421 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			421 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- DoomsdayFacility: 345.00000000 4842.00000000 -60.00000000
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exports('GetDoomsdayFacilityObject', function()
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    return DoomsdayFacility
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end)
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DoomsdayFacility = {
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    interiorId = 269313,
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    Ipl = {
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        Interior = {
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            ipl = "xm_x17dlc_int_placement_interior_33_x17dlc_int_02_milo_",
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            Load = function(color)
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                EnableIpl(DoomsdayFacility.Ipl.Interior.ipl, true)
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                SetIplPropState(DoomsdayFacility.interiorId, "set_int_02_shell", true, true)
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            end,
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            Remove = function()
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                EnableIpl(DoomsdayFacility.Ipl.Interior.ipl, false)
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            end
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        },
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        Exterior = {
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            ipl = {
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                "xm_hatch_01_cutscene", -- 1286.924 2846.06 49.39426
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                "xm_hatch_02_cutscene", -- 18.633 2610.834 86.0
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                "xm_hatch_03_cutscene", -- 2768.574 3919.924 45.82
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                "xm_hatch_04_cutscene", -- 3406.90 5504.77 26.28
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                "xm_hatch_06_cutscene", -- 1.90 6832.18 15.82
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                "xm_hatch_07_cutscene", -- -2231.53 2418.42 12.18
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                "xm_hatch_08_cutscene", -- -6.92 3327.0 41.63
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                "xm_hatch_09_cutscene", -- 2073.62 1748.77 104.51
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                "xm_hatch_10_cutscene", -- 1874.35 284.34 164.31
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                "xm_hatch_closed", -- Closed hatches (all)
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                "xm_siloentranceclosed_x17", -- Closed silo: 598.4869 5556.846 716.7615
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                "xm_bunkerentrance_door", -- Bunker entrance closed door: 2050.85 2950.0 47.75
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                "xm_hatches_terrain", -- Terrain adjustments for facilities (all) + silo
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                "xm_hatches_terrain_lod"
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            },
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            Load = function()
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                EnableIpl(DoomsdayFacility.Ipl.Exterior.ipl, true)
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            end,
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            Remove = function()
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                EnableIpl(DoomsdayFacility.Ipl.Exterior.ipl, false)
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            end
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        }
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    },
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    Colors = {
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        utility = 1,
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        expertise = 2,
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        altitude = 3,
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        power = 4,
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        authority = 5,
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        influence = 6,
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        order = 7,
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        empire = 8,
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        supremacy = 9
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    },
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    Walls = {
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        SetColor = function(color, refresh)
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            SetInteriorEntitySetColor(DoomsdayFacility.interiorId, "set_int_02_shell", color)
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            if refresh then
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                RefreshInterior(DoomsdayFacility.interiorId)
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            end
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        end
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    },
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    Decals = {
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        none = "",
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        style01 = "set_int_02_decal_01",
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        style02 = "set_int_02_decal_02",
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        style03 = "set_int_02_decal_03",
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        style04 = "set_int_02_decal_04",
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        style05 = "set_int_02_decal_05",
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        style06 = "set_int_02_decal_06",
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        style07 = "set_int_02_decal_07",
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        style08 = "set_int_02_decal_08",
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        style09 = "set_int_02_decal_09",
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        Set = function(decal, refresh)
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            DoomsdayFacility.Decals.Clear(refresh)
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            if decal ~= "" then
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                SetIplPropState(DoomsdayFacility.interiorId, decal, true, refresh)
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            else
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                if refresh then
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                    RefreshInterior(DoomsdayFacility.interiorId)
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                end
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            end
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        end,
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        Clear = function(refresh)
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            SetIplPropState(DoomsdayFacility.interiorId, {
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                DoomsdayFacility.Decals.style01, DoomsdayFacility.Decals.style02, DoomsdayFacility.Decals.style03,
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                DoomsdayFacility.Decals.style04, DoomsdayFacility.Decals.style05, DoomsdayFacility.Decals.style06,
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                DoomsdayFacility.Decals.style07, DoomsdayFacility.Decals.style08, DoomsdayFacility.Decals.style09
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            }, false, refresh)
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        end
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    },
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    Lounge = {
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        utility = "set_int_02_lounge1",
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        prestige = "set_int_02_lounge2",
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        premier = "set_int_02_lounge3",
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        Set = function(lounge, color, refresh)
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            DoomsdayFacility.Lounge.Clear(false)
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            SetIplPropState(DoomsdayFacility.interiorId, lounge, true, refresh)
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            SetInteriorEntitySetColor(DoomsdayFacility.interiorId, lounge, color)
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        end,
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        Clear = function(refresh)
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            SetIplPropState(DoomsdayFacility.interiorId, {
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                DoomsdayFacility.Lounge.utility,
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                DoomsdayFacility.Lounge.prestige,
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                DoomsdayFacility.Lounge.premier
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            }, false, refresh)
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        end
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    },
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    Sleeping = {
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        none = "set_int_02_no_sleep",
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        utility = "set_int_02_sleep",
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        prestige = "set_int_02_sleep2",
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        premier = "set_int_02_sleep3",
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        Set = function(sleep, color, refresh)
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            DoomsdayFacility.Sleeping.Clear(false)
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            SetIplPropState(DoomsdayFacility.interiorId, sleep, true, refresh)
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            SetInteriorEntitySetColor(DoomsdayFacility.interiorId, sleep, color)
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        end,
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        Clear = function(refresh)
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            SetIplPropState(DoomsdayFacility.interiorId, {
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                DoomsdayFacility.Sleeping.none,
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                DoomsdayFacility.Sleeping.utility,
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                DoomsdayFacility.Sleeping.prestige,
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                DoomsdayFacility.Sleeping.premier
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            }, false, refresh)
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        end
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    },
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    Security = {
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        off = "set_int_02_no_security",
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        on = "set_int_02_security",
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        Set = function(security, color, refresh)
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            DoomsdayFacility.Security.Clear(false)
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            SetIplPropState(DoomsdayFacility.interiorId, security, true, refresh)
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            SetInteriorEntitySetColor(DoomsdayFacility.interiorId, security, color)
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        end,
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        Clear = function(refresh)
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            SetIplPropState(DoomsdayFacility.interiorId, {
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                DoomsdayFacility.Security.off,
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                DoomsdayFacility.Security.on
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            }, false, refresh)
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        end
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    },
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    Cannon = {
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        off = "set_int_02_no_cannon",
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        on = "set_int_02_cannon",
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        Set = function(cannon, color, refresh)
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            DoomsdayFacility.Cannon.Clear(false)
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            SetIplPropState(DoomsdayFacility.interiorId, cannon, true, refresh)
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            SetInteriorEntitySetColor(DoomsdayFacility.interiorId, cannon, color)
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        end,
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        Clear = function(refresh)
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            SetIplPropState(DoomsdayFacility.interiorId, {
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                DoomsdayFacility.Cannon.off,
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                DoomsdayFacility.Cannon.on
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            }, false, refresh)
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        end
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    },
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    PrivacyGlass = {
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        controlModelHash = `xm_prop_x17_tem_control_01`,
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        Bedroom = {
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            Enable = function(state)
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                local handle = GetClosestObjectOfType(367.99, 4827.745, -59.0, 1.0, `xm_prop_x17_l_glass_03`, false, false, false)
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                if state then
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                    if handle == 0 then
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                        local model = `xm_prop_x17_l_glass_03`
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                        RequestModel(model)
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                        while not HasModelLoaded(model) do
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                            Wait(0)
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                        end
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                        local privacyGlass = CreateObject(model, 367.99, 4827.745, -59.0, false, false, false)
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                        SetEntityAsMissionEntity(privacyGlass, true, 0)
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                        SetEntityCompletelyDisableCollision(privacyGlass, false, 0)
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                        SetEntityInvincible(privacyGlass, true)
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                        SetEntityAlpha(privacyGlass, 254, false)
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                    end
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                else
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                    if handle ~= 0 then
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                        SetEntityAsMissionEntity(handle, false, false)
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                        DeleteEntity(handle)
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                    end
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                end
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            end,
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            Control = {
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                position = vector3(372.115, 4827.504, -58.47),
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                rotation = vector3(0.0, 0.0, 0.0),
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                Enable = function(state)
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                    local handle = GetClosestObjectOfType(DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.x, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.y, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.z, 1.0, DoomsdayFacility.PrivacyGlass.controlModelHash, false, false, false)
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                    if state then
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                        if handle == 0 then
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                            RequestModel(DoomsdayFacility.PrivacyGlass.controlModelHash)
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                            while not HasModelLoaded(DoomsdayFacility.PrivacyGlass.controlModelHash) do
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                                Wait(0)
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                            end
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                            local privacyGlass = CreateObjectNoOffset(DoomsdayFacility.PrivacyGlass.controlModelHash, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.x, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.y, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.z, false, false, false)
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                            SetEntityRotation(privacyGlass, DoomsdayFacility.PrivacyGlass.Bedroom.Control.rotation.x, DoomsdayFacility.PrivacyGlass.Bedroom.Control.rotation.y, DoomsdayFacility.PrivacyGlass.Bedroom.Control.rotation.z, 2, true)
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                            FreezeEntityPosition(privacyGlass, true)
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                            SetEntityAsMissionEntity(privacyGlass, false, false)
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                        end
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                    else
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                        if handle ~= 0 then
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                            SetEntityAsMissionEntity(handle, false, false)
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                            DeleteEntity(handle)
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                        end
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                    end
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                end,
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            }
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        },
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        Lounge = {
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            Glasses = {
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                {
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                    modelHash = `xm_prop_x17_l_door_glass_01`,
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                    entityHash = `xm_prop_x17_l_door_frame_01`,
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                    entityPos = vector3(359.22, 4846.043, -58.85)
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                },
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                {
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                    modelHash = `xm_prop_x17_l_door_glass_01`,
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                    entityHash = `xm_prop_x17_l_door_frame_01`,
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                    entityPos = vector3(369.066, 4846.273, -58.85)
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                },
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                {
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                    modelHash = `xm_prop_x17_l_glass_01`,
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                    entityHash = `xm_prop_x17_l_frame_01`,
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                    entityPos = vector3(358.843, 4845.103, -60.0)
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                },
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                {
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                    modelHash = `xm_prop_x17_l_glass_02`,
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                    entityHash = `xm_prop_x17_l_frame_02`,
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                    entityPos = vector3(366.309, 4847.281, -60.0)
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                },
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                {
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                    modelHash = `xm_prop_x17_l_glass_03`,
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                    entityHash = `xm_prop_x17_l_frame_03`,
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                    entityPos = vector3(371.194, 4841.27, -60.0)
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                }
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            },
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            Enable = function(state)
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                for key, glass in pairs(DoomsdayFacility.PrivacyGlass.Lounge.Glasses) do
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                    local handle = GetClosestObjectOfType(glass.entityPos.x, glass.entityPos.y, glass.entityPos.z, 1.0, glass.modelHash, false, false, false)
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                    if state then
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                        if handle == 0 then
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                            local entityToAttach = GetClosestObjectOfType(glass.entityPos.x, glass.entityPos.y, glass.entityPos.z, 1.0, glass.entityHash, false, false, false)
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                            if entityToAttach ~= 0 then
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                                RequestModel(glass.modelHash)
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                                while not HasModelLoaded(glass.modelHash) do
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                                    Wait(0)
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                                end
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                                local privacyGlass = CreateObject(glass.modelHash, glass.entityPos.x, glass.entityPos.y, glass.entityPos.z, false, false, false)
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                                SetEntityAsMissionEntity(privacyGlass, true, false)
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                                SetEntityCompletelyDisableCollision(privacyGlass, false, 0)
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                                SetEntityInvincible(privacyGlass, true)
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                                SetEntityAlpha(privacyGlass, 254, false)
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                                AttachEntityToEntity(privacyGlass, entityToAttach, -1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 2, 1)
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                            end
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                        end
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                    else
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                        if handle ~= 0 then
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                            SetEntityAsMissionEntity(handle, false, false)
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                            DeleteEntity(handle)
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                        end
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                    end
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                end
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            end,
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            Control = {
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                position = vector3(367.317, 4846.729, -58.448),
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                rotation = vector3(0.0, 0.0, -16.0),
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                Enable = function(state)
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                    local handle = GetClosestObjectOfType(DoomsdayFacility.PrivacyGlass.Lounge.Control.position.x, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.y, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.z, 1.0, DoomsdayFacility.PrivacyGlass.controlModelHash, false, false, false)
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                    if state then
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                        if handle == 0 then
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                            RequestModel(DoomsdayFacility.PrivacyGlass.controlModelHash)
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                            while not HasModelLoaded(DoomsdayFacility.PrivacyGlass.controlModelHash) do
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                                Wait(0)
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                            end
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                            local privacyGlass = CreateObjectNoOffset(DoomsdayFacility.PrivacyGlass.controlModelHash, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.x, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.y, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.z, false, false, false)
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                            SetEntityRotation(privacyGlass, DoomsdayFacility.PrivacyGlass.Lounge.Control.rotation.x, DoomsdayFacility.PrivacyGlass.Lounge.Control.rotation.y, DoomsdayFacility.PrivacyGlass.Lounge.Control.rotation.z, 2, true)
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                            FreezeEntityPosition(privacyGlass, true)
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                            SetEntityAsMissionEntity(privacyGlass, false, false)
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                        end
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                    else
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                        if handle ~= 0 then
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                            SetEntityAsMissionEntity(handle, false, false)
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                            DeleteEntity(handle)
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                        end
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                    end
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                end
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            }
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        }
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    },
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    Details = {
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        KhanjaliParts = {
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            A = "Set_Int_02_Parts_Panther1",
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            B = "Set_Int_02_Parts_Panther2",
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            C = "Set_Int_02_Parts_Panther3"
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        },
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        RiotParts = {
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            A = "Set_Int_02_Parts_Riot1",
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            B = "Set_Int_02_Parts_Riot2",
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            C = "Set_Int_02_Parts_Riot3"
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        },
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        ChenoParts = {
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            A = "Set_Int_02_Parts_Cheno1",
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            B = "Set_Int_02_Parts_Cheno2",
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            C = "Set_Int_02_Parts_Cheno3"
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        },
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        ThrusterParts = {
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            A = "Set_Int_02_Parts_Thruster1",
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            B = "Set_Int_02_Parts_Thruster2",
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            C = "Set_Int_02_Parts_Thruster3"
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        },
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        AvengerParts = {
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            A = "Set_Int_02_Parts_Avenger1",
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            B = "Set_Int_02_Parts_Avenger2",
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            C = "Set_Int_02_Parts_Avenger3"
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        },
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        Outfits = {
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            paramedic = "Set_Int_02_outfit_paramedic",
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            morgue = "Set_Int_02_outfit_morgue",
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            serverFarm = "Set_Int_02_outfit_serverfarm",
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            iaa = "Set_Int_02_outfit_iaa",
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            stealAvenger = "Set_Int_02_outfit_steal_avenger",
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            foundry = "Set_Int_02_outfit_foundry",
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            riot = "Set_Int_02_outfit_riot_van",
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            stromberg = "Set_Int_02_outfit_stromberg",
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            submarine = "Set_Int_02_outfit_sub_finale",
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            predator = "Set_Int_02_outfit_predator",
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            khanjali = "Set_Int_02_outfit_khanjali",
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            volatol = "Set_Int_02_outfit_volatol"
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        },
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        Trophies = {
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            eagle = "set_int_02_trophy1",
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            iaa = "set_int_02_trophy_iaa",
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            submarine = "set_int_02_trophy_sub",
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            SetColor = function(color, refresh)
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                SetInteriorEntitySetColor(DoomsdayFacility.interiorId, "set_int_02_trophy_sub", color)
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                if refresh then
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                    RefreshInterior(DoomsdayFacility.interiorId)
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                end
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            end
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        },
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        Clutter = {
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						|
            A = "set_int_02_clutter1",
 | 
						|
            B = "set_int_02_clutter2",
 | 
						|
            C = "set_int_02_clutter3",
 | 
						|
            D = "set_int_02_clutter4",
 | 
						|
            E = "set_int_02_clutter5"
 | 
						|
        },
 | 
						|
        crewEmblem = "set_int_02_crewemblem",
 | 
						|
 | 
						|
        Enable = function(details, state, refresh)
 | 
						|
            SetIplPropState(DoomsdayFacility.interiorId, details, state, refresh)
 | 
						|
        end
 | 
						|
    },
 | 
						|
 | 
						|
    LoadDefault = function()
 | 
						|
        DoomsdayFacility.Ipl.Exterior.Load()
 | 
						|
        DoomsdayFacility.Ipl.Interior.Load()
 | 
						|
 | 
						|
        DoomsdayFacility.Walls.SetColor(DoomsdayFacility.Colors.utility)
 | 
						|
        DoomsdayFacility.Decals.Set(DoomsdayFacility.Decals.style01)
 | 
						|
        DoomsdayFacility.Lounge.Set(DoomsdayFacility.Lounge.premier, DoomsdayFacility.Colors.utility)
 | 
						|
        DoomsdayFacility.Sleeping.Set(DoomsdayFacility.Sleeping.premier, DoomsdayFacility.Colors.utility)
 | 
						|
        DoomsdayFacility.Security.Set(DoomsdayFacility.Security.on, DoomsdayFacility.Colors.utility)
 | 
						|
        DoomsdayFacility.Cannon.Set(DoomsdayFacility.Cannon.on, DoomsdayFacility.Colors.utility)
 | 
						|
 | 
						|
        -- Privacy glass remote
 | 
						|
        DoomsdayFacility.PrivacyGlass.Bedroom.Control.Enable(true)
 | 
						|
        DoomsdayFacility.PrivacyGlass.Lounge.Control.Enable(true)
 | 
						|
 | 
						|
        DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.crewEmblem, false)
 | 
						|
 | 
						|
        DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.AvengerParts, true)
 | 
						|
 | 
						|
        DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.Outfits, true)
 | 
						|
 | 
						|
        DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.Trophies, true)
 | 
						|
        DoomsdayFacility.Details.Trophies.SetColor(DoomsdayFacility.Colors.utility)
 | 
						|
 | 
						|
        DoomsdayFacility.Details.Enable({
 | 
						|
            DoomsdayFacility.Details.Clutter.A,
 | 
						|
            DoomsdayFacility.Details.Clutter.B
 | 
						|
        }, true)
 | 
						|
 | 
						|
        RefreshInterior(DoomsdayFacility.interiorId)
 | 
						|
    end
 | 
						|
}
 |