void main()
{
}

void dialog000()
{
//「ケンタくん人形ー？＠　あ～そりゃあレナのツボだわなぁ！＠
	ClearMessage();
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 3, "ps3/s19/03/990300130", 256, TRUE);
	OutputLine(NULL, "「ケンタくん人形ー？！",
		   NULL, "\"A Colonel Sanders!?", Line_WaitForInput);
	ModPlayVoiceLS(3, 3, "ps3/s19/03/990300131", 256, TRUE);
	OutputLine(NULL, "　あ〜そりゃあレナのツボだわなぁ！」",
		   NULL, " Ah~ Of course that's right up her alley!\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }



//「…レナが沙都子や梨花ちゃんをお持ち帰りしたくなるのは分かる＠だが、ケンタくん人形だけは理解できないぞ！　あんな眼鏡親父のどこがいいんだ！＠
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei02890", 256, TRUE);
	OutputLine(NULL, "「…レナが沙都子や梨花ちゃんをお持ち帰りしたくなるのは分かる。",
		   NULL, "\"...I understand her wanting to take home Satoko and Rika-chan.", Line_WaitForInput);
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei02900", 256, TRUE);
	OutputLine(NULL, "だが、ケンタくん人形だけは理解できないぞ！　あんな眼鏡親父のどこがいいんだ！」",
		   NULL, " But I can't understand the Colonel Sanders! What's so good about that four-eyed geezer!?\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog001()
{
//　きっと昨日持ち帰り損ねた、かぁいいケンタくん人形を掘り出しに行くのだろう＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　きっと昨日持ち帰り損ねた、かぁいいケンタくん人形を掘り出しに行くのだろう。",
		   NULL, "Probably so she could dig out that 'kyute' Colonel Sanders that she wasn't able to take home yesterday.", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog002()
{
//　ひょっとするとケンタくん人形の発掘に手間取っているのかもしれない＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　ひょっとするとケンタくん人形の発掘に手間取っているのかもしれない。",
		   NULL, "The excavation of Colonel Sanders was probably taking her a while.", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog003()
{
//　ケンタくん人形は、かなりしっかり埋まってしまっているように見える＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　ケンタくん人形は、かなりしっかり埋まってしまっているように見える。",
		   NULL, "It looked like Colonel Sanders was lodged in there pretty firmly.", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog004()
{
//「ケンタくん人形がゴミ山に生き埋めになっているとの通報でしたが…？！￥
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei04700", 256, TRUE);
	OutputLine(NULL, "「ケンタくん人形がゴミ山に生き埋めになっているとの通報でしたが…？！」",
		   NULL, "\"But there was a report Colonel Sanders was buried alive in the trash pile...!\"", Line_Normal);
	ClearMessage();
	DisableWindow();
	ModDrawCharacter(2, 2, "sprite/normal/re1a_komaru_a1_", "0", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
}

void dialog005()
{
//「ほれ、どいたどいた＠で、どこだよケンタくんは。＠
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei04740", 256, TRUE);
	OutputLine(NULL, "「ほれ、どいたどいた。",
		   NULL, "\"Okay, now move out of the way.", Line_WaitForInput);
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei04750", 256, TRUE);
	OutputLine(NULL, "で、どこだよケンタくんは。」",
		   NULL, " So where is Colonel Sanders?\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog006()
{
//　横たわるケンタくん人形を、複雑に絡み合った木材や建材がまるで牢屋のように閉じこめていた＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　横たわるケンタくん人形を、複雑に絡み合った木材や建材がまるで牢屋のように閉じこめていた。",
		   NULL, "The Colonel Sanders was sideways, surrounded by boards and other construction materials, like they were caging him inside.", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog007()
{
//「……でも……ケンタくん人形…かぁいいんだもん……＠お店のケンタくんには鎖がついてるけど……これならお持ち帰りできる!d200……はぅ……。￥
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200209", 256, TRUE);
	OutputLine(NULL, "「……でも……ケンタくん人形…かぁいいんだもん……。",
		   NULL, "\"...But... Colonel Sanders... so kyute...", Line_WaitForInput);
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200210", 256, TRUE);
	OutputLine(NULL, "お店のケンタくんには鎖がついてるけど……これならお持ち帰りできる",
		   NULL, " There's a chain on the Colonel Sanders at the store... This one, though... I should be able to take this one home...", Line_Continue);

	Wait( 200 );

	OutputLine(NULL, "……はぅ……。」",
		   NULL, " Hau...\"", Line_Normal);
	ClearMessage();


//　このケンタくんを諦めさせれば、レナは多分、お店の店頭の人形の強奪を計画するだろう…＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　このケンタくんを諦めさせれば、レナは多分、お店の店頭の人形の強奪を計画するだろう…。",
		   NULL, "If Rena gave up on this Colonel Sanders, she'll probably start devising a plan to steal the one in front of the store...", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog008()
{
//　ケンタくん人形は見えているのに！＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　ケンタくん人形は見えているのに！！",
		   NULL, "Even though I could see Colonel Sanders right there!!", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n\n", Line_ContinueAfterTyping); }
}

void dialog009()
{
//　…斧で＠…つるはしで＠…斧、で￥
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　…斧で。",
		   NULL, "...With axes.", Line_WaitForInput);
	OutputLine(NULL, "…つるはしで。",
		   NULL, " ...With pickaxes.", Line_WaitForInput);
	OutputLine(NULL, "…斧、で。",
		   NULL, " ...With... an axe.", Line_Normal);
	ClearMessage();
	DisableWindow();

	PlaySE( 4, "wa_027", 128, 64 );

	//draw big CG
	SetValidityOfInterface(FALSE);
	SetValidityOfSaving(FALSE);
	DrawBustshot(1, "scene/004b", 0, -230, -480, FALSE, 0, 0, 0, 0, 0, 0, 0, 1, 200, TRUE );
	ShakeScreen( 1, 50, 20, 3, 5);

//nega 0
	FadeFilm( 0, TRUE );
	DisableWindow();
	DrawScene("black", 200 );

	FadeOutBGM( 1, 1000, TRUE );

//「わああぁあぁあぁあぁあッ！！！」/
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei05020", 256, TRUE);
	OutputLine(NULL, "「わああぁあぁあぁあぁあッ！！！」",
		   NULL, "\"AhhHhhhHhHhhh!!!\"", Line_ContinueAfterTyping);

	WaitToFinishVoicePlaying(3);

	DisableWindow();

	//adjust character size and reset big CG layer and add shaking
	ModDrawCharacter(2, 2, "sprite/sunset/re1b_bikkuri_b1_", "2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 0, FALSE );
	DrawScene("background/mo_g1_01", 300 );
	PlaySE( 4, "wa_003", 128, 64 );
	StartShakingOfAllObjects( 1, 50, 10, 4, 20, TRUE);
	SetValidityOfInterface(TRUE);
	SetValidityOfSaving(TRUE);

	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }

//「きゃッ！、ごご、ごめんなさい…！！＠　驚いたかな？！驚いたかな？！＠
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200220", 256, TRUE);
	OutputLine(NULL, "「きゃッ！、ごご、ごめんなさい…！！！",
		   NULL, "\"Eek! S-S-Sorry...!!!", Line_WaitForInput);
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200221", 256, TRUE);
	OutputLine(NULL, "　驚いたかな？！驚いたかな？！」",
		   NULL, " Did I startle you!? Did I startle you!?\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }

//　レナもまた、俺の声に驚き、その手の斧をどさりと草むらに落とした￥
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　レナもまた、俺の声に驚き、その手の斧をどさりと草むらに落とした。",
		   NULL, "Rena dropped the axe she was holding onto the grass after being startled by my voice.", Line_Normal);
	ClearMessage();

	PlayBGM( 1, "msys11", 128, 0 );
	DisableWindow();
	ModDrawCharacter(2, 2, "sprite/sunset/re1a_komaru_a2_", "0", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );

//「圭一くんね、さっきほら、斧とかがあると便利だって言ったじゃない？＠　そ、それでねレナ、物置からちゃんと斧、持ってきたんだよ…！！＠
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200222", 256, TRUE);
	OutputLine(NULL, "「圭一くんね、さっきほら、斧とかがあると便利だって言ったじゃない？！",
		   NULL, "\"Keiichi-kun, you see, earlier, yeah, you said it would help if you had an axe or something, didn't you!?", Line_WaitForInput);
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200223", 256, TRUE);
	OutputLine(NULL, "　そ、それでねレナ、物置からちゃんと斧、持ってきたんだよ…！！」",
		   NULL, " S-So then I... brought an axe for you... from the shed...!!\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog010()
{
//「最後の梁はその斧じゃないと壊せそうにない＠せっかく持ってきてくれたんだし。…明日借りるよ。!d500な？＠
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei05040", 256, TRUE);
	OutputLine(NULL, "「最後の梁はその斧じゃないと壊せそうにない。",
		   NULL, "\"Doesn't look like we can break that last beam without that axe.", Line_WaitForInput);
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei05050", 256, TRUE);
	OutputLine(NULL, "せっかく持ってきてくれたんだし。…明日借りるよ。",
		   NULL, " You brought it after all... I'll have to borrow it tomorrow.", Line_Continue);
}

void dialog011()
{
//「なにしょんぼりしてるんだよ。明日にはランディーくんが掘り出せるんだぜ？！＠
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 1, "ps3/s19/01/hr_kei05060", 256, TRUE);
	OutputLine(NULL, "「なにしょんぼりしてるんだよ。明日にはケンタくんが掘り出せるんだぜ？！」",
		   NULL, "\"Why do you look so glum? Tomorrow we'll be digging out Colonel Sanders, right!?\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }

	DisableWindow();
	ModDrawCharacter(2, 2, "sprite/sunset/re1a_warai_a1_", "2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );

//「そうだよね。…あははは＠　早くランディーくんをお持ち帰りしたい～！￥
	if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200226", 256, TRUE);
	OutputLine(NULL, "「そうだよね。…あははは！",
		   NULL, "\"You're right. ...Ahahaha!", Line_WaitForInput);
	ModPlayVoiceLS(3, 2, "ps3/s19/02/990200227", 256, TRUE);
	OutputLine(NULL, "　早くケンタくんをお持ち帰りしたい〜！」",
		   NULL, " I really want to take Colonel Sanders home soon~!\"", Line_Normal);
	ClearMessage();
}

void dialog012()
{
//　富竹さんは「事件」と言い「腕が一本見つからない」と言っていた＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　富竹さんは「事件」と言い「腕が一本見つからない」と言っていた。",
		   NULL, "Tomitake-san said, \"one arm wasn't found\" in the 'incident.'", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }



//　俺はてっきり…バラバラ殺人とかがあったのかと思っていたのだが…違うのだろうか＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　俺はてっきり…バラバラ殺人とかがあったのかと思っていたのだが…違うのだろうか。",
		   NULL, "I thought... that a murder by dismemberment had occurred... but I guess I was wrong.", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}

void dialog013()
{
//　…本当に雛見沢でバラバラ殺人なんかあったんですか？、って＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　…本当に雛見沢でバラバラ殺人なんかあったんですか？、って。",
		   NULL, "...To ask, \"Was there really a dismemberment here in Hinamizawa?\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
}

void dialog014()
{
//（……嫌な事件だったね＠…腕が一本、まだ見つかってないんだろ？＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "（……嫌な事件だったね。",
		   NULL, "\"...It was quite a disturbing incident.", Line_WaitForInput);
	OutputLine(NULL, "…腕が一本、まだ見つかってないんだろ？）",
		   NULL, " ...They still haven't found one of the arms.\"", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }



//　富竹さんの言葉通りなら、それは間違いなくバラバラ殺人を示唆していた＠
	if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
	OutputLine(NULL, "　富竹さんの言葉通りなら、それは間違いなくバラバラ殺人を示唆していた。",
		   NULL, "If it was just as Tomitake-san said, then undoubtedly there would be mention of the murder.", GetGlobalFlag(GLinemodeSp));
	if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
