local LD = require("design.LevelDesignLibrary")
local pulseOn = false
function OnFirstStart(level)
  if LD.GetEntityVariable("ALF_LightAcquired") == false then
    GameObjects.LightingLight:Hide()
    GameObjects.LightingLight:HideLights()
    GameObjects.LightingLight:HideEntityVolume()
    GameObjects.LightingLight:HideTriggerVolume()
    GameObjects.LightingDark:Show()
    GameObjects.LightingDark:ShowLights()
    GameObjects.LightingDark:ShowEntityVolume()
    GameObjects.LightingDark:ShowTriggerVolume()
    GameObjects.DIR_INTERIOR:ShowLights()
  end
end
function OnStart(level)
  if LD.GetEntityVariable("ALF_LightAcquired") == true then
    GameObjects.LightingLight:Show()
    GameObjects.LightingLight:ShowLights()
    GameObjects.LightingLight:ShowEntityVolume()
    GameObjects.LightingLight:ShowTriggerVolume()
    GameObjects.LightingDark:Hide()
    GameObjects.LightingDark:HideLights()
    GameObjects.LightingDark:HideEntityVolume()
    GameObjects.LightingDark:HideTriggerVolume()
    GameObjects.DIR_INTERIOR:HideLights()
  elseif LD.GetEntityVariable("ALF_LightAcquired") == false then
    GameObjects.LightingLight:Hide()
    GameObjects.LightingLight:HideLights()
    GameObjects.LightingLight:HideEntityVolume()
    GameObjects.LightingLight:HideTriggerVolume()
    GameObjects.LightingDark:Show()
    GameObjects.LightingDark:ShowLights()
    GameObjects.LightingDark:ShowEntityVolume()
    GameObjects.LightingDark:ShowTriggerVolume()
    GameObjects.DIR_INTERIOR:ShowLights()
  end
end
function FirePulse()
end
function TrenchLightsOFF()
end
