//Generated by BehavEd

rem ( "startscript" );
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_HIDE", /*@OBJECTIVES*/ "CAIRN_REACTOR_OBJ1" );
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_HIDE", /*@OBJECTIVES*/ "CAIRN_REACTOR_OBJ2" );
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "CAIRN_DOCK1_OBJ1" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "runner1dead" );
set ( "runner1dead", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "runner2dead" );
set ( "runner2dead", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "runner3dead" );
set ( "runner3dead", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "runner4dead" );
set ( "runner4dead", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "runner5dead" );
set ( "runner5dead", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "runner6dead" );
set ( "runner6dead", "0" );
declare ( /*@DECLARE_TYPE*/ FLOAT, "cinStarted" );
set ( "cinStarted", "0" );
//(BHVDREM)  rem ( "Setting up the big easter egg looking fuel containers to turn off and on." );

affect ( "easter_egg1", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg2", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg3", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg4", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg5", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg6", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg7", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg8", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg9", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg10", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg11", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "easter_egg12", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_ENDFRAME", 1 );
	set ( /*@SET_TYPES*/ "SET_SHADER_ANIM", /*@BOOL_TYPES*/ "true" );
}


affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "3" );
	set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "3" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BOWCASTER" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BRYAR_PISTOL" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DET_PACK" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DISRUPTOR" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_FLECHETTE" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_RAPID_FIRE_CONC" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_REPEATER" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_THERMAL" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_TRIP_MINE" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_ROCKET_LAUNCHER" );
	//(BHVDREM)  set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DEMP2" );
}

