#include "scenario_common.h" // Global variable int bStartGame = 0; int BoneLegionID[3]; int bGetDiamond = 0; // 0: not get 1: get 2: used int DoorID[2]; int ThornID[7]; int AxeID[7]; int AxeBladeID[7]; int SBossID = -1; int bButton3On = 0; int GuardCount = 0; // use secondary bUseSecondary = 1; // scene has echo bVoiceEcho = 1; // Partner Position SpawnPartnerX = 0; SpawnPartnerY = 1060; SpawnPartnerZ = 150; // local variable int i, ObjectID; string itemName; float dx, dy, dz; // --------- // Game // --------- void OnCache() { LoadScene("sw03b"); // CacheLevelModel(""); CacheLevelModel("sw03key02"); } void OnHostGame() { SetGameMaxTime(-1); InitScenario(); ShowEntity(PartnerID, 0); ActivateEntity(PartnerID, 0); ShowMissionItem(2, 1); // show diamond SetSceneObjectSwitch("DIAMOND", "PRESENT", 1); // get door id for ( i = 0 ; i < 2 ; i++ ) { DoorID[i] = FindItem(NumToStr("SW03DOOR_%02d", i)); } // open axe room door SetItemMachine(DoorID[0], 1, 1); // light for (i = 1 ; i < 6 ; i++) { SetSceneObjectSwitch(NumToStr("SWITCH%02dA", i), "PRESENT", 1); SetSceneObjectSwitch(NumToStr("SWITCH%02dB", i), "PRESENT", 0); } // spawn axe blade for ( i = 1 ; i < 6 ; i++ ) { AxeID[i-1] = FindItem(NumToStr("AXEA_%02d", i)); GetEntityPos(AxeID[i-1], x, y, z); AxeBladeID[i-1] = SpawnServerItem("AxeBlade", x, y, z - 40); } for ( i = 0 ; i < 2 ; i++ ) { AxeID[i+5] = FindItem(NumToStr("AXEB_%02d", i)); GetEntityPos(AxeID[i+5], x, y, z); AxeBladeID[i+5] = SpawnServerItem("AxeBlade", x, y, z - 40); SetItemMachine(AxeID[i+5], 1); SetItemMachine(AxeBladeID[i+5], 1); } // get thorn id for (i = 0 ; i < 7 ; i++) { ThornID[i] = FindItem(NumToStr("thorn_%02d", i)); GetEntityPos(ThornID[i], x, y, z); SetEntityPos(ThornID[i], x, y, z+30); } SetItemAttrib(ThornID[0], ITEM_MOVETYPE, 0); SetItemAttrib(ThornID[3], ITEM_MOVETYPE, 0); SetItemMachine(ThornID[4], 1); SetItemMachine(ThornID[6], 1); // elevator ObjectID = FindItem("ELEVATORA_01"); SetItemAttrib(ObjectID, ITEM_WAITTIME, 2); // spawn zombie for (i = 0 ; i < 6 ; i++) { ObjectID = FindSceneItem(NumToStr("ZOMBIE_%02d", i)); GetSceneItemPos(ObjectID, x, y, z); ObjectID = SpawnChara("zombie", x, y, z); if (i == 0) SetCharaWeapon(ObjectID, 72); else if (i == 1) SetCharaWeapon(ObjectID, 22); else if (i == 2) SetCharaWeapon(ObjectID, 52); else SetCharaWeapon(ObjectID, 42); } var_aiLockCountLimit = 3; // mission SetMissionObjectiveText(0, MOBJ_SW03_1); SetMissionObjectiveText(1, MOBJ_SW03_2); // SetEntityPos(PlayerID, 654, 1800, 410); Print("Cutscene20_2\n"); PlayCharaCutsceneCB("cutscene20_2", "cutscene20_2"); bStartGame = 1; } void OnCharaDead(int id, int killer) { Print("Chara ", id, " is killed by ", killer, "\n"); // Player dead if (id == PlayerID ) GameOver(GAMEOVER_LOSE); if (id == PartnerID) PartnerDead(); itemName = GetCharaString(id, CHARA_NAME); if (itemName == "ZOMBIE") { KillScore(0, 425); Destroy(id); } else if (itemName == "BONELEGION") { GuardCount++; if (GuardCount == 3) { SetMissionObjectiveSwitch(1, 0); SpawnItem("key", 820, 3027, 410); } KillScore(0, 450); } } void OnTimeOver() { Print("TimeOver\n"); GameOver(GAMEOVER_LOSE); } void OnUpdate(float t) { if (bStartGame == 1) { SetAudioVariable(0, 1000); bStartGame = 0; } } // --------- // Enemy // --------- void ZOMBIE_InitChara(int id) { // cw11 NPCW11_InitChara(id); SetCharaAttrib(id, CHARA_MAX_HP, 200*HandicapHP); // 生命上限 SetCharaAttrib(id, CHARA_HP, 200*HandicapHP); // 生命 SetCharaAttrib(id, CHARA_TEAM, 2); SetCharaWeapon(id, 72); } void ZOMBIE_InitAI(int id) { AI_Guard(PlayerID, id); SetAIAttrib(id, AI_THINK_SPEED, 70*ResponseRate); } void BONELEGION_InitChara(int id) { // cw10 NPCW10_InitChara(id); SetCharaAttrib(id, CHARA_MAX_HP, 300*HandicapHP); // 生命上限 SetCharaAttrib(id, CHARA_HP, 300*HandicapHP); // 生命 SetCharaAttrib(id, CHARA_TEAM, 2); SetCharaWeapon(id, 62); } void BONELEGION_InitAI(int id) { AI_Captain(PlayerID, id); SetAIAttrib(id, AI_THINK_SPEED, 75*ResponseRate); } // -------------- // Machine // -------------- void KEY_InitItem(int id) { SetItemAttrib(id, ITEM_MODEL, "sw03key02", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_ROTATE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_LIGHT_SFX, "OBJ_Chi_Others"); } void KEY_OnTouch(int id, int charaId) { if (charaId != PlayerID) return; Destroy(id); ShowMissionItem(4, 1); PlaySound("fant_01_chimes_01"); // open door SetItemMachine(DoorID[1], 1, 1); SetCutsceneDelayTime(2); BeginCutscene("cutscene_none", "GameComplete"); SetCutsceneDelayTime(0); } void GEARWHEEL01_InitItem(int id) { SetItemAttrib(id, ITEM_MODEL, "gearwheel01", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 0); SetItemAttrib(id, ITEM_ROTATEAXIS, 0, -1, 0); SetItemAttrib(id, ITEM_ROTATESPEED, -0.8); } void GEARWHEEL02_InitItem(int id) { SetItemAttrib(id, ITEM_MODEL, "gearwheel02", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 0); SetItemAttrib(id, ITEM_ROTATEAXIS, 0, -1, 0); SetItemAttrib(id, ITEM_ROTATESPEED, 0.8); } void GEARWHEEL03_InitItem(int id) { SetItemAttrib(id, ITEM_MODEL, "gearwheel03", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 0); SetItemAttrib(id, ITEM_ROTATEAXIS, 0, -1, 0); SetItemAttrib(id, ITEM_ROTATESPEED, -0.8); } void SW03DOOR_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_MODEL, "sw03door", 1); SetItemAttrib(id, ITEM_MOVEPOINT, 2, x, y, z, x, y, z + 80); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 0); SetItemAttrib(id, ITEM_MOVETYPE, 0); SetItemAttrib(id, ITEM_MOVESPEED, 20); SetItemAttrib(id, ITEM_NEXTPOINT, 1); } void BUTTON_InitItem(int id) { SetItemAttrib(id, ITEM_MODEL, "button", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); } void BUTTON_00_OnAttack(int id, int charaId, int damage) { if (charaId != PlayerID) return; SetSceneObjectSwitch("SWITCH01A", "PRESENT", 0); SetSceneObjectSwitch("SWITCH01B", "PRESENT", 1); SetItemMachine(ThornID[0], 1, 0); SetItemMachine(AxeID[0], 1); SetItemMachine(AxeBladeID[0], 1); BeginCutscene("shortcut_knfdoor1"); ActivateEntity(id, 0); } void BUTTON_01_OnAttack(int id, int charaId, int damage) { if (charaId != PlayerID) return; SetSceneObjectSwitch("SWITCH02A", "PRESENT", 0); SetSceneObjectSwitch("SWITCH02B", "PRESENT", 1); SetItemMachine(ThornID[3], 1, 0); SetItemMachine(AxeID[1], 1); SetItemMachine(AxeBladeID[1], 1); SetItemAttrib(ThornID[4], ITEM_MOVETYPE, 0); SetItemAttrib(ThornID[4], ITEM_MOVESPEED, 400); SetItemMachine(ThornID[4], 1, 0); BeginCutscene("shortcut_knfdoor2"); ActivateEntity(id, 0); } void BUTTON_02_OnAttack(int id, int charaId, int damage) { if (charaId != PlayerID) return; SetSceneObjectSwitch("SWITCH03A", "PRESENT", 0); SetSceneObjectSwitch("SWITCH03B", "PRESENT", 1); SetItemMachine(AxeID[2], 1); SetItemMachine(AxeBladeID[2], 1); BeginCutscene("shortcut_knfdoor3"); ActivateEntity(id, 0); } void SHORTCUT_KNFDOOR3_OnEnd() { bButton3On = 1; } void BUTTON_03_OnAttack(int id, int charaId, int damage) { if (charaId != PlayerID) return; SetSceneObjectSwitch("SWITCH04A", "PRESENT", 0); SetSceneObjectSwitch("SWITCH04B", "PRESENT", 1); SetItemMachine(ThornID[5], 1); SetItemMachine(AxeID[3], 1); SetItemMachine(AxeBladeID[3], 1); ObjectID = FindItem("ELEVATORA_01"); SetItemAttrib(ObjectID, ITEM_MOVETYPE, 0); SetItemMachine(ObjectID, 1, 0); BeginCutscene("shortcut_knfdoor4"); ActivateEntity(id, 0); } void BUTTON_04_OnAttack(int id, int charaId, int damage) { if (charaId != PlayerID) return; SetSceneObjectSwitch("SWITCH05A", "PRESENT", 0); SetSceneObjectSwitch("SWITCH05B", "PRESENT", 1); SetItemMachine(ThornID[6], 1); SetItemMachine(AxeID[4], 1); SetItemMachine(AxeBladeID[4], 1); BeginCutscene("shortcut_knfdoor5"); ActivateEntity(id, 0); } void ELEVATORA_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_MODEL, "elevator", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_MOVETYPE, 1); SetItemAttrib(id, ITEM_MOVEPOINT, 2, x, y, z, x, y, z + 200); SetItemAttrib(id, ITEM_WAITTIME, 1); SetItemAttrib(id, ITEM_MOVESPEED, 20); } void ELEVATORA_OnReach(int id, int np) { if (np == 0) { SetItemAttrib(id, ITEM_MOVESPEED, 20); } else if (np == 1) { SetItemAttrib(id, ITEM_MOVESPEED, 150); } } void ELEVATORB_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_MODEL, "elevator", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_MOVETYPE, 1); SetItemAttrib(id, ITEM_MOVEPOINT, 2, x, y, z, x, y, z + 200); SetItemAttrib(id, ITEM_WAITTIME, 1); SetItemAttrib(id, ITEM_MOVESPEED, 20); } void ELEVATORB_OnTrod(int id, int charaId) { if (charaId != PlayerID) return; SetItemAttrib(id, ITEM_MOVESPEED, 20); SetItemMachine(id, 1); } void ELEVATORB_03_OnTrod(int id, int charaId) { if (charaId != PlayerID) return; if (!bButton3On) return; SetItemAttrib(id, ITEM_MOVESPEED, 20); SetItemMachine(id, 1); } void ELEVATORB_OnReach(int id, int np) { if (np == 0) { SetItemMachine(id, 0); SetItemAttrib(id, ITEM_MOVESPEED, 20); } else if (np == 1) { SetItemAttrib(id, ITEM_MOVESPEED, 150); } } void AXEA_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_MODEL, "axe", 1); SetItemAttrib(id, ITEM_MOVEPOINT, 3, x, y, z, x, y, z + 70, x, y, z + 70); // SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 1.5); SetItemAttrib(id, ITEM_MOVETYPE, 1); SetItemAttrib(id, ITEM_MOVESPEED, 150); SetItemAttrib(id, ITEM_NEXTPOINT, 1); } void AXEA_OnReach(int id, int np) { if (np == 0) { SetItemAttrib(id, ITEM_MOVESPEED, 50); } else if (np == 1) { SetItemAttrib(id, ITEM_MOVESPEED, 400); SetItemAttrib(id, ITEM_WAITTIME, 0); } else if (np == 2) { SetItemAttrib(id, ITEM_WAITTIME, 1.5); } } void AXEB_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_MODEL, "axe", 1); SetItemAttrib(id, ITEM_MOVEPOINT, 3, x, y, z, x, y, z + 70, x, y, z + 70); // SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 1.5); SetItemAttrib(id, ITEM_MOVETYPE, 1); SetItemAttrib(id, ITEM_MOVESPEED, 150); SetItemAttrib(id, ITEM_NEXTPOINT, 1); } void AXEB_OnReach(int id, int np) { if (np == 0) { SetItemAttrib(id, ITEM_MOVESPEED, 50); } else if (np == 1) { SetItemAttrib(id, ITEM_MOVESPEED, 400); SetItemAttrib(id, ITEM_WAITTIME, 0); } else if (np == 2) { SetItemAttrib(id, ITEM_WAITTIME, 1.5); } } void AXEBLADE_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_SIZE, 90, 10, 30); SetItemAttrib(id, ITEM_MOVEPOINT, 3, x, y, z, x, y, z + 70, x, y, z + 70); // SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 1.5); SetItemAttrib(id, ITEM_MOVETYPE, 1); SetItemAttrib(id, ITEM_MOVESPEED, 150); SetItemAttrib(id, ITEM_NEXTPOINT, 1); SetItemAttrib(id, ITEM_HP, 0); } void AXEBLADE_OnReach(int id, int np) { if (np == 0) { SetItemAttrib(id, ITEM_MOVESPEED, 50); SetItemAttrib(id, ITEM_HP, 0); } else if (np == 1) { SetItemAttrib(id, ITEM_MOVESPEED, 400); SetItemAttrib(id, ITEM_WAITTIME, 0); } else if (np == 2) { SetItemAttrib(id, ITEM_HP, 1); SetItemAttrib(id, ITEM_WAITTIME, 1.5); } } void AXEBLADE_OnTouch(int id, int charaId) { if (GetItemAttrib(id, ITEM_HP)) { GetEntityPos(id, x, y, z); // damage // if (charaId != PlayerID) // CharaHurt(charaId, 1, 0, x, y, z); // else CharaHurt(charaId, 1, 100, x, y, z); } } void TRIGGER_SPIKE_OnTouch(int id, int charaId) { GetEntityPos(id, x, y, z); // damage // if (charaId != PlayerID) // CharaHurt(charaId, 1, 0, x, y, z); // else CharaHurt(charaId, 1, 300, x, y, z); } void THORN_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_MODEL, "thorn", 1); SetItemAttrib(id, ITEM_MOVEPOINT, 2, x, y, z, x, y, z + 30); // SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_MACHINE); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 3); SetItemAttrib(id, ITEM_MOVETYPE, 1); SetItemAttrib(id, ITEM_MOVESPEED, 150); SetItemAttrib(id, ITEM_NEXTPOINT, 1); } void THORN_OnTouch(int id, int charaId) { GetEntityPos(id, x, y, z); // damage // if (charaId != PlayerID) // CharaHurt(charaId, 1, 0, x, y, z); // else CharaHurt(charaId, 1, 2000, x, y, z); } void STATUE_InitItem(int id) { GetEntityPos(id, x, y, z); SetItemAttrib(id, ITEM_MODEL, "statue", 1); SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); SetItemAttrib(id, ITEM_WAITTIME, 0); SetItemAttrib(id, ITEM_MOVEPOINT, 2, x, y, z, x, y, z-10); SetItemAttrib(id, ITEM_MOVETYPE, 0); SetItemAttrib(id, ITEM_MOVESPEED, 10); SetItemAttrib(id, ITEM_NEXTPOINT, 1); } void STATUE_OnAttack(int id, int charaId, int damage) { if (charaId != PlayerID) return; if (!bGetDiamond) { Print("Get Diamond 2\n"); bGetDiamond = 1; ShowMissionItem(2, 2); // hide diamond SetSceneObjectSwitch("DIAMOND", "PRESENT", 0); // statue down SetItemMachine(id, 1, 1); SetMissionObjectiveSwitch(0, 0); SetCutsceneDelayTime(2); BeginCutscene("shortcut_meatdoor"); SetCutsceneDelayTime(0); } } void SHORTCUT_MEATDOOR_OnEnd() { // spawn bone legion for (i = 0 ; i < 3 ; i++) { ObjectID = FindSceneItem(NumToStr("BONELEGION_%02d", i)); GetSceneItemPos(ObjectID, x, y, z); BoneLegionID[i] = SpawnChara("bonelegion", x, y, z); } SetCharaWeapon(BoneLegionID[0], 52); SetCharaWeapon(BoneLegionID[1], 62); SetCharaWeapon(BoneLegionID[2], 72); } // ----------- // Trigger // ----------- void TRIGGERCLOSEDOOR_InitItem(int id) { SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); } void TRIGGERCLOSEDOOR_00_OnTouch(int id, int charaId) { if (charaId != PlayerID) return; PlayCharaCutsceneCB("shortcut5_3", "shortcut5_3"); ActivateEntity(id, 0); } void TRIGGER_SBOSS_OnTouch(int id, int charaId) { if (charaId != PlayerID) return; SetItemAttrib(AxeID[4], ITEM_MOVETYPE, 0); SetItemMachine(AxeID[4], 1, 0); ActivateEntity(AxeBladeID[4], 0); } void TRIGGERTHORN_InitItem(int id) { SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); } void TRIGGERTHORN_OnTouch(int id, int charaId) { GetEntityPos(id, x, y, z); CharaHurt(charaId, 1, 2000, x, y, z); } void TRIGGERDIAMOND_InitItem(int id) { SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); } void TRIGGERDIAMOND_OnTouch(int id, int charaId) { if (charaId != PlayerID) return; ShowHint(HINT_SW03B_4); } void HINTSW03B1_InitItem(int id) { SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); } void HINTSW03B1_OnTouch(int id, int charaId) { if (charaId != PlayerID) return; ShowHint(HINT_SW03B_1); } void HINTSW03B2_InitItem(int id) { SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); } void HINTSW03B2_OnTouch(int id, int charaId) { if (charaId != PlayerID) return; ShowHint(HINT_SW03B_2); } void HINTSW03B3_InitItem(int id) { SetItemAttrib(id, ITEM_PHYSICS, ITEM_PHYSICS_NONE); SetItemAttrib(id, ITEM_LIFTABLE, 0); SetItemAttrib(id, ITEM_PICKABLE, 0); } void HINTSW03B3_OnTouch(int id, int charaId) { if (charaId != PlayerID) return; ShowHint(HINT_SW03B_3); } // -------------------- // cutscene callback // -------------------- void CUTSCENE20_2_OnEnd() { PlayMusic("s13_torture_bgm", 1, 1); SetAudioVariable(0, 0); } void SHORTCUT5_3_OnEnd() { // close door SetItemAttrib(DoorID[0], ITEM_MOVESPEED, 200); SetItemMachine(DoorID[0], 1, 0); }