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adesew07.tsct
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adesew07.tsct
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/*
* This file was auto-generated using 'silver-reversing-sct' tool
* to better understand the scripts presented, one is encouraged to
* view the catalogs at:
* https://github.com/nadavshemesh/silver-reversing-sct/blob/master/docs/index.md
*
* Any further information and support of this project please visit:
* https://github.com/nadavshemesh/silver-reversing-sct
*/
._DATA
init_position { 2145, -1857, -1243 }
init_position1 { -280, -1857, -1378 }
init_position2 { 1851, -1857, -1449 }
init_position3 { -31, -1857, -1437 }
init_position4 { -360, -1857, -1126 }
VAR_12 { 0, 0, 0, 1, -1, 8, 1, 1, 6, 55, 55, -1, 4, 0, 9, 1, 5, 1, 50, 150, 7, 1, 4, -1 }
VAR_13 { 0, 2, 300, 300, 8, 1, 1, 6, 189, 189, -1, 4, 0, 9, 1, 5, 1, 50, 150, 7, 1, 4, -1 }
._on_load
call play_bgm("SEWERPT1")
call load_sound_set(int 38)
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
default
break
}
._infinite_loop
execute SCRIPT_3
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
default
break
}
._on_exit
switch(gamevar room_state)
{
case 1
gamevar room_state = int 0
break
default
break
}
._SCRIPT_3
if(gamevar script_time > var VAR_17)
{
var VAR_17 = gamevar script_time + int 50 + call randomize_int(int 0, int 70)
/* play the sound 'echdrip1' */
call play_loaded_sound(int 1, int 0, int 38, int 0)
}
._SCRIPT_4
call load_char("spider")
call load_char("ratrptr")
var lesser_gimp = call create_enemy(int 45, int 0, var &init_position, int 290)
var lesser_gimp1 = call create_enemy(int 45, int 1, var &init_position1, int 40)
call func_106(var lesser_gimp, int 9, int 5, var &init_position)
call func_106(var lesser_gimp1, int 9, int 5, var &init_position1)
call set_char_init_state(var lesser_gimp, int 3)
call set_char_init_state(var lesser_gimp1, int 3)
call func_106(var lesser_gimp, int 3, int 1, var &VAR_12)
call func_106(var lesser_gimp1, int 3, int 1, var &VAR_13)
var greater_gimpv = call create_enemy(int 46, int 0, var &init_position2, int 310)
var greater_gimpv1 = call create_enemy(int 46, int 1, var &init_position3, int 50)
var greater_gimpv2 = call create_enemy(int 46, int 2, var &init_position4, int 40)
call add_item_to_char(var greater_gimpv, int 45 /* deadmous */ , int 1, int 0)
call add_item_to_char(var greater_gimpv2, int 43 /* cheese */ , int 1, int 0)
call func_106(var greater_gimpv, int 1, int 0, int 1)
call func_106(var greater_gimpv1, int 1, int 0, int 1)
call func_106(var greater_gimpv2, int 1, int 0, int 1)
call set_char_init_state(var greater_gimpv, int 1)
call set_char_init_state(var greater_gimpv1, int 1)
call set_char_init_state(var greater_gimpv2, int 1)
call func_1(var greater_gimpv, int -1)
call func_1(var greater_gimpv1, int -1)
call func_1(var greater_gimpv2, int -1)
gamevar script_object = var greater_gimpv
gamevar *character_stats_p+16 = int 850
call func_106(var greater_gimpv, int 0, int 3, int 80)
var VAR_0 = int 0
var VAR_1 = int 150
._SCRIPT_5
switch(var VAR_0)
{
case 0
if(var VAR_1)
{
var VAR_1 --
}
else
{
if(call is_char_handle_in_level(int 10551296))
{
call func_29(var greater_gimpv)
}
if(call is_char_handle_in_level(int 10551297))
{
call func_29(var greater_gimpv1)
}
if(call is_char_handle_in_level(int 10551298))
{
call func_29(var greater_gimpv2)
}
var VAR_1 = int 20
var VAR_0 ++
}
break
case 1
if(var VAR_1)
{
var VAR_1 --
}
else
{
if(call is_char_handle_in_level(int 10551296))
{
call func_2(var greater_gimpv)
}
if(call is_char_handle_in_level(int 10551297))
{
call func_2(var greater_gimpv1)
}
if(call is_char_handle_in_level(int 10551298))
{
call func_2(var greater_gimpv2)
}
var VAR_0 ++
}
break
default
break
}