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ray_sec.tsct
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ray_sec.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_4 { 0, 0 }
VAR_5 { 0, 0, 0 }
init_position { -3366, -639, 86 }
init_position1 { -2868, -639, -11 }
init_position2 { -3330, -639, -574 }
init_position3 { -3644, 500, 1365 }
init_position4 { -2623, 500, 1365 }
VAR_16 { -3644, 57, 1365 }
VAR_17 { -2623, 57, 1365 }
/*
Interpretation of: enemy_gen_script
Enter from door: 0
Total waves: 2; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 50; delay between each enemy: 150
Enemies:
rat_raptor
rat_raptor
Item drops:
deadmous
*/
enemy_gen_script { 0, 0, 0, -1, 8, 1, 1, 2, 55, 55, -1, 10, 45, -1, 4, 0, 9, 0, 5, 1, 50, 150, 7, 1, 2, -1 }
._on_load
call load_sound_set(int 38)
call load_sound_set(int 34)
call play_bgm("SEWERPT1")
call func_114(int 64)
switch(gamevar room_state)
{
case 1
var VAR_1 = int 0
execute SCRIPT_3
break
case 2
var VAR_1 = int 0
break
}
if(var VAR_1)
{
gamevar SMACKER_X = int 196
gamevar SMACKER_Y = int 52
call play_2d_anim("fix", int -2147483, int 1, var &VAR_3)
}
else
{
gamevar SMACKER_X = int 192
gamevar SMACKER_Y = int 56
call play_2d_anim("raybell", int -2147483, int 1, var &VAR_3)
gamevar SMACKER_X = int 128
gamevar SMACKER_Y = int 128
call play_2d_anim("gate", int -2147483, int 1, var &VAR_5)
call load_char("ratrptr")
call load_char("skaven")
call load_char("skavenb")
}
._infinite_loop
execute SCRIPT_5
if(var ! VAR_1)
{
gamevar *scene_info_p+4 &= int -3
}
if(var ! VAR_0)
{
if(gamevar global_collision_type == int 18)
{
/* play the sound 'cogs' */
call play_loaded_sound(int 1, int 0, int 34, int 0)
var VAR_3 = int 1
var VAR_2 = int 0
var VAR_0 = int 1
gamevar global_collision_type = int 0
}
}
else
{
var VAR_2 ++
if(gamevar global_collision_type == int 18)
{
call log_string("bell hit while ringing")
/* play the sound 'cogs' */
call play_loaded_sound(int 1, int 0, int 34, int 0)
gamevar global_collision_type = int 0
}
if(var VAR_4 >= int 29&&var VAR_2 > int 10)
{
var VAR_0 = int 0
var VAR_3 = int 0
if(var ! VAR_1)
{
/* play the sound 'valve' */
call play_loaded_sound(int 2, int 0, int 34, int 0)
var VAR_5 = int 1
var VAR_1 = int 1
execute SCRIPT_4
}
}
}
._on_exit
switch(gamevar room_state)
{
}
._SCRIPT_3
var greater_gimpv = call create_enemy(int 46, int 0, var &init_position, int 150)
var greater_gimpv1 = call create_enemy(int 46, int 1, var &init_position1, int 205)
var greater_gimpv2 = call create_enemy(int 46, int 2, var &init_position2, int 30)
gamevar script_object = var greater_gimpv
gamevar *character_stats_p+15 = int 5000
gamevar script_object = var greater_gimpv1
gamevar *character_stats_p+15 = int 5000
gamevar script_object = var greater_gimpv2
gamevar *character_stats_p+15 = int 5000
call add_item_to_char(var greater_gimpv, int 21 /* polearm */ , int 1, int 0)
call add_item_to_char(var greater_gimpv1, int 43 /* cheese */ , int 1, int 0)
call func_17(var greater_gimpv, call get_selected_hero())
call func_17(var greater_gimpv1, call get_selected_hero())
call func_17(var greater_gimpv2, call get_selected_hero())
._SCRIPT_4
var drop_lesser_gimp = call create_enemy(int 113, int 0, var &init_position3, int 165)
var drop_lesser_gimp1 = call create_enemy(int 113, int 1, var &init_position4, int 235)
gamevar script_object = var drop_lesser_gimp
gamevar *character_stats_p+15 = int 10000
gamevar script_object = var drop_lesser_gimp1
gamevar *character_stats_p+15 = int 10000
call func_106(var drop_lesser_gimp, int 9, int 5, var &VAR_16)
call func_106(var drop_lesser_gimp1, int 9, int 5, var &VAR_17)
call run_enemy_generator(var &enemy_gen_script, int 200)
._SCRIPT_5
if(gamevar script_time > var VAR_27)
{
var VAR_27 = gamevar script_time + int 50 + call randomize_int(int 0, int 70)
/* play the sound 'echdrip1' */
call play_loaded_sound(int 1, int 0, int 38, int 0)
}