// Cutscene definitions for RRR66. This is a little bit different than the main game.

cluster 2
{
	outro
	{
		function = RRCutscenes.BuildE2End
	}
}

map { 1, 1 }
{
	interbackground = "BONUSPIC01"
	rr_startsound = 391	// fixme: allow symbolic names 
}

map { 1, 2 }
{
	interbackground = "BONUSPIC02"
	rr_startsound = 64
}

map { 1, 3 }
{
	interbackground = "BONUSPIC03"
	rr_startsound = 77
}

map { 1, 4 }
{
	interbackground = "BONUSPIC04"
	rr_startsound = 80
}

map { 1, 5 }
{
	interbackground = "BONUSPIC05"
	rr_startsound = 102
}

map { 1, 6 }
{
	interbackground = "BONUSPIC06"
	rr_startsound = 103
}

map { 1, 7 }
{
	interbackground = "BONUSPIC07"
	rr_startsound = 104
}

map { 2, 1 }
{
	interbackground = "BONUSPIC08"
	rr_startsound = 105
}

map { 2, 2 }
{
	interbackground = "BONUSPIC09"
	rr_startsound = 176
	clearweapons
}

map { 2, 3 }
{
	interbackground = "BONUSPIC10"
	rr_startsound = 177
}

map { 2, 4 }
{
	interbackground = "BONUSPIC11"
	rr_startsound = 198
}

map { 2, 5 }
{
	interbackground = "BONUSPIC12"
	rr_startsound = 230
}

map { 2, 6 }
{
	interbackground = "BONUSPIC13"
	rr_startsound = 255
}

map { 2, 7 }
{
	interbackground = "BONUSPIC14"
	rr_startsound = 283
	PrecacheTextures = "UFO1", "UFO2", "UFO3", "UFO4", "UFO5"
}

cutscenes
{
	intro
	{
		function = RRCutscenes.BuildIntro
	}
	loadscreen
	{
		function = DukeCutscenes.BuildLoading // identical with Duke's
	}
}

gameinfo
{
	summaryscreen = RRCutscenes.BuildSPSummary
	mpsummaryscreen = DukeCutscenes.BuildMPSummary // identical with Duke's 
	statusbarclass = RedneckStatusBar
}
