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firetree.tsct
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firetree.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_8 { 0, 0 }
VAR_9 { 0, 0, 0 }
VAR_15 { 0, 350, 900, 6899 }
VAR_22 -1
VAR_28 { -2124, -40, 794 }
VAR_29 { -1795, -40, 1027 }
VAR_30 { -1005, -40, 1284 }
VAR_31 { -622, -40, 1493 }
arr { VAR_28, VAR_29, VAR_30, VAR_31 }
VAR_34 50
VAR_36 100
VAR_40 { -4187, 13, 9437 }
VAR_41 { -3447, 164, 10378 }
VAR_42 { -1652, 65, 8438 }
VAR_43 { -3181, 273, 8576 }
VAR_44 { -4041, 607, 9430 }
VAR_45 { -1548, 184, 9053 }
arr_1 "ILORUX"
._on_load
call stop_bgm(int 1)
call load_sound_set(int 22)
call load_sound_set(int 46)
execute SCRIPT_9
if(gamevar is_room_cleared)
{
execute SCRIPT_6
execute SCRIPT_5
}
else
{
switch(gamevar room_state)
{
}
}
._infinite_loop
execute SCRIPT_10
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
}
}
._SCRIPT_3
if(var VAR_22 != var VAR_14)
{
var VAR_22 = var VAR_14
call log_var(var VAR_14)
}
switch(var VAR_14)
{
case 0
if(gamevar *scene_info_p+4 & int 1)
{
}
else
{
call set_input_system(int 2)
var VAR_14 ++
var VAR_15 ++
var VAR_0 = int 1
gamevar *scene_info_p+4 = int 16
}
break
case 1
if(var VAR_8 == int 38)
{
gamevar script_object = var VAR_4
gamevar *smack_object_p+2 += int 10737418
gamevar script_object = var VAR_5
gamevar *smack_object_p+2 -= int 10737418
var VAR_9 ++
var VAR_14 ++
var VAR_15 = int 0
call func_4e(int 0)
call func_59(var boothiss_sound_ref)
}
break
case 2
if(var VAR_15 > int 200)
{
gamevar *scene_info_p+4 &= int -17
call set_input_system(int 1)
call create_enemy_through_door(int 1 /* fire_sprite */ , int 0, int 0, int 0)
var VAR_14 ++
var VAR_15 = int 0
}
break
case 3
if(call get_num_of_enemies() == int 0)
{
call set_input_system(int 2)
gamevar compile_init_character = int 0
var VAR_16 = call func_92(int 0, "nfrink", int 0, int 13)
gamevar compile_init_character = int 1
call set_char_running(var VAR_16)
var david = call get_david_char()
call char_walk_to_pos(var VAR_16, call get_char_pos(var david))
var VAR_14 ++
var VAR_15 = int 0
}
break
case 4
if(call is_char_standing(var VAR_16))
{
call char_turn_to_pos(var VAR_16, call get_char_pos(var david))
call char_turn_to_pos(var david, call get_char_pos(var VAR_16))
var VAR_14 ++
var VAR_15 = int 0
}
break
case 5
if(var VAR_15 > int 30)
{
var VAR_18 = int 444
var VAR_19 = int 1
var VAR_20 = int 0
var VAR_21 = int 0
call func_4d(int 444, var &VAR_18, "haven", "h_orout")
call start_dialog("FRIHER", "NULL")
var VAR_14 ++
var VAR_15 = int 0
}
break
case 6
if(call get_input_sys() != int 4)
{
call func_2b(var VAR_16, int 0)
call set_input_system(int 1)
var VAR_14 ++
var VAR_15 = int 0
}
break
case 7
if(call is_char_standing(var VAR_16))
{
call remove_char(var VAR_16)
var VAR_14 ++
var VAR_15 = int 0
}
break
}
var VAR_15 ++
._SCRIPT_4
gamevar SMACKER_X = int 168
gamevar SMACKER_Y = int 32
var VAR_4 = call play_2d_anim("FIRETREE", int 1, int 1, var &VAR_7)
var VAR_7 ++
gamevar SMACKER_X = int 168
gamevar SMACKER_Y = int 32
var VAR_5 = call play_2d_anim("FIREFADE", int 10737418, int 1, var &VAR_9)
call load_char("firesprt")
call load_char("frink")
call load_sound_set(int 70)
var boothiss_sound_ref = call play_loaded_sound(int 1, int -1, int 70, int 0)
._SCRIPT_5
call func_4e(int 0)
._SCRIPT_6
gamevar SMACKER_X = int 168
gamevar SMACKER_Y = int 32
call play_2d_anim("oneframe", int 0, int 1, int 0)
._SCRIPT_7
if(var VAR_34 == int 0)
{
var index = call randomize_int(int 0, int 4)
var VAR_33 = call func_ec(int 5, int 0, int 22, @arr[var VAR_35])
call set_sound_volume(var VAR_33, int 6)
var VAR_34 = call randomize_int(int 200, int 401)
}
var VAR_34 --
._SCRIPT_8
if(var VAR_36 == int 0)
{
var index_1 = call randomize_int(int 0, int 6)
var VAR_38 = int 2 + call randomize_int(int 0, int 3)
var VAR_39 = call func_ec(var VAR_38, int 0, int 22, @arr_1[var VAR_37])
call set_sound_volume(var VAR_39, int 3)
var VAR_36 = call randomize_int(int 500, int 701)
}
var VAR_36 --
._SCRIPT_9
var frog_sound_ref = call play_loaded_sound(int 1, int -1, int 22, int 0)
call set_sound_volume(var frog_sound_ref, int 3)
var palhum_sound_ref = call play_loaded_sound(int 3, int -1, int 46, int 0)
call set_sound_volume(var palhum_sound_ref, int 19)
._SCRIPT_10
execute SCRIPT_7
execute SCRIPT_8