0.0.1
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-- The Tongva Estate: -2601.712, 1874.826, 166.0
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exports("GetMansionBasement3", function()
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return MansionBasement3
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end)
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MansionBasement3 = {
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interiorId = 303873,
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Vault = {
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open = "set_vault_door_open",
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closed = "set_vault_door_closed",
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Set = function(state, refresh)
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MansionBasement3.Vault.Clear(refresh)
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SetIplPropState(MansionBasement3.interiorId, state, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(MansionBasement3.interiorId, {
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MansionBasement3.Vault.open,
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MansionBasement3.Vault.closed
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}, false, refresh)
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end
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},
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Assistant = {
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og = "set_base_ai_tablets_01",
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haviland = "set_base_ai_tablets_02",
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angel = "set_base_ai_tablets_03",
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Set = function(assistant, refresh)
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MansionBasement3.Assistant.Clear(refresh)
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SetIplPropState(MansionBasement3.interiorId, assistant, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(MansionBasement3.interiorId, {
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MansionBasement3.Assistant.angel,
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MansionBasement3.Assistant.haviland,
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MansionBasement3.Assistant.og
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}, false, refresh)
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end
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},
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Decorations = {
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xmas = "set_base_xmas",
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halloween = "set_base_halloween",
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lunar = "set_base_new_year",
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Set = function(decorations, refresh)
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MansionBasement3.Decorations.Clear(refresh)
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SetIplPropState(MansionBasement3.interiorId, decorations, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(MansionBasement3.interiorId, {
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MansionBasement3.Decorations.xmas,
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MansionBasement3.Decorations.halloween,
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MansionBasement3.Decorations.lunar
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}, false, refresh)
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end
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},
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Details = {
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elevator = "set_elev_std",
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money = {
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-- There's some logic for these sets but I can't be bothered so implement it properly
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"set_base_vault_00",
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"set_base_vault_01",
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"set_base_vault_02",
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"set_base_vault_03",
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"set_base_vault_04"
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},
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Enable = function(details, state, refresh)
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SetIplPropState(MansionBasement3.interiorId, details, state, refresh)
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end
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},
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LoadDefault = function()
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MansionBasement3.Vault.Set(MansionBasement3.Vault.open, false)
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MansionBasement3.Assistant.Set(MansionBasement3.Assistant.angel, false)
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MansionBasement3.Details.Enable(MansionBasement3.Details.elevator, true, false)
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MansionBasement3.Details.Enable(MansionBasement3.Details.money, true, false)
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RefreshInterior(MansionBasement3.interiorId)
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end
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}
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