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tosecret.tsct
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tosecret.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
imp_boss1 0
DAVID 0
VAR_6 { -1381, -997, -3400 }
init_position { -1750, -997, -3319 }
init_position1 { -1407, -2006, -1234 }
init_position2 { -1557, -2006, -1379, -1984, -2006, -1817 }
VAR_11 0
VAR_12 0
VAR_13 0
VAR_14 0
VAR_15 0
ai_script { 15, 16, VAR_14, 1, 0, -2789, -1397, -3246, 16, VAR_15, 1, 1, DAVID, 3, VAR_17, 0, 32, VAR_18, VAR_19, 16, VAR_11, 1, 4, VAR_12, 16, VAR_14, 1, 0, -1334, -2007, -1689, 16, VAR_15, 1, 1, DAVID, 3, VAR_20, 0, 32, VAR_21, VAR_22, 16, VAR_11, 1, 16, VAR_14, 1, 4, VAR_13, 0, -6, -2006, -1452, 16, VAR_15, 1, 16, VAR_13, 0, 8 }
VAR_17 "tyrosumn"
VAR_18 "S_IYNTHO"
VAR_19 "NULL"
VAR_20 "tyrosumn"
VAR_21 "S_IYNTHR"
VAR_22 "NULL"
ai_script1 { 2, -1737, -1756, -1297, 28, VAR_24, 5, 0, 11, 100, 200, 9, imp_boss1, 7, 8 }
VAR_24 "lizwarm"
ai_script2 { 2, -1737, -1756, -1297, 28, VAR_26, 5, 0, 7, 8 }
VAR_26 "lizwarm"
init_position3 { -1286, -2007, -1670 }
VAR_33 0
ai_script3 { 15, 0, -2752, -1397, -3113, 1, DAVID, 3, VAR_35, 0, 16, VAR_14, 1, 0, -2752, -1397, -3113, 16, VAR_15, 1, 16, VAR_33, 1, 16, VAR_14, 1, 0, -839, -996, -3831, 16, VAR_15, 1, 16, VAR_13, 1, 8 }
VAR_35 "tyrosumn"
fx_position { -1713, -1813, -1270 }
._on_load
call play_bgm("GNO")
call load_sound_set(int 63)
/* play the sound 'gnoamb1' */
call play_loaded_sound(int 1, int -1, int 63, int 0)
call load_sound_set(int 0)
call func_ec(int 228, int -1, int 0, var &VAR_6)
execute SCRIPT_11
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
execute SCRIPT_12
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_8
break
case 3
execute SCRIPT_10
break
case 0
break
}
}
._on_exit
call func_108("TOSECRET")
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
gamevar room_state = int 3
break
case 2
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 3
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_43)
{
var VAR_43 = gamevar script_time + int 300 + call randomize_int(int 0, int 200)
var VAR_42 = int 2 + call randomize_int(int 0, int 3)
call play_loaded_sound(var VAR_42, int 0, int 63, int 0)
}
._SCRIPT_4
._SCRIPT_5
var nyelimp = call create_char(var &init_position, "nyelimp", int -90, int 13)
gamevar script_object = var nyelimp
gamevar *character_stats_p+14 = int 106000
gamevar *character_movement_p+53 = int 0
var imp_boss = call create_enemy(int 129, int 1, var &init_position1, int 314)
gamevar script_object = var imp_boss
gamevar *character_movement_p+53 = int 0
call func_106(var imp_boss, int 0, int 3, int 360)
var imp_boss1 = call create_enemy(int 129, int 2, var &init_position2, int 319)
gamevar script_object = var imp_boss1
gamevar *character_movement_p+53 = int 0
call func_106(var imp_boss1, int 0, int 3, int 360)
var DAVID = call get_char_handle(int 65536)
call set_input_system(int 2)
call func_46(var imp_boss, int 11)
call func_46(var imp_boss1, int 11)
call func_50(var nyelimp, int 8192)
call play_char_ai_script(var nyelimp, var &ai_script)
call func_50(var imp_boss, int 8192)
call play_char_ai_script(var imp_boss, var &ai_script1)
call func_50(var imp_boss1, int 8192)
call play_char_ai_script(var imp_boss1, var &ai_script2)
._SCRIPT_6
switch(var VAR_28)
{
}
if(call is_char_handle_in_level(int 1769472 /* YELIMP */ ))
{
execute SCRIPT_13
}
var VAR_29 ++
._SCRIPT_7
var nyelimp = call create_char(var &init_position3, "nyelimp", int -90, int 13)
gamevar script_object = var nyelimp
gamevar *character_stats_p+14 = int 106000
gamevar *character_movement_p+53 = int 0
call func_50(var nyelimp, int 8192)
call play_char_ai_script(var nyelimp, var &ai_script3)
var DAVID = call get_char_handle(int 65536)
var VAR_13 = int 0
._SCRIPT_8
switch(var VAR_37)
{
case 0
if(var VAR_33)
{
call set_input_system(int 1)
var VAR_37 ++
}
break
case 1
if(var VAR_13)
{
call remove_char(var nyelimp)
var VAR_37 ++
}
break
}
if(call is_char_handle_in_level(int 1769472 /* YELIMP */ ))
{
if(var VAR_14)
{
var VAR_14 = int 0
var VAR_4 = call func_41(var nyelimp, int 0)
}
if(var VAR_15)
{
call func_12f(var VAR_4)
var VAR_15 = int 0
}
}
._SCRIPT_9
call func_108("ARSE")
._SCRIPT_10
._SCRIPT_11
var VAR_39 = call play_3d_fx("FIRE", var &fx_position, int 0, int 0)
call set_door_particle_effect(int 1, int 4, int 0, int -1)
call remove_face(var &fx_position)
/* play the sound 'frog' */
call play_loaded_sound(int 198, int -1, int 0, var &fx_position)
._SCRIPT_12
gamevar script_object = var VAR_39
if(gamevar *psys_p+1)
{
if(call ! randomize_int(int 0, int 5))
{
/* play the sound 'frogs' */
call play_loaded_sound(int 197, int 0, int 0, var &fx_position)
}
}
._SCRIPT_13
switch(var VAR_30)
{
case 0
if(var VAR_11)
{
if(call get_input_sys() != int 4)
{
call set_input_system(int 1)
var VAR_11 = int 0
var VAR_30 ++
var VAR_31 = int 0
}
}
break
case 1
if(var VAR_11)
{
if(call get_input_sys() != int 4)
{
var VAR_13 = int 1
call set_input_system(int 1)
var VAR_30 ++
var VAR_31 = int 0
}
}
break
case 2
if(var ! VAR_13)
{
call remove_char(var nyelimp)
}
break
}
if(var VAR_14)
{
var VAR_14 = int 0
var VAR_4 = call func_41(var nyelimp, int 0)
}
if(var VAR_15)
{
call func_12f(var VAR_4)
var VAR_15 = int 0
}
var VAR_31 ++