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raingate.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_17 { 0, 0 }
fx_position { -1448, 2211, -3270 }
VAR_20 { 2024, 2211, -459 }
finnegan 0
longjohn 0
init_position { -229, 433, 2188 }
init_position1 { -228, 433, 1928 }
init_position2 { -290, 433, 1691 }
ai_script { 0, 565, 433, 1944, 1, longjohn, 8 }
ai_script1 { 5, 40, 0, 568, 433, 2206, 1, longjohn, 9, longjohn, 8 }
ai_script2 { 0, 594, 433, 1672, 1, finnegan, 9, finnegan, 8 }
VAR_32 { -483, 433, 1521, 13, 433, 1635, 384, 433, 1573, 1031, 433, 1595, 1070, 433, 1896, 1047, 433, 2311 }
/*
Interpretation of: enemy_gen_script
Enter from door: 1
Total waves: 2; 3 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 10; delay between each enemy: 0
Enemies:
dick
finnegan
muscles
Item drops:
bread
cheese
*/
enemy_gen_script { 0, 0, 0, 1, -1, 8, 1, 4, 2, 6, VAR_32, 9, 0, 1, 2, 31, 32, 30, -1, 2, 3, 5, 0, 10, 7, 1, 3, 6, 2, 10, 42, 43, -1, -1 }
VAR_37 { -760, 433, 2294, -760, 433, 1645 }
._on_load
execute SCRIPT_3
if(gamevar is_room_cleared)
{
execute SCRIPT_8
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_10
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
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
call log_string("it's_raining")
call play_3d_fx("RAIN", var &fx_position, var &VAR_20, int 0)
execute SCRIPT_9
._SCRIPT_4
if(var VAR_35 == int 0)
{
if(call func_d1(var &VAR_37))
{
if(call is_char_handle_in_level(int 5767168))
{
call func_46(var finnegan, int 13)
call func_106(var finnegan, int 1, int 0, int 2)
call func_50(var finnegan, int 130)
}
if(call is_char_handle_in_level(int 6160384))
{
call func_46(var longjohn, int 13)
call func_106(var longjohn, int 1, int 0, int 2)
call func_50(var longjohn, int 658)
}
if(call is_char_handle_in_level(int 6422528))
{
call func_46(var dick, int 13)
}
var VAR_35 ++
}
else
{
if(call func_8a(var &VAR_37))
{
if(call is_char_handle_in_level(int 5767168))
{
call func_46(var finnegan, int 13)
call func_106(var finnegan, int 1, int 0, int 2)
call func_50(var finnegan, int 130)
}
if(call is_char_handle_in_level(int 6160384))
{
call func_46(var longjohn, int 13)
call func_106(var longjohn, int 1, int 0, int 2)
call func_50(var longjohn, int 658)
}
if(call is_char_handle_in_level(int 6422528))
{
call func_46(var dick, int 13)
}
var VAR_35 ++
}
}
}
if(var VAR_35 == int 1)
{
if(call is_char_handle_in_level(int 6422528))
{
call freeze_enemy(var dick)
call set_char_running(var dick)
call func_2b(var dick, int 1)
var VAR_35 = int 2
var VAR_36 = int 0
}
else
{
var VAR_35 = int 3
var VAR_36 = int 0
}
}
if(var VAR_35 == int 2)
{
if(call is_char_handle_in_level(int 6422528))
{
if(call is_char_standing(var dick))
{
var VAR_31 = call run_enemy_generator(var &enemy_gen_script, int 10)
call remove_char(var dick)
call log_string("dick's gone")
var VAR_35 = int 4
var VAR_36 = int 0
}
}
else
{
var VAR_31 = call run_enemy_generator(var &enemy_gen_script, int 10)
call log_string("Spaz handle")
var VAR_35 = int 4
var VAR_36 = int 0
}
}
if(var VAR_35 == int 3)
{
call log_string("dick's still here")
var VAR_31 = call run_enemy_generator(var &enemy_gen_script, int 10)
var VAR_35 ++
var VAR_36 = int 0
}
._SCRIPT_5
var dick = call create_enemy(int 31, int 0, var &init_position, int 90)
gamevar script_object = var dick
gamevar *character_stats_p+16 = int 800
gamevar *character_stats_p+15 = int 3400
var finnegan = call create_enemy(int 32, int 0, var &init_position1, int 60)
var longjohn = call create_enemy(int 28, int 0, var &init_position2, int 65)
call freeze_enemy(var dick)
call freeze_enemy(var finnegan)
call freeze_enemy(var longjohn)
call func_50(var dick, int 8192)
call func_50(var finnegan, int 8192)
call func_50(var longjohn, int 8192)
call func_50(var dick, int 1)
call func_50(var finnegan, int 1)
call func_50(var longjohn, int 1)
call play_char_ai_script(var dick, var &ai_script)
call play_char_ai_script(var finnegan, var &ai_script1)
call play_char_ai_script(var longjohn, var &ai_script2)
call load_char("muscles")
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
call load_sound_set(int 25)
/* play the sound 'blank' */
call play_loaded_sound(int 1, int -1, int 25, int 0)
var thunrumb_sound_ref = call play_loaded_sound(int 3, int -1, int 25, int 0)
var VAR_1 = int 70
call set_sound_volume(var thunrumb_sound_ref, var VAR_1)
var VAR_0 = int 1
._SCRIPT_10
if(var ! VAR_0)
{
call log_string("random_rain_fx: Rain SFX not initialised! See Marc")
exit_script
}
switch(var VAR_4)
{
case 0
if(var VAR_3)
{
var VAR_6 = int 1
var VAR_4 ++
var VAR_5 = int 0
}
break
case 1
if(var VAR_1 < int 200)
{
var VAR_7 = var VAR_5 % int 2
if(var VAR_7 == int 0)
{
var VAR_1 += var VAR_6
call set_sound_volume(var thunrumb_sound_ref, var VAR_1)
}
}
else
{
var VAR_4 ++
var VAR_5 = int 0
}
break
case 2
if(var VAR_5 > int 150)
{
var VAR_4 ++
var VAR_5 = int 0
}
break
case 3
if(var VAR_1 > int 70)
{
var VAR_7 = var VAR_5 % int 2
if(var VAR_7)
{
var VAR_1 -= var VAR_6
call set_sound_volume(var thunrumb_sound_ref, var VAR_1)
}
}
else
{
var VAR_3 = int 0
var VAR_4 = int 0
var VAR_5 = int 0
}
break
}
execute SCRIPT_11
execute SCRIPT_12
var VAR_5 ++
._SCRIPT_11
switch(var VAR_9)
{
case 0
var VAR_10 = int 0
var VAR_11 = call randomize_int(int 1200, int 1801)
var VAR_9 ++
break
case 1
if(var VAR_10 > var VAR_11)
{
var thunstrk_sound_ref = call play_loaded_sound(int 4, int 0, int 25, int 0)
call set_sound_volume(var thunstrk_sound_ref, call randomize_int(int 100, int 201))
call func_11a(var thunstrk_sound_ref, call randomize_int(int 0, int 128))
if(var ! VAR_3)
{
var VAR_3 = int 1
}
var VAR_9 ++
var VAR_10 = int 0
}
break
case 2
if(var VAR_10 > int 200)
{
var VAR_9 = int 0
var VAR_10 = int 0
}
break
}
var VAR_10 ++
._SCRIPT_12
switch(var VAR_13)
{
case 0
if(gamevar scene_counter > int 600)
{
var VAR_13 ++
}
break
case 1
var VAR_14 = int 0
call reset_local_timer()
var VAR_16 = call randomize_int(int 400, int 601)
var VAR_13 ++
break
case 2
if(call is_local_timer_greater_than(var VAR_16))
{
call apply_effect_on_char(gamevar misc_fx_scripts, int 6, int 0, int 0)
call reset_local_timer()
var VAR_17 = int 255
var VAR_16 = call randomize_int(int 1, int 31)
var VAR_14 = int 0
var VAR_13 ++
}
break
case 3
if(call is_local_timer_greater_than(var VAR_16))
{
var VAR_17 -= int 4 * var VAR_16
var verwind_sound_ref = call play_loaded_sound(int 5, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_17)
var VAR_16 = int 255 - var VAR_17
var VAR_14 = int 0
var VAR_13 ++
}
break
case 4
if(var VAR_14 > var VAR_16)
{
var verwind_sound_ref = call play_loaded_sound /* 'thunstrk' */ (int 4, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_17)
if(var ! VAR_3)
{
var VAR_3 = int 1
}
var VAR_13 ++
var VAR_14 = int 0
}
break
case 5
if(var VAR_14 > int 100)
{
var VAR_13 = int 1
var VAR_14 = int 0
}
break
}
var VAR_14 ++