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e_cori_2.tsct
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e_cori_2.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_0 { 1134395392, 0, -978671616 }
VAR_2 { -1051721728, 0, -988553216 }
VAR_3 { -1021313024, 0, -1000079360 }
VAR_9 { 0, 0 }
VAR_19 0
VAR_20 0
VAR_22 0
VAR_23 0
VAR_25 { -520, 0, -1318, 5, 0, -974 }
VAR_26 { 360, -1394, -4168 }
VAR_27 { 4, VAR_20, 0, -308, 0, -2799, 3, VAR_28, 0, 5, 30, 3, VAR_29, 0, 4, VAR_23, 3, VAR_30, 0, 5, 15, 0, -163, 0, -2121, 3, VAR_31, 0, 2, -71, 0, -231, 3, VAR_32, 0, 0, -421, 0, -760, 8 }
VAR_28 "lookout"
VAR_29 "stepdar"
VAR_30 "dodgeb"
VAR_31 "fliptwis"
VAR_32 "come"
VAR_33 { 4, VAR_19, 0, -237, 0, -3566, 3, VAR_34, 0, 2, 121, 0, -3930, 4, VAR_23, 2, -308, 0, -2799, 3, VAR_35, 0, 5, 40, 0, -167, 0, -2338, 3, VAR_36, 0, 3, VAR_37, 0, 2, -389, 0, -853, 5, 30, 3, VAR_38, 0, 8 }
VAR_34 "lookout"
VAR_35 "lookout"
VAR_36 "come"
VAR_37 "comeial"
VAR_38 "lookout"
VAR_39 { 4, VAR_19, 0, -237, 0, -3566, 3, VAR_40, 0, 2, 121, 0, -3930, 4, VAR_23, 2, -308, 0, -2799, 3, VAR_41, 0, 5, 40, 0, -167, 0, -2338, 3, VAR_42, 0, 5, 30, 2, -308, 0, -2799, 3, VAR_43, 0, 3, VAR_44, 0, 8 }
VAR_40 "lookout"
VAR_41 "lookout"
VAR_42 "lookout"
VAR_43 "lookout"
VAR_44 "lookout"
VAR_45 { 4, VAR_22, 5, 20, 0, -300, 0, -3560, 5, 10, 3, VAR_46, 0, 2, 121, 0, -3930, 5, 30, 2, -389, 0, -853, 5, 30, 0, -389, 0, -853, 8 }
VAR_46 "lookout"
VAR_52 2
VAR_53 1
VAR_54 2
._on_load
call load_sound_set(int 30)
call load_sound_set(int 75)
/* play the sound 'rumble2' */
call play_loaded_sound(int 1, int -1, int 75, int 0)
/* play the sound 'rockbit1' */
call play_loaded_sound(int 2, int -1, int 75, int 0)
var frog_sound_ref = call play_loaded_sound(int 198, int -1, int 0, var &VAR_0)
var torches2_sound_ref = call play_loaded_sound(int 1, int -1, int 30, "")
if(gamevar room_state == int 0)
{
exit_script
}
if(gamevar room_state == int 1)
{
execute SCRIPT_3
}
if(gamevar room_state == int 2)
{
execute SCRIPT_9
}
._infinite_loop
execute SCRIPT_11
if(gamevar room_state == int 0)
{
exit_script
}
if(gamevar room_state == int 1)
{
execute SCRIPT_5
}
if(gamevar room_state == int 2)
{
execute SCRIPT_10
}
._on_exit
if(gamevar room_state == int 0)
{
exit_script
}
gamevar room_state ++
if(gamevar room_state > int 2)
{
gamevar room_state = int 0
}
._SCRIPT_3
call func_113(int 8, int 8)
execute SCRIPT_4
execute SCRIPT_8
var VAR_8 = int 1
call set_input_system(int 2)
._SCRIPT_4
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 128
call play_2d_anim("e_cori_2", int 0, int 0, var &VAR_8)
._SCRIPT_5
switch(var VAR_16)
{
case 0
if(var VAR_17 == int 2)
{
call func_113(int 8, int 8)
}
if(var VAR_17 == int 5)
{
var frog1_sound_ref = call play_loaded_sound(int 198, int -1, int 0, var &VAR_2)
var torches21_sound_ref = call play_loaded_sound(int 1, int -1, int 30, var &VAR_3)
call set_char_running(var VAR_11)
call func_115(var VAR_11, var &VAR_27)
call func_50(var VAR_11, int 8192)
call set_char_running(var VAR_12)
if(var VAR_13)
{
call func_115(var VAR_12, var &VAR_33)
call func_115(var VAR_13, var &VAR_45)
call func_50(var VAR_13, int 8192)
call set_char_running(var VAR_13)
}
else
{
call func_115(var VAR_12, var &VAR_39)
}
call func_50(var VAR_12, int 8192)
var VAR_16 ++
}
break
case 1
if(call func_8a(var &VAR_25))
{
var VAR_16 ++
call func_47(var VAR_12, int 8192)
call func_47(var VAR_11, int 8192)
if(var VAR_13)
{
call func_47(var VAR_13, int 8192)
}
call func_e6("outro", "e_stway", var &VAR_26, int 1)
}
break
}
execute SCRIPT_7
var VAR_17 ++
var VAR_47 = var VAR_18
var VAR_18 = var VAR_9
if(var VAR_47 != var VAR_18)
{
switch(var VAR_18)
{
case 12
call func_59(var frog_sound_ref)
break
case 36
var VAR_20 = int 1
break
}
}
._SCRIPT_6
._SCRIPT_7
if(call is_local_timer_greater_than(var VAR_53))
{
var VAR_51 = call randomize_int(int 1, var VAR_52 + int 1)
var VAR_53 = call randomize_int(int 1, var VAR_54 + int 1)
gamevar scroll_x_shake = var VAR_51
call reset_local_timer()
}
._SCRIPT_8
var david = call get_david_char()
while(var david)
{
call freeze_enemy(var david)
var VAR_15 = call get_char_handle_id(var david)
if(var VAR_15 == int 65536)
{
var VAR_11 = var david
var david = call get_next_char_from_list()
}
else
{
if(var ! VAR_12)
{
var VAR_12 = var david
}
else
{
if(var ! VAR_13)
{
var VAR_13 = var david
}
}
var david = call get_next_char_from_list()
}
}
._SCRIPT_9
._SCRIPT_10
._SCRIPT_11
if(gamevar script_time > var VAR_57)
{
var VAR_57 = gamevar script_time + int 10 + call randomize_int(int 0, int 15)
var VAR_56 = int 3 + call randomize_int(int 0, int 25)
var VAR_55 = call play_loaded_sound(var VAR_56, int 0, int 75, int 0)
call set_sound_volume(var VAR_55, int 100 + call randomize_int(int 0, int 40))
}