330 lines
17 KiB
Plaintext
330 lines
17 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Fireworks Finale
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//:: g_fireworksfinal
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This is called by g_fireworks after so many fireworks have been shot. This is a
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heavily scripted event. If you don't know what to do don't mess with it.
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If you do edit it make sure you always use DelayCommand with the varible
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"fTimeDelay" Make sure you increase "fTimeDelay" or everything will happen at
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the same time.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jay Clark
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//:: Created On: August 31, 2004
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//:://////////////////////////////////////////////
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void main()
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{
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object oSource = GetObjectByTag("FireworksSource");
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object oArea = GetArea(oSource);
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object oTarget;
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string sTag;
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effect eMissile = EffectVisualEffect(VFX_IMP_MIRV);
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effect eDam = EffectDamage(1);
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effect eFire = EffectVisualEffect(VFX_COM_HIT_FIRE);
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//Single Targets to use later On!
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//These can be used by you to make other patterns for the finale
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object oSTarget1 = GetObjectByTag("FireworksSTarget1");
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object oSTarget2 = GetObjectByTag("FireworksSTarget2");
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object oSTarget3 = GetObjectByTag("FireworksSTarget3");
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object oSTarget4 = GetObjectByTag("FireworksSTarget4");
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object oSTarget5 = GetObjectByTag("FireworksSTarget5");
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object oSTarget6 = GetObjectByTag("FireworksSTarget6");
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object oSTarget7 = GetObjectByTag("FireworksSTarget7");
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object oSTarget8 = GetObjectByTag("FireworksSTarget8");
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object oSTarget9 = GetObjectByTag("FireworksSTarget9");
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object oSTarget10 = GetObjectByTag("FireworksSTarget10");
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object oSTarget11 = GetObjectByTag("FireworksSTarget11");
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object oSTarget12 = GetObjectByTag("FireworksSTarget12");
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object oMTarget = GetObjectByTag("FireworksMTarget3");
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object oMTarget1 = GetObjectByTag("FireworksMTarget1");
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object oMTarget2 = GetObjectByTag("FireworksMTarget2");
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object oLTarget = GetObjectByTag("FireworksLTarget3");
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object oLTarget1 = GetObjectByTag("FireworksLTarget1");
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object oLTarget2 = GetObjectByTag("FireworksLTarget2");
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int EffectNum;
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int EffectNum1;
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int i;
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float fTimeDelay = 1.0;
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float fDist, fDelay;
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SetLocalInt(oSource,"NewMedFire",FALSE);
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SetLocalInt(oSource,"NEWFIREWORK",FALSE);
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SetLocalInt(oSource,"NOSPAWN",TRUE);
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//Counter Clockwise with Howl
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DelayCommand(fTimeDelay,SetLocalInt(oSource,"SmallFireWorks",3));; //Howl Circle
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for(i=1;i<13;i++)
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{
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sTag = "FireworksSTarget" + IntToString(i);
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oTarget = GetObjectByTag(sTag);
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fDist = GetDistanceBetween(oSource, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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fTimeDelay += 0.5;
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fDelay += fTimeDelay;
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}
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fTimeDelay += 3.0;
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//Clockwise with dispel
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DelayCommand(fTimeDelay,SetLocalInt(oSource,"SmallFireWorks",2)); //Dispel
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for(i=12;i>0;i--)
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{
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sTag = "FireworksSTarget" + IntToString(i);
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oTarget = GetObjectByTag(sTag);
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fDist = GetDistanceBetween(oSource, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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fTimeDelay += 0.5;
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fDelay += fTimeDelay;
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}
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fTimeDelay += 3.0;
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//Order fire with Electric Burst
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DelayCommand(fTimeDelay,SetLocalInt(oSource,"SmallFireWorks",9));
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for(i=1;i<7;i++)
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{
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sTag = "FireworksSTarget" + IntToString(i);
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oTarget = GetObjectByTag(sTag);
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fDist = GetDistanceBetween(oSource, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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fTimeDelay += 0.5;
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fDelay += fTimeDelay;
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sTag = "FireworksSTarget" + IntToString(i+6);
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oTarget = GetObjectByTag(sTag);
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fDist = GetDistanceBetween(oSource, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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fTimeDelay += 0.5;
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fDelay += fTimeDelay;
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}
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for(i=7;i<13;i++)
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{
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sTag = "FireworksSTarget" + IntToString(i);
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oTarget = GetObjectByTag(sTag);
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fDist = GetDistanceBetween(oSource, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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fTimeDelay += 0.5;
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fDelay += fTimeDelay;
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sTag = "FireworksSTarget" + IntToString(i-6);
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oTarget = GetObjectByTag(sTag);
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fDist = GetDistanceBetween(oSource, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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fTimeDelay += 0.5;
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fDelay += fTimeDelay;
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}
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fTimeDelay += 3.0;
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//Fire Medium Firework off followed by a Large shortly after
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fDist = GetDistanceBetween(oSource, oMTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oMTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oMTarget));
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fTimeDelay += 3.0;
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fDist = GetDistanceBetween(oSource, oLTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oLTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oLTarget));
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//Odd smalls go off with unused effects
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fTimeDelay += 10.0;
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EffectNum = 13;
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fDist = GetDistanceBetween(oSource, oSTarget1);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget1));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget1));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum),oSTarget1));
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fDist = GetDistanceBetween(oSource, oSTarget3);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget3));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget3));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum),oSTarget3));
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fDist = GetDistanceBetween(oSource, oSTarget5);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget5));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget5));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum),oSTarget5));
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fDist = GetDistanceBetween(oSource, oSTarget7);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget7));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget7));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum),oSTarget7));
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fDist = GetDistanceBetween(oSource, oSTarget9);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget9));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget9));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum),oSTarget9));
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fDist = GetDistanceBetween(oSource, oSTarget11);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget11));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget11));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum),oSTarget11));
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//Even Small go off now
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fTimeDelay += 2.0;
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EffectNum1 = 13;
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fDist = GetDistanceBetween(oSource, oSTarget2);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget2));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget2));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum1),oSTarget2));
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fDist = GetDistanceBetween(oSource, oSTarget4);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget4));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget4));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum1),oSTarget4));
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fDist = GetDistanceBetween(oSource, oSTarget6);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget6));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget6));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum1),oSTarget6));
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fDist = GetDistanceBetween(oSource, oSTarget8);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget8));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget8));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum1),oSTarget8));
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fDist = GetDistanceBetween(oSource, oSTarget10);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget10));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget10));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum1),oSTarget10));
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fDist = GetDistanceBetween(oSource, oSTarget12);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oSTarget12));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oSTarget12));
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DelayCommand(fDelay+0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(EffectNum1),oSTarget12));
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//Put some Rapid shot Random Mediums here
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for(i=1;i<11;i++)
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{
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fDist = GetDistanceBetween(oSource, oMTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oMTarget));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oMTarget));
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fTimeDelay += 2.5;
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}
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//GRAND ENDING!
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fTimeDelay += 6.0;
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//Grand Ending here Weird without darkness with a dragon flight to a big explosion.
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fDist = GetDistanceBetween(oSource, oLTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oLTarget));
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_FIREBALL),oLTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(323), oLTarget));
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fTimeDelay = fDelay + 1.0;
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(488), oLTarget));
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fTimeDelay += 5.0;
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(464), oLTarget));
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fTimeDelay += 4.0;
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(477), oLTarget));
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for(i=1;i<13;i++)
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{
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sTag = "FireworksSTarget" + IntToString(i);
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oTarget = GetObjectByTag(sTag);
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fDist = GetDistanceBetween(oSource, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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fDelay += fTimeDelay;
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DelayCommand(fTimeDelay,ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oSource));
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DelayCommand(fTimeDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(193), oTarget));
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DelayCommand(fDelay+0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(407), oTarget));
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DelayCommand(fDelay+1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(459), oTarget));
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}
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fTimeDelay += 5.0;
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//Stop the Music
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DelayCommand(fTimeDelay,MusicBattleStop(oArea));
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//Turn TileLights back on
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DelayCommand(fTimeDelay,ExecuteScript("g_lightson",oTarget));
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//Clean up all the targets
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fTimeDelay += 5.0;
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DestroyObject(oSTarget1,fTimeDelay);
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DestroyObject(oSTarget2,fTimeDelay);
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DestroyObject(oSTarget3,fTimeDelay);
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DestroyObject(oSTarget4,fTimeDelay);
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DestroyObject(oSTarget5,fTimeDelay);
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DestroyObject(oSTarget6,fTimeDelay);
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DestroyObject(oSTarget7,fTimeDelay);
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DestroyObject(oSTarget8,fTimeDelay);
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DestroyObject(oSTarget9,fTimeDelay);
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DestroyObject(oSTarget10,fTimeDelay);
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DestroyObject(oSTarget11,fTimeDelay);
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DestroyObject(oSTarget1,fTimeDelay);
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DestroyObject(oMTarget,fTimeDelay);
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DestroyObject(oMTarget2,fTimeDelay);
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DestroyObject(oMTarget,fTimeDelay);
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DestroyObject(oLTarget1,fTimeDelay);
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DestroyObject(oLTarget,fTimeDelay);
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DestroyObject(oLTarget,fTimeDelay);
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//Allow for another show to start
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DelayCommand(fTimeDelay,SetLocalInt(oArea,"FIREWORKSHOW",FALSE));
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}
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