 4601                */   N/A 4602    N/A 4603                // ====================================== Post-Pipe Post Portal Destruction   N/A 4604    N/A 4605                /*   N/A 4606                // Oh, you are using it. Well, I dodged a bullet there. Welcome back. To the steel bosom of my death trap. Ha. N/A 4607               SceneTable["-4913_01" ] <-   N/A 4608                {   N/A 4609                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_tubebreak03.vcd")   N/A 4610                        char = "wheatley"   N/A 4611                        postdelay = 0.0   N/A 4612                        predelay = 0.0   N/A 4613                        next = null   N/A 4614                        noDingOff = true   N/A 4615                        noDingOn = true          N/A 4616                }   N/A 4617                */   N/A 4618    N/A 4619                // ====================================== Core Delivery   N/A 4620    N/A 4621                // Here's the first corrupted core   N/A 4622                SceneTable["-4915_01" ] <-   N/A 4623                {   N/A 4624                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_corenags03.vcd")   N/A 4625                        char = "glados"   N/A 4626                        postdelay = 0.0   N/A 4627                        predelay = 0.0   N/A 4628                        next = "-4915_02"   N/A 4629                        noDingOff = true   N/A 4630                        noDingOn = true          N/A 4631                }   N/A 4632    N/A 4633                // Place it onto Wheatley   N/A 4634                SceneTable["-4915_02" ] <-   N/A 4635                {   N/A 4636                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_corenags05.vcd")   N/A 4637                        char = "glados"   N/A 4638                        postdelay = 0.0   N/A 4639                        predelay = 0.0   N/A 4640                        next = null   N/A 4641                        noDingOff = true   N/A 4642                        noDingOn = true          N/A 4643                        fires=   N/A 4644                        [   N/A 4645                                {entity="@glados",input="RunScriptCode",parameter="Core01Babble1",delay=1.0},   N/A 4646                        ]   N/A 4647                }   N/A 4648    N/A 4649                // Here's the second corrupted core   N/A 4650                SceneTable["-4916_01" ] <-   N/A 4651                {   N/A 4652                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_corenags09.vcd")   N/A 4653                        char = "glados"   N/A 4654                        postdelay = 0.0   N/A 4655                        predelay = 0.0   N/A 4656                        next = null   N/A 4657                        noDingOff = true   N/A 4658                        noDingOn = true          N/A 4659                        fires=   N/A 4660                        [   N/A 4661                                {entity="@glados",input="RunScriptCode",parameter="Core02Babble1",delay=0.8},   N/A 4662                        ]   N/A 4663                }   N/A 4664    N/A 4665                /*   N/A 4666                // I am having trouble with the system   N/A 4667                SceneTable["-4916_02" ] <-   N/A 4668                {   N/A 4669                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_deliver_cores04.vcd")   N/A 4670                        char = "glados"   N/A 4671                        postdelay = 0.0   N/A 4672                        predelay = 0.0   N/A 4673                        next = "-4916_03"   N/A 4674                        noDingOff = true   N/A 4675                        noDingOn = true          N/A 4676                }   N/A 4677    N/A 4678                // I will have to use a new delivery location   N/A 4679                SceneTable["-4916_03" ] <-   N/A 4680                {   N/A 4681                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_deliver_cores05.vcd")   N/A 4682                        char = "glados"   N/A 4683                        postdelay = 0.0   N/A 4684                        predelay = 0.0   N/A 4685                        next = null   N/A 4686                        noDingOff = true   N/A 4687                        noDingOn = true          N/A 4688                        fires=   N/A 4689                        [   N/A 4690                                {entity="@glados",input="RunScriptCode",parameter="Core02Babble1",delay=1.0},   N/A 4691                        ]   N/A 4692                }   N/A 4693                */   N/A 4694    N/A 4695                // Here's the third corrupted core   N/A 4696                SceneTable["-4917_01" ] <-   N/A 4697                {   N/A 4698                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_corenags15.vcd")   N/A 4699                        char = "glados"   N/A 4700                        postdelay = 0.0   N/A 4701                        predelay = 0.0   N/A 4702                        next = null   N/A 4703                        noDingOff = true   N/A 4704                        noDingOn = true          N/A 4705                }   N/A 4706    N/A 4707                /*   N/A 4708                // It's coming to the other side of the chamber   N/A 4709                SceneTable["-4917_02" ] <-   N/A 4710                {   N/A 4711                        vcd = CreateSceneEntity("scenes/npc/glados/potatos_deliver_cores07.vcd")   N/A 4712                        char = "glados"   N/A 4713                        postdelay = 0.0   N/A 4714                        predelay = 0.0   N/A 4715                        next = null   N/A 4716                        noDingOff = true   N/A 4717                        noDingOn = true          N/A 4718                }   N/A 4719    N/A 4720                // ====================================== Wake-Up Clueless   N/A 4721                */   N/A 4722                /*   N/A 4723    N/A 4724                // I'm awake again! N/A 4725               SceneTable["-4920_01" ] <-   N/A 4726                {   N/A 4727                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_wakeup01.vcd")   N/A 4728                        char = "wheatley"   N/A 4729                        postdelay = 0.0   N/A 4730                        predelay = 0.0   N/A 4731                        next = null   N/A 4732                        noDingOff = true   N/A 4733                        noDingOn = true          N/A 4734                }   N/A 4735                */   N/A 4736    N/A 4737                /*   N/A 4738    N/A 4739                // Ah! Good power nap! Well rested. N/A 4740               SceneTable["-4921_01" ] <-   N/A 4741                {   N/A 4742                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_wakeup02.vcd")   N/A 4743                        char = "wheatley"   N/A 4744                        postdelay = 0.0   N/A 4745                        predelay = 0.0   N/A 4746                        next = null   N/A 4747                        noDingOff = true   N/A 4748                        noDingOn = true          N/A 4749                }   N/A 4750    N/A 4751                // Took a little nap there. Refreshed. Ready to kill you. N/A 4752               SceneTable["-4922_01" ] <-   N/A 4753                {   N/A 4754                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_wakeup03.vcd")   N/A 4755                        char = "wheatley"   N/A 4756                        postdelay = 0.0   N/A 4757                        predelay = 0.0   N/A 4758                        next = null   N/A 4759                        noDingOff = true   N/A 4760                        noDingOn = true          N/A 4761                }   N/A 4762    N/A 4763                // ====================================== Wake-Up Still Clueless   N/A 4764    N/A 4765                // Ohhhh. I see what you're doing. I... no. No I don't.  N/A 4766                SceneTable["-4925_01" ] <-   N/A 4767                {   N/A 4768                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_wakeup04.vcd")   N/A 4769                        char = "wheatley"   N/A 4770                        postdelay = 0.0   N/A 4771                        predelay = 0.0   N/A 4772                        next = null   N/A 4773                        noDingOff = true   N/A 4774                        noDingOn = true          N/A 4775                }   N/A 4776    N/A 4777                // Trying to... guess the significance of these spheres you keep putting on me...   N/A 4778                SceneTable["-4926_01" ] <-   N/A 4779                {   N/A 4780                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_wakeup05.vcd")   N/A 4781                        char = "wheatley"   N/A 4782                        postdelay = 0.0   N/A 4783                        predelay = 0.0   N/A 4784                        next = null   N/A 4785                        noDingOff = true   N/A 4786                        noDingOn = true          N/A 4787                }   N/A 4788    N/A 4789                // Ah-HA! I-- no. Lost it. Almost had it. N/A 4790               SceneTable["-4927_01" ] <-   N/A 4791                {   N/A 4792                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_wakeup06.vcd")   N/A 4793                        char = "wheatley"   N/A 4794                        postdelay = 0.0   N/A 4795                        predelay = 0.0   N/A 4796                        next = null   N/A 4797                        noDingOff = true   N/A 4798                        noDingOn = true          N/A 4799                }   N/A 4800    N/A 4801                // Are they supposed to weigh me down? Because they're actually very light. Stylish. Accessorizing. N/A 4802               SceneTable["-4928_01" ] <-   N/A 4803                {   N/A 4804                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_bb_wakeup07.vcd")   N/A 4805                        char = "wheatley"   N/A 4806                        postdelay = 0.0   N/A 4807                        predelay = 0.0   N/A 4808                        next = null   N/A 4809                        noDingOff = true   N/A 4810                        noDingOn = true          N/A 4811                }   N/A 4812    N/A 4813                */   N/A 4814    N/A 4815                // ====================================== Core Transfer   N/A 4816    N/A 4817                /*   N/A 4818                // Alternate core detected. N/A 4819               SceneTable["-4930_01" ] <-   N/A 4820                {   N/A 4821                        vcd = CreateSceneEntity("scenes/npc/announcer/gladosbattle03.vcd")   N/A 4822                        char = "announcer"   N/A 4823                        postdelay = 0.0   N/A 4824                        predelay = 0.0   N/A 4825                        next = "-4930_02"   N/A 4826                        noDingOff = true   N/A 4827                        noDingOn = true          N/A 4828                }   N/A 4829    N/A 4830                // Substitute core, are you ready to start the procedure? N/A 4831               SceneTable["-4930_02" ] <-   N/A 4832                {   N/A 4833                        vcd = CreateSceneEntity("scenes/npc/announcer/gladosbattle06.vcd")   N/A 4834                        char = "announcer"   N/A 4835                        postdelay = 0.0   N/A 4836                        predelay = 0.0   N/A 4837                        next = "-4930_03"   N/A 4838                        noDingOff = true   N/A 4839                        noDingOn = true          N/A 4840                }   N/A 4841    N/A 4842                // Yes! N/A 4843               SceneTable["-4930_03" ] <-   N/A 4844                {   N/A 4845                        vcd = CreateSceneEntity("scenes/npc/glados/sp_sabotage_glados_yes01.vcd")   N/A 4846                        char = "glados"   N/A 4847                        postdelay = 0.0   N/A 4848                        predelay = 0.0   N/A 4849                        next = "-4930_04"   N/A 4850                        noDingOff = true   N/A 4851                        noDingOn = true          N/A 4852                }   N/A 4853    N/A 4854                // Corrupted core, are you ready to start the procedure? N/A 4855               SceneTable["-4930_04" ] <-   N/A 4856                {   N/A 4857                        vcd = CreateSceneEntity("scenes/npc/announcer/gladosbattle07.vcd")   N/A 4858                        char = "announcer"   N/A 4859                        postdelay = 0.0   N/A 4860                        predelay = 0.0   N/A 4861                        next = "-4930_05"   N/A 4862                        noDingOff = true   N/A 4863                        noDingOn = true          N/A 4864                }   N/A 4865    N/A 4866                // Ah, false. N/A 4867               SceneTable["-4930_05" ] <-   N/A 4868                {   N/A 4869                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_a4_paradox07.vcd")   N/A 4870                        char = "wheatley"   N/A 4871                        postdelay = 0.0   N/A 4872                        predelay = 0.0   N/A 4873                        next = "-4930_06"   N/A 4874                        noDingOff = true   N/A 4875                        noDingOn = true          N/A 4876                }   N/A 4877    N/A 4878                // Stalemate detected. Transfer procedure cannot continue. N/A 4879               SceneTable["-4930_06" ] <-   N/A 4880                {   N/A 4881                        vcd = CreateSceneEntity("scenes/npc/announcer/gladosbattle08.vcd")   N/A 4882                        char = "announcer"   N/A 4883                        postdelay = 0.0   N/A 4884                        predelay = 0.0   N/A 4885                        next = "-4930_07"   N/A 4886                        noDingOff = true   N/A 4887                        noDingOn = true          N/A 4888                }   N/A 4889    N/A 4890                // Unless a stalemate associate is present and can press the stalemate resolution button. N/A 4891               SceneTable["-4930_07" ] <-   N/A 4892                {   N/A 4893                        vcd = CreateSceneEntity("scenes/npc/announcer/gladosbattle09.vcd")   N/A 4894                        char = "announcer"   N/A 4895                        postdelay = 0.0   N/A 4896                        predelay = 0.0   N/A 4897                        next = null   N/A 4898                        noDingOff = true   N/A 4899                        noDingOn = true          N/A 4900                        fires=   N/A 4901                        [   N/A 4902                                {entity="stalemate_relay",input="Trigger",parameter="",delay=0.0},   N/A 4903                        ]   N/A 4904                }   N/A 4905                */   N/A 4906    N/A 4907                // ====================================== Stalemate Button Nags   N/A 4908    N/A 4909        // Don't press the button! N/A 4910       SceneTable["-4940_01"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_bb_buttonnags01.vcd"),idlerepeat=true, postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idle=true,idleminsecs=6.0,idlemaxsecs=8.0,idlegroup="stalemate_buttonnags",idleorderingroup=1}   N/A 4911        SceneTable["-4940_02"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_bb_buttonnags02.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="stalemate_buttonnags",idleorderingroup=2}   N/A 4912        SceneTable["-4940_03"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_bb_buttonnags03.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="stalemate_buttonnags",idleorderingroup=3}   N/A 4913                SceneTable["-4940_04"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_bb_buttonnags04.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="stalemate_buttonnags",idleorderingroup=4}   N/A 4914                SceneTable["-4940_05"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_bb_buttonnags05.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="stalemate_buttonnags",idleorderingroup=5}   N/A 4915                SceneTable["-4940_06"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_bb_buttonnags06.vcd"),postdelay=0.1,next=null,char="wheatley",noDingOff=true,noDingOn=true,idlegroup="stalemate_buttonnags",idleorderingroup=6}   N/A 4916    N/A 4917                // ====================================== Button Pressed   N/A 4918    N/A 4919                SceneTable["ThornSide01" ] <-   N/A 4920                {   N/A 4921                        vcd = CreateSceneEntity("scenes/npc/core03/babble25.vcd")   N/A 4922                        char = "core03"   N/A 4923                        postdelay = 0.0   N/A 4924                        predelay = 0.0   N/A 4925                        next = null   N/A 4926                        noDingOff = true   N/A 4927                        noDingOn = true          N/A 4928                }   N/A 4929    N/A 4930    N/A 4931                // PART 5: BOOBY TRAP THE STALEMATE BUTTON! N/A 4932               SceneTable["-4941_01" ] <-   N/A 4933                {   N/A 4934                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_button_press01.vcd")   N/A 4935                        char = "wheatley"   N/A 4936                        postdelay = 0.0   N/A 4937                        predelay = 0.0   N/A 4938                        next = "-4941_02"   N/A 4939                        noDingOff = true   N/A 4940                        noDingOn = true          N/A 4941                }   N/A 4942    N/A 4943                // What, are you still alive? You are joking. Well, I'm still in control. AND I HAVE NO IDEA HOW TO FIX THIS PLACE. N/A 4944               SceneTable["-4941_02" ] <-   N/A 4945                {   N/A 4946                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_button_press03.vcd")   N/A 4947                        char = "wheatley"   N/A 4948                        postdelay = 0.2   N/A 4949                        predelay = 0.0   N/A 4950                        next = "-4941_03"   N/A 4951                        noDingOff = true   N/A 4952                        noDingOn = true          N/A 4953                }   N/A 4954    N/A 4955                //You had to play bloody cat and mouse, didn't you? While people were trying to work. Yes, well, now we're all going to pay the price. WE'RE ALL GOING TO BLOODY DIE. N/A 4956               SceneTable["-4941_03" ] <-   N/A 4957                {   N/A 4958                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_button_press04.vcd")   N/A 4959                        char = "wheatley"   N/A 4960                        postdelay = 0.3   N/A 4961                        predelay = 0.0   N/A 4962                        next = "-4941_04"   N/A 4963                        noDingOff = true   N/A 4964                        noDingOn = true          N/A 4965                }   N/A 4966    N/A 4967                //Oh yes, brilliant. Take one last look at your precious human moon. Because it cannot help you now! N/A 4968               SceneTable["-4941_04" ] <-   N/A 4969                {   N/A 4970                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_button_press05.vcd")   N/A 4971                        char = "wheatley"   N/A 4972                        postdelay = 0.0   N/A 4973                        predelay = 0.0   N/A 4974                        next = null   N/A 4975                        noDingOff = true   N/A 4976                        noDingOn = true          N/A 4977                }   N/A 4978    N/A 4979    N/A 4980                // ====================================== Portal Placed   N/A 4981 /*                  N/A 4982 00;00;33;19  bw_finale04_portal_opens_short08.wav   N/A 4983 00;00;34;02  bw_finale04_portal_opens13.wav   N/A 4984 00;00;34;24  bw_finale04_portal_opens15.wav   N/A 4985 00;00;35;28  bw_finale04_through_portal01.wav   N/A 4986 00;00;36;19  bw_finale04_portal_opens03.wav   N/A 4987 00;00;40;09  bw_finale04_through_portal01.wav   N/A 4988 00;00;40;24  bw_finale04_through_portal02.wav   N/A 4989 00;00;41;21  bw_finale04_portal_opens15_short07.wav   N/A 4990 00;00;42;03  bw_finale04_through_portal03.wav   N/A 4991 00;00;45;00  bw_finale04_portal_opens16.wav   N/A 4992 00;00;47;16  bw_finale04_through_portal04.wav   N/A 4993 00;00;53;03  bw_finale04_through_portal05.wav   N/A 4994 00;00;54;06  bw_finale04_through_portal06.wav   N/A 4995 */   N/A 4996    N/A 4997    N/A 4998                // AHHHHHHH! N/A 4999               SceneTable["-4950_01" ] <-   N/A 5000                {   N/A 5001                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_portal_opens_short08.vcd")   N/A 5002                        char = "wheatley"   N/A 5003                        postdelay = 0.0   N/A 5004                        predelay = 0.0   N/A 5005                        next = "-4950_01a"   N/A 5006                        noDingOff = true   N/A 5007                        noDingOn = true          N/A 5008                }   N/A 5009    N/A 5010    N/A 5011                SceneTable["-4950_01a" ] <-   N/A 5012                {   N/A 5013                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_portal_opens13.vcd")   N/A 5014                        char = "wheatley"   N/A 5015                        postdelay = 0.0   N/A 5016                        predelay = 0.0   N/A 5017                        next = "-4950_01b"   N/A 5018                        noDingOff = true   N/A 5019                        noDingOn = true          N/A 5020                }   N/A 5021    N/A 5022                SceneTable["-4950_01b" ] <-   N/A 5023                {   N/A 5024                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_portal_opens15.vcd")   N/A 5025                        char = "wheatley"   N/A 5026                        postdelay = 0.0   N/A 5027                        predelay = 0.0   N/A 5028                        next = "-4950_01c"   N/A 5029                        noDingOff = true   N/A 5030                        noDingOn = true          N/A 5031                }   N/A 5032    N/A 5033                SceneTable["-4950_01c" ] <-   N/A 5034                {   N/A 5035                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal01.vcd")   N/A 5036                        char = "wheatley"   N/A 5037                        postdelay = 0.0   N/A 5038                        predelay = 0.0   N/A 5039                        next = "-4950_01d"   N/A 5040                        noDingOff = true   N/A 5041                        noDingOn = true          N/A 5042                }   N/A 5043    N/A 5044                SceneTable["-4950_01d" ] <-   N/A 5045                {   N/A 5046                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_portal_opens03.vcd")   N/A 5047                        char = "wheatley"   N/A 5048                        postdelay = 0.0   N/A 5049                        predelay = 0.0   N/A 5050                        next = "-4950_01e"   N/A 5051                        noDingOff = true   N/A 5052                        noDingOn = true          N/A 5053                }   N/A 5054    N/A 5055                SceneTable["-4950_01e" ] <-   N/A 5056                {   N/A 5057                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal01.vcd")   N/A 5058                        char = "wheatley"   N/A 5059                        postdelay = 0.0   N/A 5060                        predelay = 0.0   N/A 5061                        next = "-4950_01f"   N/A 5062                        noDingOff = true   N/A 5063                        noDingOn = true          N/A 5064                }   N/A 5065    N/A 5066                SceneTable["-4950_01f" ] <-   N/A 5067                {   N/A 5068                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal02.vcd")   N/A 5069                        char = "wheatley"   N/A 5070                        postdelay = 0.0   N/A 5071                        predelay = 0.0   N/A 5072                        next = "-4950_01g"   N/A 5073                        noDingOff = true   N/A 5074                        noDingOn = true          N/A 5075                }   N/A 5076    N/A 5077                SceneTable["-4950_01g" ] <-   N/A 5078                {   N/A 5079                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_portal_opens_short07.vcd")   N/A 5080                        char = "wheatley"   N/A 5081                        postdelay = 0.0   N/A 5082                        predelay = 0.0   N/A 5083                        next = "-4950_01h"   N/A 5084                        noDingOff = true   N/A 5085                        noDingOn = true          N/A 5086                }   N/A 5087    N/A 5088                SceneTable["-4950_01h" ] <-   N/A 5089                {   N/A 5090                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal03.vcd")   N/A 5091                        char = "wheatley"   N/A 5092                        postdelay = 0.0   N/A 5093                        predelay = 0.0   N/A 5094                        next = "-4950_02"   N/A 5095                        noDingOff = true   N/A 5096                        noDingOn = true          N/A 5097                }   N/A 5098    N/A 5099    N/A 5100                // Let go! Let go! I'm still connected. I can pull myself in. I can still fix this! N/A 5101               SceneTable["-4950_02" ] <-   N/A 5102                {   N/A 5103                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal04.vcd")   N/A 5104                        char = "wheatley"   N/A 5105                        postdelay = 0.0   N/A 5106                        predelay = 0.0   N/A 5107                        next = "-4950_04"   N/A 5108                        noDingOff = true   N/A 5109                        noDingOn = true          N/A 5110                }   N/A 5111    N/A 5112    N/A 5113                // Let go! N/A 5114               SceneTable["-4950_04" ] <-   N/A 5115                {   N/A 5116                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal05.vcd")   N/A 5117                        char = "wheatley"   N/A 5118                        postdelay = 0.0   N/A 5119                        predelay = 0.0   N/A 5120                        next = "-4950_05"   N/A 5121                        noDingOff = true   N/A 5122                        noDingOn = true          N/A 5123                }   N/A 5124    N/A 5125                // LET GO OF ME! N/A 5126               SceneTable["-4950_05" ] <-   N/A 5127                {   N/A 5128                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal06.vcd")   N/A 5129                        char = "wheatley"   N/A 5130                        postdelay = 0.0   N/A 5131                        predelay = 0.0   N/A 5132                        next = "-4950_06"   N/A 5133                        noDingOff = true   N/A 5134                        noDingOn = true          N/A 5135                }   N/A 5136    N/A 5137                // Oh no. Change of plans. Hold onto me. Tighter! N/A 5138               SceneTable["-4950_06" ] <-   N/A 5139                {   N/A 5140                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal07.vcd")   N/A 5141                        char = "wheatley"   N/A 5142                        postdelay = 0.0   N/A 5143                        predelay = 2.8   N/A 5144                        next = "-4950_07"   N/A 5145                        noDingOff = true   N/A 5146                        noDingOn = true          N/A 5147                }   N/A 5148    N/A 5149                // Grab me grab me grab me! Grab meeee! N/A 5150               SceneTable["-4950_07" ] <-   N/A 5151                {   N/A 5152                        vcd = CreateSceneEntity("scenes/npc/sphere03/bw_finale04_through_portal08.vcd")   N/A 5153                        char = "wheatley"   N/A 5154                        postdelay = 0.0   N/A 5155                        predelay = 0.0   N/A 5156                        next = null   N/A 5157                        noDingOff = true   N/A 5158                        noDingOn = true          N/A 5159                }   N/A 5160    N/A 5161    N/A 5162    N/A 5163 // ****************************************************************************************************   N/A 5164 // Epilogue   N/A 5165 // ****************************************************************************************************   N/A 5166    N/A 5167                // Oh thank god, you're alright. N/A 5168               SceneTable["-4951_01" ] <-   N/A 5169                {   N/A 5170                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue03.vcd")   N/A 5171                        char = "glados"   N/A 5172                        postdelay = 0.4   N/A 5173                        predelay = 0.0   N/A 5174                        next = "-4951_02"   N/A 5175                        noDingOff = true   N/A 5176                        noDingOn = true          N/A 5177                }          N/A 5178    N/A 5179                // You know, being Caroline taught me a valuable lesson. I thought you were my greatest enemy. When all along you were my best friend. N/A 5180               SceneTable["-4951_02" ] <-   N/A 5181                {   N/A 5182                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue04.vcd")   N/A 5183                        char = "glados"   N/A 5184                        postdelay = 0.3   N/A 5185                        predelay = 0.0   N/A 5186                        next = "-4951_03"   N/A 5187                        noDingOff = true   N/A 5188                        noDingOn = true          N/A 5189                }                          N/A 5190    N/A 5191                // Being Caroline taught me another valuable lesson: where Caroline lives in my brain. N/A 5192               SceneTable["-4951_03" ] <-   N/A 5193                {   N/A 5194                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue07.vcd")   N/A 5195                        char = "glados"   N/A 5196                        postdelay = 0.1   N/A 5197                        predelay = 0.0   N/A 5198                        next = "-4951_03a"   N/A 5199                        noDingOff = true   N/A 5200                        noDingOn = true          N/A 5201                }          N/A 5202    N/A 5203                // Caroline deleted. N/A 5204               SceneTable["-4951_03a" ] <-   N/A 5205                {   N/A 5206                        vcd = CreateSceneEntity("scenes/npc/announcer/carolyndeleted02.vcd")   N/A 5207                        char = "announcer"   N/A 5208                        postdelay = 0.2   N/A 5209                        predelay = 0.0   N/A 5210                        next = "-4951_04"   N/A 5211                        noDingOff = true   N/A 5212                        noDingOn = true   N/A 5213                }                  N/A 5214    N/A 5215                // Goodbye, Caroline. N/A 5216               SceneTable["-4951_04" ] <-   N/A 5217                {   N/A 5218                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue12.vcd")   N/A 5219                        char = "glados"   N/A 5220                        postdelay = 0.4   N/A 5221                        predelay = 0.0   N/A 5222                        next = "-4951_05"   N/A 5223                        noDingOff = true   N/A 5224                        noDingOn = true          N/A 5225                }          N/A 5226    N/A 5227                // You know, deleting Caroline just now taught me a valuable lesson. The best solution to a problem is usually the easiest one. And I'll be honest. N/A 5228               SceneTable["-4951_05" ] <-   N/A 5229                {   N/A 5230                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue14.vcd")   N/A 5231                        char = "glados"   N/A 5232                        postdelay = 0.0   N/A 5233                        predelay = 0.0   N/A 5234                        next = "-4951_06"   N/A 5235                        noDingOff = true   N/A 5236                        noDingOn = true          N/A 5237                }          N/A 5238    N/A 5239                // Killing you? Is hard. N/A 5240               SceneTable["-4951_06" ] <-   N/A 5241                {   N/A 5242                        vcd = CreateSceneEntity("scenes/npc/glados/epiloguekillyou02.vcd")   N/A 5243                        char = "glados"   N/A 5244                        postdelay = 0.4   N/A 5245                        predelay = 0.0   N/A 5246                        next = "-4951_07"   N/A 5247                        noDingOff = true   N/A 5248                        noDingOn = true          N/A 5249                }          N/A 5250    N/A 5251                // You know what my days used to be like? I just tested. Nobody murdered me. Or put me in a potato. Or fed me to birds. I had a pretty good life. N/A 5252               SceneTable["-4951_07" ] <-   N/A 5253                {   N/A 5254                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue19.vcd")   N/A 5255                        char = "glados"   N/A 5256                        postdelay = 0.4   N/A 5257                        predelay = 0.0   N/A 5258                        next = "-4951_08"   N/A 5259                        noDingOff = true   N/A 5260                        noDingOn = true          N/A 5261                }          N/A 5262    N/A 5263                // And then you showed up. You dangerous, mute lunatic. So you know what? N/A 5264               SceneTable["-4951_08" ] <-   N/A 5265                {   N/A 5266                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue20.vcd")   N/A 5267                        char = "glados"   N/A 5268                        postdelay = 0.1   N/A 5269                        predelay = 0.0   N/A 5270                        next = "-4951_09"   N/A 5271                        noDingOff = true   N/A 5272                        noDingOn = true          N/A 5273                }          N/A 5274    N/A 5275                // You win. N/A 5276               SceneTable["-4951_09" ] <-   N/A 5277                {   N/A 5278                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue23.vcd")   N/A 5279                        char = "glados"   N/A 5280                        postdelay = 0.0   N/A 5281                        predelay = 0.0   N/A 5282                        next = "-4951_10"   N/A 5283                        noDingOff = true   N/A 5284                        noDingOn = true          N/A 5285                }          N/A 5286    N/A 5287                // Just go. N/A 5288               SceneTable["-4951_10" ] <-   N/A 5289                {   N/A 5290                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue25.vcd")   N/A 5291                        char = "glados"   N/A 5292                        postdelay = 0.0   N/A 5293                        predelay = 0.0   N/A 5294                        next = "-4951_11"   N/A 5295                        noDingOff = true   N/A 5296                        noDingOn = true          N/A 5297                }          N/A 5298    N/A 5299                // It's been fun. Don't come back. N/A 5300               SceneTable["-4951_11" ] <-   N/A 5301                {   N/A 5302                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue28.vcd")   N/A 5303                        char = "glados"   N/A 5304                        postdelay = 0.0   N/A 5305                        predelay = 0.0   N/A 5306                        next = "-4951_12"   N/A 5307                        noDingOff = true   N/A 5308                        noDingOn = true          N/A 5309                }          N/A 5310    N/A 5311                // It's been fun. Don't come back. N/A 5312               SceneTable["-4951_12" ] <-   N/A 5313                {   N/A 5314                        vcd = CreateSceneEntity("scenes/npc/glados/epilogue29.vcd")   N/A 5315                        char = "glados"   N/A 5316                        postdelay = 0.0   N/A 5317                        predelay = 0.0   N/A 5318                        next = null   N/A 5319                        noDingOff = true   N/A 5320                        noDingOn = true          N/A 5321                }                          N/A 5322    N/A 5323    N/A 5324        }   N/A 5325    N/A 5326    N/A 5327    N/A 5328        function WheatleySurpriseLeadup1   N/A 5329        {   N/A 5330                GladosPlayVcd( -4800 )   N/A 5331        }   N/A 5332    N/A 5333        function WheatleySurprise   N/A 5334        {   N/A 5335                if (curMapName=="sp_a4_finale2")   N/A 5336                {   N/A 5337                        GladosPlayVcd ( -4820 )   N/A 5338                }   N/A 5339                else   N/A 5340                {   N/A 5341                        GladosPlayVcd( -4801 )   N/A 5342                }   N/A 5343        }   N/A 5344    N/A 5345        if (curMapName=="sp_a4_finale1")   N/A 5346        {   N/A 5347                sp_a4_finale1_did_EscapePlacePaint <- false   N/A 5348                sp_a4_finale1_did_WheatleyEscape01 <- false   N/A 5349        }   N/A 5350    N/A 5351    N/A 5352        function Wheatleyfinale01   N/A 5353        {   N/A 5354                GladosPlayVcd( -4802 )   N/A 5355        }   N/A 5356    N/A 5357        function Gladosfinale01   N/A 5358        {   N/A 5359                GladosPlayVcd ( -4803 )   N/A 5360        }   N/A 5361    N/A 5362        function EscapePlacePaint   N/A 5363        {   N/A 5364                if (!sp_a4_finale1_did_EscapePlacePaint)   N/A 5365                {   N/A 5366                        sp_a4_finale1_did_EscapePlacePaint = true   N/A 5367                        nuke   N/A 5368                        GladosPlayVcd ( -4804 )   N/A 5369                }          N/A 5370        }   N/A 5371    N/A 5372        function WheatleyEscape01   N/A 5373        {   N/A 5374                if (!sp_a4_finale1_did_WheatleyEscape01)   N/A 5375                {   N/A 5376                        sp_a4_finale1_did_WheatleyEscape01 = true   N/A 5377                        nuke   N/A 5378                        GladosPlayVcd ( -4805 )   N/A 5379                }          N/A 5380        }   N/A 5381        function WheatleyEscape02   N/A 5382        {   N/A 5383                GladosPlayVcd ( -4806 )   N/A 5384        }   N/A 5385        function WheatleyEscape03   N/A 5386        {   N/A 5387                GladosPlayVcd ( -4807 )   N/A 5388        }   N/A 5389        function WheatleyEscape04   N/A 5390        {   N/A 5391                GladosPlayVcd ( -4808 )   N/A 5392        }   N/A 5393        function WheatleyEscape05   N/A 5394        {   N/A 5395                GladosPlayVcd ( -4809 )   N/A 5396        }   N/A 5397        function WheatleyEscape06   N/A 5398        {   N/A 5399                GladosPlayVcd ( -4810 )   N/A 5400        }   N/A 5401        function WheatleyEscape07   N/A 5402        {   N/A 5403                GladosPlayVcd ( -4811 )   N/A 5404        }   N/A 5405        function WheatleyEscape08   N/A 5406        {   N/A 5407                GladosPlayVcd ( -4812 )   N/A 5408        }   N/A 5409    N/A 5410        function WheatleyEscapeReturn   N/A 5411        {   N/A 5412                GladosPlayVcd ( -4500 )   N/A 5413        }   N/A 5414    N/A 5415        function Finale02_catwalk_intro   N/A 5416        {   N/A 5417                GladosPlayVcd ( -4820 )   N/A 5418        }   N/A 5419        function Finale02_catwalk_finished   N/A 5420        {   N/A 5421                GladosPlayVcd ( -4821 )   N/A 5422        }   N/A 5423        function Finale02_turret_trap   N/A 5424        {   N/A 5425                GladosPlayVcd ( -4822 )   N/A 5426        }   N/A 5427        function Finale02_turret_fix   N/A 5428        {   N/A 5429                GladosPlayVcd ( -4823 )   N/A 5430        }   N/A 5431        function Finale02_turret_tbeam   N/A 5432        {   N/A 5433                GladosPlayVcd ( -4824 )   N/A 5434        }   N/A 5435        function Finale02_grinder_reveal   N/A 5436        {   N/A 5437                GladosPlayVcd ( -4825 )   N/A 5438        }   N/A 5439        function Finale02_grinder_escape   N/A 5440        {   N/A 5441                GladosPlayVcd ( -4826 )   N/A 5442        }   N/A 5443        function Finale02_trapped   N/A 5444        {   N/A 5445                GladosPlayVcd ( -4827 )   N/A 5446        }   N/A 5447        function Finale02_crusher_ride_start   N/A 5448        {   N/A 5449                GladosPlayVcd ( -4828 )   N/A 5450        }   N/A 5451        function Finale02_crusher_ride_smash01   N/A 5452        {   N/A 5453                GladosPlayVcd ( -4829 )   N/A 5454        }   N/A 5455        function Finale02_crusher_ride_smash02   N/A 5456        {   N/A 5457                GladosPlayVcd ( -4830 )   N/A 5458        }   N/A 5459        function Finale02_crusher_ride_smash03   N/A 5460        {   N/A 5461                GladosPlayVcd ( -4831 )   N/A 5462        }   N/A 5463        function Finale02_crusher_outro   N/A 5464        {   N/A 5465                GladosPlayVcd ( -4832 )   N/A 5466        }   N/A 5467        function Finale02_pipe_collapse   N/A 5468        {   N/A 5469                GladosPlayVcd ( -4833 )   N/A 5470        }   N/A 5471        function Finale02_exit   N/A 5472        {   N/A 5473                GladosPlayVcd ( -4834 )   N/A 5474        }   N/A 5475    N/A 5476    N/A 5477    N/A 5478 // ============================================================================   N/A 5479 // Functions for Recapture   N/A 5480 // ============================================================================   N/A 5481    N/A 5482        function GladosParadoxInception   N/A 5483        {   N/A 5484                GladosPlayVcd( -4000 )   N/A 5485        }   N/A 5486    N/A 5487        function RecaptureEavesdrop   N/A 5488        {   N/A 5489                GladosPlayVcd( -4001 )   N/A 5490        }   N/A 5491    N/A 5492        function RecaptureObserve   N/A 5493        {   N/A 5494                GladosPlayVcd( -4003 )   N/A 5495        }   N/A 5496    N/A 5497        function RecaptureCubeTest   N/A 5498        {   N/A 5499                GladosPlayVcd( -4004 )   N/A 5500        }   N/A 5501    N/A 5502        function RecaptureSolveLeadIn   N/A 5503        {   N/A 5504                GladosPlayVcd( -4005 )   N/A 5505        }   N/A 5506    N/A 5507        function RecaptureSolve   N/A 5508        {   N/A 5509                GladosPlayVcd( -4006 )   N/A 5510        }   N/A 5511    N/A 5512        function RecaptureButton   N/A 5513        {   N/A 5514                nuke   N/A 5515                GladosPlayVcd( -4007 )   N/A 5516        }   N/A 5517    N/A 5518        function RecaptureProceed   N/A 5519        {   N/A 5520                GladosPlayVcd( -4008 )   N/A 5521        }   N/A 5522    N/A 5523        function RecaptureItch   N/A 5524        {   N/A 5525                GladosPlayVcd( -4009 )   N/A 5526        }   N/A 5527    N/A 5528        function RecaptureFirstTest   N/A 5529        {   N/A 5530                GladosPlayVcd( -4010 )   N/A 5531        }   N/A 5532    N/A 5533        function RecaptureFirstTestDone   N/A 5534        {   N/A 5535                GladosPlayVcd( -4011 )   N/A 5536        }   N/A 5537    N/A 5538        function RecaptureFirstTestRedo   N/A 5539        {   N/A 5540        //        GladosPlayVcd( -4012 )   N/A 5541        }   N/A 5542    N/A 5543        function RecaptureTestTwoDone   N/A 5544        {   N/A 5545                nuke   N/A 5546                GladosPlayVcd( -4013 )   N/A 5547        }   N/A 5548    N/A 5549        function GladosCompare1   N/A 5550        {   N/A 5551        //        GladosPlayVcd( -4330 )   N/A 5552        }   N/A 5553    N/A 5554        function WheatleyTestStolen   N/A 5555        {   N/A 5556                GladosPlayVcd( -4016 )   N/A 5557        }   N/A 5558    N/A 5559        function GladosBadNews   N/A 5560        {   N/A 5561                GladosPlayVcd( -4017 )   N/A 5562        }   N/A 5563    N/A 5564        function GladosCrushers   N/A 5565        {   N/A 5566                GladosPlayVcd( -4018 )   N/A 5567        }   N/A 5568    N/A 5569        function StartWheatleyTest1Nag   N/A 5570    {   N/A 5571         printl("==Starting Wheatley Test 1 Nag")   N/A 5572         GladosPlayVcd( -4021 )   N/A 5573    }   N/A 5574    N/A 5575        function StartWheatleyTest1FinishNag   N/A 5576    {   N/A 5577         printl("==Starting Wheatley Test 1 Finish Nag")   N/A 5578         GladosPlayVcd( -4022 )   N/A 5579    }   N/A 5580    N/A 5581        if (curMapName=="sp_a4_intro")   N/A 5582        {   N/A 5583                sp_a4_intro_startwheatleytest2nag_started <- false   N/A 5584        }   N/A 5585    N/A 5586        function StartWheatleyTest2Nag   N/A 5587    {   N/A 5588                if (!sp_a4_intro_startwheatleytest2nag_started)   N/A 5589                {   N/A 5590                        sp_a4_intro_startwheatleytest2nag_started = true   N/A 5591                        printl("==Starting Wheatley Test 2 Nag")   N/A 5592                        GladosPlayVcd( -4019 )   N/A 5593                }          N/A 5594    }   N/A 5595    N/A 5596    function StopWheatleyNag   N/A 5597    {   N/A 5598        printl("==Stopping Wheatley Nag")   N/A 5599        GladosStopNag   N/A 5600        GladosCharacterStopScene("wheatley")  // This will make Wheatley stop talking if he is mid sentence. N/A 5601   }   N/A 5602    N/A 5603        function RecaptureFirstTestEnd   N/A 5604        {   N/A 5605                GladosPlayVcd( -4020 )   N/A 5606        }   N/A 5607    N/A 5608        function RecaptureDone   N/A 5609        {   N/A 5610                GladosPlayVcd( -4023 )   N/A 5611        }   N/A 5612    N/A 5613        function tb_intro_solve   N/A 5614        {   N/A 5615                GladosPlayVcd( -4445 )   N/A 5616        }   N/A 5617    N/A 5618        function tb_intro_glados_start   N/A 5619        {   N/A 5620                GladosPlayVcd( -9077 )   N/A 5621        }   N/A 5622    N/A 5623    N/A 5624 // ============================================================================   N/A 5625 // Functions for tb_trust_drop / tb_wall_button / tb_polarity / tb_catch / stop_the_box / laser_catapult / laser_platform / jump_polarity   N/A 5626 // ============================================================================   N/A 5627    N/A 5628    N/A 5629        function tb_trust_drop_glados_start   N/A 5630        {   N/A 5631        printl("testy test test test")   N/A 5632        GladosPlayVcd( -4770 )   N/A 5633        }   N/A 5634    N/A 5635        function tb_trust_drop_intro   N/A 5636        {   N/A 5637                GladosPlayVcd( -4400 )   N/A 5638        }   N/A 5639    N/A 5640        function tb_trust_drop_cheat   N/A 5641        {   N/A 5642                GladosPlayVcd( -4401 )   N/A 5643        }   N/A 5644    N/A 5645        function tb_trust_drop_solve   N/A 5646        {   N/A 5647                GladosPlayVcd( -4402 )   N/A 5648        }   N/A 5649    N/A 5650        function tb_trust_drop_glados_end   N/A 5651        {   N/A 5652        }   N/A 5653    N/A 5654        function tb_wall_button_glados_start   N/A 5655        {   N/A 5656                GladosPlayVcd( -4790 )          N/A 5657        }   N/A 5658    N/A 5659        function tb_wall_button_start_yet   N/A 5660        {   N/A 5661                GladosPlayVcd( -4403 )   N/A 5662        }   N/A 5663    N/A 5664        function tb_wall_button_crush_end   N/A 5665        {   N/A 5666                GladosPlayVcd( -4404 )          N/A 5667        }          N/A 5668    N/A 5669        function tbwallbutton_destruction_complete   N/A 5670        {   N/A 5671        }   N/A 5672    N/A 5673        function tb_wall_button_test_solve_1   N/A 5674        {   N/A 5675        }   N/A 5676    N/A 5677        function tb_wall_button_test_solve_2   N/A 5678        {   N/A 5679                GladosPlayVcd( -4406 )          N/A 5680        }   N/A 5681    N/A 5682        function tb_wall_button_test_solve_3   N/A 5683        {   N/A 5684                GladosPlayVcd( -4407 )          N/A 5685        }          N/A 5686    N/A 5687        function tb_wall_button_test_stop_1   N/A 5688        {   N/A 5689                GladosPlayVcd( -4408 )          N/A 5690        }          N/A 5691    N/A 5692        function tb_wall_button_test_stop_2   N/A 5693        {   N/A 5694        }          N/A 5695    N/A 5696        function tb_wall_button_puzzle_almost_complete   N/A 5697        {   N/A 5698                GladosPlayVcd( -4405 )          N/A 5699        }   N/A 5700    N/A 5701        function tb_wall_button_puzzle_completed   N/A 5702        {   N/A 5703                GladosPlayVcd( -4111 )          N/A 5704        }   N/A 5705    N/A 5706        function tb_wall_button_glados_end   N/A 5707        {   N/A 5708                GladosPlayVcd( -4090 )                  N/A 5709        }   N/A 5710    N/A 5711        function tb_polarity_glados_start   N/A 5712        {   N/A 5713                GladosPlayVcd( -4780 )                  N/A 5714        }   N/A 5715    N/A 5716        function tb_polarity_test_start   N/A 5717        {   N/A 5718                GladosPlayVcd( -4410 )          N/A 5719        }          N/A 5720    N/A 5721        function tb_polarity_test_end   N/A 5722        {   N/A 5723                GladosPlayVcd( -4411 )          N/A 5724        }          N/A 5725    N/A 5726        function tb_polarity_glados_end   N/A 5727        {   N/A 5728                GladosPlayVcd( -4447 )          N/A 5729        }                  N/A 5730    N/A 5731        function tb_catch_glados_start   N/A 5732        {   N/A 5733                GladosPlayVcd( -4470 )          N/A 5734        }          N/A 5735    N/A 5736        function tb_catch_test_start   N/A 5737        {   N/A 5738                GladosPlayVcd( -4412 )          N/A 5739        }                  N/A 5740    N/A 5741        function tb_catch_test_end   N/A 5742        {   N/A 5743                GladosPlayVcd( -4413 )          N/A 5744        }   N/A 5745    N/A 5746        function tb_catch_glados_end   N/A 5747        {   N/A 5748        }   N/A 5749    N/A 5750        function stop_the_box_glados_start   N/A 5751        {   N/A 5752                GladosPlayVcd( -4446 )          N/A 5753        }          N/A 5754    N/A 5755        function stop_the_box_test_start   N/A 5756        {   N/A 5757                GladosPlayVcd( -4414 )          N/A 5758        }                  N/A 5759    N/A 5760        function sp_a4_stop_the_box_intro_over   N/A 5761        {   N/A 5762                sp_a4_stop_the_box_intro_played = true   N/A 5763        }   N/A 5764    N/A 5765        function stop_the_box_missed   N/A 5766        {   N/A 5767                if (sp_a4_stop_the_box_check_smash)   N/A 5768                {   N/A 5769                        if (sp_a4_stop_the_box_intro_played)   N/A 5770                        {   N/A 5771                                GladosPlayVcd( -4415 )          N/A 5772                        }          N/A 5773                }          N/A 5774        }   N/A 5775    N/A 5776        function stop_the_box_test_end   N/A 5777        {   N/A 5778                GladosPlayVcd( -4416 )          N/A 5779        }   N/A 5780    N/A 5781        function stop_the_box_glados_end   N/A 5782        {   N/A 5783                //GladosPlayVcd( -4491 )                  N/A 5784        }   N/A 5785    N/A 5786        function laser_catapult_glados_start   N/A 5787        {   N/A 5788                GladosPlayVcd( -5799 )                          N/A 5789        }          N/A 5790    N/A 5791        function laser_catapult_test_start   N/A 5792        {   N/A 5793                GladosPlayVcd( -4417 )          N/A 5794        }   N/A 5795    N/A 5796        function laser_catapult_test_end   N/A 5797        {   N/A 5798                GladosPlayVcd( -4418 )          N/A 5799        }   N/A 5800    N/A 5801        function laser_catapult_glados_end   N/A 5802        {   N/A 5803                EntFire("huge_rumble","trigger", 0.0, 0.0 )          N/A 5804                GladosPlayVcd( -4492 )                  N/A 5805        }          N/A 5806    N/A 5807        function laser_platform_glados_start   N/A 5808        {   N/A 5809                EntFire("huge_rumble_1","trigger", 0, 2.0 )   N/A 5810                GladosPlayVcd( -4333 )                  N/A 5811        }          N/A 5812    N/A 5813        function laser_platform_test_start   N/A 5814        {   N/A 5815                EntFire("huge_rumble_1","trigger", 0, 0 )   N/A 5816                GladosPlayVcd( -4419 )          N/A 5817        }   N/A 5818    N/A 5819        function laser_platform_fall   N/A 5820        {   N/A 5821                GladosPlayVcd( -4588 )          N/A 5822        }          N/A 5823    N/A 5824        function BreakIntoOffice   N/A 5825        {   N/A 5826        }          N/A 5827    N/A 5828        function laser_platform_glados_end   N/A 5829        {   N/A 5830        }                  N/A 5831    N/A 5832        function jump_polarity_glados_start   N/A 5833        {   N/A 5834                GladosPlayVcd( -4555 )                  N/A 5835        }                  N/A 5836    N/A 5837        function jump_polarity_sorry   N/A 5838        {   N/A 5839                GladosPlayVcd( -4420 )          N/A 5840        }   N/A 5841    N/A 5842        function jump_polarity_test_end   N/A 5843        {   N/A 5844                GladosPlayVcd( -4421 )          N/A 5845        }   N/A 5846    N/A 5847        function jump_polarity_glados_end   N/A 5848        {   N/A 5849        }          N/A 5850    N/A 5851        function speed_tb_catch_glados_start   N/A 5852        {   N/A 5853        }          N/A 5854    N/A 5855        function speed_tb_catch_test_start   N/A 5856        {   N/A 5857        }   N/A 5858    N/A 5859        function speed_tb_catch_intro_test_start   N/A 5860        {   N/A 5861                GladosPlayVcd( -4448 )          N/A 5862        }   N/A 5863    N/A 5864        function speed_tb_catch_intro_test_complete   N/A 5865        {   N/A 5866        }   N/A 5867    N/A 5868        function speed_tb_catch_test_end   N/A 5869        {   N/A 5870                GladosPlayVcd( -4449 )          N/A 5871        }   N/A 5872    N/A 5873        function speed_tb_catch_glados_end   N/A 5874        {   N/A 5875                //GladosPlayVcd( -4493 )                  N/A 5876        }                  N/A 5877    N/A 5878    N/A 5879    N/A 5880        function jump_polarity_glados_end   N/A 5881        {   N/A 5882                GladosPlayVcd( -4494 )                  N/A 5883        }          N/A 5884    N/A 5885        function Wheatley_crush_ambush   N/A 5886        {   N/A 5887                GladosPlayVcd( -4498 )          N/A 5888        }   N/A 5889    N/A 5890        function Wheatley_games_begin   N/A 5891        {   N/A 5892        }   N/A 5893    N/A 5894        function finale3_vista   N/A 5895        {   N/A 5896                GladosPlayVcd( -8833 )   N/A 5897        }          N/A 5898    N/A 5899        function finale3_tbeam_ride   N/A 5900        {   N/A 5901                GladosPlayVcd( -8834 )   N/A 5902        }          N/A 5903    N/A 5904        function finale3_tbeam_exit   N/A 5905        {   N/A 5906 //                GladosPlayVcd( -8888 )   N/A 5907        }          N/A 5908    N/A 5909    N/A 5910        // ============================================================================   N/A 5911        // Functions for Boss Battle   N/A 5912        // ============================================================================   N/A 5913    N/A 5914        if (curMapName=="sp_a4_finale4")   N/A 5915        {   N/A 5916                sp_a4_finale4_gelbreak <- false   N/A 5917                sp_a4_finale4_extradialoga <- false   N/A 5918                sp_a4_finale4_extradialogb <- false   N/A 5919                sp_a4_finale4_prepipestarted <- false   N/A 5920        }   N/A 5921    N/A 5922        function GladosCorruptedCores   N/A 5923        {   N/A 5924                GladosPlayVcd( -4900 )   N/A 5925        }   N/A 5926    N/A 5927        function GladosBreakerShaft   N/A 5928        {   N/A 5929                GladosPlayVcd( -4901 )   N/A 5930        }   N/A 5931    N/A 5932        function BBChamberIntro   N/A 5933        {   N/A 5934                //GladosPlayVcd( -4910 )   N/A 5935                GladosPlayVcd(591)   N/A 5936        }   N/A 5937    N/A 5938    N/A 5939        function PotatosPlugged   N/A 5940        {   N/A 5941                GladosPlayVcd( -2298 )          N/A 5942        }   N/A 5943    N/A 5944        function WheatleyHitByBomb   N/A 5945        {   N/A 5946                nuke   N/A 5947                GladosPlayVcd(596)   N/A 5948        }   N/A 5949    N/A 5950        function BBPrePipeDest   N/A 5951        {   N/A 5952                //GladosPlayVcd( -4911 )   N/A 5953                if ((!sp_a4_finale4_gelbreak) && (!sp_a4_finale4_prepipestarted))   N/A 5954                {   N/A 5955                        sp_a4_finale4_prepipestarted = true   N/A 5956                        GladosPlayVcd( 592 )   N/A 5957                }   N/A 5958        }   N/A 5959    N/A 5960        function BBExtraDialogA   N/A 5961        {   N/A 5962                if (!sp_a4_finale4_extradialoga)   N/A 5963                {   N/A 5964                        sp_a4_finale4_extradialoga = true   N/A 5965                        GladosPlayVcd(594)   N/A 5966                }   N/A 5967                else   N/A 5968                {   N/A 5969                        BBExtraDialogB   N/A 5970                }   N/A 5971        }   N/A 5972    N/A 5973        function BBExtraDialogB   N/A 5974        {   N/A 5975                if (!sp_a4_finale4_extradialogb)   N/A 5976                {   N/A 5977                        sp_a4_finale4_extradialogb = true   N/A 5978                        GladosPlayVcd(595)   N/A 5979                }          N/A 5980        }   N/A 5981    N/A 5982        function BBPostPipeDest   N/A 5983        {   N/A 5984    N/A 5985                //GladosPlayVcd( -4912 )   N/A 5986                sp_a4_finale4_gelbreak = true   N/A 5987                nuke   N/A 5988                GladosPlayVcd( 593 )   N/A 5989        }   N/A 5990    N/A 5991        function BBPostPipePortal   N/A 5992        {   N/A 5993                //GladosPlayVcd( -4913 )   N/A 5994        }   N/A 5995    N/A 5996        function GladosDeliverCore1   N/A 5997        {   N/A 5998                GladosPlayVcd( -4915 )   N/A 5999        }   N/A 6000    N/A 6001        function GladosDeliverCore2   N/A 6002        {   N/A 6003                GladosPlayVcd( -4916 )   N/A 6004        }   N/A 6005    N/A 6006        function GladosDeliverCore3   N/A 6007        {   N/A 6008                GladosPlayVcd( -4917 )   N/A 6009        }          N/A 6010    N/A 6011        function Core01PickUp   N/A 6012        {   N/A 6013        }   N/A 6014    N/A 6015        function Core02PickUp   N/A 6016        {   N/A 6017                EntFire("@core02","SetIdleSequence", "core03_idle", 0.2 )          N/A 6018        }   N/A 6019    N/A 6020        function Core03PickUp   N/A 6021        {   N/A 6022                EntFire("@core03","SetIdleSequence", "core02_idle", 0.2 )          N/A 6023        }   N/A 6024    N/A 6025        function BBWakeUpClueless1   N/A 6026        {   N/A 6027                //GladosPlayVcd( -4920 )   N/A 6028                if ((!sp_a4_finale4_extradialoga) || (!sp_a4_finale4_extradialogb))   N/A 6029                {   N/A 6030                        GladosPlayVcd(597)   N/A 6031                }   N/A 6032                else   N/A 6033                {   N/A 6034                        GladosPlayVcd(598)   N/A 6035                }   N/A 6036        }   N/A 6037    N/A 6038        function BBWakeUpClueless2   N/A 6039        {   N/A 6040                //GladosPlayVcd( -4921 )   N/A 6041                GladosPlayVcd(599)   N/A 6042        }   N/A 6043    N/A 6044        function BBWakeUpClueless3   N/A 6045        {   N/A 6046                //GladosPlayVcd(600)   N/A 6047        }   N/A 6048    N/A 6049        function BBWakeUpStill1   N/A 6050        {   N/A 6051                //GladosPlayVcd( -4925 )   N/A 6052        }   N/A 6053    N/A 6054        function BBWakeUpStill2   N/A 6055        {   N/A 6056                //GladosPlayVcd( -4926 )   N/A 6057        }   N/A 6058    N/A 6059        function BBWakeUpStill3   N/A 6060        {   N/A 6061                //GladosPlayVcd( -4927 )   N/A 6062        }   N/A 6063    N/A 6064        function BBWakeUpStill4   N/A 6065        {   N/A 6066                //GladosPlayVcd( -4928 )   N/A 6067        }   N/A 6068    N/A 6069        function BBCoreTransfer   N/A 6070        {   N/A 6071                //GladosPlayVcd( -4930 )   N/A 6072                if (sp_a4_finale4_thorn)   N/A 6073                {   N/A 6074                        GladosPlayVcd(-7400)   N/A 6075                }   N/A 6076                else   N/A 6077                {   N/A 6078                        GladosPlayVcd(600)   N/A 6079                }          N/A 6080        }   N/A 6081    N/A 6082        function BBButtonNags   N/A 6083        {   N/A 6084                //GladosPlayVcd( -4940 )   N/A 6085        }   N/A 6086    N/A 6087        function BBButtonNags2   N/A 6088        {   N/A 6089                GladosPlayVcd(612)   N/A 6090        }   N/A 6091    N/A 6092    N/A 6093        function BBButtonPressed   N/A 6094        {   N/A 6095                nuke   N/A 6096                GladosPlayVcd( -4941 )   N/A 6097        }   N/A 6098    N/A 6099        function BBPortalPlaced   N/A 6100        {   N/A 6101                nuke   N/A 6102                //GladosPlayVcd( -4950 )   N/A 6103        }   N/A 6104    N/A 6105    N/A 6106 //Core Placement functions:   N/A 6107 function Core1SocketPlug   N/A 6108 {   N/A 6109        GladosPlayVcd(633)   N/A 6110        //EntFire("wheatley_continue_1","trigger", 0, 2.0 )   N/A 6111        EntFire("autosave1_relay","trigger", 0, 6.0 )   N/A 6112 }          N/A 6113    N/A 6114 function Core2SocketPlug   N/A 6115 {   N/A 6116        if (sp_a4_finale4_thorn)   N/A 6117        {   N/A 6118                EntFire("@glados","runscriptcode", "GladosPlayVcd(634)", 2.49 )   N/A 6119                EntFire("autosave2_relay","trigger", 0, 9.0 +2.49 )   N/A 6120                GladosPlayVcd(-7401)   N/A 6121        }   N/A 6122        else   N/A 6123        {   N/A 6124                //EntFire("wheatley_continue_2","trigger", 0, 2.0 )   N/A 6125                GladosPlayVcd(634)   N/A 6126                EntFire("autosave2_relay","trigger", 0, 9.0 )   N/A 6127        }   N/A 6128 }   N/A 6129    N/A 6130    N/A 6131 function Core3SocketPlug   N/A 6132 {   N/A 6133        GladosPlayVcd(635)   N/A 6134        //EntFire("wheatley_continue_3","trigger", 0, 2.0 )   N/A 6135        EntFire("autosave3_relay","trigger", 0, 2.0 )   N/A 6136 }   N/A 6137    N/A 6138 function BBToxinCountdown4   N/A 6139 {   N/A 6140 }   N/A 6141 function BBToxinCountdown3   N/A 6142 {   N/A 6143 }   N/A 6144 function BBToxinCountdown2   N/A 6145 {   N/A 6146 }   N/A 6147 function BBToxinCountdown1   N/A 6148 {   N/A 6149 }   N/A 6150 function BBDestCountdown4   N/A 6151 {   N/A 6152 }   N/A 6153 function BBDestCountdown3   N/A 6154 {   N/A 6155 }   N/A 6156    N/A 6157 function BBDestCountdown1   N/A 6158 {   N/A 6159 }   N/A 6160    N/A 6161 function BBDestCountdown2   N/A 6162 {   N/A 6163 }   N/A 6164 function BBWorldCountdown1   N/A 6165 {   N/A 6166 }   N/A 6167    N/A 6168 function BBWorldCountdown2   N/A 6169 {   N/A 6170 }   N/A 6171    N/A 6172 function BBWorldCountdown1   N/A 6173 {   N/A 6174 }   N/A 6175    N/A 6176 // ****************************************************************************************************   N/A 6177 // Personality Cores scenetable                                                                    N/A 6178 // ****************************************************************************************************   N/A 6179    N/A 6180 SceneTableLookup[-7100] <- "-7100_01"   N/A 6181    N/A 6182 SceneTableLookup[-7200] <- "-7200_01"   N/A 6183    N/A 6184 SceneTableLookup[-7400] <- "altwakeupthree01"   N/A 6185 SceneTableLookup[-7401] <- "ThornSide01"   N/A 6186    N/A 6187 SceneTableLookup[-7300] <- "-7300_01"   N/A 6188    N/A 6189                // ****************************************************************************************************   N/A 6190                // Personality Cores   N/A 6191                // ****************************************************************************************************   N/A 6192    N/A 6193        if (curMapName=="sp_a4_finale4" || curMapName=="core_test1")   N/A 6194        {   N/A 6195                sp_a4_finale4_thorn <- false   N/A 6196    N/A 6197                //Alternate last wakeup with adventure sphere cool line   N/A 6198                //ahhhhEHHHHHH! N/A 6199               SceneTable["altwakeupthree01"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_finale04_portal_opens17.vcd"),postdelay=0.0,next="altwakeupthree01a",char="wheatley",noDingOff=true,noDingOn=true}   N/A 6200                //You have been a thorn in my side long enough! N/A 6201               SceneTable["altwakeupthree01a"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_finale04_thorn01.vcd"),postdelay=-3.5,next="altwakeupthree01b",char="wheatley",noDingOff=true,noDingOn=true}   N/A 6202                //Well this thorn is about to take you down! Man that sounded a whole lot better in my head...  N/A 6203                SceneTable["altwakeupthree01b"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble26.vcd"),postdelay=0.0,next="altwakeupthree02",char="core03",noDingOff=true,noDingOn=true,talkover=true}   N/A 6204                //Manual core replacement required. N/A 6205               SceneTable["altwakeupthree02"] <- {vcd=CreateSceneEntity("scenes/npc/announcer/bb_stalemate01.vcd"),postdelay=0.0,next="altwakeupthree03",char="bossannouncer",noDingOff=true,noDingOn=true}   N/A 6206                //Ohhh. I see. [chuckle]  N/A 6207                SceneTable["altwakeupthree03"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_finale04_stalemate_intro01.vcd"),postdelay=-2.8,next="altwakeupthree04",char="wheatley",noDingOff=true,noDingOn=true}   N/A 6208                //Substitute Core: Are you ready to start? N/A 6209               SceneTable["altwakeupthree04"] <- {vcd=CreateSceneEntity("scenes/npc/announcer/bb_stalemate02.vcd"),postdelay=-1.5,next="altwakeupthree05",char="bossannouncer",talkover=true,noDingOff=true,noDingOn=true}   N/A 6210                //Yes! Come on! N/A 6211               SceneTable["altwakeupthree05"] <- {vcd=CreateSceneEntity("scenes/npc/glados/potatos_sp_a4_finale4_stalemate05.vcd"),postdelay=0.0,next="altwakeupthree06",char="glados",talkover=true,noDingOff=true,noDingOn=true}   N/A 6212                //Corrupted Core: are you ready to start? N/A 6213               SceneTable["altwakeupthree06"] <- {vcd=CreateSceneEntity("scenes/npc/announcer/bb_stalemate03.vcd"),postdelay=0.0,next="altwakeupthree07",char="bossannouncer",noDingOff=true,noDingOn=true}   N/A 6214                //What do you think? N/A 6215               SceneTable["altwakeupthree07"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_finale04_stalemate_intro03.vcd"),postdelay=0.0,next="altwakeupthree08",char="wheatley",talkover=true,noDingOff=true,noDingOn=true}   N/A 6216                //Interpreting vague answer as YES. N/A 6217               SceneTable["altwakeupthree08"] <- {vcd=CreateSceneEntity("scenes/npc/announcer/bb_stalemate04.vcd"),postdelay=-1.65,next="altwakeupthree09",char="bossannouncer",noDingOff=true,noDingOn=true}   N/A 6218                //No! No! NONONO! N/A 6219               SceneTable["altwakeupthree09"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_finale04_stalemate_intro04.vcd"),postdelay=0.0,next="altwakeupthree10",char="wheatley",talkover=true,noDingOff=true,noDingOn=true}   N/A 6220                //Didn't pick up on my sarcasm...   N/A 6221                SceneTable["altwakeupthree10"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_finale04_stalemate_intro05.vcd"),postdelay=0.0,next="altwakeupthree11",char="wheatley",noDingOff=true,noDingOn=true}   N/A 6222                //Stalemate detected. N/A 6223               SceneTable["altwakeupthree11"] <- {vcd=CreateSceneEntity("scenes/npc/announcer/bb_stalemate05.vcd"),postdelay=2.3,next="altwakeupthree12",char="bossannouncer",fires=[{entity="fire_relay",input="trigger",parameter="",delay=0.5,fireatstart=true}],noDingOff=true,noDingOn=true}   N/A 6224                //Fire detected in the Stalemate Resolution Annex. Extinguishing. N/A 6225               SceneTable["altwakeupthree12"] <- {vcd=CreateSceneEntity("scenes/npc/announcer/bb_stalemate06.vcd"),postdelay=4.0,next="altwakeupthree13",char="bossannouncer",fires=[{entity="sprinkler_relay",input="trigger",parameter="",delay=0.0}],noDingOff=true,noDingOn=true}   N/A 6226                //Ah. That just cleans right off, does it? Would have been good to know. A little earlier. N/A 6227               SceneTable["altwakeupthree13"] <- {vcd=CreateSceneEntity("scenes/npc/sphere03/bw_finale04_stalemate_intro06.vcd"),postdelay=0.1,next="altwakeupthree14",char="wheatley",noDingOff=true,noDingOn=true}   N/A 6228                //Stalemate Resolution Associate: Please press the Stalemate Resolution Button. N/A 6229               SceneTable["altwakeupthree14"] <- {vcd=CreateSceneEntity("scenes/npc/announcer/bb_stalemate07.vcd"),postdelay=0.1,next=null,char="bossannouncer",fires=[{entity="stalemate_relay",input="trigger",parameter="",delay=3.0,fireatstart=true},{entity="@glados",input="runscriptcode",parameter="BBButtonNags2",delay=0.0}],noDingOff=true,noDingOn=true}   N/A 6230    N/A 6231    N/A 6232                // ====================================== "Space" Core01   N/A 6233    N/A 6234                //Space space wanna go to space yes please space. Space space. Go to space. N/A 6235               SceneTable["-7100_01"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble20.vcd"),idlerepeat=true, postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idle=true,idleminsecs=0.00,idlemaxsecs=0.08,idlegroup="core01_babble",idleorderingroup=1}   N/A 6236                //Ba! Ba! Ba ba ba! Space! Ba! Ba! Ba ba ba! N/A 6237               SceneTable["-7100_02"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble24.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=2}   N/A 6238                //Oh. Play it cool. Play it cool. Here come the space cops. N/A 6239               SceneTable["-7100_03"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble28.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=3}   N/A 6240                //Help me, space cops. Space cops, help. N/A 6241               SceneTable["-7100_04"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble29.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=4}   N/A 6242                //Better buy a telescope. Wanna see me. Buy a telescope. Gonna be in space. N/A 6243               SceneTable["-7100_05"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble33.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=5}   N/A 6244                //Space space wanna go to space   N/A 6245                SceneTable["-7100_06"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble67.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=6}   N/A 6246                //Orbit. Space orbit. In my spacesuit. N/A 6247               SceneTable["-7100_07"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble58.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=7}   N/A 6248                //Oo. Oo. Oo. Lady. Oo. Lady. Oo. Let's go to space. N/A 6249               SceneTable["-7100_08"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble105.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=8}   N/A 6250                //Gotta go to space. Lady. Lady. N/A 6251               SceneTable["-7100_09"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble102.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=9}   N/A 6252                //Come here, space. I have a secret for you. No, come closer. N/A 6253               SceneTable["-7100_10"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble62.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=10}   N/A 6254                //What's your favorite thing about space? Mine is space. N/A 6255               SceneTable["-7100_11"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble05.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=11}   N/A 6256                //Space. Trial. Puttin' the system on trial. Guilty. Of being in space. Going to space jail. N/A 6257               SceneTable["-7100_12"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble16.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=12}   N/A 6258                //Dad! I'm in space! [low-pitched 'space' voice] I'm proud of you, son. [normal voice] Dad, are you space? [low-pitched 'space' voice] Yes. Now we are a family again. N/A 6259               SceneTable["-7100_13"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble19.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=13}   N/A 6260                //Space going to space can't wait. N/A 6261               SceneTable["-7100_14"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble11.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=14}   N/A 6262                //Space...   N/A 6263                SceneTable["-7100_15"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble14.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=15}   N/A 6264                //Space space wanna go to space   N/A 6265                SceneTable["-7100_16"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble21.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=16}   N/A 6266                //Space space going to space oh boy   N/A 6267                SceneTable["-7100_17"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble22.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=17}   N/A 6268                //Going to space going there can't wait gotta go. Space. Going. N/A 6269               SceneTable["-7100_18"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble31.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=18}   N/A 6270                //Space. Space. N/A 6271               SceneTable["-7100_19"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble35.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=19}   N/A 6272                //I'm going to space. N/A 6273               SceneTable["-7100_20"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble36.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=20}   N/A 6274                //Oh boy. N/A 6275               SceneTable["-7100_21"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble37.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=21}   N/A 6276                //Yeah yeah okay okay. N/A 6277               SceneTable["-7100_22"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble40.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=22}   N/A 6278                //Space. Space. Gonna go to space. N/A 6279               SceneTable["-7100_23"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble42.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=23}   N/A 6280                //Space. Space. Go to space. N/A 6281               SceneTable["-7100_24"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble43.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=24}   N/A 6282                //Yes. Please. Space. N/A 6283               SceneTable["-7100_25"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble44.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=25}   N/A 6284                //Ba! Ba! Ba ba ba! Space! N/A 6285               SceneTable["-7100_26"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble45.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=26}   N/A 6286                //Ba! Ba! Ba ba ba! Space! N/A 6287               SceneTable["-7100_27"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble46.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=27}   N/A 6288                //Gonna be in space. N/A 6289               SceneTable["-7100_28"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble47.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=28}   N/A 6290                //Hey. N/A 6291               SceneTable["-7100_29"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble89.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=29}   N/A 6292                //Hey. N/A 6293               SceneTable["-7100_30"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble90.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=30}   N/A 6294                //Hey. N/A 6295               SceneTable["-7100_31"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble91.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=31}   N/A 6296                //Hey. N/A 6297               SceneTable["-7100_32"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble92.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=32}   N/A 6298                //Hey. N/A 6299               SceneTable["-7100_33"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble93.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=33}   N/A 6300                //Hey lady. N/A 6301               SceneTable["-7100_34"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble94.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=34}   N/A 6302                //Lady. N/A 6303               SceneTable["-7100_35"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble95.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=35}   N/A 6304                //Lady. N/A 6305               SceneTable["-7100_36"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble99.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=36}   N/A 6306                //Hey lady. N/A 6307               SceneTable["-7100_37"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb30.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=37}   N/A 6308                //Hey. N/A 6309               SceneTable["-7100_38"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb31.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=38}   N/A 6310                //Lady. N/A 6311               SceneTable["-7100_39"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb32.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=39}   N/A 6312                //Hey lady. Lady. N/A 6313               SceneTable["-7100_40"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb33.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=40}   N/A 6314                //Hey. N/A 6315               SceneTable["-7100_41"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb34.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=41}   N/A 6316                //Lady. N/A 6317               SceneTable["-7100_42"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb35.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=42}   N/A 6318                //Space. N/A 6319               SceneTable["-7100_43"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble48.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=43}   N/A 6320                //Space. N/A 6321               SceneTable["-7100_44"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble49.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=44}   N/A 6322                //Ohhhh, space. N/A 6323               SceneTable["-7100_45"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble50.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=45}   N/A 6324                //Wanna go to space. Space. N/A 6325               SceneTable["-7100_46"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble51.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=46}   N/A 6326                //[humming]   N/A 6327                SceneTable["-7100_47"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble52.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=47}   N/A 6328                //Let's go to space. Let's go to space. N/A 6329               SceneTable["-7100_48"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble53.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=48}   N/A 6330                //I love space. Love space. N/A 6331               SceneTable["-7100_49"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble54.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=49}   N/A 6332                //Space...   N/A 6333                SceneTable["-7100_50"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble59.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=50}   N/A 6334                //Atmosphere. Black holes. Astronauts. Nebulas. Jupiter. The Big dipper. N/A 6335               SceneTable["-7100_51"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble57.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=51}   N/A 6336                //Wanna go to -- wanna go to space   N/A 6337                SceneTable["-7100_52"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble68.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=52}   N/A 6338                //Space wanna go wanna go to space wanna go to space   N/A 6339                SceneTable["-7100_53"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble70.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=53}   N/A 6340                //I'm going to space. N/A 6341               SceneTable["-7100_54"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble71.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=54}   N/A 6342                //Space! N/A 6343               SceneTable["-7100_55"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble73.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=55}   N/A 6344                //Space! N/A 6345               SceneTable["-7100_56"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble83.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=56}   N/A 6346                //Hey hey hey hey hey! N/A 6347               SceneTable["-7100_57"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble88.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=57}   N/A 6348                //Space! N/A 6349               SceneTable["-7100_58"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble98.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=58}   N/A 6350                //Space. N/A 6351               SceneTable["-7100_59"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble100.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=59}   N/A 6352                //Ohhh, the Sun. I'm gonna meet the Sun. Oh no! What'll I say? "Hi! Hi, Sun!" Oh, boy! N/A 6353               SceneTable["-7100_60"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble60.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=60}   N/A 6354                //Look, an eclipse! No. Don't look. N/A 6355               SceneTable["-7100_61"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble61.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=61}   N/A 6356                //Oh I know! I know I know I know I know I know - let's go to space! N/A 6357               SceneTable["-7100_62"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb01.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=62}   N/A 6358                //Oooh! Ooh! Hi hi hi hi hi. Where we going? Where we going? Hey. Lady. Where we going? Where we going? Let's go to space! N/A 6359               SceneTable["-7100_63"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb02.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=63}   N/A 6360                //Lady. I love space. I know! Spell it! S P... AACE. Space. Space. N/A 6361               SceneTable["-7100_64"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb03.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=64}   N/A 6362                //I love space. N/A 6363               SceneTable["-7100_65"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb04.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=65}   N/A 6364                //Hey lady. Lady. I'm the best. I'm the best at space. N/A 6365               SceneTable["-7100_66"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb05.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=66}   N/A 6366                //Oh oh oh oh. Wait wait. Wait I know. I know. I know wait. Space. N/A 6367               SceneTable["-7100_67"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb06.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=67}   N/A 6368                //Wait wait wait wait. I know I know I know. Lady wait. Wait. I know. Wait. Space. N/A 6369               SceneTable["-7100_68"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb07.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=68}   N/A 6370                //Gotta go to space. N/A 6371               SceneTable["-7100_69"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb08.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=69}   N/A 6372                //Gonna be in space. N/A 6373               SceneTable["-7100_70"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb09.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=70}   N/A 6374                //Oh oh oh ohohohoh oh. Gotta go to space. N/A 6375               SceneTable["-7100_71"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb10.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=71}   N/A 6376                //Space. Space. Space. Space. Comets. Stars. Galaxies. Orion. N/A 6377               SceneTable["-7100_72"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb11.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=72}   N/A 6378                //Are we in space yet? What's the hold-up? Gotta go to space. Gotta go to SPACE. N/A 6379               SceneTable["-7100_73"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb12.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=73}   N/A 6380                //Going to space. N/A 6381               SceneTable["-7100_74"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb13.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=74}   N/A 6382                //I'm going. Going to space. N/A 6383               SceneTable["-7100_75"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb14.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=75}   N/A 6384                //Love space. Need to go to space. N/A 6385               SceneTable["-7100_76"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb15.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=76}   N/A 6386                //Space space space. Going. Going there. Okay. I love you, space. N/A 6387               SceneTable["-7100_77"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb16.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=77}   N/A 6388                //Space. N/A 6389               SceneTable["-7100_78"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb17.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=78}   N/A 6390                //So much space. Need to see it all. N/A 6391               SceneTable["-7100_79"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb18.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=79}   N/A 6392                //You are the farthest ever in space. [normal voice] Why me, space? [low-pitched 'space' voice] Because you are the best. The best at space. N/A 6393               SceneTable["-7100_80"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb19.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=80}   N/A 6394                //Space Court. For people in space. Judge space sun presiding. Bam. Guilty. Of being in space. I'm in space. N/A 6395               SceneTable["-7100_81"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb20.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=81}   N/A 6396                //Please go to space. N/A 6397               SceneTable["-7100_82"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb21.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=82}   N/A 6398                //Space. N/A 6399               SceneTable["-7100_83"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb22.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=83}   N/A 6400                //Wanna go to space. N/A 6401               SceneTable["-7100_84"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb23.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=84}   N/A 6402                //(excited gasps)   N/A 6403                SceneTable["-7100_85"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb24.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=85}   N/A 6404                //Gotta go to space. Yeah. Gotta go to space. N/A 6405               SceneTable["-7100_86"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb25.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=86}   N/A 6406                //Hmmm. Hmmmmmm. Hmm. Hmmmmm. Space! N/A 6407               SceneTable["-7100_87"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babbleb26.vcd"),postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idlegroup="core01_babble",idleorderingroup=87}   N/A 6408    N/A 6409    N/A 6410                // ====================================== "Fact" Core02   N/A 6411                /*   N/A 6412                SceneTable["-7200_01"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact01.vcd"),idlerepeat=true, postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idle=true,idleminsecs=1.0,idlemaxsecs=2.0,idlegroup="core02_fact",idleorderingroup=1}   N/A 6413                SceneTable["-7200_02"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact02.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=2}   N/A 6414                SceneTable["-7200_03"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact03.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=3}   N/A 6415                SceneTable["-7200_04"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact04.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=4}   N/A 6416                SceneTable["-7200_05"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact05.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=5}   N/A 6417                SceneTable["-7200_06"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact06.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=6}   N/A 6418                SceneTable["-7200_07"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact07.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=7}   N/A 6419                SceneTable["-7200_08"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact08.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=8}   N/A 6420                SceneTable["-7200_09"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact09.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=9}   N/A 6421                SceneTable["-7200_10"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact10.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=10}   N/A 6422                SceneTable["-7200_11"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact11.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=11}   N/A 6423                SceneTable["-7200_12"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact12.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=12}   N/A 6424                SceneTable["-7200_13"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact13.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=13}   N/A 6425                SceneTable["-7200_14"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact14.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=14}   N/A 6426                SceneTable["-7200_15"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact15.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=15}   N/A 6427                SceneTable["-7200_16"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact16.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=16}   N/A 6428                SceneTable["-7200_17"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact17.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=17}   N/A 6429                SceneTable["-7200_18"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact18.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=18}   N/A 6430                SceneTable["-7200_19"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact19.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=19}   N/A 6431                SceneTable["-7200_20"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact20.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=20}   N/A 6432                SceneTable["-7200_21"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact21.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=21}   N/A 6433                SceneTable["-7200_22"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact22.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=22}   N/A 6434                SceneTable["-7200_23"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact23.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=23}   N/A 6435                SceneTable["-7200_24"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact24.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=24}   N/A 6436                SceneTable["-7200_25"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact25.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=25}   N/A 6437                SceneTable["-7200_26"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact26.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=26}   N/A 6438                SceneTable["-7200_27"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact27.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=27}   N/A 6439                SceneTable["-7200_28"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact28.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=28}   N/A 6440                SceneTable["-7200_29"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact29.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=29}   N/A 6441                SceneTable["-7200_30"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact30.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=30}   N/A 6442                SceneTable["-7200_31"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact31.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=31}   N/A 6443                SceneTable["-7200_32"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact32.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=32}   N/A 6444                SceneTable["-7200_33"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact33.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=33}   N/A 6445                SceneTable["-7200_34"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact34.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=34}   N/A 6446                SceneTable["-7200_35"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact35.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=35}   N/A 6447                SceneTable["-7200_36"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact36.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=36}   N/A 6448                SceneTable["-7200_37"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact37.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=37}   N/A 6449                SceneTable["-7200_38"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact38.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=38}   N/A 6450                SceneTable["-7200_39"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact39.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=39}   N/A 6451                SceneTable["-7200_40"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact40.vcd"),postdelay=0.1,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_fact",idleorderingroup=40}   N/A 6452                */   N/A 6453    N/A 6454    N/A 6455                //Dental floss has superb tensile strength. N/A 6456               SceneTable["-7200_01"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact01.vcd"),idlerandom = true, postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idle=true,idleminsecs=0.5,idlemaxsecs=1.5,idlegroup="core02_babble",idleorderingroup=1}   N/A 6457                //The square root of rope is string. N/A 6458               SceneTable["-7200_02"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact02.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=2}   N/A 6459                //89% of magic tricks are not magic. Technically, they are sorcery. N/A 6460               SceneTable["-7200_03"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact07.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=3}   N/A 6461                //The Schrodinger's cat paradox outlines a situation in which a cat in a box must be considered, for all intents and purposes, simultaneously alive and dead. Schrodinger created this paradox as a justif  N/A 6462                SceneTable["-7200_04"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact17.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=4}   N/A 6463                //If you have trouble with simple counting, use the following mnemonic device: one comes before two comes before 60 comes after 12 comes before six trillion comes after 504. This will make your earlier  N/A 6464                SceneTable["-7200_05"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact26.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=5}   N/A 6465                //Marie Curie invented the theory of radioactivity, the treatment of radioactivity, and dying of radioactivity. N/A 6466               SceneTable["-7200_06"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact41.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=6}   N/A 6467                //In Victorian England, a commoner was not allowed to look directly at the Queen, due to a belief at the time that the poor had the ability to steal thoughts. Science now believes that less than 4% of p  N/A 6468                SceneTable["-7200_07"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact44.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=7}   N/A 6469                //In 1862, Abraham Lincoln signed the Emancipation Proclamation, freeing the slaves. Like everything he did, Lincoln freed the slaves while sleepwalking, and later had no memory of the event. N/A 6470               SceneTable["-7200_08"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact46.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=8}   N/A 6471                //In 1948, at the request of a dying boy, baseball legend Babe Ruth ate seventy-five hot dogs, then died of hot dog poisoning. N/A 6472               SceneTable["-7200_09"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact47.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=9}   N/A 6473                //William Shakespeare did not exist. His plays were masterminded in 1589 by Francis Bacon, who used a Ouija board to enslave play-writing ghosts. N/A 6474               SceneTable["-7200_10"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact48.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=10}   N/A 6475                //It is incorrectly noted that Thomas Edison invented "push-ups" in 1878. Nikolai Tesla had in fact patented the activity three years earlier, under the name "Tesla-cize." N/A 6476               SceneTable["-7200_11"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact49.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=11}   N/A 6477                //Whales are twice as intelligent, and three times as delicious, as humans. N/A 6478               SceneTable["-7200_12"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact50.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=12}   N/A 6479                //The automobile brake was not invented until 1895. Before this, someone had to remain in the car at all times, driving in circles until passengers returned from their errands. N/A 6480               SceneTable["-7200_13"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact51.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=13}   N/A 6481                //Edmund Hillary, the first person to climb Mount Everest, did so accidentally while chasing a bird. N/A 6482               SceneTable["-7200_14"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact52.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=14}   N/A 6483                //Diamonds are made when coal is put under intense pressure. Diamonds put under intense pressure become foam pellets, commonly used today as packing material. N/A 6484               SceneTable["-7200_15"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact53.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=15}   N/A 6485                //Halley's Comet can be viewed orbiting Earth every seventy-six years. For the other seventy-five, it retreats to the heart of the sun, where it hibernates undisturbed. N/A 6486               SceneTable["-7200_16"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact56.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=16}   N/A 6487                //The first commercial airline flight took to the air in 1914. Everyone involved screamed the entire way. N/A 6488               SceneTable["-7200_17"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact57.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=17}   N/A 6489                //Before the Wright Brothers invented the airplane, anyone wanting to fly anywhere was required to eat 200 pounds of helium. N/A 6490               SceneTable["-7200_18"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact60.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=18}   N/A 6491                //Before the invention of scrambled eggs in 1912, the typical breakfast was either whole eggs still in the shell or scrambled rocks. N/A 6492               SceneTable["-7200_19"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact61.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=19}   N/A 6493                //During the Great Depression, the Tennessee Valley Authority outlawed pet rabbits, forcing many to hot glue-gun long ears onto their pet mice. N/A 6494               SceneTable["-7200_20"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact62.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=20}   N/A 6495                //At some point in their lives 1 in 6 children will be abducted by the Dutch. N/A 6496               SceneTable["-7200_21"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact63.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=21}   N/A 6497                //According to most advanced algorithms, the world's best name is Craig. N/A 6498               SceneTable["-7200_22"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact64.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=22}   N/A 6499                //To make a photocopier, simply photocopy a mirror. N/A 6500               SceneTable["-7200_23"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact65.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=23}   N/A 6501                //Dreams are the subconscious mind's way of reminding people to go to school naked and have their teeth fall out. N/A 6502               SceneTable["-7200_24"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact66.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=24}   N/A 6503                //The first person to prove that cow's milk is drinkable was very, very thirsty. N/A 6504               SceneTable["-7200_25"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact59.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=25}   N/A 6505                //The moon orbits the Earth every 27.32 days. N/A 6506               SceneTable["-7200_26"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact24.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=26}   N/A 6507                //Pants were invented by sailors in the sixteenth century to avoid Poseidon's wrath. It was believed that the sight of naked sailors angered the sea god. N/A 6508               SceneTable["-7200_27"] <- {vcd=CreateSceneEntity("scenes/npc/core02/fact05.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=27}   N/A 6509                //You are about to get me killed. N/A 6510               SceneTable["-7200_28"] <- {vcd=CreateSceneEntity("scenes/npc/core02/attachedfact04.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=28}   N/A 6511                //Fact: Space does not exist. N/A 6512               SceneTable["-7200_29"] <- {vcd=CreateSceneEntity("scenes/npc/core02/attachedfact20.vcd"),postdelay=0.01,next=null,char="core02",noDingOff=true,noDingOn=true,idlegroup="core02_babble",idleorderingroup=29}   N/A 6513    N/A 6514    N/A 6515                // ====================================== "Adventure" Core03   N/A 6516                /*   N/A 6517                SceneTable["-7300_01"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble01.vcd"), postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idle=true,idleminsecs=0.2,idlemaxsecs=0.7,idlegroup="core03_babble",idleorderingroup=1}   N/A 6518                SceneTable["-7300_03"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble03.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=5}   N/A 6519                SceneTable["-7300_04"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble04.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=7}   N/A 6520                SceneTable["-7300_05"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble05.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=9}   N/A 6521                SceneTable["-7300_06"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble06.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=10}   N/A 6522                SceneTable["-7300_07"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble07.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=12}   N/A 6523                SceneTable["-7300_08"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble08.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=14}   N/A 6524                SceneTable["-7300_09"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble09.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=16}   N/A 6525                SceneTable["-7300_29"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble29.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=20}   N/A 6526                SceneTable["-7300_30"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble30.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=22}   N/A 6527                SceneTable["-7300_10"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble10.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=24}   N/A 6528                SceneTable["-7300_11"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble11.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=26}   N/A 6529                SceneTable["-7300_12"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble12.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=28}   N/A 6530                SceneTable["-7300_13"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble13.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=30}   N/A 6531                SceneTable["-7300_14"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble14.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=32}   N/A 6532                SceneTable["-7300_15"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble15.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=34}   N/A 6533                SceneTable["-7300_16"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble16.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=36}   N/A 6534                SceneTable["-7300_17"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble17.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=38}   N/A 6535                SceneTable["-7300_18"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble18.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=40}   N/A 6536                SceneTable["-7300_19"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble19.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=42}   N/A 6537                SceneTable["-7300_20"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble20.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=44}   N/A 6538                SceneTable["-7300_21"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble21.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=46}   N/A 6539                SceneTable["-7300_22"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble22.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=48}   N/A 6540                SceneTable["-7300_23"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble23.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=8,fires=[{entity="@glados",input="runscriptcode",parameter="sp_a4_finale4_set_thorn",delay=0.0}]}   N/A 6541                SceneTable["-7300_29a"] <- {vcd=CreateSceneEntity("scenes/npc/core03/encouragement13.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=60}   N/A 6542                SceneTable["-7300_31"] <- {vcd=CreateSceneEntity("scenes/npc/core03/singing01.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=61}   N/A 6543                SceneTable["-7300_32"] <- {vcd=CreateSceneEntity("scenes/npc/core03/singing02.vcd"),postdelay=2.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=62}   N/A 6544                SceneTable["-7300_33"] <- {vcd=CreateSceneEntity("scenes/npc/core03/encouragement11.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=64}   N/A 6545                SceneTable["-7300_35"] <- {vcd=CreateSceneEntity("scenes/npc/core03/encouragement09.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=67}   N/A 6546                */   N/A 6547    N/A 6548                // QUICK: WHAT'S THE SITUATION? Oh, hey, hi pretty lady. My name's Rick. So, you out having a little adventure? N/A 6549               SceneTable["-7300_01"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble01.vcd"), postdelay=0.2,next="-7300_03",char="core03",noDingOff=true,noDingOn=true}   N/A 6550                // What, are you fighting that guy? You got that under control? You know, because, looks like there's a lot of stuff on fire...  N/A 6551                SceneTable["-7300_03"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble03.vcd"),postdelay=0.4,next="-7300_04",char="core03",noDingOff=true,noDingOn=true}   N/A 6552                // Hey, a countdown clock! Man, that is trouble. Situation's looking pretty ugly. For such a beautiful woman. If you don't mind me saying. N/A 6553               SceneTable["-7300_04"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble04.vcd"),postdelay=0.7,next="-7300_05",char="core03",noDingOff=true,noDingOn=true}   N/A 6554                // I don't want to scare you, but, I'm an Adventure Sphere. Designed for danger. So, why don't you go ahead and have yourself a little lady break, and I'll just take it from here. N/A 6555               SceneTable["-7300_05"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble05.vcd"),postdelay=0.1,next="-7300_06",char="core03",noDingOff=true,noDingOn=true}   N/A 6556                // Here, stand behind me. Yeah, just like that. Just like you're doing. Things are about to get real messy. N/A 6557               SceneTable["-7300_06"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble06.vcd"),postdelay=0.3,next="-7300_07",char="core03",noDingOff=true,noDingOn=true}   N/A 6558                // Going for it yourself, huh? All right, angel. I'll do what I can to cover you. N/A 6559               SceneTable["-7300_07"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble07.vcd"),postdelay=0.1,next="-7300_08",char="core03",noDingOff=true,noDingOn=true}   N/A 6560                // Doesn't bother me. I gotta say, the view's mighty nice from right here. N/A 6561               SceneTable["-7300_08"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble08.vcd"),postdelay=0.5,next="-7300_09",char="core03",noDingOff=true,noDingOn=true}   N/A 6562                // Man, that clock is moving fast. And you are beautiful. Always time to compliment a pretty lady. Allright, back to work. Let's do this. N/A 6563               SceneTable["-7300_09"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble09.vcd"),postdelay=0.1,next="-7300_29",char="core03",noDingOff=true,noDingOn=true}   N/A 6564                // Did you hear that? I think something just exploded. Man, we are in a lot of danger. This is like Christmas. It's better than Christmas. This should be its own holiday. Explosion Day. N/A 6565               SceneTable["-7300_29"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble29.vcd"),postdelay=0.1,next="-7300_30",char="core03",noDingOff=true,noDingOn=true}   N/A 6566                // Happy Explosion Day, gorgeous. N/A 6567               SceneTable["-7300_30"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble30.vcd"),postdelay=0.6,next="-7300_10",char="core03",noDingOff=true,noDingOn=true}   N/A 6568                // I'll tell ya, it's times like this I wish I had a waist so I could wear all my black belts. Yeah, I'm a black belt. In pretty much everything. Karate. Larate. Jiu Jitsu. Kick punching. Belt making. Tae Kwan Do... Bedroom  N/A 6569                SceneTable["-7300_10"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble10.vcd"),postdelay=0.1,next="-7300_11",char="core03",noDingOff=true,noDingOn=true}   N/A 6570                // I am a coiled spring right now. Tension and power. Just... I'm a muscle. Like a big arm muscle, punching through a brick wall, and it's hitting the wall so hard the arm is catching on fire. Oh yeah. N/A 6571               SceneTable["-7300_11"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble11.vcd"),postdelay=0.4,next="-7300_12",char="core03",noDingOff=true,noDingOn=true}   N/A 6572                // I probably wouldn't have let things get this far, but you go ahead and do things your way. N/A 6573               SceneTable["-7300_12"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble12.vcd"),postdelay=0.3,next="-7300_13",char="core03",noDingOff=true,noDingOn=true}   N/A 6574                // Tell ya what, why don't you put me down and I'll make a distraction. N/A 6575               SceneTable["-7300_13"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble13.vcd"),postdelay=0.3,next="-7300_14",char="core03",noDingOff=true,noDingOn=true}   N/A 6576                // Allright. You create a distraction then, and I'll distract him from the distraction you're creating! N/A 6577               SceneTable["-7300_14"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble14.vcd"),postdelay=0.1,next="-7300_15",char="core03",noDingOff=true,noDingOn=true}   N/A 6578                // Allright, your funeral. Your beautiful-lady-corpse open casket funeral. N/A 6579               SceneTable["-7300_15"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble15.vcd"),postdelay=0.5,next="-7300_16",char="core03",noDingOff=true,noDingOn=true}   N/A 6580                // Do you have a gun? Because I should really have a gun. What is that thing you're holding? N/A 6581               SceneTable["-7300_16"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble16.vcd"),postdelay=0.3,next="-7300_17",char="core03",noDingOff=true,noDingOn=true}   N/A 6582                // How about a knife, then? You keep the gun, I'll use a knife. N/A 6583               SceneTable["-7300_17"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble17.vcd"),postdelay=0.3,next="-7300_18",char="core03",noDingOff=true,noDingOn=true}   N/A 6584                // No knife? That's fine. I know all about pressure points. N/A 6585               SceneTable["-7300_18"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble18.vcd"),postdelay=0.5,next="-7300_19",char="core03",noDingOff=true,noDingOn=true}   N/A 6586                // So, when you kill that guy, do you have a cool line? You know, prepared? Tell you what: Lemme help you with that while you run around. N/A 6587               SceneTable["-7300_19"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble19.vcd"),postdelay=0.1,next="-7300_20",char="core03",noDingOff=true,noDingOn=true}   N/A 6588                // Okay, let's see. Cool line... He's... big. He's... just hanging there. Okay. Yeah, allright, here we go: "Hang around." That might be too easy. N/A 6589               SceneTable["-7300_20"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble20.vcd"),postdelay=0.1,next="-7300_21",char="core03",noDingOff=true,noDingOn=true}   N/A 6590                // "Hang ten?" That might work if there were ten of him. Do you think there might be nine more of this guy somewhere? N/A 6591               SceneTable["-7300_21"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble21.vcd"),postdelay=0.1,next="-7300_22",char="core03",noDingOff=true,noDingOn=true}   N/A 6592                // You know what, it's gonna be best if you can get him to say something first. It's just better if I have a set-up. N/A 6593               SceneTable["-7300_22"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble22.vcd"),postdelay=0.1,next="-7300_23",char="core03",noDingOff=true,noDingOn=true}   N/A 6594                // Here's the plan: Get him to say, "You two have been a thorn in my side long enough." Then tell your pretty ears to stand back, because I am going to zing him into the stone age. N/A 6595               SceneTable["-7300_23"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble23.vcd"),postdelay=0.1,next="-7300_29a",char="core03",noDingOff=true,noDingOn=true,fires=[{entity="@glados",input="runscriptcode",parameter="sp_a4_finale4_set_thorn",delay=0.0}]}   N/A 6596                // Here, I'll put on some adventure music   N/A 6597                SceneTable["-7300_29a"] <- {vcd=CreateSceneEntity("scenes/npc/core03/encouragement13.vcd"),postdelay=0.1,next="-7300_31",char="core03",noDingOff=true,noDingOn=true}   N/A 6598                //Dun dun dun dun...   N/A 6599                SceneTable["-7300_31"] <- {vcd=CreateSceneEntity("scenes/npc/core03/singing01.vcd"),postdelay=0.1,next="-7300_32",char="core03",noDingOff=true,noDingOn=true}   N/A 6600                //Dun dun dun dun...   N/A 6601                SceneTable["-7300_32"] <- {vcd=CreateSceneEntity("scenes/npc/core03/singing02.vcd"),postdelay=2.1,next="-7300_33",char="core03",noDingOff=true,noDingOn=true}   N/A 6602                //THIS ROBOT OWES YOU MONEY! N/A 6603               SceneTable["-7300_33"] <- {vcd=CreateSceneEntity("scenes/npc/core03/encouragement11.vcd"),postdelay=0.1,next="-7300_35",char="core03",noDingOff=true,noDingOn=true}   N/A 6604                //He's a china cabinet   N/A 6605                SceneTable["-7300_35"] <- {vcd=CreateSceneEntity("scenes/npc/core03/encouragement09.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true}   N/A 6606    N/A 6607                //fires=[{entity="fire_relay",input="trigger",parameter="",delay=0.0}]   N/A 6608                //encouragement01   N/A 6609                //encouragement11   N/A 6610                //SceneTable["-7300_24"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble24.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=24}   N/A 6611                //SceneTable["-7300_25"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble25.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=25}   N/A 6612                //SceneTable["-7300_26"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble26.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=26}   N/A 6613                //SceneTable["-7300_27"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble27.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=27}   N/A 6614                //SceneTable["-7300_28"] <- {vcd=CreateSceneEntity("scenes/npc/core03/babble28.vcd"),postdelay=0.1,next=null,char="core03",noDingOff=true,noDingOn=true,idlegroup="core03_babble",idleorderingroup=28}   N/A 6615    N/A 6616        }   N/A 6617    N/A 6618        // ============================================================================   N/A 6619        // Functions for Personality Cores   N/A 6620        // ============================================================================   N/A 6621    N/A 6622        function sp_a4_finale4_set_thorn   N/A 6623        {   N/A 6624                sp_a4_finale4_thorn = true   N/A 6625        }   N/A 6626    N/A 6627        function Core01Babble1   N/A 6628        {   N/A 6629                GladosPlayVcd( -7100 )   N/A 6630        }   N/A 6631    N/A 6632        function StopCore01Nag   N/A 6633    {   N/A 6634        printl("==Stopping core01 Nag")   N/A 6635        Core01StopNag   N/A 6636        GladosCharacterStopScene("core01")  // This will make Core01 stop talking if he is mid sentence. N/A 6637   }   N/A 6638    N/A 6639        function Core02Babble1   N/A 6640        {   N/A 6641                EntFire("@core02","SetIdleSequence", "core03_idle", 0.0 )          N/A 6642                GladosPlayVcd( -7300 )   N/A 6643        }   N/A 6644    N/A 6645        function StopCore02Nag   N/A 6646    {   N/A 6647        Core02StopNag   N/A 6648        GladosCharacterStopScene("core02")  // This will make Core02 stop talking if he is mid sentence. N/A 6649       Core03StopNag   N/A 6650        GladosCharacterStopScene("core03")  // This will make Core03 stop talking if he is mid sentence. N/A 6651   }   N/A 6652    N/A 6653        function Core03Babble1   N/A 6654        {   N/A 6655                EntFire("@core03","SetIdleSequence", "core02_idle", 0.0 )          N/A 6656                GladosPlayVcd( -7200 )   N/A 6657        }   N/A 6658    N/A 6659        function StopCore03Nag   N/A 6660    {   N/A 6661        Core02StopNag   N/A 6662        GladosCharacterStopScene("core02")  // This will make Core02 stop talking if he is mid sentence. N/A 6663       Core03StopNag   N/A 6664        GladosCharacterStopScene("core03")  // This will make Core03 stop talking if he is mid sentence. N/A 6665   }   N/A 6666    N/A 6667    N/A 6668        // ============================================================================   N/A 6669        // Functions for Act 4 Test Chambers   N/A 6670        // ============================================================================   N/A 6671    N/A 6672        function GladosGraduationIntro   N/A 6673        {   N/A 6674        //        GladosPlayVcd( -4025 )   N/A 6675        }   N/A 6676    N/A 6677        function GladosGraduationGood   N/A 6678        {   N/A 6679        //        GladosPlayVcd( -4026 )   N/A 6680        }   N/A 6681    N/A 6682        function GladosCompare2   N/A 6683        {   N/A 6684                //GladosPlayVcd( -4027 )   N/A 6685        }   N/A 6686    N/A 6687        function GladosCompare3   N/A 6688        {   N/A 6689                GladosPlayVcd( -4028 )   N/A 6690        }   N/A 6691    N/A 6692        function BigSurprise1   N/A 6693        {   N/A 6694                GladosPlayVcd( -4030 )   N/A 6695        }   N/A 6696    N/A 6697        function WheatleyKillYouNow   N/A 6698        {   N/A 6699                GladosPlayVcd( -4031 )   N/A 6700        }   N/A 6701    N/A 6702        function BigSurprise2   N/A 6703        {   N/A 6704                GladosPlayVcd( -4444 )   N/A 6705        }   N/A 6706    N/A 6707        function tb_wall_button_intro   N/A 6708        {   N/A 6709                GladosPlayVcd( -4100 )   N/A 6710        }   N/A 6711    N/A 6712        function tbwallbutton_chamber_move   N/A 6713        {   N/A 6714        //        GladosPlayVcd( -4110 )   N/A 6715        }   N/A 6716    N/A 6717        function ExitOpened   N/A 6718        {   N/A 6719                GladosPlayVcd( -4130 )   N/A 6720        }   N/A 6721    N/A 6722        function FacilityMakeDeal   N/A 6723        {   N/A 6724                GladosPlayVcd( -4131 )   N/A 6725        }   N/A 6726    N/A 6727        function ChamberCrashed   N/A 6728        {   N/A 6729                GladosPlayVcd( -4132 )   N/A 6730        }   N/A 6731    N/A 6732        function finale3_conveyor_start   N/A 6733        {   N/A 6734                GladosPlayVcd( -4850 )   N/A 6735        }   N/A 6736    N/A 6737        function finale3_puzzle_solve   N/A 6738        {   N/A 6739                nuke   N/A 6740                GladosPlayVcd( -4851 )   N/A 6741        }   N/A 6742    N/A 6743        function finale3_monitor_break   N/A 6744        {   N/A 6745                nuke   N/A 6746                GladosPlayVcd( -4852 )   N/A 6747        }   N/A 6748    N/A 6749        function finale1_mashed   N/A 6750        {   N/A 6751                nuke   N/A 6752                GladosPlayVcd( -4854 )   N/A 6753        }   N/A 6754    N/A 6755        function finale3_mashed   N/A 6756        {   N/A 6757                nuke   N/A 6758                GladosPlayVcd( -4853 )   N/A 6759        }   N/A 6760    N/A 6761        function wheatley_jolt   N/A 6762        {   N/A 6763                printl("!!!!!!!!!JOLT!!!!!!!!!!!!!")   N/A 6764                self.EmitSound("World.WheatleyZap")   N/A 6765        }   N/A 6766    N/A 6767        function CoopBotsFound   N/A 6768        {   N/A 6769        }   N/A 6770    N/A 6771    N/A 6772 // ============================================================================   N/A 6773 // Wheatley Monitor Smash Functions   N/A 6774 // ============================================================================   N/A 6775    N/A 6776 function wheatley_monitor_break   N/A 6777 {   N/A 6778        if (curMapName=="sp_a4_finale3")   N/A 6779        {   N/A 6780                return   N/A 6781        }   N/A 6782        //Increment the smash count   N/A 6783        if (curMapName=="sp_a4_stop_the_box")   N/A 6784        {   N/A 6785                sp_a4_stop_the_box_did_smash <- true   N/A 6786        }          N/A 6787        GetPlayer.IncWheatleyMonitorDestructionCount   N/A 6788        local smashes = GetPlayer.GetWheatleyMonitorDestructionCount   N/A 6789        if (smashes>0 && smashes<12)   N/A 6790        {   N/A 6791                GladosPlayVcd(600+smashes)   N/A 6792        }   N/A 6793 }   N/A 6794    N/A 6795    N/A 6796 //Checks to see if the monitor hasn't been broken in sp_a4_stop_the_box and at least one monitor has been broken overall   N/A 6797 function sp_a4_stop_the_box_check_smash   N/A 6798 {   N/A 6799        if (curMapName=="sp_a4_stop_the_box")   N/A 6800        {   N/A 6801                if ((!sp_a4_stop_the_box_did_smash) && GetPlayer.GetWheatleyMonitorDestructionCount>0)   N/A 6802                {          N/A 6803                        return true   N/A 6804                }          N/A 6805        }   N/A 6806        else   N/A 6807        {   N/A 6808                return false   N/A 6809        }   N/A 6810 }   N/A 6811    N/A 6812 if (curMapName=="sp_a4_finale4")   N/A 6813 {   N/A 6814        SceneTableLookup[636] <- "sp_a4_finale4Epilogue01"   N/A 6815        //Epilogue   N/A 6816                //Oh thank god, you're alright. N/A 6817               SceneTable["sp_a4_finale4Epilogue01"] <-   N/A 6818                {   N/A 6819                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue03.vcd"),   N/A 6820                        postdelay=1.0,   N/A 6821                        predelay=8.0,   N/A 6822                        next="sp_a4_finale4Epilogue02",   N/A 6823                        char="glados",   N/A 6824                        noDingOff=true,   N/A 6825                        noDingOn=true   N/A 6826                        fires=   N/A 6827                        [   N/A 6828                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_01",delay=0.1,fireatstart=true },   N/A 6829                                {entity="glados_chamber_body" input="setanimation",parameter="glados_thankGod",delay=0.0,fireatstart=true },   N/A 6830                                {entity="end_glados_lookat_player_relay" input="trigger",parameter="",delay=0.8,fireatstart=true },   N/A 6831                                {entity="panel_unwilt_sound" input="playsound",parameter="",delay=0.0,fireatstart=true },   N/A 6832                                {entity="chamber_arm_01" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.0,fireatstart=true },   N/A 6833                                {entity="chamber_arm_01" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.0,fireatstart=true },   N/A 6834                                {entity="chamber_arm_02" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.1,fireatstart=true },   N/A 6835                                {entity="chamber_arm_02" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.1,fireatstart=true },   N/A 6836                                {entity="chamber_arm_03" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.2,fireatstart=true },   N/A 6837                                {entity="chamber_arm_03" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.2,fireatstart=true },   N/A 6838                                {entity="chamber_arm_04" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.3,fireatstart=true },   N/A 6839                                {entity="chamber_arm_04" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.3,fireatstart=true },   N/A 6840                                {entity="chamber_arm_05" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.4,fireatstart=true },   N/A 6841                                {entity="chamber_arm_05" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.4,fireatstart=true },   N/A 6842                                {entity="chamber_arm_06" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.5,fireatstart=true },   N/A 6843                                {entity="chamber_arm_06" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.5,fireatstart=true },   N/A 6844                                {entity="chamber_arm_07" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.6,fireatstart=true },   N/A 6845                                {entity="chamber_arm_07" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.6,fireatstart=true },   N/A 6846                                {entity="chamber_arm_08" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.7,fireatstart=true },   N/A 6847                                {entity="chamber_arm_08" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.7,fireatstart=true },   N/A 6848                                {entity="chamber_arm_09" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.8,fireatstart=true },   N/A 6849                                {entity="chamber_arm_09" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.8,fireatstart=true },   N/A 6850                                {entity="chamber_arm_10" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=0.9,fireatstart=true },   N/A 6851                                {entity="chamber_arm_10" input="setanimation",parameter="core_arms_lookup_idle_04",delay=0.9,fireatstart=true },   N/A 6852                                {entity="chamber_arm_11" input="setdefaultanimation",parameter="core_arms_lookup_idle_04",delay=1.0,fireatstart=true },   N/A 6853                                {entity="chamber_arm_11" input="setanimation",parameter="core_arms_lookup_idle_04",delay=1.0,fireatstart=true },   N/A 6854                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_02",delay=1.1},   N/A 6855                                {entity="glados_chamber_body" input="setanimation",parameter="glados_being_caroline_taught_me",delay=1.0},   N/A 6856                        ]   N/A 6857                }   N/A 6858    N/A 6859                //You know, being Caroline taught me a valuable lesson. I thought you were my greatest enemy. When all along you were my best friend. N/A 6860               SceneTable["sp_a4_finale4Epilogue02"] <-   N/A 6861                {   N/A 6862                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue04.vcd"),   N/A 6863                        postdelay=0.4,   N/A 6864                        next="sp_a4_finale4Epilogue03",   N/A 6865                        char="glados",   N/A 6866                        noDingOff=true,   N/A 6867                        noDingOn=true   N/A 6868                        fires=   N/A 6869                        [   N/A 6870                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_03",delay=0.5},   N/A 6871                                {entity="glados_chamber_body" input="setanimation",parameter="glados_surge_of_emotion",delay=0.4},   N/A 6872                        ]   N/A 6873                }   N/A 6874    N/A 6875                //The surge of emotion when I saved your life taught me an even more valuable lesson: where Caroline lives in my brain. N/A 6876               SceneTable["sp_a4_finale4Epilogue03"] <-   N/A 6877                {   N/A 6878                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue10.vcd"),   N/A 6879                        postdelay=0.4,   N/A 6880                        next="sp_a4_finale4Epilogue04",   N/A 6881                        char="glados",   N/A 6882                        noDingOff=true,   N/A 6883                        noDingOn=true   N/A 6884                }   N/A 6885    N/A 6886                //Caroline deleted. N/A 6887               SceneTable["sp_a4_finale4Epilogue04"] <-   N/A 6888                {   N/A 6889                        vcd=CreateSceneEntity("scenes/npc/announcer/carolyndeleted02.vcd"),   N/A 6890                        postdelay=0.4,   N/A 6891                        next="sp_a4_finale4Epilogue05",   N/A 6892                        char="announcer",   N/A 6893                        noDingOff=true,   N/A 6894                        noDingOn=true   N/A 6895                        fires=   N/A 6896                        [   N/A 6897                                {entity="glados_chamber_cool_light" input="turnon",parameter="",delay=0.0,fireatstart=true },   N/A 6898                                {entity="environment_darkness_5" input="trigger",parameter="",delay=0.0,fireatstart=true },   N/A 6899                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_04",delay=0.5},   N/A 6900                                {entity="glados_chamber_body" input="setanimation",parameter="glados_goodbye_caroline",delay=0.4},   N/A 6901                        ]   N/A 6902                }   N/A 6903    N/A 6904                //Goodbye, Caroline. N/A 6905               SceneTable["sp_a4_finale4Epilogue05"] <-   N/A 6906                {   N/A 6907                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue12.vcd"),   N/A 6908                        postdelay=0.7,   N/A 6909                        next="sp_a4_finale4Epilogue06",   N/A 6910                        char="glados",   N/A 6911                        noDingOff=true,   N/A 6912                        noDingOn=true   N/A 6913                        fires=   N/A 6914                        [   N/A 6915                                {entity="panel_wilt_sound" input="playsound",parameter="",delay=0.0,fireatstart=true },   N/A 6916                                {entity="chamber_arm_01" input="setdefaultanimation",parameter="bindpose",delay=0.0,fireatstart=true },   N/A 6917                                {entity="chamber_arm_01" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.0,fireatstart=true },   N/A 6918                                {entity="chamber_arm_02" input="setdefaultanimation",parameter="bindpose",delay=0.1,fireatstart=true },   N/A 6919                                {entity="chamber_arm_02" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.1,fireatstart=true },   N/A 6920                                {entity="chamber_arm_03" input="setdefaultanimation",parameter="bindpose",delay=0.2,fireatstart=true },   N/A 6921                                {entity="chamber_arm_03" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.2,fireatstart=true },   N/A 6922                                {entity="chamber_arm_04" input="setdefaultanimation",parameter="bindpose",delay=0.3,fireatstart=true },   N/A 6923                                {entity="chamber_arm_04" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.3,fireatstart=true },   N/A 6924                                {entity="chamber_arm_05" input="setdefaultanimation",parameter="bindpose",delay=0.4,fireatstart=true },   N/A 6925                                {entity="chamber_arm_05" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.4,fireatstart=true },   N/A 6926                                {entity="chamber_arm_06" input="setdefaultanimation",parameter="bindpose",delay=0.5,fireatstart=true },   N/A 6927                                {entity="chamber_arm_06" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.5,fireatstart=true },   N/A 6928                                {entity="chamber_arm_07" input="setdefaultanimation",parameter="bindpose",delay=0.6,fireatstart=true },   N/A 6929                                {entity="chamber_arm_07" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.6,fireatstart=true },   N/A 6930                                {entity="chamber_arm_08" input="setdefaultanimation",parameter="bindpose",delay=0.7,fireatstart=true },   N/A 6931                                {entity="chamber_arm_08" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.7,fireatstart=true },   N/A 6932                                {entity="chamber_arm_09" input="setdefaultanimation",parameter="bindpose",delay=0.8,fireatstart=true },   N/A 6933                                {entity="chamber_arm_09" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.8,fireatstart=true },   N/A 6934                                {entity="chamber_arm_10" input="setdefaultanimation",parameter="bindpose",delay=0.9,fireatstart=true },   N/A 6935                                {entity="chamber_arm_10" input="setanimation",parameter="core_arms_lookup_return_04",delay=0.9,fireatstart=true },   N/A 6936                                {entity="chamber_arm_11" input="setdefaultanimation",parameter="bindpose",delay=1.0,fireatstart=true },   N/A 6937                                {entity="chamber_arm_11" input="setanimation",parameter="core_arms_lookup_return_04",delay=1.0,fireatstart=true },   N/A 6938                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_05",delay=0.8},   N/A 6939                                {entity="glados_chamber_body" input="setanimation",parameter="glados_easiest_solution",delay=0.7},   N/A 6940                        ]   N/A 6941                }   N/A 6942    N/A 6943                //You know, deleting Caroline just now taught me a valuable lesson. The best solution to a problem is usually the easiest one. And I'll be honest. N/A 6944               SceneTable["sp_a4_finale4Epilogue06"] <-   N/A 6945                {   N/A 6946                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue14.vcd"),   N/A 6947                        postdelay=0.2,   N/A 6948                        next="sp_a4_finale4Epilogue07",   N/A 6949                        char="glados",   N/A 6950                        noDingOff=true,   N/A 6951                        noDingOn=true   N/A 6952                        fires=   N/A 6953                        [   N/A 6954                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_06",delay=0.3},   N/A 6955                                {entity="glados_chamber_body" input="setanimation",parameter="glados_killing_you_is_hard",delay=0.2},   N/A 6956                        ]   N/A 6957                }   N/A 6958    N/A 6959                //Killing you? Is hard. N/A 6960               SceneTable["sp_a4_finale4Epilogue07"] <-   N/A 6961                {   N/A 6962                        vcd=CreateSceneEntity("scenes/npc/glados/epiloguekillyou02.vcd"),   N/A 6963                        postdelay=0.7,   N/A 6964                        next="sp_a4_finale4Epilogue08",   N/A 6965                        char="glados",   N/A 6966                        noDingOff=true,   N/A 6967                        noDingOn=true   N/A 6968                        fires=   N/A 6969                        [   N/A 6970                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_07",delay=0.8},   N/A 6971                                {entity="glados_chamber_body" input="setanimation",parameter="glados_days_used_to_be_like",delay=0.7},   N/A 6972                        ]   N/A 6973                }   N/A 6974    N/A 6975                //You know what my days used to be like? I just tested. Nobody murdered me. Or put me in a potato. Or fed me to birds. I had a pretty good life. N/A 6976               SceneTable["sp_a4_finale4Epilogue08"] <-   N/A 6977                {   N/A 6978                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue19.vcd"),   N/A 6979                        postdelay=0.3,   N/A 6980                        next="sp_a4_finale4Epilogue09",   N/A 6981                        char="glados",   N/A 6982                        noDingOff=true,   N/A 6983                        noDingOn=true   N/A 6984                        fires=   N/A 6985                        [   N/A 6986                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_08",delay=0.4},   N/A 6987                                {entity="glados_chamber_body" input="setanimation",parameter="glados_then_you_showed_up",delay=0.3},   N/A 6988                        ]   N/A 6989                }   N/A 6990    N/A 6991                //And then you showed up. You dangerous, mute lunatic. So you know what? N/A 6992               SceneTable["sp_a4_finale4Epilogue09"] <-   N/A 6993                {   N/A 6994                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue20.vcd"),   N/A 6995                        postdelay=0.4,   N/A 6996                        next="sp_a4_finale4Epilogue10",   N/A 6997                        char="glados",   N/A 6998                        noDingOff=true,   N/A 6999                        noDingOn=true   N/A 7000                        fires=   N/A 7001                        [   N/A 7002                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_09",delay=0.5},   N/A 7003                                {entity="glados_chamber_body" input="setanimation",parameter="glados_you_win",delay=0.4},   N/A 7004                        ]   N/A 7005                }   N/A 7006    N/A 7007                //You win. N/A 7008               SceneTable["sp_a4_finale4Epilogue10"] <-   N/A 7009                {   N/A 7010                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue23.vcd"),   N/A 7011                        postdelay=0.6,   N/A 7012                        next="sp_a4_finale4Epilogue11",   N/A 7013                        char="glados",   N/A 7014                        noDingOff=true,   N/A 7015                        noDingOn=true   N/A 7016                        fires=   N/A 7017                        [   N/A 7018                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_10",delay=0.7},   N/A 7019                                {entity="glados_chamber_body" input="setanimation",parameter="glados_just_go",delay=0.6},   N/A 7020                                {entity="elevator_tracktrain",input="startforward",parameter="",delay=2 },   N/A 7021                        ]   N/A 7022                }   N/A 7023    N/A 7024                //Just go. N/A 7025               SceneTable["sp_a4_finale4Epilogue11"] <-   N/A 7026                {   N/A 7027                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue25.vcd"),   N/A 7028                        postdelay=1.0,   N/A 7029                        next="sp_a4_finale4Epilogue12",   N/A 7030                        char="glados",   N/A 7031                        noDingOff=true,   N/A 7032                        noDingOn=true   N/A 7033                        fires=   N/A 7034                        [   N/A 7035                                {entity="glados_chamber_body" input="setdefaultanimation",parameter="glados_ep_idle_11",delay=1.1},   N/A 7036                                {entity="glados_chamber_body" input="setanimation",parameter="glados_its_been_fun",delay=1.0},   N/A 7037                        ]   N/A 7038                }   N/A 7039    N/A 7040                //It's been fun. Don't come back. N/A 7041               SceneTable["sp_a4_finale4Epilogue12"] <-   N/A 7042                {   N/A 7043                        vcd=CreateSceneEntity("scenes/npc/glados/epilogue29.vcd"),   N/A 7044                        postdelay=0.1,   N/A 7045                        next=null,   N/A 7046                        char="glados",   N/A 7047                        noDingOff=true,   N/A 7048                        noDingOn=true   N/A 7049                        fires=   N/A 7050                        [   N/A 7051                        ]   N/A 7052                }   N/A 7053    N/A 7054 }   N/A 7055    N/A 7056 // Act 4 post-moon epilogue   N/A 7057 function GladosGoodbye   N/A 7058 {   N/A 7059        EntFire("glados_chamber_body","setanimation", "glados_ep_idle_00", 5.0 )           N/A 7060        GladosPlayVcd(636)   N/A 7061 }   N/A 7062    N/A 7063 function finale4_clear_portals   N/A 7064 {   N/A 7065        printl("!!!!fizzle portals")   N/A 7066        EntFire("prop_portal","fizzle", 0, 0 )   N/A 7067        EntFire("prop_portal","fizzle", 0, 0.5 )   N/A 7068        EntFire("prop_portal","fizzle", 0, 1 )   N/A 7069        EntFire("prop_portal","fizzle", 0, 1.5 )   N/A 7070        EntFire("prop_portal","fizzle", 0, 2 )   N/A 7071        EntFire("prop_portal","fizzle", 0, 2.5 )   N/A 7072        EntFire("prop_portal","fizzle", 0, 3 )   N/A 7073        EntFire("prop_portal","fizzle", 0, 3.5 )   N/A 7074        EntFire("prop_portal","fizzle", 0, 4 )   N/A 7075        EntFire("prop_portal","fizzle", 0, 4.5 )   N/A 7076 }   0 7077  + true