#
# endgame.txt
#
#   This file controls the slide show shown when the player completes the game.
#
# format of each line is:
#
#   gvar, value, art number, narrator file [, direction]
#
# Where:
#
#   gvar is the GVAR_* number for the variable controlling the slide.
#
#   value is the value that the gvar must be equal to for this slide
#     to be shown
#
#   art number is the line number in art\intrface\intrface.lst of the
#     image to use for that slide.  If art_num is the number for the
#     panning desert image (currently 327), then that image is panned
#     in the direction indicated by the direction field.
#
#   narrator file is the base filename (no path path or extension) used
#     for the narrator voice-over and subtitles.  Maximum of 8 characters.
#
#   direction is the direction to pan the image.  A value of -1 pans
#     right-to-left, 1 pans left-to-right.  This value is only used if
#     the art number corresponds to the panning desert image (currently
#     327).
#
# Examples:
#
#   30, 2, 240, nar_40
#
#   The above line says: if the global game variable 30 is equal to 2,
#   display the image named on line 240 of art\intrface\intrface.lst,
#   play the voice-over file sound\speech\narrator\nar_40.acm and use the
#   file text\<language>\cuts\nar_40.txt for subtitles.
#
#   40, 1, 327, nar_10, 1
#
#   The above line says: if the global game variable 40 is equal to 1,
#   pan the desert image from left to right while playing the voice-over
#   file sound\speech\narrator\nar_10.acm and using the file
#   text\<language>\cuts\nar_10.txt for subtitles.
#
# The slides are displayed in the order they appear in this file.
#

#####
# Test
#####
#408, 1, 327, nar_ar1, 1

#####
# Test
#####
#408, 1, 311, nar_ar1


#####
# Arroyo
#####
408, 1, 440, nar_ar1

#####
# Modoc
#####
#409, 1, 445, nar_mo1
409, 2, 445, nar_mo2
409, 3, 445, nar_mo3
409, 4, 446, nar_mo4
409, 5, 445, nar_mo5

#####
# The Den
#####
410, 1, 442, nar_de1
410, 2, 454, nar_de2
410, 3, 442, nar_de3         # Den Pic 2: 454
410, 4, 454, nar_de4

#####
# Vault City
#####
411, 10, 464, nar_vc1a
411, 11, 464, nar_vc1b
411, 2, 464, nar_vc2
411, 3, 465, nar_vc3
411, 4, 465, nar_vc4         # Vault City Pic 2: 465
411, 5, 465, nar_vc5

#####
# Reno
#####
412, 1, 459, nar_nr1
412, 2, 460, nar_nr2
412, 3, 460, nar_nr3
412, 4, 460, nar_nr4
412, 5, 460, nar_nr5
412, 6, 460, nar_nr6
412, 7, 460, nar_nr7
412, 8, 460, nar_nr8         # New Reno Pic 2: 460
412, 9, 460, nar_nr9
412, 10, 460, nar_nr10
#####
# Add Ons of New Reno
#####
413, 1, 460, nar_nr11
414, 1, 460, nar_nr12
415, 1, 467, nar_nr13  # Myron

#####
# Gecko
#####
417, 1, 444, nar_ge1
417, 2, 444, nar_ge2
417, 3, 443, nar_ge3
417, 4, 443, nar_ge4
417, 5, 443, nar_ge5

#####
# Redding
#####
418, 1, 457, nar_re1
418, 2, 457, nar_re2
418, 3, 458, nar_re3         # Redding Pic 2: 458
418, 4, 458, nar_re4

#####
# Broken Hills
#####
419, 1, 441, nar_bh1
419, 2, 441, nar_bh2
419, 3, 441, nar_bh3

#####
# NCR
#####
420, 1, 455, nar_ncr1
420, 2, 456, nar_ncr2
420, 3, 456, nar_ncr3        # NCR Pic 2: 456
420, 4, 455, nar_ncr4

#####
# Vault 15
#####
421, 1, 449, nar_bv1
421, 2, 463, nar_bv2         # Vault 15 Pic 2: 463

#####
# Vault 13
#####
422, 1, 462, nar_va1
422, 2, 462, nar_va2

#####
# San Francisco
#####
#447/448  -- FINISH! -- Part of SubNode: Shi

#####
# Subnode: Shi
#####
423, 1, 447, nar_sf1a
423, 2, 448, nar_sf1b
423, 3, 461, nar_sf1c        # San Francisco Pic 3: 461

#####
# Subnode: Elronologists
#####
#424, 1, 311, nar_sf2a
#424, 2, 311, nar_sf2b
#424, 3, 311, nar_sf2c

#####
# Subnode: Punks
#####
425, 1, 466, nar_sf3          # New Myron Pic: 467