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adesew08.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
VAR_0 { 1, 0, 0 }
VAR_1 { 1, 0, 0 }
VAR_2 { -171, -637, 2976, 0 }
init_position { -144, -386, 1048 }
init_position1 { 183, -386, 1083 }
init_position2 { -410, -386, 1509 }
init_position3 { -45, -386, 1546 }
init_position4 { 339, -386, 1510 }
/*
Interpretation of: enemy_gen_script
Enter from door: 0
Total waves: 1; 3 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 10; delay between each enemy: 50
Enemies:
rat_raptor_max3
rat_raptor_max3
rat_raptor_max3
*/
enemy_gen_script { 0, 0, 0, -1, 8, 1, 1, 1, 86, 86, 86, -1, 4, 0, 9, 1, 5, 1, 10, 50, 7, 1, 2, -1 }
init_position5 { 19, -1, 2752 }
init_position6 { -67, -1, 3368 }
init_position7 { -527, -1, 2811 }
._on_load
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 56
call play_2d_anim("adesew08", int 1, int 1, var &VAR_0)
gamevar SMACKER_X = int 144
gamevar SMACKER_Y = int 0
call play_2d_anim("adesew8a", int 1, int 1, var &VAR_1)
call load_sound_set(int 38)
/* play the sound 'spires1' */
call play_loaded_sound(int 3, int -1, int 38, int 0)
call load_sound_set(int 30)
/* play the sound 'torches2' */
call play_loaded_sound(int 1, int -1, int 30, int 0)
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
call load_char("ratrptr")
break
case 2
call load_char("ratrptr")
break
default
break
}
._infinite_loop
execute SCRIPT_5
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_4
break
default
break
}
._on_exit
switch(gamevar room_state)
{
}
._SCRIPT_3
var lesser_gimp = call create_enemy(int 45, int 0, var &init_position, int 10)
var lesser_gimp1 = call create_enemy(int 45, int 1, var &init_position1, int 300)
var greater_gimpv = call create_enemy(int 46, int 0, var &init_position2, int 105)
var greater_gimpv1 = call create_enemy(int 46, int 1, var &init_position3, int 170)
var greater_gimpv2 = call create_enemy(int 46, int 2, var &init_position4, int 200)
call add_item_to_char(var greater_gimpv, int 43 /* cheese */ , int 1, int 0)
call add_item_to_char(var lesser_gimp1, int 45 /* deadmous */ , int 1, int 0)
call func_106(var lesser_gimp, int 1, int 0, int 1)
call func_106(var lesser_gimp1, int 1, int 0, int 1)
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 lesser_gimp, int 1)
call set_char_init_state(var lesser_gimp1, 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_106(var greater_gimpv2, int 0, int 3, int 360)
gamevar script_object = var greater_gimpv2
gamevar *character_stats_p+15 = int 3400
call put_item_in_position(var &VAR_2, int 43, int 0, int 0)
._SCRIPT_4
if(var ! VAR_13)
{
if(call func_ab(int 200, var &VAR_2))
{
call create_enemy(int 185 /* drop_rat_raptor */ , int 0, var &init_position5, int 290)
call create_enemy(int 185 /* drop_rat_raptor */ , int 1, var &init_position6, int 155)
call create_enemy(int 185 /* drop_rat_raptor */ , int 2, var &init_position7, int 55)
call run_enemy_generator(var &enemy_gen_script, int 100)
var VAR_13 = int 1
}
}
._SCRIPT_5
if(gamevar script_time > var VAR_22)
{
var VAR_22 = 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)
}