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gallery2.tsct
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gallery2.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
fx_position { -2865, -1045, -250 }
fx_position1 { -2833, -1045, -220 }
VAR_3 { 0, 0, 0 }
VAR_5 0
VAR_6 0
VAR_7 0
VAR_8 0
init_position1 { -3440, -1075, 660, -3006, -1075, 600 }
init_position { -3381, -1075, 498, -3027, -1075, 435 }
init_position2 { -3525, -1075, 400, -3081, -1075, 216 }
nreuben 0
init_position3 { -2300, -1075, -463, -2875, -1075, -167 }
init_position4 { -3047, -1075, 989 }
ai_script { 5, 20, 14, 0, -3081, -1075, 216, 2, -2622, -1075, 45, 5, 15, 16, 15, VAR_6, 3, 114, VAR_29, 5, 100, 0, -3027, -1075, 435, 2, -3316, -1075, 246, 3, 116, VAR_30, 16, 14, VAR_5, 5, 30, 16, 16, VAR_7, 5, 15, 0, -1905, -825, 475, 8 }
VAR_29 "silzapp"
VAR_30 "come"
ai_script1 { 5, 20, 14, 0, -3027, -1075, 435, 2, -2875, -1075, -167, 5, 80, 0, -2096, -825, 475, 8 }
ai_script2 { 5, 15, 14, 0, -3006, -1075, 600, 1, 43, nreuben, 200, 0, -2314, -825, 475, 8 }
ai_script3 { 5, 75, 15, 0, -2940, -1075, -40, 5, 12, 16, 17, VAR_8, 5, 32, 0, -2670, -1075, -532, 8 }
VAR_35 { -782, -189, 642, 0, 0 }
VAR_46 { -6242, -1265, 606 }
._on_load
call load_sound_set(int 71)
call load_sound_set(int 46)
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 4)
gamevar SMACKER_X = int 200
gamevar SMACKER_Y = int 312
call play_2d_anim("gallery2", int 0, int 1, var &VAR_3)
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
._infinite_loop
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_5
break
case 0
break
}
._on_exit
switch(gamevar room_state)
{
case 1
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 2
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
switch(var VAR_6)
{
case 1
var VAR_5 ++
if(var VAR_5 > int 50)
{
call log_string("Poor Reuben gets rubbed out, but `What is that?`")
call log_string(" .....yes, he's dropped the WOODEN KEY")
var VAR_6 ++
call func_46(var nreuben, int 13)
call apply_effect_on_char(gamevar misc_fx_scripts, int 7, int 0, int 0)
call func_b3(var nreuben, "")
var VAR_3 = int 1
call func_ec(int 1, int -1, int 71, var &fx_position)
call play_3d_fx("WISP", var &fx_position, int 0, int 0)
call play_3d_fx("WISP", var &fx_position1, int 0, int 0)
}
break
case 2
if(var VAR_7)
{
var VAR_5 --
if(var ! VAR_5)
{
call char_walk_to(var nguide, int -1905, int -825, int 475)
var VAR_6 ++
call set_input_system(int 1)
}
}
break
case 3
if(call is_char_standing(var nsilver))
{
call remove_char(var nsilver)
call remove_char(var nglass)
call remove_char(var nfuge)
call remove_char(var nguide)
var VAR_6 ++
}
break
}
if(var VAR_8)
{
call play_char_anim(var nreuben, var stepb_anim, int 0)
var VAR_8 = int 0
}
switch(var VAR_36)
{
}
._SCRIPT_4
var david = call get_david_char()
call func_f1(var david, int 5)
gamevar script_object = var david
gamevar *object_p+6 |= int 1
call func_49()
call set_input_system(int 2)
var nfuge = call create_char(var &init_position, "nfuge", int 85, int 13)
gamevar script_object = var nfuge
gamevar *object_p+6 |= int 1
var nglass = call create_char(var &init_position1, "nglass", int 95, int 13)
gamevar script_object = var nglass
gamevar *object_p+6 |= int 1
var nsilver = call create_char(var &init_position2, "nsilver", int 110, int 13)
call add_item_to_char(var nsilver, int 106 /* silvstaf */ , int 0, int 1)
gamevar script_object = var nsilver
gamevar *object_p+6 |= int 1
var nreuben = call create_char(var &init_position3, "nreuben", int 0, int 13)
var stepb_anim = call load_anim("stepb")
var nguide = call create_char(var &init_position4, "nguide", int 180, int 13)
call set_char_init_state(var nsilver, int 13)
call play_char_ai_script(var nsilver, var &ai_script)
call set_char_init_state(var nfuge, int 13)
call play_char_ai_script(var nfuge, var &ai_script1)
call set_char_init_state(var nglass, int 13)
call play_char_ai_script(var nglass, var &ai_script2)
call set_char_init_state(var nreuben, int 13)
call play_char_ai_script(var nreuben, var &ai_script3)
var keyd1 = call add_item_to_char(var nreuben, int 61, int 1, int 0)
._SCRIPT_5
if(var VAR_45 == int 300)
{
call func_e6("monarea", "gallery1", var &VAR_46, int 1)
}
var VAR_45 ++
._SCRIPT_6
._SCRIPT_7