//hunted script

on_start
	{
		red_available_only_point1
		yellow_available_point6
		yellow_available_point7
	}

on_msg(#hunted_target_scores)
	{
		red_available_only_point1
		yellow_available_point6
		yellow_available_point7
	}

on_msg(#hunted_target_killed) 
	{
		red_available_only_point1
		yellow_available_point6
		yellow_available_point7
	}

on_msg(#hunted_status_approaching_warehouse)
	{
		
		red_available_only_point8
		yellow_available_only_point7
	}

on_msg(#hunted_status_warehouse_tunnel)
	{
		red_available_only_point8
		yellow_available_only_point7
	}

on_msg(#hunted_status_warehouse)
	{
		red_available_only_point8
		yellow_available_only_point7
	}

on_msg(#hunted_status_field) 
	{
		red_available_only_point8
		yellow_available_only_point7
	}

on_msg(spk "!HTD_DOORS") 
	{
		red_available_only_point8
		yellow_available_only_point7
	}


on_msg(#hunted_status_main_road) 
	{
		red_available_only_point8
	}

on_msg(#hunted_status_tower) 
	{
		red_available_only_point8
		yellow_available_only_point7
	}

on_msg(#hunted_status_storage_3) 
	{
		red_available_only_point8
		yellow_available_only_point7
	}


on_msg(#hunted_status_lower_ruins) 
	{
		red_available_only_point8
		yellow_available_only_point7
	}

on_msg(#hunted_status_ruins_exit) 
	{
		red_available_only_point8
		yellow_available_only_point7
	}


on_msg(#hunted_status_sewers) 
	{
		red_available_only_point8
	}