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) 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
config()
{
level.deposit_hint = "Press &&1 to open the door"; // Cost area will be added after by the script
level.deposit_electric_hint = "You need to turn the power on";
}
trick()
{
IPrintLnBold( "How did you know?!?" );
}
init()
{
things = GetEntArray( "things","targetname" );//triggers or ents to shoot
rockets = GetEntArray("vista_rocket","targetname");
level.things = things.size;
array_thread( things,::ShootThings );
array_thread(rockets,::kino_init);
}
ShootThings(){
self waittill("damage"); //for ents that are shootable
level.things--;
if(level.things<=0){
//reward here, spawn pap, or weapons, or whatever
self thread trick();
}
}
kino_init(){
for(i = 0; i < self.size; i ++)
{
s = getstruct(self[i].target, "targetname");
self[i] MoveTo(s.origin ,4);
self[i] RotateTo( (0,0,0), 4);
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 2;
IPrintLnBold( "Object moved!" );
wait 4;
IPrintLnBold( "Object moved!" );
}
wait 2;
IPrintLnBold( "Error" );
wait 2;
IPrintLnBold( "Error" );
wait 2;
IPrintLnBold( "Error" );
wait 2;
IPrintLnBold( "Error" );
wait 2;
IPrintLnBold( "Error" );
wait 2;
IPrintLnBold( "Error" );
wait 2;
IPrintLnBold( "Error" );
}

