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boilarea.tsct
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boilarea.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_0 { 0, 0, 0, 0 }
VAR_1 { -1810, -481, 263 }
VAR_8 { -70, -485, 1760 }
VAR_9 { 0, 100, 0 }
VAR_10 { -2273, -530, 1050 }
VAR_11 { -47, 89, 0 }
VAR_12 { -655, -485, 1880 }
VAR_13 { 0, 100, 0 }
VAR_14 { -1486, -215, 567 }
VAR_15 { -47, 89, 0 }
VAR_16 { -75, -650, 1875 }
VAR_17 { 0, -35, 80 }
VAR_18 { -146, -337, 935 }
VAR_19 { 0, 0, 100 }
arr { VAR_8, VAR_10, VAR_12, VAR_14, VAR_16, VAR_18 }
arr_1 { VAR_9, VAR_11, VAR_13, VAR_15, VAR_17, VAR_19 }
VAR_22 { 75, 2000, 1420 }
VAR_23 { -1610, 2000, 1372 }
VAR_24 { -300, 2000, 1925 }
VAR_25 { -240, 2000, 1920 }
VAR_26 { -2040, 2000, 846 }
VAR_27 { -1710, 2000, 1226 }
fx_position { VAR_22, VAR_23, VAR_24, VAR_25, VAR_26, VAR_27, -1632, -481, -780, 0, 0, -1 }
init_position { -740, -480, 775 }
init_position1 { -740, -480, 575 }
VAR_36 { 1, 0, 0 }
VAR_47 100
VAR_52 { 1052, -481, 641, -2011, -481, 426 }
VAR_54 1
VAR_55 1
VAR_56 { -2026, -481, 1060, -1434, -481, 821 }
position { -939, -481, 1068 }
VAR_59 -1
VAR_67 5
njanbook { 0, 0, -1912, -481, 875 }
init_position2 { -1496, -481, -527 }
position1 { -664, 891, -555 }
VAR_72 { -2671, -1183, 1000 }
jgestnos_anim { 0, 0 }
tele_position { 1947, -481, 679 }
._on_load
call func_124()
call load_sound_set(int 64)
/* play the sound 'cavelp' */
call play_loaded_sound(int 1, int -1, int 64, int 0)
call load_sound_set(int 39)
if(gamevar is_room_cleared)
{
execute SCRIPT_18
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_10
break
case 2
execute SCRIPT_12
break
case 3
execute SCRIPT_14
break
case 4
if(call ! func_c0(int 101, "gno", "boilintr"))
{
call put_item_in_position(var &VAR_1, int 57, int 0, int 0)
}
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_4
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_11
break
case 2
execute SCRIPT_13
break
case 3
execute SCRIPT_15
break
case 4
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
gamevar room_state ++
break
case 2
break
case 3
gamevar *scene_info_p+1 = int 1
gamevar room_state ++
call func_116("gno", "boilintr", int 4)
call set_scene_overwrite_act("gno", "boilintr", int 1)
break
case 0
break
case 4
gamevar room_state ++
break
default
gamevar room_state = int 0
gamevar *scene_info_p+1 = int 0
break
}
}
._SCRIPT_3
/* play the sound 'conveyor' */
call play_loaded_sound(int 1, int -1, int 52, int 0)
/* play the sound 'lever' */
call play_loaded_sound(int 2, int -1, int 52, int 0)
._SCRIPT_4
if(gamevar script_time > var VAR_98)
{
var VAR_98 = gamevar script_time + int 100 + call randomize_int(int 0, int 100)
/* play the sound 'echdrip1' */
call play_loaded_sound(int 3, int 0, int 64, int 0)
}
if(gamevar script_time > var VAR_99)
{
var VAR_99 = gamevar script_time + int 20 + call randomize_int(int 0, int 20)
var is_IMP_exist = call is_char_handle_in_level(int 917504)
if(var is_IMP_exist)
{
var VAR_0 = call get_char_movement_ptr(var is_IMP_exist)
call func_75(int 7, int 0, int 64, var VAR_0)
call log_string("init imp sound")
}
}
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
if(var VAR_59 != var VAR_51)
{
var VAR_59 = var VAR_51
call log_var(var VAR_51)
}
switch(var VAR_51)
{
case 0
if(call func_8a(var &VAR_56))
{
call set_input_system(int 2)
gamevar script_object = var VAR_35
gamevar *smack_object_p+2 -= int 10737418
var VAR_58 = call func_ec(int 90, int 0, int 0, var &position)
call set_sound_volume(var VAR_58, int 100)
var VAR_51 ++
var VAR_50 = int 0
}
break
case 1
if(var VAR_50 == int 15)
{
call char_stop(var DAVID)
call char_turn_to_pos(var DAVID, var &position)
var VAR_51 ++
var VAR_50 = int 0
}
break
case 2
if(var VAR_50 == int 188)
{
var VAR_58 = call func_ec(int 108, int 0, int 0, var &position)
call set_sound_volume(var VAR_58, int 100)
}
if(var VAR_36 == int -1)
{
gamevar compile_init_character = int 0
var nimp = call create_char(var &init_position, "nimp", int 90, int 13)
gamevar compile_init_character = int 1
gamevar script_object = var nimp
gamevar *character_movement_p+60 = int 1
gamevar *scene_info_p+4 &= int -17
gamevar *scene_info_p+4 |= int 2
var VAR_51 ++
var VAR_50 = int 0
}
break
case 3
if(var VAR_50 > int 20)
{
gamevar compile_init_character = int 0
var nimp = call create_char(var &init_position1, "nimp", int 90, int 13)
gamevar compile_init_character = int 1
gamevar script_object = var nimp
gamevar *character_movement_p+60 = int 1
var VAR_53 = call alloc_space_in_general_heap()
call func_4(var VAR_53, var nimp)
call func_4(var VAR_53, var nimp)
call set_char_running(var nimp)
call set_char_running(var nimp)
call func_63(var VAR_53, var &VAR_52)
var VAR_51 ++
var VAR_50 = int 0
}
break
case 4
if(var VAR_54)
{
if(call is_char_standing(var nimp))
{
call play_char_anim(var nimp, var impish_anim, int 0)
var VAR_54 = int 0
}
}
if(var VAR_55)
{
if(call is_char_standing(var nimp))
{
call play_char_anim(var nimp, var impish_anim, int 0)
var VAR_55 = int 0
}
}
if(var VAR_54 + var VAR_55 == int 0)
{
var VAR_51 ++
var VAR_50 = int 0
}
break
case 5
if(var VAR_50 > int 50)
{
call func_2e(var VAR_53, int 0)
var VAR_51 ++
var VAR_50 = int 0
}
break
case 6
if(call func_2d(var VAR_53))
{
call set_input_system(int 1)
call remove_char(var nimp)
call remove_char(var nimp)
call func_45(var VAR_53)
var VAR_51 ++
var VAR_50 = int 0
}
break
}
var VAR_50 ++
._SCRIPT_9
if(var VAR_45 > var VAR_47)
{
var VAR_48 = call randomize_int(int 10, int 60)
var index = call randomize_int(int 0, int 5)
call play_3d_fx("SJET", @arr[var VAR_46], @arr_1[var index], var VAR_48)
/* play the sound 'cogs' */
call play_loaded_sound(int 5, int 0, int 39, int 0)
var VAR_47 = call randomize_int(int 30, int 150)
var VAR_45 = int 0
}
var VAR_45 ++
._SCRIPT_10
var impish_anim = call load_anim("impish")
execute SCRIPT_17
execute SCRIPT_6
call play_3d_fx("DRIP", var &fx_position, int 0, int 6)
var DAVID = call get_char_handle(int 65536)
call load_char("imp")
gamevar SMACKER_X = int 268
gamevar SMACKER_Y = int 248
var VAR_35 = call play_2d_anim("boildoor", int 10737418, int 1, var &VAR_36)
gamevar *scene_info_p+4 |= int 16
gamevar *scene_info_p+5 |= int 16
call func_116("gno", "veranda", int 4)
call set_scene_overwrite_act("gno", "veranda", int 1)
._SCRIPT_11
switch(var VAR_62)
{
case 0
if(var VAR_63 == int 0)
{
}
if(var VAR_63 == int 32)
{
var VAR_62 ++
var VAR_63 = int 0
}
break
case 1
if(var VAR_63 > int 260)
{
var VAR_62 ++
var VAR_63 = int 0
}
break
}
execute SCRIPT_8
var VAR_63 ++
._SCRIPT_12
execute SCRIPT_6
call play_3d_fx("DRIP", var &fx_position, int 0, int 6)
execute SCRIPT_17
execute SCRIPT_19
if(gamevar *scene_info_p+4 & int 16)
{
gamevar *scene_info_p+4 &= int -17
}
._SCRIPT_13
._SCRIPT_14
gamevar SMACKER_X = int 224
gamevar SMACKER_Y = int 144
call play_2d_anim("boilbelt", int 1, int 1, int 0)
execute SCRIPT_7
execute SCRIPT_6
call play_3d_fx("DRIP", var &fx_position, int 0, int 6)
var njanbook = call create_char(var &init_position2, "njanbook", int 340, int 13)
gamevar script_object = var njanbook
gamevar *character_stats_p+14 = int 100750
var jgestbak_anim = call load_anim("jgestbak")
var jgestsnz_anim = call load_anim("jgestsnz")
var jgestnos_anim = call load_anim("jgestnos")
var jbukdrop_anim = call load_anim("jbukdrop")
execute SCRIPT_17
gamevar *scene_info_p+4 |= int 16
call load_sound_set(int 52)
execute SCRIPT_3
._SCRIPT_15
execute SCRIPT_9
execute SCRIPT_16
var david = call get_david_char()
if(var VAR_84 == int 0)
{
var VAR_85 ++
if(var VAR_85 > int 5)
{
call set_input_system(int 2)
call char_stop(var david)
var VAR_84 ++
var VAR_85 = int 0
}
}
if(var VAR_84 == int 1)
{
var VAR_85 ++
if(var VAR_85 > int 2)
{
call char_teleport_to_pos(var david, var &tele_position, int 50)
var VAR_85 ++
}
}
._SCRIPT_16
if(var VAR_67 == int 5)
{
call char_walk_to(var njanbook, int -758, int -481, int 1401)
var VAR_68 = int 0
var VAR_67 ++
}
if(var VAR_67 == int 6)
{
if(call is_char_standing(var njanbook))
{
call log_string("turn to face")
call char_turn_to_pos(var njanbook, var &position1)
var VAR_68 = int 0
var VAR_67 ++
}
}
if(var VAR_67 == int 7)
{
call log_string("fade")
call func_116("gno", "teleroom", int 2)
call set_scene_overwrite_act("gno", "teleroom", int 0)
call func_e6("gno", "teleroom", var &VAR_72, int 2)
var VAR_67 ++
}
if(var VAR_67 == int 8)
{
var VAR_68 ++
if(var VAR_68 == int 30)
{
call log_string("place book")
call play_char_anim(var njanbook, var jbukdrop_anim, int 0)
var VAR_67 ++
}
}
._SCRIPT_17
gamevar SMACKER_X = int 424
gamevar SMACKER_Y = int 0
switch(gamevar room_state)
{
}
._SCRIPT_18
._SCRIPT_19
gamevar SMACKER_X = int 268
gamevar SMACKER_Y = int 248
call play_2d_anim("doordump", int 0, int 1, int 0)