-
Notifications
You must be signed in to change notification settings - Fork 3
/
cliffsa.tsct
679 lines (653 loc) · 15.6 KB
/
cliffsa.tsct
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
/*
* 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_18 { 0, 0, -1 }
VAR_23 -1
VAR_46 { 0, 0, 0, 0 }
fx_position { -6644, 4939, -4319 }
VAR_59 { 5880, 4939, -6862 }
sentryg1 0
init_position1 { 158, 0, 4171 }
init_position2 { -114, 0, 4241 }
init_position3 { -4639, -400, 6229 }
init_position4 { -3301, -400, 5668 }
ai_script2 { 0, 4920, -400, 6645, 2, 5133, -262, 6780, 3, VAR_74, 0, 11, 150, 300, 0, 3627, -400, 6506, 2, 3398, -358, 6759, 11, 150, 300, 7, 8 }
VAR_74 "laugh"
ai_script { 9, sentryg1, 11, 50, 200, 7, 8 }
ai_script1 { 7, 8 }
ai_script3 { 0, -5259, -400, 6335, 2, -5304, -263, 6578, 3, VAR_78, 0, 11, 150, 300, 0, -3769, -400, 6351, 2, -3520, -262, 6631, 11, 150, 300, 7, 8 }
VAR_78 "laugh"
ai_script4 { 0, -4499, -401, 5877, 11, 50, 150, 0, 4368, -400, 6049, 11, 50, 150, 7, 8 }
ai_script5 { 0, 4368, -400, 6049, 11, 50, 150, 0, -4499, -401, 5877, 11, 50, 150, 7, 8 }
VAR_86 { 0, 0 }
VAR_88 VAR_89
VAR_89 "NULL"
VAR_90 VAR_91
VAR_91 "ACT_2B"
init_position { 508, -400, 5770 }
._on_load
call stop_bgm(int 1)
execute SCRIPT_15
execute SCRIPT_3
execute SCRIPT_12
execute SCRIPT_14
call load_sound_set(int 65)
/* play the sound 'dog1' */
call play_loaded_sound(int 7, int -1, int 65, int 0)
call load_sound_set(int 40)
if(gamevar is_room_cleared)
{
execute SCRIPT_11
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_8
break
case 3
execute SCRIPT_10
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_4
var VAR_0 = int 2
execute SCRIPT_16
if(var ! VAR_47)
{
execute SCRIPT_13
}
if(gamevar !is_room_cleared)
{
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
}
}
._on_exit
execute SCRIPT_17
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
gamevar room_state ++
break
case 2
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 3
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
call play_3d_fx("SNOW", var &fx_position, var &VAR_59, int 0)
._SCRIPT_4
if(gamevar script_time > var VAR_115)
{
var VAR_115 = gamevar script_time + int 300 + call randomize_int(int 0, int 300)
/* play the sound 'hwave1' */
call play_loaded_sound(int 8, int 0, int 65, int 0)
}
if(gamevar script_time > var VAR_114)
{
var VAR_114 = gamevar script_time + int 60 + call randomize_int(int 0, int 60)
/* play the sound 'inwindlp' */
call play_loaded_sound(int 2, int 0, int 65, int 0)
}
._SCRIPT_5
switch(var VAR_82)
{
case 0
if(call get_num_of_enemies() <= int 2)
{
var VAR_82 ++
var VAR_83 = int 0
}
break
case 1
if(var ! VAR_84)
{
if(call is_char_handle_in_level(int 2752513))
{
call set_char_running(var sentry_swordres)
call func_46(var sentry_swordres, int 13)
call char_walk_to_pos(var sentry_swordres, call get_char_pos(gamevar control_char_p))
var VAR_84 = int 1
}
else
{
var VAR_84 = int 1
}
}
if(var ! VAR_85)
{
if(call is_char_handle_in_level(int 2752516))
{
call set_char_running(var sentry_swordres1)
call func_46(var sentry_swordres1, int 13)
call char_walk_to_pos(var sentry_swordres1, call get_char_pos(gamevar control_char_p))
var VAR_85 = int 1
}
else
{
var VAR_85 = int 1
}
}
if(var VAR_84&&var VAR_85)
{
var VAR_82 ++
var VAR_83 = int 0
}
break
case 2
if(call get_num_of_enemies() == int 0)
{
call set_input_system(int 2)
if(var VAR_41)
{
var VAR_86 = var VAR_41
}
else
{
if(var VAR_42)
{
var VAR_86 = var VAR_42
}
else
{
if(var VAR_40)
{
var VAR_86 = var VAR_40
}
else
{
if(var VAR_44)
{
var VAR_86 = var VAR_44
}
else
{
if(var VAR_43)
{
var VAR_86 = var VAR_43
}
}
}
}
}
if(var VAR_86)
{
call set_char_running(var VAR_86)
call char_walk_to_pos(var VAR_86, call get_char_pos(var VAR_39))
call force_scroll_to_pos(call get_char_pos(var VAR_39))
var VAR_82 ++
var VAR_83 = int 0
}
else
{
call log_string("Oops! No second_char_p!!!!")
call set_input_system(int 1)
var VAR_82 = int -1
}
}
break
case 3
if(call is_char_standing(var VAR_86))
{
if(call create_item(int 60 /* keyc */ ))
{
var VAR_87 = var VAR_90
}
else
{
var VAR_87 = var VAR_88
}
call char_turn_to_pos(var VAR_39, call get_char_pos(var VAR_86))
call char_turn_to_pos(var VAR_86, call get_char_pos(var VAR_39))
var VAR_49 = call get_char_handle_id(var VAR_86)
switch(var VAR_49)
{
case 786432
call start_dialog("S_DVDSEK", var VAR_87)
break
case 196608
call start_dialog("S_DVDVIV", var VAR_87)
break
case 262144
call start_dialog("S_DVDCAG", var VAR_87)
break
case 327680
call start_dialog("S_DVDJUG", var VAR_87)
break
case 131072
call start_dialog("S_DVDCHI", var VAR_87)
break
}
var VAR_82 ++
var VAR_83 = int 0
}
break
case 4
if(call get_input_sys() != int 4)
{
call set_input_system(int 1)
var fade_chronicler = call create_enemy(int 178, int 0, var &init_position, int 336)
var VAR_82 ++
var VAR_83 = int 0
}
break
}
var VAR_83 ++
._SCRIPT_6
var sentry_swordres = call create_enemy(int 57, int 1, "h", int 310)
var sentryg = call create_enemy(int 56, int 2, var &init_position1, int 310)
var sentryg1 = call create_enemy(int 56, int 3, var &init_position2, int 25)
var sentry_swordres1 = call create_enemy(int 57, int 4, var &init_position3, int 0)
var sentry_swordres2 = call create_enemy(int 57, int 5, ")", int 260)
var sentry_swordres3 = call create_enemy(int 57, int 6, var &init_position4, int 74)
call func_106(var sentryg, int 2, int 0, int 1)
call func_50(var sentryg, int 8194)
call func_106(var sentryg1, int 2, int 0, int 1)
call func_50(var sentryg1, int 8194)
call play_char_ai_script(var sentryg, var &ai_script)
call play_char_ai_script(var sentryg1, var &ai_script1)
call set_char_init_state(var sentry_swordres, int 13)
call play_char_ai_script(var sentry_swordres, var &ai_script2)
call set_char_init_state(var sentry_swordres1, int 13)
call play_char_ai_script(var sentry_swordres1, var &ai_script3)
call func_106(var sentry_swordres2, int 2, int 0, int 0)
call func_50(var sentry_swordres2, int 8194)
call func_106(var sentry_swordres3, int 2, int 0, int 0)
call func_50(var sentry_swordres3, int 8194)
call play_char_ai_script(var sentry_swordres2, var &ai_script4)
call play_char_ai_script(var sentry_swordres3, var &ai_script5)
call load_char("chronicl")
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
._SCRIPT_10
._SCRIPT_11
._SCRIPT_12
if(gamevar *scene_info_p+4 & int 1)
{
gamevar SMACKER_X = int 776
gamevar SMACKER_Y = int 248
var VAR_45 = call play_2d_anim("CLIFFSA", int 0, int 1, var &VAR_46)
}
else
{
var VAR_47 = int 1
}
._SCRIPT_13
if(var VAR_47)
{
exit_script
}
switch(var VAR_100)
{
case 0
if(gamevar *scene_info_p+4 & int 1)
{
}
else
{
var VAR_46 = int 1
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 1, int 0, int 40, int 0)
call func_4e(int 0)
gamevar *scene_info_p+1 = int 1
var VAR_100 ++
var VAR_101 = int 0
}
break
case 1
if(gamevar control_char_p != var VAR_39)
{
var VAR_102 = var VAR_39
}
else
{
if(var VAR_41)
{
var VAR_102 = var VAR_41
}
else
{
if(var VAR_42)
{
var VAR_102 = var VAR_42
}
else
{
if(var VAR_40)
{
var VAR_102 = var VAR_40
}
else
{
if(var VAR_44)
{
var VAR_102 = var VAR_44
}
else
{
if(var VAR_43)
{
var VAR_102 = var VAR_43
}
}
}
}
}
}
if(var VAR_102)
{
call set_input_system(int 2)
call char_walk_to_pos(var VAR_102, call get_char_pos(gamevar control_char_p))
var VAR_100 ++
var VAR_101 = int 0
}
else
{
var VAR_47 = int 1
call log_string("ERROR: no second_char_p when opening door")
var VAR_100 = int -1
}
break
case 2
if(call is_char_standing(var VAR_102))
{
var VAR_49 = call get_char_handle_id(var VAR_102)
if(var VAR_49 == int 65536)
{
var VAR_49 = call get_char_handle_id(gamevar control_char_p)
}
switch(var VAR_49)
{
case 786432
call start_dialog("S_DVDSEK", "ACT_2A")
break
case 196608
call start_dialog("S_DVDVIV", "ACT_2A")
break
case 327680
call start_dialog("S_DVDJUG", "ACT_2A")
break
case 262144
call start_dialog("S_DVDCAG", "ACT_2A")
break
case 131072
call start_dialog("S_DVDCHI", "ACT_2A")
break
}
call char_turn_to_pos(gamevar control_char_p, call get_char_pos(var VAR_102))
call char_turn_to_pos(var VAR_102, call get_char_pos(gamevar control_char_p))
var VAR_100 ++
var VAR_101 = int 0
}
break
case 3
if(call get_input_sys() != int 4)
{
call set_input_system(int 1)
var VAR_47 = int 1
var VAR_100 ++
var VAR_101 = int 0
}
break
}
var VAR_101 ++
._SCRIPT_14
var david = call get_david_char()
while(var david)
{
var VAR_49 = call get_char_handle_id(var david)
switch(var VAR_49)
{
case 65536
call log_string("david")
var VAR_39 = var david
break
case 786432
call log_string("sekune")
var VAR_41 = var david
break
case 327680
call log_string("jug")
var VAR_40 = var david
break
case 196608
call log_string("vivienne")
var VAR_42 = var david
break
case 131072
call log_string("chiaro")
var VAR_43 = var david
break
case 262144
call log_string("cagen")
var VAR_44 = var david
break
default
call log_string("WARNING! Unknown hero while checking heroes")
call log_string("Get a goober -- QUICKLY!!")
break
}
var david = call get_next_char_from_list()
}
._SCRIPT_15
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
._SCRIPT_16
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
if(var VAR_23 != var VAR_17)
{
var VAR_23 = var VAR_17
call log_var(var VAR_17)
}
switch(var VAR_17)
{
case 0
if(gamevar chronicler_variation != int -1)
{
execute SCRIPT_18
}
gamevar script_object = var fade_chronicler
var VAR_20 = gamevar *character_movement_p+3
var VAR_21 = gamevar *character_movement_p+4
var VAR_22 = gamevar *character_movement_p+5
var VAR_3 = int 0
call func_10c(var fade_chronicler, int 0)
var VAR_17 ++
var VAR_18 = int 0
break
case 1
if(call func_127(var fade_chronicler))
{
var VAR_19 = gamevar saved_games_count
var VAR_3 = int 1
var VAR_17 ++
var VAR_18 = int 0
}
break
case 2
if(call get_input_sys() != int 4)
{
call set_input_system(int 2)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 3
if(var VAR_18 > int 40)
{
call open_save_screen(var VAR_0)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 4
if(var VAR_18 > int 10)
{
if(gamevar !current_menu_level_p)
{
var VAR_17 ++
var VAR_18 = int 0
}
}
break
case 5
if(var VAR_19 != gamevar saved_games_count)
{
call log_string("game saved")
call func_11d()
var VAR_17 = int 7
var VAR_18 = int 0
}
else
{
call log_string("game not saved")
call func_2a(var fade_chronicler, var &VAR_20)
execute SCRIPT_19
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 6
if(var VAR_18 > int 30)
{
call set_input_system(int 1)
gamevar clicked_character = int 0
var VAR_3 = int 0
var VAR_17 = int 1
var VAR_18 = int 0
}
break
case 7
if(var VAR_18 > int 40)
{
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 8, int 0, var fade_chronicler)
execute SCRIPT_19
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 8
if(var VAR_18 > int 100)
{
call remove_char(var fade_chronicler)
call set_input_system(int 1)
var VAR_3 = int 0
var VAR_17 ++
var VAR_18 = int 0
}
break
}
var VAR_18 ++
._SCRIPT_17
if(call is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
call func_34(var fade_chronicler)
}
._SCRIPT_18
var VAR_4 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_4)
{
case 65536
call load_dialog_by_number("DVDCHR", "NULL", gamevar chronicler_variation)
break
case 786432
call load_dialog_by_number("SEKCHR", "NULL", gamevar chronicler_variation)
break
case 262144
call load_dialog_by_number("CAGCHR", "NULL", gamevar chronicler_variation)
break
case 327680
call load_dialog_by_number("JUGCHR", "NULL", gamevar chronicler_variation)
break
case 131072
call load_dialog_by_number("CHICHR", "NULL", gamevar chronicler_variation)
break
case 196608
call load_dialog_by_number("VIVCHR", "NULL", gamevar chronicler_variation)
break
}
._SCRIPT_19
var VAR_26 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_26)
{
case 65536
var VAR_2 = call load_next_dialog("DVDCHR", "NULL")
break
case 786432
var VAR_2 = call load_next_dialog("SEKCHR", "NULL")
break
case 262144
var VAR_2 = call load_next_dialog("CAGCHR", "NULL")
break
case 327680
var VAR_2 = call load_next_dialog("JUGCHR", "NULL")
break
case 131072
var VAR_2 = call load_next_dialog("CHICHR", "NULL")
break
case 196608
var VAR_2 = call load_next_dialog("VIVCHR", "NULL")
break
}