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bigroom5.tsct
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bigroom5.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_18 { 0, 0, -1 }
VAR_23 -1
VAR_46 { 530, 0, -2774, 1302, 0, -2774 }
VAR_47 { 14, 0, 530, 0, -4289, 8 }
VAR_48 { 14, 0, 1302, 0, -4289, 8 }
wandering_gen_script2 { 0, 1, 2, VAR_46, 8, 1, 19, -200, 0, 2078, 12, 39, 39, -1, 13, 1, 14, 1, 2, 5, 0, 0, 16, 0, 15, VAR_47, VAR_48, -1, 17, 0, 200, 3, -1, 18, 100, 11, -1 }
VAR_50 { 329, 1214, -3266, 543, 1214, -3694, 947, 1214, -4040, 1192, 1214, -3959, 1322, 1214, -3726, 1366, 1214, -3109, 811, 1214, -2552, 565, 1214, -2607 }
wandering_gen_script { 0, 1, 6, VAR_50, 8, 1, 19, -200, 0, 2078, 12, 198, 198, 198, 198, 198, 198, 198, 198, -1, 13, 1, 14, 1, 6, 5, 0, 0, 16, 0, 18, 100, -1 }
VAR_52 { -3, 0, -4643, 73, 0, -5077, 606, 0, -5541, 1003, 0, -5665, 1271, 0, -5486, 1294, 0, -5009 }
wandering_gen_script1 { 0, 1, 6, VAR_52, 8, 1, 19, 663, 0, -4852, 12, 194, 194, 194, 194, 194, 194, -1, 13, 1, 14, 1, 6, 5, 0, 25, 16, 0, 18, 100, -1, 266, 0, -3311, 1142, 0, -3311, 911, 0, -3520 }
VAR_55 { 0, 0 }
init_position { -300, 0, -4433 }
VAR_57 { 248, 0, -4075, 1553, 0, -4104 }
VAR_58 -1
._on_load
execute SCRIPT_10
call play_bgm("chains")
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 52
call play_2d_anim("bigroom5", int 1, int 1, int 0)
gamevar SMACKER_X = int 612
gamevar SMACKER_Y = int 20
call play_2d_anim("big5smal", int 1, int 1, int 0)
call load_sound_set(int 30)
/* play the sound 'torches2' */
call play_loaded_sound(int 1, int -1, int 30, int 0)
if(gamevar is_room_cleared)
{
execute SCRIPT_9
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 3
execute SCRIPT_8
break
case 0
break
}
}
._infinite_loop
var VAR_0 = int 20
execute SCRIPT_11
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_5
break
case 3
execute SCRIPT_7
break
case 0
break
}
}
._on_exit
execute SCRIPT_12
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 3
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
if(var VAR_58 != var VAR_55)
{
var VAR_58 = var VAR_55
call log_var(var VAR_55)
}
switch(var VAR_55)
{
case 0
if(call func_8a(var &VAR_57))
{
var VAR_45 = call run_wandering_generator(var &wandering_gen_script, int 1)
var VAR_55 ++
}
break
case 1
if(call func_123(var VAR_45) == int 0)
{
var VAR_45 = call run_wandering_generator(var &wandering_gen_script1, int 1)
var VAR_55 ++
}
break
case 2
if(call get_num_of_enemies() == int 0)
{
var fade_chronicler = call create_enemy(int 178, int 0, var &init_position, int 170)
var VAR_55 ++
}
break
}
._SCRIPT_4
call load_char("groad")
call load_char("lizman")
call load_char("litl_liz")
var VAR_45 = call run_wandering_generator(var &wandering_gen_script2, int 1)
call load_char("chronicl")
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
._SCRIPT_10
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
._SCRIPT_11
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
if(var VAR_23 != var VAR_17)
{
var VAR_23 = var VAR_17
call log_var(var VAR_17)
}
switch(var VAR_17)
{
case 0
if(gamevar chronicler_variation != int -1)
{
execute SCRIPT_13
}
gamevar script_object = var fade_chronicler
var VAR_20 = gamevar *character_movement_p+3
var VAR_21 = gamevar *character_movement_p+4
var VAR_22 = gamevar *character_movement_p+5
var VAR_3 = int 0
call func_10c(var fade_chronicler, int 0)
var VAR_17 ++
var VAR_18 = int 0
break
case 1
if(call func_127(var fade_chronicler))
{
var VAR_19 = gamevar saved_games_count
var VAR_3 = int 1
var VAR_17 ++
var VAR_18 = int 0
}
break
case 2
if(call get_input_sys() != int 4)
{
call set_input_system(int 2)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 3
if(var VAR_18 > int 40)
{
call open_save_screen(var VAR_0)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 4
if(var VAR_18 > int 10)
{
if(gamevar !current_menu_level_p)
{
var VAR_17 ++
var VAR_18 = int 0
}
}
break
case 5
if(var VAR_19 != gamevar saved_games_count)
{
call log_string("game saved")
call func_11d()
var VAR_17 = int 7
var VAR_18 = int 0
}
else
{
call log_string("game not saved")
call func_2a(var fade_chronicler, var &VAR_20)
execute SCRIPT_14
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 6
if(var VAR_18 > int 30)
{
call set_input_system(int 1)
gamevar clicked_character = int 0
var VAR_3 = int 0
var VAR_17 = int 1
var VAR_18 = int 0
}
break
case 7
if(var VAR_18 > int 40)
{
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 8, int 0, var fade_chronicler)
execute SCRIPT_14
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 8
if(var VAR_18 > int 100)
{
call remove_char(var fade_chronicler)
call set_input_system(int 1)
var VAR_3 = int 0
var VAR_17 ++
var VAR_18 = int 0
}
break
}
var VAR_18 ++
._SCRIPT_12
if(call is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
call func_34(var fade_chronicler)
}
._SCRIPT_13
var VAR_4 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_4)
{
case 65536
call load_dialog_by_number("DVDCHR", "NULL", gamevar chronicler_variation)
break
case 786432
call load_dialog_by_number("SEKCHR", "NULL", gamevar chronicler_variation)
break
case 262144
call load_dialog_by_number("CAGCHR", "NULL", gamevar chronicler_variation)
break
case 327680
call load_dialog_by_number("JUGCHR", "NULL", gamevar chronicler_variation)
break
case 131072
call load_dialog_by_number("CHICHR", "NULL", gamevar chronicler_variation)
break
case 196608
call load_dialog_by_number("VIVCHR", "NULL", gamevar chronicler_variation)
break
}
._SCRIPT_14
var VAR_26 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_26)
{
case 65536
var VAR_2 = call load_next_dialog("DVDCHR", "NULL")
break
case 786432
var VAR_2 = call load_next_dialog("SEKCHR", "NULL")
break
case 262144
var VAR_2 = call load_next_dialog("CAGCHR", "NULL")
break
case 327680
var VAR_2 = call load_next_dialog("JUGCHR", "NULL")
break
case 131072
var VAR_2 = call load_next_dialog("CHICHR", "NULL")
break
case 196608
var VAR_2 = call load_next_dialog("VIVCHR", "NULL")
break
}