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met_maze.tsct
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met_maze.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 { -1338, 54, -1158, -1404, 54, -875, -687, 54, -870, -1721, 54, -955, -1836, 54, -1379, -1939, 54, -706 }
VAR_9 { -3163, 54, -590, -3345, 54, -1460 }
/*
Interpretation of: enemy_gen_script
Generate at 6 positions from: VAR_8
Order of positions: Random
Total waves: 2; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 15; delay between each enemy: 100
Enemies:
grow_sguard
grow_sguard
*/
enemy_gen_script { 0, 1, 6, VAR_8, 8, 2, 1, 2, 33, 33, -1, 4, 0, 9, 1, 5, 1, 15, 100, 6, 2, 7, 1, 2, -1 }
init_position { -438, 54, -994 }
pie { 0, 0 }
._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)
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 348
call play_2d_anim("water", int 1, int 1, int 0)
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_8
break
case 3
execute SCRIPT_10
break
case 4
execute SCRIPT_12
break
case 0
break
}
._infinite_loop
execute SCRIPT_3
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_7
break
case 3
execute SCRIPT_9
break
case 4
execute SCRIPT_11
break
case 0
break
}
._on_exit
switch(gamevar room_state)
{
case 1
gamevar room_state ++
break
case 2
gamevar room_state ++
break
case 3
gamevar room_state ++
break
case 4
gamevar room_state ++
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
if(gamevar script_time > var VAR_16)
{
var VAR_16 = 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_17)
{
var VAR_17 = 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_18)
{
var VAR_18 = 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
if(var VAR_14 == int 0)
{
if(call func_8a(var &VAR_9))
{
call log_string("generate enemies")
var VAR_7 = call run_enemy_generator(var &enemy_gen_script, int 10)
if(call is_char_handle_in_level(int 11010048 /* SARCHER */ ))
{
call set_char_init_state(var sarcher, int 0)
}
var VAR_14 ++
}
else
{
if(call get_num_of_enemies() == int 0)
{
var VAR_7 = call run_enemy_generator(var &enemy_gen_script, int 10)
var VAR_14 ++
}
}
}
._SCRIPT_5
call load_char("sguard")
var sarcher = call create_enemy(int 36, int 0, var &init_position, int 310)
call set_char_init_state(var sarcher, int 0)
var pie = call add_item_to_char(var sarcher, int 46, int 1, int 0)
gamevar script_object = var sarcher
gamevar *character_stats_p+15 = int 3600
._SCRIPT_6
var lookout_anim = call load_anim("lookout")
var stan180a_anim = call load_anim("stan180a")
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
._SCRIPT_10
._SCRIPT_11
._SCRIPT_12