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boilintr.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 { -735, -480, 1047 }
VAR_19 { 0, 0, 0, 0, 0 }
._on_load
call load_sound_set(int 64)
/* play the sound 'echdrip1' */
call play_loaded_sound(int 2, int -1, int 64, int 0)
call func_124()
execute SCRIPT_4
if(gamevar is_room_cleared)
{
execute SCRIPT_11
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 3
execute SCRIPT_10
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_3
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_8
break
case 3
execute SCRIPT_9
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
gamevar room_state ++
break
case 2
gamevar room_state ++
break
case 3
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
if(gamevar script_time > var VAR_20)
{
var VAR_20 = gamevar script_time + int 100 + call randomize_int(int 0, int 100)
/* play the sound 'caveamb1' */
call play_loaded_sound(int 4, int 0, int 64, int 0)
}
._SCRIPT_4
var NJANITOR = call create_char(var &init_position, "NJANITOR", int -90, int 13)
var DAVID = call get_char_handle(int 65536)
call load_item(int 57 /* keyb */ )
._SCRIPT_5
var jangive_anim = call load_anim("jangive")
call set_input_system(int 2)
._SCRIPT_6
if(var VAR_7 == int 0)
{
if(var VAR_6 > int 100)
{
call start_dialog("S_DvdJan", "NULL")
var VAR_7 ++
var VAR_6 = int 0
}
}
if(var VAR_7 == int 1)
{
if(call func_6d() == int 1)
{
call play_char_anim(var NJANITOR, var jangive_anim, int 0)
var VAR_7 ++
var VAR_6 = int 0
}
}
if(var VAR_7 == int 2)
{
if(call func_5c(var NJANITOR))
{
var keyb1 = call add_item_to_char(var DAVID, int 57, int 0, int 0)
call func_f9(var keyb1, int 100)
call resume_conversation()
call save_pos_to_room_memory(int 101, int 1, int 0, int 0)
var VAR_7 ++
var VAR_6 = int 0
}
}
if(var VAR_7 == int 3)
{
if(call get_input_sys() != int 4)
{
call char_exit_door(var DAVID, int 0)
var VAR_7 ++
var VAR_6 = int 0
}
}
var VAR_6 ++
._SCRIPT_7
call set_input_system(int 2)
._SCRIPT_8
switch(var VAR_11)
{
case 0
if(var VAR_12 > int 60)
{
call start_dialog("DVDJAN", "ACT2")
var VAR_11 ++
var VAR_12 = int 0
}
break
case 1
if(call get_input_sys() != int 4)
{
call char_exit_door(var DAVID, int 0)
var VAR_11 ++
var VAR_12 = int 0
}
break
}
var VAR_12 ++
._SCRIPT_9
switch(var VAR_15)
{
case 0
if(var VAR_16 > int 60)
{
call start_dialog("DVDJAN", "ACT3")
var VAR_15 ++
var VAR_16 = int 0
}
break
case 1
if(call get_input_sys() != int 4)
{
call char_exit_door(var DAVID, int 0)
var VAR_15 ++
var VAR_16 = int 0
}
break
}
var VAR_16 ++
._SCRIPT_10
call set_input_system(int 2)
._SCRIPT_11
if(call func_c0(int 101, gamevar CURRENT_LEVEL, gamevar CURRENT_SCENE))
{
call load_pos_from_room_memory(int 101, var &VAR_19)
}