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atro1.tsct
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atro1.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_1 { 0, 0, 0 }
VAR_5 { -1235, 243, -325, -1501, 218, 715 }
VAR_9 "CzC"
VAR_10 "cC7D"
VAR_11 { -987152384, 1130102784, 1128660992 }
arr { VAR_9, VAR_10, VAR_11 }
._on_load
call load_sound_set(int 76)
/* play the sound 'atrolp2' */
call play_loaded_sound(int 1, int -1, int 76, int 0)
/* play the sound 'atroamb1' */
call play_loaded_sound(int 2, int -1, int 76, int 0)
call load_sound_set(int 80)
if(gamevar is_room_cleared)
{
execute SCRIPT_10
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 3
execute SCRIPT_9
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_11
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 3
execute SCRIPT_8
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
if(var VAR_0)
{
gamevar room_state ++
gamevar is_room_cleared = int 1
}
break
case 2
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 3
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
gamevar SMACKER_X = int 404
gamevar SMACKER_Y = int 108
call play_2d_anim("atro1", int 0, int 1, var &VAR_1)
._SCRIPT_4
switch(var VAR_3)
{
case 0
var VAR_1 = int 1
var VAR_3 ++
var VAR_4 = int 0
break
case 1
if(var VAR_4 > int 2)
{
var VAR_4 = int 0
var VAR_1 = int 0
var VAR_3 ++
}
break
case 2
if(call func_8a(var &VAR_5))
{
/* play the sound 'uncon2' */
call play_loaded_sound(int 1, int 0, int 80, int 0)
var VAR_1 = int 1
var VAR_3 ++
var VAR_0 = int 1
}
break
}
var VAR_4 ++
._SCRIPT_5
execute SCRIPT_3
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
._SCRIPT_10
._SCRIPT_11
if(gamevar script_time > var VAR_6)
{
var VAR_6 = gamevar script_time + int 100 + call randomize_int(int 0, int 150)
var index = call randomize_int(int 0, int 3)
/* play the sound 'atroamb4' */
call play_loaded_sound(int 3, int 0, int 76, @arr[var VAR_8])
}
if(gamevar script_time > var VAR_7)
{
var VAR_7 = gamevar script_time + int 200 + call randomize_int(int 0, int 150)
var index = call randomize_int(int 0, int 3)
/* play the sound 'bees' */
call play_loaded_sound(int 4, int 0, int 76, @arr[var index])
}