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centre01.tsct
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centre01.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_position1 { 4615, -929, -3947 }
init_position2 { 4639, -930, -3630 }
init_position { 4848, -929, -3795 }
VAR_23 { 0, 0 }
fx_position { -7755, 1825, 5210 }
VAR_25 { -3295, 1825, 3290 }
._on_load
call load_item(int 93 /* cutlass */ )
call load_item(int 91 /* rapier */ )
execute SCRIPT_5
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
default
break
}
._infinite_loop
execute SCRIPT_7
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
default
break
}
._on_exit
switch(gamevar room_state)
{
case 1
gamevar room_state ++
break
default
break
}
._SCRIPT_3
._SCRIPT_4
var muscles = call create_enemy(int 30, int 0, var &init_position, int 105)
var dick = call create_enemy(int 31, int 0, var &init_position1, int 90)
var finnegan = call create_enemy(int 32, int 0, var &init_position2, int 80)
call add_item_to_char(var finnegan, int 43 /* cheese */ , int 1, int 0)
call add_item_to_char(var dick, int 26 /* scroll */ , int 1, int 0)
call set_char_running(var muscles)
call set_char_running(var dick)
call set_char_running(var finnegan)
call func_19(var muscles, call get_selected_hero())
call func_19(var finnegan, call get_selected_hero())
call func_19(var dick, call get_selected_hero())
._SCRIPT_5
call play_3d_fx("RAIN", var &fx_position, var &VAR_25, int 0)
execute SCRIPT_6
._SCRIPT_6
call load_sound_set(int 25)
/* play the sound 'blank' */
call play_loaded_sound(int 1, int -1, int 25, int 0)
var thunrumb_sound_ref = call play_loaded_sound(int 3, int -1, int 25, int 0)
var VAR_7 = int 70
call set_sound_volume(var thunrumb_sound_ref, var VAR_7)
var VAR_6 = int 1
._SCRIPT_7
if(var ! VAR_6)
{
call log_string("random_rain_fx: Rain SFX not initialised! See Marc")
exit_script
}
switch(var VAR_10)
{
case 0
if(var VAR_9)
{
var VAR_12 = int 1
var VAR_10 ++
var VAR_11 = int 0
}
break
case 1
if(var VAR_7 < int 200)
{
var VAR_13 = var VAR_11 % int 2
if(var VAR_13 == int 0)
{
var VAR_7 += var VAR_12
call set_sound_volume(var thunrumb_sound_ref, var VAR_7)
}
}
else
{
var VAR_10 ++
var VAR_11 = int 0
}
break
case 2
if(var VAR_11 > int 150)
{
var VAR_10 ++
var VAR_11 = int 0
}
break
case 3
if(var VAR_7 > int 70)
{
var VAR_13 = var VAR_11 % int 2
if(var VAR_13)
{
var VAR_7 -= var VAR_12
call set_sound_volume(var thunrumb_sound_ref, var VAR_7)
}
}
else
{
var VAR_9 = int 0
var VAR_10 = int 0
var VAR_11 = int 0
}
break
}
execute SCRIPT_8
execute SCRIPT_9
var VAR_11 ++
._SCRIPT_8
switch(var VAR_15)
{
case 0
var VAR_16 = int 0
var VAR_17 = call randomize_int(int 1200, int 1801)
var VAR_15 ++
break
case 1
if(var VAR_16 > var VAR_17)
{
var thunstrk_sound_ref = call play_loaded_sound(int 4, int 0, int 25, int 0)
call set_sound_volume(var thunstrk_sound_ref, call randomize_int(int 100, int 201))
call func_11a(var thunstrk_sound_ref, call randomize_int(int 0, int 128))
if(var ! VAR_9)
{
var VAR_9 = int 1
}
var VAR_15 ++
var VAR_16 = int 0
}
break
case 2
if(var VAR_16 > int 200)
{
var VAR_15 = int 0
var VAR_16 = int 0
}
break
}
var VAR_16 ++
._SCRIPT_9
switch(var VAR_19)
{
case 0
if(gamevar scene_counter > int 600)
{
var VAR_19 ++
}
break
case 1
var VAR_20 = int 0
call reset_local_timer()
var VAR_22 = call randomize_int(int 400, int 601)
var VAR_19 ++
break
case 2
if(call is_local_timer_greater_than(var VAR_22))
{
call apply_effect_on_char(gamevar misc_fx_scripts, int 6, int 0, int 0)
call reset_local_timer()
var VAR_23 = int 255
var VAR_22 = call randomize_int(int 1, int 31)
var VAR_20 = int 0
var VAR_19 ++
}
break
case 3
if(call is_local_timer_greater_than(var VAR_22))
{
var VAR_23 -= int 4 * var VAR_22
var verwind_sound_ref = call play_loaded_sound(int 5, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_23)
var VAR_22 = int 255 - var VAR_23
var VAR_20 = int 0
var VAR_19 ++
}
break
case 4
if(var VAR_20 > var VAR_22)
{
var verwind_sound_ref = call play_loaded_sound /* 'thunstrk' */ (int 4, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_23)
if(var ! VAR_9)
{
var VAR_9 = int 1
}
var VAR_19 ++
var VAR_20 = int 0
}
break
case 5
if(var VAR_20 > int 100)
{
var VAR_19 = int 1
var VAR_20 = int 0
}
break
}
var VAR_20 ++