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boarbody.tsct
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boarbody.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
walk_position { -3674, -768, 1000 }
VAR_8 { -4443, -768, 824 }
VAR_9 { -3666, -768, 1416 }
arr { VAR_8, VAR_9 }
arr_1 { 0, 0 }
position { -1605, -789, 22 }
VAR_17 -1
._on_load
call play_bgm("METALON")
execute SCRIPT_8
call load_sound_set(int 72)
call load_sound_set(int 64)
/* play the sound 'cavelp' */
call play_loaded_sound(int 1, int -1, int 64, int 0)
call load_sound_set(int 65)
/* play the sound 'in2wind1' */
call play_loaded_sound(int 5, int -1, int 65, int 0)
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 0
break
}
._infinite_loop
execute SCRIPT_3
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
._on_exit
switch(gamevar room_state)
{
case 1
break
case 2
gamevar room_state ++
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
if(gamevar script_time > var VAR_31)
{
var VAR_31 = gamevar script_time + int 70 + call randomize_int(int 0, int 110)
/* play the sound 'renddizz' */
call play_loaded_sound(int 8, int 0, int 72, int 0)
}
if(gamevar script_time > var VAR_32)
{
var VAR_32 = gamevar script_time + int 100 + call randomize_int(int 0, int 50)
/* play the sound 'wwindlp' */
call play_loaded_sound(int 6, int 0, int 65, int 0)
}
._SCRIPT_4
._SCRIPT_5
if(gamevar script_time > var VAR_2)
{
var VAR_2 = gamevar script_time + int 70 + call randomize_int(int 0, int 110)
/* play the sound 'metamb1' */
call play_loaded_sound(int 7, int 0, int 72, int 0)
}
/* play the sound 'BLANK' */
call play_loaded_sound(int 4, int -1, int 72, int 0)
._SCRIPT_6
if(var VAR_17 != var VAR_3)
{
var VAR_17 = var VAR_3
call log_var(var VAR_3)
}
switch(var VAR_3)
{
case 0
if(var VAR_4 > int 5)
{
var index = int 0
var david = call get_david_char()
while(var david)
{
if(var david != gamevar control_char_p)
{
@arr_1[var VAR_15]= var david
call char_walk_to_pos(var david, @arr[var VAR_15])
var index ++
}
var david = call get_next_char_from_list()
}
call char_walk_to_pos(gamevar control_char_p, var &walk_position)
var VAR_3 ++
var VAR_4 = int 0
}
break
case 1
var index = int 0
while(var index < int 2)
{
if(@arr_1[var index])
{
if(!arr_2[var index])
{
if(call is_char_standing(@arr_1[var index]))
{
call char_turn_to_pos(@arr_1[var index], var &position)
@arr_2[var index]= int 1
}
}
}
else
{
@arr_2[var index]= int 1
}
var index ++
}
if(var ! VAR_16)
{
if(call is_char_standing(gamevar control_char_p))
{
call char_turn_to_pos(gamevar control_char_p, var &position)
var VAR_16 = int 1
}
}
if(var arr_2&&var VAR_13&&var VAR_16)
{
var VAR_6 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_6)
{
case 65536
call start_dialog("S_DVDREN", "ACT_2")
break
case 327680
call start_dialog("S_JUGREN", "ACT_2")
break
case 786432
call start_dialog("S_SEKREN", "ACT_2")
break
case 196608
call start_dialog("S_VIVREN", "ACT_2")
break
case 131072
call start_dialog("S_CHIREN", "ACT_2")
break
case 262144
call start_dialog("S_CAGREN", "ACT_2")
break
default
call log_string("SHIT! SHIT! SHIT!")
break
}
var VAR_3 ++
var VAR_4 = int 0
}
break
case 2
if(call get_input_sys() != int 4)
{
call set_input_system(int 1)
var VAR_3 ++
var VAR_4 = int 0
}
break
}
var VAR_4 ++
._SCRIPT_7
call set_input_system(int 2)
._SCRIPT_8
gamevar SMACKER_X = int 100
gamevar SMACKER_Y = int 372
if(gamevar *scene_info_p+1 != int 1)
{
call play_2d_anim("boarbody", int 1, int 1, int 0)
}