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Chamber 04: add trigger for cube in corridor; add cutscene to check for cube in corridor, opening the "escape hatch" like in Portal Non-64
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@ -11,6 +11,13 @@ cutscenes:
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- q_sound SOUNDS_02_PART1_SUCCESS_2 CH_GLADOS PORTAL_02_PART1_SUCCESS_2
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DROP_CUBE:
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- set_signal cube_dropper
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- start_cutscene CHECK_TRAPPED
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CHECK_TRAPPED:
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- wait_for_signal cube_corridor 210
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- q_sound 08_PART1_TRAPPED_1 CH_GLADOS PORTAL_08_PART1_TRAPPED_1
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- q_sound 08_PART1_TRAPPED_2 CH_GLADOS PORTAL_08_PART1_TRAPPED_2
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- wait_for_channel CH_GLADOS
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- set_signal escape_hatch
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SIGNAGE_5:
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- activate_signage 5
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ENTER_BUTTON_ROOM:
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@ -28,4 +35,5 @@ operators:
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- should_open_door = exit_2_0 and exit_2_1
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- should_open_door = should_open_door or bad_person
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- not_in_room = not in_room
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- double_door = should_open_door and not_in_room
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- double_door = should_open_door and not_in_room
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- exit = exit or escape_hatch
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