-
Notifications
You must be signed in to change notification settings - Fork 3
/
lmiddle.tsct
184 lines (166 loc) · 4.44 KB
/
lmiddle.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
/*
* 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
init_position { 181, 237, -655 }
/*
Interpretation of: enemy_gen_script
Enter from door: 1
Total waves: 2; 1 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 15; delay between each enemy: 60
Enemies:
sguard
*/
enemy_gen_script { 0, 0, 1, -1, 8, 0, 4, 0, 9, 1, 1, 2, 34, -1, 5, 1, 15, 60, 6, 1, 7, 1, 2, -1 }
VAR_12 { -1236, -111, 1555 }
._on_load
call play_bgm("METALON")
call load_sound_set(int 72)
/* play the sound 'BLANK' */
call play_loaded_sound(int 4, int -1, int 72, int 0)
call load_sound_set(int 64)
/* play the sound 'cavelp' */
call play_loaded_sound(int 1, int -1, int 64, int 0)
call load_sound_set(int 65)
/* play the sound 'in2wind1' */
call play_loaded_sound(int 5, int -1, int 65, int 0)
execute SCRIPT_8
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 0
break
}
._infinite_loop
execute SCRIPT_3
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
._on_exit
switch(gamevar room_state)
{
case 1
gamevar room_state ++
break
case 2
gamevar room_state ++
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
if(gamevar script_time > var VAR_17)
{
var VAR_17 = gamevar script_time + int 70 + call randomize_int(int 0, int 110)
/* play the sound 'renddizz' */
call play_loaded_sound(int 8, int 0, int 72, int 0)
}
if(gamevar script_time > var VAR_18)
{
var VAR_18 = gamevar script_time + int 70 + call randomize_int(int 0, int 110)
/* play the sound 'metamb1' */
call play_loaded_sound(int 7, int 0, int 72, int 0)
}
if(gamevar script_time > var VAR_19)
{
var VAR_19 = gamevar script_time + int 100 + call randomize_int(int 0, int 50)
/* play the sound 'wwindlp' */
call play_loaded_sound(int 6, int 0, int 65, int 0)
}
._SCRIPT_4
switch(var VAR_6)
{
case 0
if(call is_not_force_scrolling())
{
var teleport_mini_maim = call create_enemy(int 210, int 0, var &init_position, int 295)
gamevar *character_movement_p+60 = int 1
call reset_local_timer()
var VAR_6 ++
}
break
case 1
if(call is_local_timer_greater_than(int 30))
{
call char_turn_to_pos(var david, call get_char_pos(var teleport_mini_maim))
if(var VAR_1)
{
call char_turn_to_pos(var VAR_1, call get_char_pos(var teleport_mini_maim))
}
if(var VAR_2)
{
call char_turn_to_pos(var VAR_2, call get_char_pos(var teleport_mini_maim))
}
call set_input_sys_2_if_pos_occupied(var &VAR_12, int 61440)
call char_walk_to(var teleport_mini_maim, int -1416, int -111, int 2218)
var VAR_6 ++
}
break
case 2
if(call is_char_standing(var teleport_mini_maim))
{
call remove_char(var teleport_mini_maim)
var VAR_6 ++
}
break
case 3
call start_dialog("S_DvdMai", "NULL")
var VAR_6 ++
break
case 4
if(call get_input_sys() != int 4)
{
if(call is_char_handle_in_level(int 1179648))
{
call char_walk_to(var VAR_9, int -701, int 178, int 1444)
call func_50(var VAR_9, int 129)
}
var VAR_10 = call run_enemy_generator(var &enemy_gen_script, int 10)
call set_input_system(int 1)
var VAR_6 ++
}
break
case 5
break
}
._SCRIPT_5
call set_input_system(int 2)
var VAR_9 = call func_92(int 1, "fsguard", int 295, int 13)
call add_item_to_char(var VAR_9, int 22 /* bastswrd */ , int 0, int 1)
call load_char("maims")
call force_scroll_to_pos(var &init_position)
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
var david = call get_david_char()
var VAR_1 = call get_next_char_from_list()
var VAR_2 = call get_next_char_from_list()
gamevar SMACKER_X = int 160
gamevar SMACKER_Y = int 488
call play_2d_anim("leftshrk", int 1, int 1, int 0)
gamevar SMACKER_X = int 452
gamevar SMACKER_Y = int 624
call play_2d_anim("righshrk", int 1, int 1, int 0)