-
Notifications
You must be signed in to change notification settings - Fork 3
/
h_cavext.tsct
413 lines (391 loc) · 9.49 KB
/
h_cavext.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
/*
* 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_11 { -324, 0, -1346 }
VAR_12 { 664, 0, 1217 }
VAR_22 { 0, 0, 0 }
VAR_26 { -324, 0, -1346 }
VAR_27 { 664, 0, 1217 }
init_position { 761, 0, 241 }
init_position1 { -268, 0, 768 }
._on_load
var is_GRANDAD_exist = call is_char_handle_in_level(int 393216)
if(var is_GRANDAD_exist)
{
if(call func_6f() == int 2)
{
call char_walk_to(var is_GRANDAD_exist, int 707, int 0, int 1874)
}
}
if(gamevar room_state > int 2)
{
if(call play_bgm("HAVNBPT1"))
{
call func_114(int 1)
call func_5a(int -1)
}
}
else
{
call stop_bgm(int 1)
}
call load_sound_set(int 12)
/* play the sound 'sent1' */
call play_loaded_sound(int 8, int -1, int 12, int 0)
/* play the sound 'RGOLHIT1' */
call play_loaded_sound(int 10, int -1, int 12, int 0)
if(gamevar is_room_cleared)
{
execute SCRIPT_4
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_11
break
case 3
execute SCRIPT_14
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_3
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_10
break
case 3
execute SCRIPT_13
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_9
gamevar room_state ++
break
case 2
break
case 3
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
if(gamevar script_time > var VAR_41)
{
var VAR_41 = gamevar script_time + int 80 + call randomize_int(int 0, int 60)
var VAR_40 = int 2 + call randomize_int(int 0, int 6)
call play_loaded_sound(var VAR_40, int 0, int 12, int 0)
}
if(gamevar script_time > var VAR_42)
{
var VAR_42 = gamevar script_time + int 30 + call randomize_int(int 0, int 30)
/* play the sound 'sentloop' */
call play_loaded_sound(int 9, int 0, int 12, int 0)
}
._SCRIPT_4
._SCRIPT_5
if(gamevar CLICKED_DOOR == int 1)
{
var VAR_8 = int 1
}
if(var VAR_8)
{
execute SCRIPT_7
}
._SCRIPT_6
var DAVID = call get_char_handle(int 65536)
var is_GRANDAD_exist = call get_char_handle(int 393216)
execute SCRIPT_8
._SCRIPT_7
switch(var VAR_9)
{
case 0
call set_input_system(int 2)
call set_char_running(var DAVID)
call set_char_running(var is_GRANDAD_exist)
var VAR_16 = call alloc_space_in_general_heap()
call func_4(var VAR_16, var DAVID)
switch(var VAR_15)
{
case 0
call func_4(var VAR_16, var is_GRANDAD_exist)
break
default
call func_1(var is_GRANDAD_exist, int -1)
call char_stop(var is_GRANDAD_exist)
break
}
call func_63(var VAR_16, var &VAR_11)
var VAR_9 ++
var VAR_10 = int 0
break
case 1
if(var VAR_10 == int 10)
{
call func_3b(var DAVID)
}
if(call is_char_standing(var DAVID))
{
/* play the sound 'lforest1' */
call play_loaded_sound(int 1, int 0, int 12, int 0)
gamevar script_object = var DAVID
gamevar *character_stats_p+14 = int 98304
gamevar script_object = var is_GRANDAD_exist
gamevar *character_stats_p+14 = int 98304
var VAR_13 = call func_41(var DAVID, int 0)
switch(var VAR_15)
{
case 0
var VAR_14 = call func_41(var is_GRANDAD_exist, int 0)
break
default
call char_turn_to_pos(var is_GRANDAD_exist, call get_char_pos(var DAVID))
break
}
call func_63(var VAR_16, var &VAR_12)
var VAR_9 ++
var VAR_10 = int 0
}
break
case 2
if(call is_char_standing(var DAVID))
{
gamevar script_object = var DAVID
gamevar *character_stats_p+14 = int 65536
gamevar script_object = var is_GRANDAD_exist
gamevar *character_stats_p+14 = int 65536
call func_12f(var VAR_13)
call func_45(var VAR_16)
switch(var VAR_15)
{
case 0
call func_12f(var VAR_14)
call start_dialog("GRACAVE", "NULL")
var VAR_9 ++
break
case 1
call start_dialog("DVDGRA", "DB_ACT1")
var VAR_9 ++
call func_2(var is_GRANDAD_exist)
break
default
call play_char_anim(var is_GRANDAD_exist, var no_anim, int 0)
var VAR_9 = int 10
break
}
var VAR_10 = int 0
}
break
case 3
if(call get_input_sys() != int 4)
{
call set_input_system(int 1)
var VAR_8 = int 0
call char_turn_to_pos(var is_GRANDAD_exist, call get_char_pos(var DAVID))
var VAR_2 = int 1
var VAR_9 = int 0
var VAR_10 = int 0
var VAR_15 ++
}
break
case 10
if(call func_5c(var is_GRANDAD_exist))
{
call set_input_system(int 1)
var VAR_8 = int 0
var VAR_2 = int 1
call func_2(var is_GRANDAD_exist)
var VAR_9 = int 0
var VAR_10 = int 0
var VAR_15 ++
}
break
}
var VAR_10 ++
._SCRIPT_8
var tyrosumn_anim = call load_anim("tyrosumn")
var no_anim = call load_anim("no")
._SCRIPT_9
call save_pos_to_room_memory(int 0, var VAR_2, int 0, int 0)
._SCRIPT_10
if(gamevar CLICKED_DOOR == int 1)
{
var VAR_23 = int 1
}
if(var VAR_23)
{
execute SCRIPT_12
}
._SCRIPT_11
if(call func_bf(int 0, gamevar CURRENT_LEVEL, gamevar CURRENT_SCENE))
{
call load_pos_from_room_memory(int 0, var &VAR_21)
var VAR_2 = var VAR_22
}
else
{
var VAR_2 = int 0
}
var DAVID = call get_char_handle(int 65536)
var is_GRANDAD_exist = call get_char_handle(int 393216)
execute SCRIPT_8
._SCRIPT_12
switch(var VAR_24)
{
case 0
var torch = call get_char_item_if_equiped(var DAVID, int 89)
if(var torch != int 0)
{
var VAR_23 = int 0
var VAR_2 = int 1
var VAR_24 = int 0
var VAR_25 = int 0
}
else
{
call set_input_system(int 2)
call set_char_running(var DAVID)
call set_char_running(var is_GRANDAD_exist)
var VAR_28 = call alloc_space_in_general_heap()
call func_4(var VAR_28, var DAVID)
if(var ! VAR_2)
{
call func_4(var VAR_28, var is_GRANDAD_exist)
}
else
{
call func_1(var is_GRANDAD_exist, int -1)
call char_stop(var is_GRANDAD_exist)
}
call func_63(var VAR_28, var &VAR_26)
var VAR_24 ++
var VAR_25 = int 0
}
break
case 1
if(var VAR_25 == int 10)
{
call func_3b(var DAVID)
}
if(call is_char_standing(var DAVID))
{
/* play the sound 'lforest1' */
call play_loaded_sound(int 1, int 0, int 12, int 0)
gamevar script_object = var DAVID
gamevar *character_stats_p+14 = int 98304
gamevar script_object = var is_GRANDAD_exist
gamevar *character_stats_p+14 = int 98304
var VAR_13 = call func_41(var DAVID, int 0)
if(var ! VAR_2)
{
var VAR_14 = call func_41(var is_GRANDAD_exist, int 0)
}
else
{
call char_turn_to_pos(var is_GRANDAD_exist, call get_char_pos(var DAVID))
}
call func_63(var VAR_28, var &VAR_27)
var VAR_24 ++
var VAR_25 = int 0
}
break
case 2
if(call is_char_standing(var DAVID))
{
gamevar script_object = var DAVID
gamevar *character_stats_p+14 = int 65536
gamevar script_object = var is_GRANDAD_exist
gamevar *character_stats_p+14 = int 65536
call func_12f(var VAR_13)
call func_45(var VAR_28)
if(var VAR_2)
{
switch(var VAR_15)
{
case 0
call start_dialog("DVDGRA", "DB_ACT2")
var VAR_24 ++
break
default
call play_char_anim(var is_GRANDAD_exist, var no_anim, int 0)
var VAR_24 = int 10
break
}
}
else
{
call func_12f(var VAR_14)
call start_dialog("GRACAVE", "NULL")
var VAR_2 = int 1
var VAR_15 = int -1
var VAR_24 ++
}
var VAR_25 = int 0
}
break
case 3
if(call get_input_sys() != int 4)
{
call set_input_system(int 1)
var VAR_23 = int 0
call func_2(var is_GRANDAD_exist)
call char_turn_to_pos(var is_GRANDAD_exist, call get_char_pos(var DAVID))
var VAR_2 = int 1
var VAR_24 = int 0
var VAR_25 = int 0
var VAR_15 ++
}
break
case 10
if(call func_5c(var is_GRANDAD_exist))
{
call set_input_system(int 1)
var VAR_23 = int 0
call char_turn_to_pos(var is_GRANDAD_exist, call get_char_pos(var DAVID))
var VAR_2 = int 1
call func_2(var is_GRANDAD_exist)
var VAR_24 = int 0
var VAR_25 = int 0
var VAR_15 ++
}
break
}
var VAR_25 ++
._SCRIPT_13
._SCRIPT_14
var nrebel1 = call create_char(var &init_position, "nrebel1", int 355, int 13)
var nrebel2 = call create_char(var &init_position1, "nrebel2", int 15, int 13)
call add_item_to_char(var nrebel1, int 16 /* shrtswrd */ , int 0, int 1)
call add_item_to_char(var nrebel2, int 16 /* shrtswrd */ , int 0, int 1)