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screen2.tsct
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screen2.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
init_position { 1009, 625, 4939 }
init_position1 { 1854, 625, 4953 }
init_position2 { 2517, 625, 5418 }
init_position3 { 368, 625, 5282 }
init_position4 { 1410, 625, 6833 }
VAR_11 { 2517, 625, 5418, 1854, 625, 4953, 1009, 625, 4939, 368, 625, 5282 }
VAR_12 { 0, 1, 4, VAR_11, 8, 1, 4, 0, 9, 0, 1, 16, 134, -1, 2, 1, 3, 2, 5, 0, 100, 7, 1, 5, -1 }
._on_load
call play_bgm("GNOCVP1")
call load_sound_set(int 64)
/* play the sound 'cavelp' */
call play_loaded_sound(int 1, int -1, int 64, int 0)
if(gamevar is_room_cleared)
{
execute SCRIPT_4
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_3
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_8
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
gamevar room_state ++
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
if(gamevar script_time > var VAR_14)
{
var VAR_14 = gamevar script_time + int 200 + call randomize_int(int 0, int 200)
var driphit_sound_ref = call play_loaded_sound(int 5, int 0, int 64, int 0)
if(var driphit_sound_ref != int -1)
{
call func_fb(var driphit_sound_ref, int 22050)
}
}
._SCRIPT_4
._SCRIPT_5
var golem = call create_enemy(int 137, int 1, var &init_position, int 0)
var golem1 = call create_enemy(int 137, int 2, var &init_position1, int 335)
var golem2 = call create_enemy(int 137, int 3, var &init_position2, int 320)
var golem3 = call create_enemy(int 137, int 4, var &init_position3, int 10)
var resurrect_shaman = call create_enemy(int 135, int 0, var &init_position4, int 180)
call func_106(var resurrect_shaman, int 3, int 1, var &VAR_12)
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8