////////////////////////////
// Run when the map starts
void OnStart()
{
AddEntityCollideCallback("Player", "fallen", "vase", true, 1);
AddEntityCollideCallback("Player", "dorf", "laut", true, 1);
AddEntityCollideCallback("Player", "lolman", "tot", true, 1);
AddEntityCollideCallback("Player", "lolman1", "tot1", true, 1);
}
void vase(string &in asParent, string &in asChild, int alState)
{
AddBodyForce("vase01_1_Body_1", 1000, 0, 0, "world");
StartPlayerLookAt("vase01_1", 10.0f, 10.0f, "");
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
AddTimer("", 0.5f, "stoplook");
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}

void laut(string &in asParent, string &in asChild, int alState)
{
SetMessage("dorf", "dorfer", 8.0f);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
AddTimer("", 2.5f, "sound");
SetEntityActive("crude_man_chains_statue_2", true);
SetEntityActive("crude_man_chains_statue_4", false);
}
void sound(string &in asTimer)
{
PlaySoundAtEntity("", "amb_idle_scratch.snt", "Player", 0, false);
}

void tot(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpsemale1", true);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
GiveSanityDamage(25.0f, true);
AddTimer("", 0.1f, "body");
}

void body(string &in asTimer)
{
AddBodyForce("corpsemale1_Body_1", 0, 0, 0, "world");
AddBodyForce("corpsemale1_Body_13", 0, -30000, 0, "world");
AddBodyForce("corpsemale1_Body_4", 0, -30000, 0, "world");
AddBodyForce("corpsemale1_Body_8", 0, -30000, 0, "world");
AddBodyForce("corpsemale1_Body_12", 0, -30000, 0, "world");
PlaySoundAtEntity("", "21_intro_scream.snt", "Player", 0, false);
CreateParticleSystemAtEntity("", "ps_blood_tiny_splash.ps", "corpsemale1", true);
}
void tot1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("crude_man_chains_statue_3", false);
SetEntityActive("crude_man_chains_statue_4", true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}
