mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Externalizations (by Buggler)
- Queen Palace & Interrogate meanwhile stuff - Initial POW stuff in Alma - Sectors for triggering Meduna outskirts meanwhile scene - Add Iggy to location when game progress condition met - Add Rat to location after creature meanwhile scene git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1813 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -17,26 +17,26 @@ BASEMENT_ENTRY_1 = 13362
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BASEMENT_ENTRY_2 = 13363
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BASEMENT_ENTRY_3 = 13364
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BASEMENT_ENTRY_4 = 13365
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BASEMENT_ENTRY_5 = 13325
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BASEMENT_ENTRY_6 = 13324
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BASEMENT_ENTRY_7 = 0
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BASEMENT_ENTRY_8 = 0
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BASEMENT_ENTRY_9 = 0
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BASEMENT_ENTRY_10 = 0
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BASEMENT_ENTRY_5 = 13525
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BASEMENT_ENTRY_6 = 13524
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BASEMENT_ENTRY_7 = 13523
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BASEMENT_ENTRY_8 = 13522
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BASEMENT_ENTRY_9 = 13202
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BASEMENT_ENTRY_10 = 13203
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;Same as above, only this time for top of the stairs and leaving
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BASEMENT_EXIT_1 = 8047
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BASEMENT_EXIT_2 = 8207
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BASEMENT_EXIT_3 = 8208
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BASEMENT_EXIT_4 = 8048
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BASEMENT_EXIT_5 = 7888
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BASEMENT_EXIT_6 = 7728
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BASEMENT_EXIT_7 = 7727
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BASEMENT_EXIT_8 = 7567
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BASEMENT_EXIT_9 = 0
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BASEMENT_EXIT_10 = 0
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BASEMENT_EXIT_11 = 0
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BASEMENT_EXIT_12 = 0
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BASEMENT_EXIT_2 = 8208
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BASEMENT_EXIT_3 = 8048
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BASEMENT_EXIT_4 = 7888
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BASEMENT_EXIT_5 = 7728
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BASEMENT_EXIT_6 = 7727
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BASEMENT_EXIT_7 = 7567
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BASEMENT_EXIT_8 = 7568
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BASEMENT_EXIT_9 = 7569
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BASEMENT_EXIT_10 = 7729
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BASEMENT_EXIT_11 = 7889
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BASEMENT_EXIT_12 = 8049
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;changes to the map for the crate moving effect
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FINAL_CRATE_GRID = 8207
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@@ -62,6 +62,16 @@ JOHN_UNESCORT_SECTOR_Z = 0
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;location of rocket rifle
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ROCKETRIFLE_POSITION = 10472
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;initial POW stuff if not yet liberated
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INITIAL_POW_SECTOR_X = 13
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INITIAL_POW_SECTOR_Y = 9
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INITIAL_POW_POSITION_1 = 9208
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INITIAL_POW_POSITION_2 = 9688
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INITIAL_POW_POSITION_3 = 9215
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INITIAL_POW_ITEM_POSITION_1 = 12246
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INITIAL_POW_ITEM_POSITION_2 = 12406
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INITIAL_POW_ITEM_POSITION_3 = 12086
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[Grumm]
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[Tixa]
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@@ -76,6 +86,11 @@ HOSPITAL_SECTOR_X = 8
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HOSPITAL_SECTOR_Y = 6
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HOSPITAL_SECTOR_Z = 0
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;add Rat to location after creature meanwhile scene
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ADD_RAT_SECTOR_X = 9
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ADD_RAT_SECTOR_Y = 7
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ADD_RAT_SECTOR_Z = 0
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[San Mona]
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;some rooms in the porn shop and Hans' location (I think this is before moving)
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PORN_SHOP_ROOM_HANS = 49
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@@ -110,12 +125,10 @@ KINGPIN_MONEY_SECTOR_X = 5
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KINGPIN_MONEY_SECTOR_Y = 4
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KINGPIN_MONEY_SECTOR_Z = 1
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;Joey primary location to be found
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;Joey primary and alternate location to be found. Use same value if there's only one location
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JOEY_PRIMARY_SECTOR_X = 4
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JOEY_PRIMARY_SECTOR_Y = 4
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JOEY_PRIMARY_SECTOR_Z = 1
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;Joey alternate location to be found. Use same value if there's only one location
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JOEY_ALTERNATE_SECTOR_X = 5
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JOEY_ALTERNATE_SECTOR_Y = 3
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JOEY_ALTERNATE_SECTOR_Z = 0
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@@ -123,6 +136,12 @@ JOEY_ALTERNATE_SECTOR_Z = 0
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;Spike new location when assassins are sent. Reuse old sector value if no relocation
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SPIKE_NEW_SECTOR_X = 5
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SPIKE_NEW_SECTOR_Y = 3
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SPIKE_NEW_SECTOR_Z = 0
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;add Iggy to location when game progress condition met
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ADD_IGGY_SECTOR_X = 5
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ADD_IGGY_SECTOR_Y = 3
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ADD_IGGY_SECTOR_Z = 0
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[Estoni]
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@@ -149,4 +168,28 @@ WEAPON_CACHE_4_X = 12
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WEAPON_CACHE_4_Y = 10
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WEAPON_CACHE_5_X = 9
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WEAPON_CACHE_5_Y = 13
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WEAPON_CACHE_5_Y = 13
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[Meanwhile]
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;Palace meanwhile sector
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PALACE_SECTOR_X = 3
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PALACE_SECTOR_Y = 16
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;Interrogation meanwhile and second POW stuff
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INTERROGATE_POW_SECTOR_X = 7
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INTERROGATE_POW_SECTOR_Y = 14
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INTERROGATE_POW_POSITION_1 = 7756
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INTERROGATE_POW_POSITION_2 = 7757
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INTERROGATE_POW_POSITION_3 = 7758
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INTERROGATE_POW_ITEM_POSITION_1 = 12089
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INTERROGATE_POW_ITEM_POSITION_2 = 12089
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INTERROGATE_POW_ITEM_POSITION_3 = 12089
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;row sectors to trigger meduna outskirts meanwhile
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MEDUNA_OUTSKIRTS_ROW_MIN_X = 2
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MEDUNA_OUTSKIRTS_ROW_MAX_X = 6
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MEDUNA_OUTSKIRTS_ROW_Y = 13
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;column sectors to trigger meduna outskirts meanwhile
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MEDUNA_OUTSKIRTS_COL_X = 6
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MEDUNA_OUTSKIRTS_COL_MIN_Y = 14
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MEDUNA_OUTSKIRTS_COL_MAX_Y = 14
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@@ -17,26 +17,26 @@ BASEMENT_ENTRY_1 = 13362
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BASEMENT_ENTRY_2 = 13363
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BASEMENT_ENTRY_3 = 13364
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BASEMENT_ENTRY_4 = 13365
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BASEMENT_ENTRY_5 = 13325
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BASEMENT_ENTRY_6 = 13324
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BASEMENT_ENTRY_7 = 0
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BASEMENT_ENTRY_8 = 0
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BASEMENT_ENTRY_9 = 0
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BASEMENT_ENTRY_10 = 0
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BASEMENT_ENTRY_5 = 13525
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BASEMENT_ENTRY_6 = 13524
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BASEMENT_ENTRY_7 = 13523
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BASEMENT_ENTRY_8 = 13522
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BASEMENT_ENTRY_9 = 13202
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BASEMENT_ENTRY_10 = 13203
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;Same as above, only this time for top of the stairs and leaving
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BASEMENT_EXIT_1 = 8047
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BASEMENT_EXIT_2 = 8207
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BASEMENT_EXIT_3 = 8208
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BASEMENT_EXIT_4 = 8048
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BASEMENT_EXIT_5 = 7888
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BASEMENT_EXIT_6 = 7728
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BASEMENT_EXIT_7 = 7727
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BASEMENT_EXIT_8 = 7567
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BASEMENT_EXIT_9 = 0
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BASEMENT_EXIT_10 = 0
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BASEMENT_EXIT_11 = 0
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BASEMENT_EXIT_12 = 0
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BASEMENT_EXIT_2 = 8208
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BASEMENT_EXIT_3 = 8048
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BASEMENT_EXIT_4 = 7888
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BASEMENT_EXIT_5 = 7728
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BASEMENT_EXIT_6 = 7727
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BASEMENT_EXIT_7 = 7567
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BASEMENT_EXIT_8 = 7568
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BASEMENT_EXIT_9 = 7569
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BASEMENT_EXIT_10 = 7729
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BASEMENT_EXIT_11 = 7889
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BASEMENT_EXIT_12 = 8049
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;changes to the map for the crate moving effect
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FINAL_CRATE_GRID = 8207
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@@ -59,6 +59,18 @@ JOHN_UNESCORT_SECTOR_Y = 2
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JOHN_UNESCORT_SECTOR_Z = 0
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[Alma]
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;location of rocket rifle
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ROCKETRIFLE_POSITION = 10472
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;initial POW stuff if not yet liberated
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INITIAL_POW_SECTOR_X = 13
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INITIAL_POW_SECTOR_Y = 9
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INITIAL_POW_POSITION_1 = 9208
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INITIAL_POW_POSITION_2 = 9688
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INITIAL_POW_POSITION_3 = 9215
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INITIAL_POW_ITEM_POSITION_1 = 12246
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INITIAL_POW_ITEM_POSITION_2 = 12406
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INITIAL_POW_ITEM_POSITION_3 = 12086
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[Grumm]
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@@ -74,6 +86,11 @@ HOSPITAL_SECTOR_X = 8
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HOSPITAL_SECTOR_Y = 6
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HOSPITAL_SECTOR_Z = 0
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;add Rat to location after creature meanwhile scene
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ADD_RAT_SECTOR_X = 9
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ADD_RAT_SECTOR_Y = 7
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ADD_RAT_SECTOR_Z = 0
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[San Mona]
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;some rooms in the porn shop and Hans' location (I think this is before moving)
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PORN_SHOP_ROOM_HANS = 49
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@@ -108,12 +125,10 @@ KINGPIN_MONEY_SECTOR_X = 5
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KINGPIN_MONEY_SECTOR_Y = 4
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KINGPIN_MONEY_SECTOR_Z = 1
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;Joey primary location to be found
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;Joey primary and alternate location to be found. Use same value if there's only one location
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JOEY_PRIMARY_SECTOR_X = 4
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JOEY_PRIMARY_SECTOR_Y = 4
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JOEY_PRIMARY_SECTOR_Z = 1
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;Joey alternate location to be found. Use same value if there's only one location
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JOEY_ALTERNATE_SECTOR_X = 5
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JOEY_ALTERNATE_SECTOR_Y = 3
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JOEY_ALTERNATE_SECTOR_Z = 0
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@@ -121,6 +136,12 @@ JOEY_ALTERNATE_SECTOR_Z = 0
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;Spike new location when assassins are sent. Reuse old sector value if no relocation
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SPIKE_NEW_SECTOR_X = 5
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SPIKE_NEW_SECTOR_Y = 3
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SPIKE_NEW_SECTOR_Z = 0
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;add Iggy to location when game progress condition met
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ADD_IGGY_SECTOR_X = 5
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ADD_IGGY_SECTOR_Y = 3
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ADD_IGGY_SECTOR_Z = 0
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[Estoni]
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@@ -147,4 +168,28 @@ WEAPON_CACHE_4_X = 12
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WEAPON_CACHE_4_Y = 10
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WEAPON_CACHE_5_X = 9
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WEAPON_CACHE_5_Y = 13
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WEAPON_CACHE_5_Y = 13
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[Meanwhile]
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;Palace meanwhile sector
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PALACE_SECTOR_X = 3
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PALACE_SECTOR_Y = 16
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;Interrogation meanwhile and second POW stuff
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INTERROGATE_POW_SECTOR_X = 7
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INTERROGATE_POW_SECTOR_Y = 14
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INTERROGATE_POW_POSITION_1 = 7756
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INTERROGATE_POW_POSITION_2 = 7757
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INTERROGATE_POW_POSITION_3 = 7758
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INTERROGATE_POW_ITEM_POSITION_1 = 12089
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INTERROGATE_POW_ITEM_POSITION_2 = 12089
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INTERROGATE_POW_ITEM_POSITION_3 = 12089
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;row sectors to trigger meduna outskirts meanwhile
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MEDUNA_OUTSKIRTS_ROW_MIN_X = 2
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MEDUNA_OUTSKIRTS_ROW_MAX_X = 6
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MEDUNA_OUTSKIRTS_ROW_Y = 13
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;column sectors to trigger meduna outskirts meanwhile
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MEDUNA_OUTSKIRTS_COL_X = 6
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MEDUNA_OUTSKIRTS_COL_MIN_Y = 14
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MEDUNA_OUTSKIRTS_COL_MAX_Y = 14
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