local LD = require("design.LevelDesignLibrary")
function OnStart(level, obj)
  SoundOnStart()
end
function ReactChestUnlock()
  if game.Level.GetVariable("CompletedCineNumber") ~= 245 then
    LD.CallFunctionAfterDelay(function()
      GameObjects.Reaction_Celebrate.LuaObjectScript.Trigger()
    end, 0.75)
  end
end
function OnEvaluateLoadGroup_Lighting1()
  if game.Level.GetVariable("ALF_LightAcquired") == false then
    return "LightingPre"
  elseif game.Level.GetVariable("ALF_LightAcquired") == true then
    return "LightingPost"
  end
end
function OnEvaluateLoadGroup_Lighting2()
  if game.Level.GetVariable("ALF_LightAcquired") == false then
    return "LightingPre"
  elseif game.Level.GetVariable("ALF_LightAcquired") == true then
    return "LightingPost"
  end
end
local fakeBellSoundOverrides = {
  OnHit = "SND_MECH_Bell_Puzzle_Hit_Oneshot_Broken"
}
function SoundOnStart()
  GameObjects.BlankBell_Fake_01.LuaObjectScript.SoundSetup(fakeBellSoundOverrides)
  GameObjects.BlankBell_Fake_02.LuaObjectScript.SoundSetup(fakeBellSoundOverrides)
  GameObjects.BlankBell_Fake_03.LuaObjectScript.SoundSetup(fakeBellSoundOverrides)
  GameObjects.BlankBell_Fake_04.LuaObjectScript.SoundSetup(fakeBellSoundOverrides)
  GameObjects.BlankBell_Fake_05.LuaObjectScript.SoundSetup(fakeBellSoundOverrides)
end
