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e_onship.tsct
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e_onship.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_5 1
VAR_6 0
VAR_7 0
VAR_8 0
VAR_9 { 0, 0 }
init_position2 { 3021, 85, -4985 }
init_position { 3422, 85, -5222 }
init_position1 { 2991, 85, -5497 }
init_position3 { 3258, 85, -5426 }
tele_position2 { 3017, 85, -5105 }
tele_position { 2758, 85, -5137 }
tele_position1 { 2731, 85, -5356 }
VAR_21 { 19, 4, VAR_8, 4, VAR_6, 20, 8 }
VAR_22 { 19, 5, 120, 16, VAR_9, 1, 4, VAR_7, 20, 4, VAR_5, 16, VAR_8, 1, 8 }
VAR_23 { 19, 5, 120, 16, VAR_9, 1, 4, VAR_7, 20, 5, 30, 16, VAR_8, 1, 8 }
VAR_24 { VAR_25, 0, 0, 1, 0, 0 }
VAR_25 "wivwheel"
VAR_26 { VAR_27, 0, 0, 0, 0, 0 }
VAR_27 "stdstill"
VAR_28 { VAR_29, 0, 0, 0, 0, 0 }
VAR_29 "stdstill"
VAR_30 { VAR_31, 0, 0, 0, 0, 0 }
VAR_31 "stdstill"
._on_load
call load_sound_set(int 75)
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_10
}
._infinite_loop
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_11
}
._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 load_sound_set(int 4)
call set_input_system(int 2)
var nglass = call create_char(var &init_position, "nglass", int 280, int 13)
var nduke = call create_char(var &init_position1, "nduke", int 340, int 13)
var nlongjohn = call create_char(var &init_position2, "nlongjohn", int 345, int 13)
var nnemesis = call create_char(var &init_position3, "nnemesis", int 285, int 13)
execute SCRIPT_7
call load_char_anim(var nlongjohn, var &VAR_24)
call load_char_anim(var nnemesis, var &VAR_30)
call load_char_anim(var VAR_0, var &VAR_28)
call load_char_anim(var nduke, var &VAR_26)
if(var VAR_2)
{
}
gamevar outro_active = int 1
._SCRIPT_4
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 128
call play_2d_anim("e_onship", int 1, int 0, int 0)
._SCRIPT_5
if(var VAR_39)
{
execute SCRIPT_9
execute SCRIPT_8
}
switch(var VAR_37)
{
case 0
if(var VAR_36 == int 2)
{
var VAR_41 = var VAR_36
var VAR_37 ++
call func_cc("OUT2.AVI")
}
break
case 1
if(var VAR_41 != var VAR_36)
{
execute SCRIPT_4
var VAR_39 = int 1
call func_115(var VAR_0, var &VAR_21)
call func_115(var VAR_1, var &VAR_22)
call func_50(var VAR_0, int 8192)
call func_50(var VAR_1, int 8192)
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 18, int 0, var nnemesis)
if(var VAR_2)
{
call func_115(var VAR_2, var &VAR_23)
call func_50(var VAR_2, int 8192)
}
var VAR_37 ++
var VAR_36 = int 0
}
break
case 2
if(var VAR_9)
{
call char_teleport_to_pos(var VAR_1, var &tele_position, int 100)
call char_stop(var VAR_1)
if(var VAR_2)
{
call char_teleport_to_pos(var VAR_2, var &tele_position1, int 75)
call char_stop(var VAR_2)
}
var VAR_36 = int 0
var VAR_37 ++
}
break
case 3
if(var VAR_36 > int 30)
{
var atrolp1_sound_ref = call play_loaded_sound(int 32, int -1, int 75, int 0)
var VAR_36 = int 0
var VAR_37 ++
var VAR_7 = int 1
}
break
case 4
if(var VAR_8)
{
var VAR_37 ++
call char_teleport_to_pos(var VAR_0, var &tele_position2, int 135)
call char_stop(var VAR_0)
var VAR_36 = int 0
}
break
case 5
if(var VAR_36 > int 40)
{
var VAR_36 = int 0
var VAR_6 = int 1
var VAR_37 ++
}
break
case 6
if(var VAR_36 > int 160)
{
var VAR_36 = int 0
var VAR_37 ++
call start_dialog("S_GLADVD", "NULL")
}
break
case 7
if(call get_input_sys() != int 4)
{
var VAR_37 ++
var VAR_36 = int 0
}
break
case 8
if(var VAR_36 > int 100)
{
var VAR_37 ++
var VAR_39 = int 0
call stop_playing_sound(var atrolp1_sound_ref)
call func_cc("OUTCOMP.AVI")
}
break
case 9
var VAR_36 = int 0
var VAR_37 ++
break
case 10
if(var VAR_36 > int 1)
{
call func_26()
var VAR_37 ++
}
break
}
var VAR_36 ++
._SCRIPT_6
._SCRIPT_7
var david = call get_david_char()
while(var david)
{
var VAR_4 = call get_char_handle_id(var david)
if(var VAR_4 == int 65536)
{
var VAR_0 = var david
var david = call get_next_char_from_list()
}
else
{
if(var ! VAR_1)
{
var VAR_1 = var david
}
else
{
if(var ! VAR_2)
{
var VAR_2 = var david
var VAR_5 = int 0
}
}
var david = call get_next_char_from_list()
}
}
._SCRIPT_8
if(gamevar script_time > var VAR_49)
{
var VAR_49 = gamevar script_time + int 60 + call randomize_int(int 0, int 40)
var VAR_48 = int 5 + call randomize_int(int 0, int 6)
call play_loaded_sound(var VAR_48, int 0, int 4, int 0)
}
if(gamevar script_time > var VAR_51)
{
var VAR_51 = gamevar script_time + int 80 + call randomize_int(int 0, int 40)
var VAR_48 = int 1 + call randomize_int(int 0, int 2)
call play_loaded_sound(var VAR_48, int 0, int 4, int 0)
}
if(gamevar script_time > var VAR_52)
{
var VAR_52 = gamevar script_time + int 400 + call randomize_int(int 0, int 500)
/* play the sound 'hwaveLp' */
call play_loaded_sound(int 3, int 0, int 4, int 0)
}
if(gamevar script_time > var VAR_50)
{
var VAR_50 = gamevar script_time + int 100 + call randomize_int(int 0, int 50)
var VAR_48 = int 18 + call randomize_int(int 0, int 3)
call play_loaded_sound(var VAR_48, int 0, int 4, int 0)
}
._SCRIPT_9
if(var ! VAR_46)
{
/* play the sound 'bigbell' */
call play_loaded_sound(int 11 + var VAR_47, int 0, int 4, int 0)
var VAR_47 ++
if(var VAR_47 == int 4)
{
var VAR_47 = int 0
}
var VAR_46 = int 800 + call randomize_int(int 0, int 101)
}
var VAR_46 --
._SCRIPT_10
._SCRIPT_11