// rain - Tue Sep 23 20:32:03 EDT 2003 - fixed setautospawns
game_manager
{
	spawn
	{
		// Game rules
		wm_number_of_objectives 1
		wm_set_round_timelimit	5

		// Remove tunnel spawn point
		setstate tunnel_wobj invisible

		// Setup the auto spawn points for the map
		// rain - wait 100ms instead of 50 so spawns are set up
		wait 100
		setstate t108 invisible
		// rain - fix allied autospawn
		setautospawn "Allied Entrance Spawn" 1
		setautospawn "Axis Fuel Dump" 0

		// Garage Doors
		globalaccum 4 set 0		// Flexible Door 1 status. (0=stationary, 1=moving)
		globalaccum 5 set 0		// Flexible Door 2 status. (0=stationary, 1=moving)

		wait 1000
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*
	}
}

// ============================================================================
// OBJ stuff to remove from LMS mode
// ============================================================================
thebridge_lms
{
	spawn
	{
		wait 100
		setstate thebridge_lms default
		setstate lms_alliedstaircase default

		setstate tankbay_hacabinet_cm_marker invisible
		setstate tankbay_hacabinet_toi invisible

		setstate tankbay_healthcabinet invisible
		setstate tankbay_ammocabinet invisible
		setstate tankbay_healthtrigger invisible
		setstate tankbay_ammotrigger invisible
		setstate tankbay_healthcabinet_dmg invisible
		setstate tankbay_ammocabinet_dmg invisible
		setstate tankbay_healthcabinet_clip invisible
		setstate tankbay_ammocabinet_clip invisible

		setstate alliedhut_hacabinet_cm_marker invisible
		setstate alliedhut_hacabinet_toi invisible

		setstate alliedhut_healthcabinet invisible
		setstate alliedhut_ammocabinet invisible
		setstate alliedhut_healthtrigger invisible
		setstate alliedhut_ammotrigger invisible
		setstate alliedhut_healthcabinet_clip invisible
		setstate alliedhut_ammocabinet_clip invisible

		setstate tunneldoor_toi invisible
		setstate depotgate_toi invisible
		setstate depotsidewall_toi invisible

		setstate hurt_tunnelgrateblast invisible
		setstate hurt_cavedoorblast invisible
		setstate hurt_basedoorblast invisible
		setstate hurt_basewallblast invisible
		setstate hurt_fueldumpblast invisible
		setstate axistunneltowerblast invisible
		setstate axissidetowerblast invisible
		setstate axistunneltowerblast invisible
		setstate axissidetowerblast invisible

		setstate fueldump_solid invisible
		setstate fueldump_damaged default
		setstate fueldump_smoke1 invisible
		setstate fueldump_smoke2 invisible
		setstate fueldump_smoke3 invisible
	}
}

// ============================================================================
// Team doors to be removed from LMS
// ============================================================================
axisbasedoor
{
	spawn
	{
		wait 100
		remove
	}
}

axiscentraldoor
{
	spawn
	{
		wait 100
		remove
	}
}


// ----------------------------------------------------------------------------
// Water grate entrance on Allied side of map
// Func_explosive/func_static entities
// ----------------------------------------------------------------------------
tunnelgrate_solid
{
	spawn
	{
		wait 100
		setstate tunnelgrate_dmg default
		setstate tunnelgrate_solid invisible
	}
}

// ----------------------------------------------------------------------------
// Cave door on Allied side of map
// Func_explosive/func_static entities
// ----------------------------------------------------------------------------
cavedoor_solid
{
	spawn
	{
		wait 100
		setstate cavedoor_dmg default
		setstate cavedoor_solid invisible
	}
}

// ----------------------------------------------------------------------------
// Front gate of axis complex
// Func_explosive/func_static entities
// ----------------------------------------------------------------------------
basedoor_solid
{
	spawn
	{
		wait 100
		setstate basedoor_dmg default
		setstate basedoor_solid invisible
	}
}

// ----------------------------------------------------------------------------
// Side wall of axis complex
// Func_explosive/func_static entities
// ----------------------------------------------------------------------------
basewall_solid
{
	spawn
	{
		wait 100
		setstate basewall_solid invisible
		setstate basewall_trighurt invisible
	}
}

// ===========================================================================================
// Fuel Dump Barricades
// ===========================================================================================
frontdump
{
	spawn
	{
		wait 100
		setstate frontdumpmaterials_stage1 invisible
		setstate frontdumpmaterials_stage2 invisible
		setstate frontdump_toi invisible
		setstate frontdump1_trighurt invisible
		setstate frontdump2_trighurt invisible
		wait 100
		remove
	}
}

reardump
{
	spawn
	{
		wait 100
		setstate reardumpmaterials_stage1 invisible
		setstate reardumpmaterials_stage2 invisible
		setstate reardump_toi invisible
		setstate reardump1_trighurt invisible
		setstate reardump2_trighurt invisible
		wait 100
		remove
	}
}

axisfueldump
{
	spawn
	{
		wait 100
		setstate fueldump_ladder invisible
		setstate fueldump_toi invisible
		wait 100
		remove
	}
}

// ===========================================================================================
// The Tanker stuff
// ===========================================================================================
tank
{
	spawn
	{
		wait 100
		remove
	}
}

tank_disabler
{
	spawn
	{
		wait 100
		remove
	}
}

tank_enabler
{
	spawn
	{
		wait 100
		remove
	}
}

tank_trigger
{
	spawn
	{
		wait 200
		remove
	}
}

tank_build
{
	spawn
	{
		wait 100
		remove
	}
}

tank_construct
{
	spawn
	{
		wait 100
		remove
	}
}

tank_turret
{
	spawn
	{
		wait 100
		remove
	}
}

//================================================================================
// Test brushage for the tank turret
//================================================================================
tank_turret2solid
{
	spawn
	{
		wait 50
		remove
	}
}

tank_turret2
{
	spawn
	{
		wait 50
		remove
	}
}

tank_smoke
{
	spawn
	{
		wait 50
		remove
	}
}

tank_flash
{
	spawn
	{
		wait 50
		remove
	}
}

// ============================================================================
// The Bridge ... its the big one that takes ages to build ...
// ============================================================================
thebridge
{
	spawn
	{
		wait 200
		setstate bridgematerials_stage1 invisible
		setstate bridgematerials_stage2 invisible
		setstate bridge_construct_toi invisible
		wait 100
		remove
	}
}

// ============================================================================
// Footbridge on Allied side of the map
// ============================================================================
footbridge
{
	spawn
	{
		wait 200
		// the construct command only works on single stage func_constructible objects.
//		construct footbridge
		setstate footbridgematerials invisible
		setstate footbridge_toi invisible

		setstate footbridge invisible
		setstate lms_footbridge default
	}
}

// ============================================================================
// Allied MG42 Nest - on Allied side of the map
// ============================================================================
alliedbarnmg42nest
{
	spawn
	{
		wait 200
		constructible_class 2
		setstate alliedbarnmg42 invisible
		setstate alliedbarnmg42materials default
	}

	buildstart final
	{
		setstate alliedbarnmg42 underconstruction
	}

	built final
	{
		setstate alliedbarnmg42 default
		setstate alliedbarnmg42materials invisible
	}

	death
	{
		setstate alliedbarnmg42 invisible
		setstate alliedbarnmg42materials default
		repairmg42 alliedbarnmg42
	}
}

// ============================================================================
// AXIS GUARD TOWER - on Allied side of the map
// ============================================================================
axistunneltower
{
	spawn
	{
		wait 200
		constructible_class 2
		setstate tunneltowerstructure invisible
		setstate axistunneltowermg42 invisible
		setstate tunneltowermaterials default
	}

	buildstart final
	{
		setstate tunneltowerstructure underconstruction
		setstate axistunneltowermg42 underconstruction
	}

	built final
	{
		setstate tunneltowerstructure default
		setstate axistunneltowermg42 default
		setstate tunneltowermaterials invisible
	}

	death
	{
		setstate tunneltowerstructure invisible
		setstate axistunneltowermg42 invisible
		setstate tunneltowermaterials default
		repairmg42 axistunneltowermg42

		// Some kind of UI pop-up to alert players
		wm_announce	"Allied team has destroyed the Tunnel Guard Tower!"
		wm_voiceannounce 0 SYS_ObjDestroyed
		wm_voiceannounce 1 SYS_ObjDestroyed
	}
}


// ============================================================================
// ALLIED MG42 NEST next to the tank bay
// - on Axis side of the map
// ============================================================================
alliedsidemg42
{
	spawn
	{
		wait 200
		constructible_class 2
		setstate alliedsidemg42_sandbags invisible
		setstate alliedsidemg42_gun invisible
	}

	buildstart final
	{
		setstate alliedsidemg42_sandbags underconstruction
		setstate alliedsidemg42_gun underconstruction
	}

	built final
	{
		setstate alliedsidemg42_sandbags default
		setstate alliedsidemg42_gun default
		setstate sidetowermaterials invisible
	}

	death
	{
		setstate alliedsidemg42_sandbags invisible
		setstate alliedsidemg42_gun invisible
		repairmg42 alliedsidemg42_gun

		setstate sidetowermaterials default

		// Some kind of UI pop-up to alert players
		wm_announce	"Axis team has destroyed the Side MG42 Nest!"
		wm_voiceannounce 0 SYS_ObjDestroyed
		wm_voiceannounce 1 SYS_ObjDestroyed
	}
}

// ============================================================================
// AXIS GUARD TOWER next to the tank bay
// - on Axis side of the map
// ============================================================================
axissidetower
{
	spawn
	{
		wait 200
		constructible_class 2
		setstate sidetowerstructure invisible
		setstate axissidetowermg42 invisible
		setstate sidetowermaterials default
	}

	buildstart final
	{
		setstate sidetowerstructure underconstruction
		setstate axissidetowermg42 underconstruction
	}

	built final
	{
		setstate sidetowerstructure default
		setstate axissidetowermg42 default
		setstate sidetowermaterials invisible
	}

	death
	{
		setstate sidetowerstructure invisible
		setstate axissidetowermg42 invisible
		repairmg42 axissidetowermg42

		setstate sidetowermaterials default

		// Some kind of UI pop-up to alert players
		wm_announce	"Allied team has destroyed the Side Guard Tower!"
		wm_voiceannounce 0 SYS_ObjDestroyed
		wm_voiceannounce 1 SYS_ObjDestroyed
	}
}

// ===========================================================================================
// Garage Doors for Tank
// ===========================================================================================
tbdoor1_trigger1
{
	spawn
	{
		accum 3 set 0			// Initial state of lever. (0=down, 1=up)
	}
	trigger main
	{
		trigger tbdoor1_trigger1 up
		trigger tbdoor1_trigger1 down
	}

	trigger up
	{
		accum 3 abort_if_not_equal 0		// Lever up already ?
		globalaccum 4 abort_if_not_equal 0	// Flexible Door moving ?
		resetscript

//		print "Flex Door 1 opening ..."
		globalaccum 4 set 1			// Door is opening ...
		accum 3 set 1				// Lever is in up position
		trigger tbflywheel1 start			// Set flywheel moving
		trigger tbflywheel1 clockwise		// Start turning
		trigger tbflywheel1_sound wheel1_run
		trigger tbdoor1_lever1 up		// Move lever
		trigger tbdoor1-9 open		// Start moving all the door sections
	}

	trigger down
	{
		accum 3 abort_if_not_equal 1		// Lever down already ?
		globalaccum 4 abort_if_not_equal 0	// Flexible Door moving ?
		resetscript

//		print "Flex Door 1 closing ..."
		globalaccum 4 set 1			// Door is opening ...
		accum 3 set 0				// Lever is in up position
		trigger tbflywheel1 start			// Set flywheel moving
		trigger tbflywheel1 anticlockwise		// Start turning
		trigger tbflywheel1_sound wheel1_run
		trigger tbdoor1_lever1 down		// Move lever
		trigger tbdoor1-9 close		// Start moving all the door sections
	}
}

tbdoor1_lever1
{
	trigger down
	{
		gotomarker tbdoor1_lever1_downpos 16
		playsound sound/movers/switches/butn2.wav
	}
	trigger up
	{
		gotomarker tbdoor1_lever1_uppos 16
		playsound sound/movers/switches/switch.wav
	}
}

tbflywheel1_sound
{
	trigger wheel1_run
	{
		trigger tbflywheel1 sound_start
		wait 400
		trigger tbflywheel1 sound_run
	}
}

tbflywheel1
{
	spawn
	{
		accum 3 set 0			// Flywheel moving (0=No, 1=Yes)
	}

	trigger sound_start
	{
		stopsound
		playsound sound/movers/motors/motor_start_01.wav volume 127
	}

	trigger sound_run
	{
		playsound sound/movers/motors/motor_loop_01.wav looping volume 512
	}

	trigger sound_stop
	{
		stopsound
		playsound sound/movers/motors/motor_end_01.wav volume 127
	}

	trigger clockwise
	{
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 90 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 180 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 270 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 0 0 0 250 wait

		trigger tbflywheel1 clockwise
	}

	trigger anticlockwise
	{
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 270 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 180 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 90 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 0 0 0 250 wait

		trigger tbflywheel1 anticlockwise
	}

	trigger start
	{
		accum 3 set 1			// Start wheel moving
	}

	trigger stop
	{
		accum 3 set 0			// Stop wheel moving
		trigger self sound_stop
	}
}

tbdoor1-9
{
	spawn
	{
		wait 200
		followpath 1 tbdrspln1-2 100 wait length 16
	}

	trigger open
	{
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_start_01.wav volume 96
		wait 50
		playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
		followpath 1 tbdrspln1-3 50 wait length 16
		followpath 1 tbdrspln1-4 50 wait length 16
		trigger tbflywheel1 stop		// Turn off flywheel
		globalaccum 4 set 0		// Flexible door 1 has stopped moving
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_end_01.wav volume 96
	}

	trigger close
	{
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_start_01.wav volume 96
		wait 50
		playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
		followpath 0 tbdrspln1-4 50 wait length 16
		followpath 0 tbdrspln1-3 50 wait length 16
		trigger tbflywheel1 stop		// Turn off flywheel
		globalaccum 4 set 0		// Flexible door 1 has stopped moving
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_end_01.wav volume 96
	}
}

tbdoor1-8
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-9 16
	}
}

tbdoor1-7
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-8 16
	}
}

tbdoor1-6
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-7 16
	}
}

tbdoor1-5
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-6 16
	}
}

tbdoor1-4
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-5 16
	}
}

tbdoor1-3
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-4 16
	}
}

tbdoor1-2
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-3 16
	}
}

tbdoor1-1
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-2 16
	}
}

// ===========================================================================================
// Garage Doors for Tank
// ===========================================================================================

tbdoor2_trigger1
{
	spawn
	{
		accum 3 set 0			// Initial state of lever. (0=down, 1=up)
	}
	trigger main
	{
		trigger tbdoor2_trigger1 up
		trigger tbdoor2_trigger1 down
	}

	trigger up
	{
		accum 3 abort_if_not_equal 0		// Lever up already ?
		globalaccum 5 abort_if_not_equal 0	// Flexible Door moving ?
		resetscript

		globalaccum 5 set 1			// Door is opening ...
		accum 3 set 1				// Lever is in up position
		trigger tbflywheel2 start			// Set flywheel moving
		trigger tbflywheel2 clockwise		// Start turning
		trigger tbflywheel2_sound wheel2_run
		trigger tbdoor2_lever1 up		// Move lever
		trigger tbdoor2-9 open		// Start moving all the door sections
	}

	trigger down
	{
		accum 3 abort_if_not_equal 1		// Lever down already ?
		globalaccum 5 abort_if_not_equal 0	// Flexible Door moving ?
		resetscript

		globalaccum 5 set 1			// Door is opening ...
		accum 3 set 0				// Lever is in up position
		trigger tbflywheel2 start		// Set flywheel moving
		trigger tbflywheel2 anticlockwise	// Start turning
		trigger tbflywheel2_sound wheel2_run
		trigger tbdoor2_lever1 down		// Move lever
		trigger tbdoor2-9 close		// Start moving all the door sections
	}
}

tbdoor2_lever1
{
	trigger down
	{
		gotomarker tbdoor2_lever1_downpos 16
		playsound sound/movers/switches/butn2.wav
	}
	trigger up
	{
		gotomarker tbdoor2_lever1_uppos 16
		playsound sound/movers/switches/switch.wav
	}
}

tbflywheel2_sound
{
	trigger wheel2_run
	{
		trigger tbflywheel2 sound_start
		wait 400
		trigger tbflywheel2 sound_run
	}
}

tbflywheel2
{
	spawn
	{
		accum 3 set 0			// Flywheel moving (0=No, 1=Yes)
	}

	trigger sound_start
	{
		stopsound
		playsound sound/movers/motors/motor_start_01.wav volume 127
	}

	trigger sound_run
	{
		playsound sound/movers/motors/motor_loop_01.wav looping volume 512
	}

	trigger sound_stop
	{
		stopsound
		playsound sound/movers/motors/motor_end_01.wav volume 127
	}

	trigger clockwise
	{
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 90 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 180 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 270 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 0 0 0 250 wait

		trigger tbflywheel2 clockwise
	}

	trigger anticlockwise
	{
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 270 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 180 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 90 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 0 0 0 250 wait

		trigger tbflywheel2 anticlockwise
	}

	trigger start
	{
		accum 3 set 1			// Start wheel moving
	}
	trigger stop
	{
		accum 3 set 0			// Stop wheel moving

		trigger self sound_stop
	}
}

tbdoor2-9
{
	spawn
	{
		wait 200
		trigger tbdoor2_trigger1 up
	}

	trigger open
	{
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_start_01.wav volume 96
		wait 50
		playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
		followpath 1 tbdrspln2-3 50 wait length 16
		followpath 1 tbdrspln2-4 50 wait length 16
		trigger tbflywheel2 stop		// Turn off flywheel
		globalaccum 5 set 0		// Flexible door 1 has stopped moving
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_end_01.wav volume 96
	}

	trigger close
	{
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_start_01.wav volume 96
		wait 50
		playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
		followpath 0 tbdrspln2-4 50 wait length 16
		followpath 0 tbdrspln2-3 50 wait length 16
		trigger tbflywheel2 stop		// Turn off flywheel
		globalaccum 5 set 0		// Flexible door 1 has stopped moving
		stopsound				// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_end_01.wav volume 96
	}
}

tbdoor2-8
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-9 16
	}
}

tbdoor2-7
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-8 16
	}
}

tbdoor2-6
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-7 16
	}
}

tbdoor2-5
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-6 16
	}
}

tbdoor2-4
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-5 16
	}
}

tbdoor2-3
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-4 16
	}
}

tbdoor2-2
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-3 16
	}
}

tbdoor2-1
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor2-2 16
	}
}

// ============================================================================
// AXIS HQ bits and pieces
// ============================================================================
axis_radio_destroyed
{
	spawn
	{
		wait 200
		setstate axis_radio_destroyed invisible
		setstate axis_radio_destroyed_model invisible
	}
	trigger hide
	{
		setstate axis_radio_destroyed invisible
		setstate axis_radio_destroyed_model invisible
	}
	trigger show
	{
		setstate axis_radio_destroyed default
		setstate axis_radio_destroyed_model default
		setstate axishqstuff invisible // Arial tower outside of building
	}
}

axis_radio_closed
{
	spawn
	{
		wait 200
		setstate axis_radio_closed default
		setstate axis_radio_closed_model default
	}
	trigger hide
	{
		setstate axis_radio_closed invisible
		setstate axis_radio_closed_model invisible
	}
	trigger show
	{
		setstate axis_radio_closed default
		setstate axis_radio_closed_model default
	}
}

axis_radio_built
{
	spawn
	{
		wait 400

		constructible_class 2

		trigger self setup
		setstate axishqstuff invisible

	}

	trigger setup
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1
	}

	buildstart final
	{
		trigger axis_radio_built_model trans
		trigger axis_radio_destroyed hide
		trigger axis_radio_closed hide
	}

	decayed final
	{
		trigger axis_radio_built_model hide
		trigger axis_radio_closed show
	}

	built final
	{
		trigger axis_radio_built_model show
		trigger axis_radio_closed hide
		trigger axis_radio_destroyed hide

		trigger allied_radio_built_model enable_axis_features
		enablespeaker axishq_sound
	}

	death
	{
		trigger axis_radio_built_model hide
		trigger axis_radio_destroyed show

		trigger axis_radio_built_model disable_axis_features
		disablespeaker axishq_sound
	}
}

axis_radio_built_model
{
	spawn
	{
		wait 400
		setstate axis_radio_built_model invisible

		accum 0 bitreset 0	// set if radio is built
		accum 0 bitreset 1	// set if goal should be ignored
	}

	trigger show
	{
		setstate axis_radio_built_model default
	}

	trigger hide
	{
		setstate axis_radio_built_model invisible
	}

	trigger trans
	{
		setstate axis_radio_built_model underconstruction
	}

	trigger enable_axis_features
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1

		wm_announce	"Axis Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		accum 0 bitset 0
	}

	trigger disable_axis_features
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_announce	"Allied team has destroyed the Axis Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*

		accum 0 bitreset 0
	}
}

// ============================================================================
// Allied HQ bits and pieces
// ============================================================================
allied_radio_destroyed
{
	spawn
	{
		wait 200
		setstate allied_radio_destroyed invisible
		setstate allied_radio_destroyed_model invisible
	}
	trigger hide
	{
		setstate allied_radio_destroyed invisible
		setstate allied_radio_destroyed_model invisible
	}
	trigger show
	{
		setstate allied_radio_destroyed default
		setstate allied_radio_destroyed_model default
	}
}

allied_radio_closed
{
	spawn
	{
		wait 200
		setstate allied_radio_closed default
		setstate allied_radio_closed_model default
	}
	trigger hide
	{
		setstate allied_radio_closed invisible
		setstate allied_radio_closed_model invisible
	}
	trigger show
	{
		setstate allied_radio_closed default
		setstate allied_radio_closed_model default
	}
}

allied_radio_built
{
	spawn
	{
		wait 400
		constructible_class 2
		trigger allied_radio_built setup
	}

	trigger setup
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}

	buildstart final
	{
		trigger allied_radio_built_model trans
		trigger allied_radio_destroyed hide
		trigger allied_radio_closed hide
	}

	decayed final
	{
		trigger allied_radio_built_model hide
		trigger allied_radio_closed show
	}

	built final
	{
		trigger allied_radio_built_model show
		trigger allied_radio_closed hide
		trigger allied_radio_destroyed hide

		trigger allied_radio_built_model enable_allied_features
		enablespeaker alliedhq_sound
	}

	death
	{
		trigger allied_radio_built_model hide
		trigger allied_radio_destroyed show

		trigger allied_radio_built_model disable_allied_features
		disablespeaker alliedhq_sound
	}
}

allied_radio_built_model
{
	spawn
	{
		wait 400
		setstate allied_radio_built_model invisible

		accum 0 bitreset 0	// set if radio is built
		accum 0 bitreset 1	// set if goal should be ignored
	}

	trigger show
	{
		setstate allied_radio_built_model default
	}

	trigger hide
	{
		setstate allied_radio_built_model invisible
	}

	trigger trans
	{
		setstate allied_radio_built_model underconstruction
	}

	trigger enable_allied_features
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		accum 0 bitset 0
	}

	trigger disable_allied_features
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 1

		wm_announce	"Axis team has destroyed the Allied Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*

		accum 0 bitreset 0
	}
}
