Document/fix animation arguments

This commit is contained in:
Ryan Dwyer committed 2019-11-04 19:08:00 +10:00
1 parent ce90b1f4cd
commit a473175f9a
25 files changed
+524 -523

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+30 -30
View File
@@ -1020,14 +1020,14 @@ s32 path29[] = {
u8 func0401_do_some_animation[] = {
// Do some animation
restart_timer
animation(0x0066, 0, 1, 0x0410, CHR_SELF, 2)
animation(0x0066, 0, 1, 0x04, 0x10, CHR_SELF, 2)
beginloop(0x08)
if_timer_gt(0, /*goto*/ 0x2c)
endloop(0x08)
label(0x2c)
animation(0x0066, 1, -1, 0x0410, CHR_SELF, 2)
animation(0x0066, 1, -1, 0x04, 0x10, CHR_SELF, 2)
beginloop(0x85)
endloop(0x85)
@@ -1214,7 +1214,7 @@ u8 func040f_cass[] = {
set_function(CHR_SELF, GFUNC_IDLE)
label(0x2c)
animation(ANIM_TALKING_00A0, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, 0, 193, 0x18, 0x10, CHR_SELF, 2)
// Wait for player to enter room
beginloop(0x59)
@@ -1249,7 +1249,7 @@ u8 func040f_cass[] = {
label(0x5c)
speak(CHR_TARGET, 0x0215, 0x0af4, CHANNEL_6, COLOR_04_ORANGE) // "Who are you and what are you doing here?"
restart_timer
animation(ANIM_TALKING_0098, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_0098, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x5d)
if_sound_finished(CHANNEL_6, /*goto*/ 0x5e)
@@ -1258,7 +1258,7 @@ u8 func040f_cass[] = {
// Walk backwards for 4 seconds
label(0x5e)
stop_chr
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x10, 0x10, CHR_SELF, 2)
restart_timer
beginloop(0x5f)
@@ -1294,7 +1294,7 @@ u8 func040f_cass[] = {
label(0x2c)
speak(CHR_TARGET, 0x0217, 0x0af5, CHANNEL_6, COLOR_04_ORANGE) // "You won't shoot me, foolish child!"
animation(ANIM_TALKING_00A0, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x66)
if_sound_finished(CHANNEL_6, /*goto*/ 0x67)
@@ -1314,7 +1314,7 @@ u8 func040f_cass[] = {
goto_next(0x68)
label(0x2c)
animation(ANIM_TALKING_00A3, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_00A3, 0, 193, 0x18, 0x10, CHR_SELF, 2)
speak(CHR_TARGET, 0x0218, 0x0af6, CHANNEL_6, COLOR_04_ORANGE) // "Don't you know who I am?"
beginloop(0x68)
@@ -1366,7 +1366,7 @@ u8 func040f_cass[] = {
label(0x2c)
speak(CHR_TARGET, 0x0219, 0x0af7, CHANNEL_6, COLOR_04_ORANGE) // "Let's see how you deal with security."
label(0x06)
animation(ANIM_PUSH_BUTTON, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_PUSH_BUTTON, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x6a)
if_chr_stopped(/*goto*/ 0x06)
@@ -1395,7 +1395,7 @@ u8 func040f_cass[] = {
label(0x6d)
restart_timer
say_quip(CHR_TARGET, 0x00, 0xff, 0x00, 0xff, BANK_1, 0x01, 0x04) // "How dare you disturb me","You will regret this intrusion girl","If I were you I'd leave, now"
animation(ANIM_TALKING_00A3, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_00A3, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x6e)
if_timer_gt(100, /*goto*/ 0x6f)
@@ -1438,7 +1438,7 @@ u8 func0411_secretary[] = {
set_function(CHR_SELF, GFUNC_IDLE)
label(0x2c)
animation(0x00a1, 0, 193, 0x1810, CHR_SELF, 2)
animation(0x00a1, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x72)
set_target_chr(CHR_BOND)
@@ -1474,7 +1474,7 @@ u8 func0411_secretary[] = {
if_chr_weapon_equipped(CHR_TARGET, WEAPON_UNARMED, /*goto*/ 0x2c)
speak(CHR_TARGET, 0x0216, 0x1aed, CHANNEL_5, COLOR_07_RED) // "Look out! She's got a gun."
label(0x2c)
animation(ANIM_SURRENDER_002E, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x75)
if_timer_gt(60, /*goto*/ 0x76)
@@ -1489,7 +1489,7 @@ u8 func0411_secretary[] = {
endloop(0x77)
label(0x78)
animation(ANIM_COWER_01F5, -1, -1, 0x5014, CHR_SELF, 2)
animation(ANIM_COWER_01F5, -1, -1, 0x50, 0x14, CHR_SELF, 2)
beginloop(0x79)
if_chr_distance_gt(500, /*goto*/ 0x06)
@@ -1499,7 +1499,7 @@ u8 func0411_secretary[] = {
label(0x7e)
restart_timer
animation(ANIM_COWER_01F5, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_01F5, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
yield
goto_next(0x81)
@@ -1514,14 +1514,14 @@ u8 func0411_secretary[] = {
label(0x81)
restart_timer
say_quip(CHR_TARGET, 0x01, 0xff, 0x00, 0xff, BANK_1, 0x02, 0x07) // "Please don't kill me","Don't shoot!"
animation(ANIM_SURRENDER_002E, 0, -1, 0x1810, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, -1, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x82)
if_timer_gt(180, /*goto*/ 0x83)
endloop(0x82)
label(0x83)
animation(ANIM_COWER_0229, -1, -1, 0x1014, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x14, CHR_SELF, 2)
beginloop(0x84)
call_rng
@@ -1620,7 +1620,7 @@ u8 func0414_programmer[] = {
restart_timer
speak(CHR_TARGET, 0x0244, 0x8104, CHANNEL_3, COLOR_03_RED) // "Yes, yes, I agree. Personality is expendable in th..."
restart_timer
animation(ANIM_TALKING_00A0, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x08)
pause_timer
@@ -1705,7 +1705,7 @@ u8 func0414_programmer[] = {
label(0x06)
if_stage_flag_eq(STAGEFLAG_TALKED_TO_PROGRAMMER, TRUE, /*goto*/ 0x06)
speak(CHR_TARGET, 0x0224, 0x1300, CHANNEL_3, COLOR_03_RED) // "HELP - Intruder!"
animation(ANIM_SURRENDER_002E, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0xa3)
if_sound_finished(CHANNEL_3, /*goto*/ 0x06)
@@ -1752,7 +1752,7 @@ u8 func0414_programmer[] = {
set_stage_flag(STAGEFLAG_PROGRAMMER_INJURED)
restart_timer
unlock_door(OBJ_LAPTOPGUNDOOR, 0x02)
animation(ANIM_COWER_01F5, 0, -1, 0x5010, CHR_SELF, 2)
animation(ANIM_COWER_01F5, 0, -1, 0x50, 0x10, CHR_SELF, 2)
beginloop(0x0d)
if_timer_gt(300, /*goto*/ 0xb5)
@@ -1803,7 +1803,7 @@ u8 func0414_programmer[] = {
endloop(0x9b)
label(0x06)
animation(ANIM_SURRENDER_002E, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x10)
if_sound_finished(CHANNEL_3, /*goto*/ 0x06)
@@ -1817,7 +1817,7 @@ u8 func0414_programmer[] = {
label(0x2c)
speak(CHR_TARGET, 0x0249, 0x12fe, CHANNEL_5, COLOR_03_RED) // "Don't shoot, don't shoot!"
label(0x06)
animation(ANIM_DONT_SHOOT, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_DONT_SHOOT, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x9f)
if_sound_finished(CHANNEL_5, /*goto*/ 0x9d)
@@ -1861,7 +1861,7 @@ u8 func0414_programmer[] = {
label(0x2c)
speak(CHR_TARGET, 0x026d, 0x1304, CHANNEL_3, COLOR_03_RED) // "I...I'm logging on now."
label(0x06)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x18, 0x10, CHR_SELF, 2)
speak(CHR_TARGET, -1, 0x8116, -1, COLOR_00_GREEN)
beginloop(0xae)
@@ -1871,7 +1871,7 @@ u8 func0414_programmer[] = {
label(0x06)
if_stage_flag_eq(STAGEFLAG_PC_DESTROYED, TRUE, /*goto*/ LABEL_PC_BROKEN)
animation(ANIM_PUSH_BUTTON, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_PUSH_BUTTON, 0, 193, 0x18, 0x10, CHR_SELF, 2)
set_stage_flag(STAGEFLAG_PROGRAMMER_LOGGED_IN)
if_detected_chr(CHR_TARGET, /*goto*/ 0x2c)
speak(CHR_TARGET, 0x0229, 0x1302, CHANNEL_3, COLOR_03_RED) // "Okay, I'm in..."
@@ -1891,7 +1891,7 @@ u8 func0414_programmer[] = {
if_stage_flag_eq(STAGEFLAG_PC_DESTROYED, TRUE, /*goto*/ LABEL_PC_BROKEN)
set_stage_flag(STAGEFLAG_PERSONALITY_DELETED)
set_chr_health(CHR_SELF, 1)
animation(ANIM_TALKING_003D, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_003D, 0, 193, 0x18, 0x10, CHR_SELF, 2)
speak(CHR_TARGET, 0x022a, 0x1303, CHANNEL_3, COLOR_03_RED) // "Goodbye, Dr. Caroll."
if_stage_flag_eq(STAGEFLAG_DOWNLOAD_COMPLETE, TRUE, /*goto*/ 0x2c)
set_stage_flag(STAGEFLAG_DELETED_WITHOUT_DOWNLOAD)
@@ -2851,7 +2851,7 @@ u8 func0422_intro_0424[] = {
set_chr_flag_bank3(CHR_SECRETARY, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_SECRETARY, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_SECRETARY, CHRFLAG2_00020000)
animation(0x00fe, -1, -1, 0x0600, CHR_SECRETARY, 4)
animation(0x00fe, -1, -1, 0x06, 0x00, CHR_SECRETARY, 4)
wait_for_camera_finished
@@ -3033,7 +3033,7 @@ u8 func0422_intro_042a[] = {
object_do_animation(0x0108, OBJ_JUMPSHIP1, 0x04ff, 0xff)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0109, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0109, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_hud_visible(CHR_BOND, TRUE)
show_object(OBJ_ROPE)
set_object_flag_bank2(OBJ_ROPE, OBJECTFLAG2_00000010)
@@ -3061,7 +3061,7 @@ u8 func0422_intro_042b[] = {
object_do_animation(0x010c, OBJ_JUMPSHIP1, 0x04ff, 0xff)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x010d, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x010d, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_hud_visible(CHR_BOND, TRUE)
show_object(OBJ_ROPE)
set_object_flag_bank2(OBJ_ROPE, OBJECTFLAG2_00000010)
@@ -3100,7 +3100,7 @@ u8 func0422_intro_042d[] = {
set_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0156, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0156, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_hud_visible(CHR_BOND, FALSE)
wait_for_camera_finished
@@ -3119,7 +3119,7 @@ u8 func0422_intro_042d[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0156, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x0156, -2, -1, 0x06, 0x00, CHR_BOND, 2)
set_chr_hud_visible(CHR_BOND, FALSE)
mute_channel(CHANNEL_7)
mute_channel(CHANNEL_6)
@@ -3155,7 +3155,7 @@ u8 func0416_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x00f3, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x00f3, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
restart_timer
unset_stage_flag(STAGEFLAG_LAB_ELEVATOR_CLOSED)
open_door2(OBJ_LABLIFTDOOR1)
@@ -3737,7 +3737,7 @@ u8 func042f_surrendering_guard[] = {
// Be surprised
label(0x2c)
say_quip(CHR_BOND, 0x12, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00) // "What the?!","Who the?!"
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2)
// Wait 1 second
beginloop(0x08)
+34 -34
View File
@@ -859,7 +859,7 @@ u8 func0411_top_guard_blinded[] = {
set_function(CHR_SELF, GFUNC_IDLE)
label(0x00)
animation(ANIM_BLINDED, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_BLINDED, 0, -1, 0x10, 0x10, CHR_SELF, 2)
say_quip(CHR_BOND, 0x11, 0x64, 0x02, 0xff, BANK_1, 0x00, 0x00)
beginloop(0x1f)
@@ -1654,7 +1654,7 @@ u8 func0409_tech_conversation[] = {
unset_chr_flag_bank3(CHR_RLSHOCK, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_function(CHR_RLSHOCK, GFUNC_UNALERTED)
restart_timer
animation(0x0204, -1, -1, 0x0214, 0x10, 2)
animation(0x0204, -1, -1, 0x02, 0x14, 0x10, 2)
beginloop(0x28)
if_shot_near_chr(0x00, /*goto*/ 0x33)
@@ -1664,7 +1664,7 @@ u8 func0409_tech_conversation[] = {
label(0x20)
dprint 'T','E','C','H',' ','2',' ','L','O','O','P','\n',0,
animation(ANIM_TALKING_00A0, 0, -1, 0x1014, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, 0, -1, 0x10, 0x14, CHR_SELF, 2)
speak(CHR_PRESET, 0x0625, 0x811d, CHANNEL_7, COLOR_06_WHITE) // "That's not how it goes."
restart_timer
@@ -1685,8 +1685,8 @@ u8 func0409_tech_conversation[] = {
goto_first(0x21)
label(0x20)
animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x1014, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, -1, -1, 0x0214, 0x10, 2)
animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x10, 0x14, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, -1, -1, 0x02, 0x14, 0x10, 2)
speak(CHR_PRESET, 0x0626, 0x8120, CHANNEL_7, COLOR_08_RED) // "Yes, it is."
beginloop(0x22)
@@ -1706,8 +1706,8 @@ u8 func0409_tech_conversation[] = {
endloop(0x22)
label(0x20)
animation(ANIM_TALKING_00A0, 0, -1, 0x1014, CHR_SELF, 2)
animation(0x0205, -1, -1, 0x0214, 0x10, 2)
animation(ANIM_TALKING_00A0, 0, -1, 0x10, 0x14, CHR_SELF, 2)
animation(0x0205, -1, -1, 0x02, 0x14, 0x10, 2)
speak(CHR_PRESET, 0x0627, 0x811e, CHANNEL_7, COLOR_06_WHITE) // "Give it to me - you're doing it wrong."
beginloop(0x23)
@@ -1727,8 +1727,8 @@ u8 func0409_tech_conversation[] = {
endloop(0x23)
label(0x20)
animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x1014, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, -1, -1, 0x0214, 0x10, 2)
animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x10, 0x14, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, -1, -1, 0x02, 0x14, 0x10, 2)
speak(CHR_PRESET, 0x0628, 0x8121, CHANNEL_7, COLOR_08_RED) // "Stop annoying me."
beginloop(0x24)
@@ -1748,9 +1748,9 @@ u8 func0409_tech_conversation[] = {
endloop(0x24)
label(0x20)
animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x1014, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, -1, -1, 0x0214, CHR_RLSHOCK, 2)
animation(0x0206, -1, -1, 0x0214, 0x10, 2)
animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x10, 0x14, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, -1, -1, 0x02, 0x14, CHR_RLSHOCK, 2)
animation(0x0206, -1, -1, 0x02, 0x14, 0x10, 2)
speak(CHR_PRESET, 0x0629, 0x8123, CHANNEL_7, COLOR_09_BLUE) // "Will you just hurry up!"
beginloop(0x25)
@@ -1792,7 +1792,7 @@ u8 func0409_tech_conversation[] = {
open_door(0x04)
restart_timer
speak(CHR_TARGET, 0x062a, 0x811f, CHANNEL_7, COLOR_06_WHITE) // "Oh, no...too late."
animation(ANIM_SURRENDER_002E, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x34)
if_timer_gt(60, /*goto*/ 0x35)
@@ -1811,7 +1811,7 @@ u8 func0409_tech_conversation[] = {
set_function(CHR_SELF, GFUNC_IDLE)
// Unreachable
animation(ANIM_COWER_0229, -1, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x38)
if_chr_idle(/*goto*/ 0x5e)
@@ -1873,7 +1873,7 @@ u8 func040a_tech2[] = {
open_door(0x04)
yield
restart_timer
animation(0x0205, 0, -1, 0x180a, CHR_SELF, 2)
animation(0x0205, 0, -1, 0x18, 0x0a, CHR_SELF, 2)
// @bug: Duplicate label. I suspect the goto first 0x21 below is
// supposed to go here. The only possible side effect is the tech may
@@ -1884,7 +1884,7 @@ u8 func040a_tech2[] = {
endloop(0x21)
label(0x20)
animation(ANIM_SURRENDER_002E, 0, -1, 0x180a, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, -1, 0x18, 0x0a, CHR_SELF, 2)
speak(CHR_TARGET, 0x062b, 0x8122, CHANNEL_7, COLOR_08_RED) // "She's here..."
beginloop(0x22)
@@ -1904,7 +1904,7 @@ u8 func040a_tech2[] = {
set_function(CHR_SELF, GFUNC_IDLE)
// Unreachable
animation(ANIM_COWER_0229, -1, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x38)
if_chr_idle(/*goto*/ 0x5e)
@@ -1986,7 +1986,7 @@ u8 func040d_cass[] = {
label(0x00)
restart_timer
speak(CHR_TARGET, 0x0620, 0x80ff, CHANNEL_6, COLOR_04_ORANGE) // "We meet again, girl!"
animation(ANIM_TALKING_00A0, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x27)
if_stage_flag_eq(STAGEFLAG_CASS_SHIELD_DAMAGED, TRUE, /*goto*/ 0x5b)
@@ -1996,7 +1996,7 @@ u8 func040d_cass[] = {
label(0x00)
restart_timer
speak(CHR_TARGET, 0x0614, 0x80fe, CHANNEL_6, COLOR_04_ORANGE) // "You've become quite an annoyance..."
animation(ANIM_TALKING_00A3, 0, 193, 0x1014, CHR_SELF, 2)
animation(ANIM_TALKING_00A3, 0, 193, 0x10, 0x14, CHR_SELF, 2)
beginloop(0x28)
if_stage_flag_eq(STAGEFLAG_CASS_SHIELD_DAMAGED, TRUE, /*goto*/ 0x5b)
@@ -2012,13 +2012,13 @@ u8 func040d_cass[] = {
label(0x20)
speak(CHR_TARGET, 0x062c, 0x8101, CHANNEL_6, COLOR_04_ORANGE) // "Get her!"
animation(ANIM_TALKING_00A3, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_00A3, 0, 193, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x20)
label(0x00)
restart_timer
speak(CHR_TARGET, 0x0615, 0x8100, CHANNEL_6, COLOR_04_ORANGE) // "Good night, Ms. Dark."
animation(ANIM_TALKING_00A0, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_00A0, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x2a)
if_timer_gt(150, /*goto*/ 0x20)
@@ -2304,13 +2304,13 @@ u8 func100d_intro[] = {
set_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0139, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0139, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(0x00, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(0x00, CHRFLAG2_00020000)
animation(0x013d, -1, -1, 0x0600, CHR_DRCAROLL, 4)
animation(0x013d, -1, -1, 0x06, 0x00, CHR_DRCAROLL, 4)
set_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_INTRO_GUARD, CHRFLAG2_00020000)
animation(0x013a, -1, -1, 0x0600, CHR_INTRO_GUARD, 4)
animation(0x013a, -1, -1, 0x06, 0x00, CHR_INTRO_GUARD, 4)
unset_stage_flag(STAGEFLAG_00800000)
restart_timer
fade_to_color(0x000000ff, 0)
@@ -2382,23 +2382,23 @@ u8 func100d_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0139, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x0139, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_DRCAROLL, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_DRCAROLL, CHRFLAG2_00020000)
animation(0x013d, -2, -1, 0x0600, CHR_DRCAROLL, 2)
animation(0x013d, -2, -1, 0x06, 0x00, CHR_DRCAROLL, 2)
unset_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank2(CHR_INTRO_GUARD, CHRFLAG2_00020000)
set_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_00010000)
animation(0x013a, -2, -1, 0x0600, CHR_INTRO_GUARD, 2)
animation(0x013a, -2, -1, 0x06, 0x00, CHR_INTRO_GUARD, 2)
restart_default_music
reset_ambience
enter_firstperson
yield
animation(0x020c, -1, -1, 0x0600, CHR_INTRO_GUARD, 2)
animation(0x020c, -1, -1, 0x06, 0x00, CHR_INTRO_GUARD, 2)
set_function(CHR_DRCAROLL, 0x0402)
yield
kill(CHR_INTRO_GUARD)
@@ -2428,31 +2428,31 @@ u8 func0412_outro[] = {
set_chr_flag_bank3(CHR_DRCAROLL, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_DRCAROLL, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_DRCAROLL, CHRFLAG2_00020000)
animation(0x015d, -1, -1, 0x0600, CHR_DRCAROLL, 4)
animation(0x015d, -1, -1, 0x06, 0x00, CHR_DRCAROLL, 4)
set_function(CHR_CASS, FUNC_CASS_OUTRO)
set_chr_flag_bank3(CHR_CASS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_CASS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_CASS, CHRFLAG2_00020000)
animation(0x0159, -1, -1, 0x0600, CHR_CASS, 4)
animation(0x0159, -1, -1, 0x06, 0x00, CHR_CASS, 4)
set_function(CHR_MRBLONDE, GFUNC_IDLE)
set_chr_flag_bank3(CHR_MRBLONDE, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_MRBLONDE, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_MRBLONDE, CHRFLAG2_00020000)
animation(0x015a, -1, -1, 0x0600, CHR_MRBLONDE, 4)
animation(0x015a, -1, -1, 0x06, 0x00, CHR_MRBLONDE, 4)
set_function(CHR_OUTRO_GUARD1, GFUNC_IDLE)
set_chr_flag_bank3(CHR_OUTRO_GUARD1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_OUTRO_GUARD1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_OUTRO_GUARD1, CHRFLAG2_00020000)
animation(0x015b, -1, -1, 0x0600, CHR_OUTRO_GUARD1, 4)
animation(0x015b, -1, -1, 0x06, 0x00, CHR_OUTRO_GUARD1, 4)
set_function(CHR_OUTRO_GUARD2, GFUNC_IDLE)
set_chr_flag_bank3(CHR_OUTRO_GUARD2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_OUTRO_GUARD2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_OUTRO_GUARD2, CHRFLAG2_00020000)
animation(0x015c, -1, -1, 0x0600, CHR_OUTRO_GUARD2, 4)
animation(0x015c, -1, -1, 0x06, 0x00, CHR_OUTRO_GUARD2, 4)
show_object(OBJ_JUMPSHIP)
set_object_flag_bank2(OBJ_JUMPSHIP, OBJECTFLAG2_00000010)
@@ -2462,7 +2462,7 @@ u8 func0412_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x0158, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x0158, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
show_nonessential_chrs(FALSE)
restart_timer
set_cutscene_weapon(CHR_P1P2, -1, -1)
+3 -3
View File
@@ -103,7 +103,7 @@ u8 func1002_first_walk[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
display_text(0x00, COLOR_02_WHITE, 0x5e07) // "THE DUEL"
animation(ANIM_RELOAD, -1, -1, 0x0600, CHR_GUARD, 2)
animation(ANIM_RELOAD, -1, -1, 0x06, 0x00, CHR_GUARD, 2)
label(0x2d)
message(CHR_BOND, 0x5e0c) // "Opponent skill level: AGENT"
@@ -166,7 +166,7 @@ u8 func1007_second_walk[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(ANIM_GRAB_CROTCH, -1, -1, 0x0600, CHR_JONATHAN, 2)
animation(ANIM_GRAB_CROTCH, -1, -1, 0x06, 0x00, CHR_JONATHAN, 2)
label(0x2d)
message(CHR_BOND, 0x5e0d) // "Opponent skill level: SPECIAL AGENT"
@@ -247,7 +247,7 @@ u8 func1008_third_walk[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(ANIM_HEAD_ROLL, -1, -1, 0x0600, CHR_TRENT, 2)
animation(ANIM_HEAD_ROLL, -1, -1, 0x06, 0x00, CHR_TRENT, 2)
label(0x2d)
message(CHR_BOND, 0x5e0e) // "Opponent skill level: PERFECT AGENT"
+15 -15
View File
@@ -409,7 +409,7 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01b6, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01b6, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_hud_visible(CHR_BOND, TRUE)
restart_timer
@@ -514,7 +514,7 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01b6, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01b6, -2, -1, 0x06, 0x00, CHR_BOND, 2)
restart_default_music
reset_ambience
set_chr_hud_visible(CHR_BOND, FALSE)
@@ -565,36 +565,36 @@ u8 func0402_outro[] = {
set_chr_flag_bank3(CHR_TARGET, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TARGET, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TARGET, CHRFLAG2_00020000)
animation(0x01df, -1, -1, 0x0600, CHR_TARGET, 4)
animation(0x01df, -1, -1, 0x06, 0x00, CHR_TARGET, 4)
set_chr_flag_bank3(CHR_SKEDAR, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_SKEDAR, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_SKEDAR, CHRFLAG2_00020000)
animation(0x01da, -1, -1, 0x0600, CHR_SKEDAR, 4)
animation(0x01da, -1, -1, 0x06, 0x00, CHR_SKEDAR, 4)
set_chr_flag_bank3(CHR_ELVIS_OUTRO, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(CHR_ELVIS_OUTRO, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS_OUTRO, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS_OUTRO, CHRFLAG2_00020000)
animation(0x01db, -1, -1, 0x0600, CHR_ELVIS_OUTRO, 4)
animation(0x01db, -1, -1, 0x06, 0x00, CHR_ELVIS_OUTRO, 4)
set_chr_flag_bank3(CHR_TRENT, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(CHR_TRENT, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TRENT, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TRENT, CHRFLAG2_00020000)
animation(0x01dc, -1, -1, 0x0600, CHR_TRENT, 4)
animation(0x01dc, -1, -1, 0x06, 0x00, CHR_TRENT, 4)
set_chr_flag_bank3(CHR_MRBLONDE, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(CHR_MRBLONDE, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_MRBLONDE, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_MRBLONDE, CHRFLAG2_00020000)
animation(0x01dd, -1, -1, 0x0600, CHR_MRBLONDE, 4)
animation(0x01dd, -1, -1, 0x06, 0x00, CHR_MRBLONDE, 4)
set_chr_flag_bank3(CHR_PRESIDENT_OUTRO, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(CHR_PRESIDENT_OUTRO, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_PRESIDENT_OUTRO, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_PRESIDENT_OUTRO, CHRFLAG2_00020000)
animation(0x01de, -1, -1, 0x0600, CHR_PRESIDENT_OUTRO, 4)
animation(0x01de, -1, -1, 0x06, 0x00, CHR_PRESIDENT_OUTRO, 4)
show_object(0x00)
set_object_flag_bank1(OBJ_CRATE, OBJECTFLAG1_04000000)
@@ -1178,19 +1178,19 @@ u8 func0404_elvis[] = {
if_rand_lt(196, /*goto*/ 0x9b)
set_self_flag_bankx(CHRFLAG1_DONE_SEARCH_ANIM, BANK_1)
animation(ANIM_LOOK_AROUND_025B, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025B, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x31)
label(0x99)
animation(ANIM_LOOK_AROUND_025C, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025C, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x31)
label(0x9a)
animation(ANIM_LOOK_AROUND_025D, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025D, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x31)
label(0x9b)
animation(ANIM_LOOK_AROUND_025E, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025E, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
label(0x31)
goto_first(0x04)
@@ -1436,7 +1436,7 @@ u8 func041a_pres_clone[] = {
stop_chr
label(0xa5)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x10)
if_chr_stopped(/*goto*/ 0x31)
@@ -1719,7 +1719,7 @@ u8 func041e_trent_waiting[] = {
label(0x08)
restart_timer
speak(CHR_P1P2, 0x0a18, 0x12ca, CHANNEL_6, COLOR_05_GREEN) // "You'll never save him now!"
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0a)
if_timer_gt(120, /*goto*/ 0x08)
@@ -1770,7 +1770,7 @@ u8 func041f_trent_shooting[] = {
label(0x0b)
restart_timer
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0c)
if_timer_gt(120, /*goto*/ 0x08)
+46 -46
View File
@@ -786,24 +786,24 @@ u8 func0401_unused_cutscene[] = {
cmd0175(60)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0170, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0170, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_hud_visible(CHR_BOND, TRUE)
set_chr_flag_bank3(0x00, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x00, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x00, CHRFLAG2_00020000)
animation(0x016c, -1, -1, 0x0600, 0x00, 4)
animation(0x016c, -1, -1, 0x06, 0x00, 0x00, 4)
set_chr_flag_bank3(0x01, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x01, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x01, CHRFLAG2_00020000)
animation(0x016d, -1, -1, 0x0600, 0x01, 4)
animation(0x016d, -1, -1, 0x06, 0x00, 0x01, 4)
set_chr_flag_bank3(0x02, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x02, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x02, CHRFLAG2_00020000)
animation(0x016e, -1, -1, 0x0600, 0x02, 4)
animation(0x016e, -1, -1, 0x06, 0x00, 0x02, 4)
set_chr_flag_bank3(CHR_STEWARDESS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_STEWARDESS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_STEWARDESS, CHRFLAG2_00020000)
animation(0x016f, -1, -1, 0x0600, CHR_STEWARDESS, 4)
animation(0x016f, -1, -1, 0x06, 0x00, CHR_STEWARDESS, 4)
fade_to_color(0x000000ff, 0)
fade_to_color(0x00000000, 90)
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
@@ -846,7 +846,7 @@ u8 func0425_outro[] = {
set_chr_flag_bank3(CHR_OUTRO_NSA, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_OUTRO_NSA, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_OUTRO_NSA, CHRFLAG2_00020000)
animation(0x031b, -1, -1, 0x0600, CHR_OUTRO_NSA, 4)
animation(0x031b, -1, -1, 0x06, 0x00, CHR_OUTRO_NSA, 4)
show_object(OBJ_PLANE)
set_object_flag_bank1(OBJ_PLANE, OBJECTFLAG1_04000000)
@@ -1237,7 +1237,7 @@ u8 func0407_stewardess[] = {
label(0x02)
speak(CHR_TARGET, 0x0e19, 0x1adc, CHANNEL_4, COLOR_07_RED) // "Look out - it's an intruder..."
set_squadron_alertness(100)
animation(ANIM_SURRENDER_002E, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x06)
if_chr_stopped(/*goto*/ 0x02)
@@ -1253,7 +1253,7 @@ u8 func0407_stewardess[] = {
label(0x0b)
if_self_flag_bankx_eq(CHRFLAG0_00002000, TRUE, BANK_0, /*goto*/ 0x31)
set_self_flag_bankx(CHRFLAG0_00002000, BANK_0)
animation(ANIM_SNEEZE, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_SNEEZE, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x69)
if_chr_stopped(/*goto*/ 0x02)
@@ -1267,7 +1267,7 @@ u8 func0407_stewardess[] = {
label(0x62)
set_stage_flag(STAGEFLAG_DISGUISE_UNCOVERED)
animation(ANIM_COWER_0229, -1, 190, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, 190, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x63)
if_chr_stopped(/*goto*/ 0x31)
@@ -1546,7 +1546,7 @@ u8 func0408_secretary[] = {
label(0x67)
set_squadron_alertness(100)
restart_timer
animation(ANIM_SURRENDER_002E, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x06)
if_chr_stopped(/*goto*/ 0x4f)
@@ -1554,7 +1554,7 @@ u8 func0408_secretary[] = {
label(0x4f)
set_stage_flag(STAGEFLAG_DISGUISE_UNCOVERED)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x0f)
if_chr_stopped(/*goto*/ 0x31)
@@ -1580,7 +1580,7 @@ u8 func0408_secretary[] = {
//
label(0x32)
speak(CHR_TARGET, 0x0e1d, 0x8161, CHANNEL_4, COLOR_06_WHITE) // "Good afternoon."
animation(ANIM_TALKING_0231, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, 193, 0x18, 0x10, CHR_SELF, 2)
restart_timer
set_morale(2)
@@ -1611,7 +1611,7 @@ u8 func0408_secretary[] = {
label(0x32)
speak(CHR_TARGET, 0x0e1f, 0x1273, CHANNEL_4, COLOR_06_WHITE) // "You'll have to check that weapon in here."
restart_timer
animation(ANIM_TALKING_0232, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_0232, 0, 193, 0x18, 0x10, CHR_SELF, 2)
set_morale(3)
beginloop(0x09)
@@ -1636,7 +1636,7 @@ u8 func0408_secretary[] = {
label(0x32)
speak(CHR_TARGET, 0x0e21, 0x1274, CHANNEL_4, COLOR_06_WHITE) // "Weapons are not allowed in the base."
restart_timer
animation(ANIM_TALKING_0233, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_TALKING_0233, 0, 193, 0x18, 0x10, CHR_SELF, 2)
set_morale(4)
beginloop(0x0a)
@@ -1669,7 +1669,7 @@ u8 func0408_secretary[] = {
set_stage_flag(STAGEFLAG_RECEPTIONIST_CALLED_SECURITY)
activate_alarm
restart_timer
animation(ANIM_SURRENDER_002E, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x0b)
if_timer_gt(180, /*goto*/ 0x02)
@@ -1686,7 +1686,7 @@ u8 func0408_secretary[] = {
//
label(0x31)
speak(CHR_TARGET, 0x0e1e, 0x1272, CHANNEL_4, COLOR_06_WHITE) // "OK, you know the way from here."
animation(0x0232, 0, 193, 0x1810, CHR_SELF, 2)
animation(0x0232, 0, 193, 0x18, 0x10, CHR_SELF, 2)
unlock_door(0x18, 0x02)
beginloop(0x0e)
@@ -2060,7 +2060,7 @@ u8 func0409_office1[] = {
set_function(CHR_SELF, GFUNC_IDLE)
label(0x42)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x1410, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x14, 0x10, CHR_SELF, 2)
beginloop(0x00)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -2090,7 +2090,7 @@ u8 func0409_office1[] = {
// Disguised and unarmed-ish
label(0x31)
animation(ANIM_SITTING_0265, 0, -1, 0x1410, CHR_SELF, 2)
animation(ANIM_SITTING_0265, 0, -1, 0x14, 0x10, CHR_SELF, 2)
speak(CHR_TARGET, 0x0e29, 0x1ae6, CHANNEL_4, COLOR_08_RED) // "Are you new around here?"
beginloop(0x09)
@@ -2110,7 +2110,7 @@ u8 func0409_office1[] = {
reloop(0x09)
label(0x7b)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x14, 0x00, CHR_SELF, 2)
endloop(0x09)
// Picked up briefcase
@@ -2155,7 +2155,7 @@ u8 func0409_office1[] = {
speak(CHR_TARGET, 0x0e28, 0x1ae5, CHANNEL_4, COLOR_08_RED) // "Hey, you - this is a restricted area."
set_squadron_alertness(100)
restart_timer
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x06)
if_timer_gt(180, /*goto*/ LABEL_RUN_TO_FOYER)
@@ -2197,7 +2197,7 @@ u8 func040a_office2[] = {
set_function(CHR_SELF, GFUNC_IDLE)
label(0x42)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x1410, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x14, 0x10, CHR_SELF, 2)
beginloop(0x00)
if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x02)
@@ -2512,7 +2512,7 @@ u8 func040f_nsa[] = {
endloop(0x09)
label(0x02)
animation(ANIM_TALKING_0098, 0, 90, 0x0010, CHR_SELF, 2)
animation(ANIM_TALKING_0098, 0, 90, 0x00, 0x10, CHR_SELF, 2)
say_quip(CHR_BOND, 0x1c, 0xff, 0x02, 0xff, 0x81, 0x00, 0x00)
set_self_flag_bankx(CHRFLAG0_00002000, BANK_0)
@@ -2574,7 +2574,7 @@ u8 func040f_nsa[] = {
set_function(CHR_SELF, GFUNC_HAND_COMBAT)
label(0x07)
animation(ANIM_TALKING_0098, 0, 90, 0x0010, CHR_SELF, 2)
animation(ANIM_TALKING_0098, 0, 90, 0x00, 0x10, CHR_SELF, 2)
say_quip(CHR_BOND, 0x1d, 0xff, 0x02, 0xff, 0x81, 0x00, 0x00)
label(0x08)
yield
@@ -2683,7 +2683,7 @@ u8 func0414_officeworker[] = {
set_function(CHR_SELF, GFUNC_IDLE)
label(0x44)
animation(ANIM_SITTING_DORMANT, -1, 60, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, -1, 60, 0x14, 0x00, CHR_SELF, 2)
beginloop(0x00)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -2698,7 +2698,7 @@ u8 func0414_officeworker[] = {
endloop(0x00)
label(0x02)
animation(ANIM_SITTING_0265, 0, 120, 0x1410, CHR_SELF, 2)
animation(ANIM_SITTING_0265, 0, 120, 0x14, 0x10, CHR_SELF, 2)
say_quip(CHR_BOND, 0x20, 0xff, 0x0a, 0xff, BANK_1, 0x00, 0x00)
restart_timer
@@ -2724,10 +2724,10 @@ u8 func0414_officeworker[] = {
chr_move_to_pad(0x3a, 0x00d7, 0x00, /*goto*/ 0x31)
label(0x31)
animation(ANIM_SITTING_DORMANT, -1, 60, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, -1, 60, 0x14, 0x00, CHR_SELF, 2)
label(0x77)
animation(ANIM_COWER_0229, -1, 60, 0x140a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, 60, 0x14, 0x0a, CHR_SELF, 2)
beginloop(0x04)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -2757,7 +2757,7 @@ u8 func0414_officeworker[] = {
endloop(0x05)
label(0x79)
animation(0x0229, -1, 60, 0x140a, CHR_SELF, 2)
animation(0x0229, -1, 60, 0x14, 0x0a, CHR_SELF, 2)
beginloop(0x06)
if_chr_idle(/*goto*/ 0x02)
@@ -3327,23 +3327,23 @@ u8 func0419_ba8c[] = {
if_rand_lt(128, /*goto*/ 0x6f)
if_rand_lt(196, /*goto*/ 0x70)
set_self_flag_bankx(CHRFLAG1_DONE_SEARCH_ANIM, BANK_1)
animation(ANIM_SMOKE_CIGARETTE, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_SMOKE_CIGARETTE, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x72)
label(0x6e)
animation(ANIM_SCRATCH_HEAD, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_SCRATCH_HEAD, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x72)
label(0x6f)
animation(ANIM_YAWN, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_YAWN, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x72)
label(0x70)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x72)
label(0x71)
animation(ANIM_TWO_GUN_HOLD, 0, 100, 0x100a, CHR_SELF, 2)
animation(ANIM_TWO_GUN_HOLD, 0, 100, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x72)
label(0x31)
@@ -3421,7 +3421,7 @@ u8 func0419_ba8c[] = {
label(0x4f)
restart_timer
animation(0x025f, 0, 193, 0x1010, CHR_SELF, 2)
animation(0x025f, 0, 193, 0x10, 0x10, CHR_SELF, 2)
label(0x0f)
yield
if_timer_gt(90, /*goto*/ 0x0b)
@@ -3429,7 +3429,7 @@ u8 func0419_ba8c[] = {
label(0x02)
say_quip(CHR_BOND, 0x24, 0xff, 0x00, 0xff, 0x81, 0x00, 0x00)
animation(0x002e, 0, 193, 0x1010, CHR_SELF, 2)
animation(0x002e, 0, 193, 0x10, 0x10, CHR_SELF, 2)
label(0x09)
yield
if_timer_gt(120, /*goto*/ 0x0b)
@@ -3452,7 +3452,7 @@ u8 func0419_ba8c[] = {
set_squadron_alertness(100)
say_quip(CHR_BOND, 0x25, 0xff, 0x00, 0xff, 0x81, 0x00, 0x00)
label(0x0e)
animation(0x0229, -1, -1, 0x1014, CHR_SELF, 2)
animation(0x0229, -1, -1, 0x10, 0x14, CHR_SELF, 2)
label(0x0a)
yield
if_chr_stopped(/*goto*/ 0x31)
@@ -3594,32 +3594,32 @@ u8 func1003_intro[] = {
cmd0175(60)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01e6, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01e6, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_hud_visible(CHR_BOND, TRUE)
set_chr_flag_bank3(CHR_TRENT, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TRENT, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TRENT, CHRFLAG2_00020000)
animation(0x01e7, -1, -1, 0x0600, CHR_TRENT, 4)
animation(0x01e7, -1, -1, 0x06, 0x00, CHR_TRENT, 4)
set_chr_flag_bank3(0x48, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x48, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x48, CHRFLAG2_00020000)
animation(0x01e8, -1, -1, 0x0600, 0x48, 4)
animation(0x01e8, -1, -1, 0x06, 0x00, 0x48, 4)
set_chr_flag_bank3(0x49, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x49, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x49, CHRFLAG2_00020000)
animation(0x01e9, -1, -1, 0x0600, 0x49, 4)
animation(0x01e9, -1, -1, 0x06, 0x00, 0x49, 4)
set_chr_flag_bank3(0x4a, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x4a, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x4a, CHRFLAG2_00020000)
animation(0x01ea, -1, -1, 0x0600, 0x4a, 4)
animation(0x01ea, -1, -1, 0x06, 0x00, 0x4a, 4)
set_chr_flag_bank3(0x4b, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x4b, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x4b, CHRFLAG2_00020000)
animation(0x01eb, -1, -1, 0x0600, 0x4b, 4)
animation(0x01eb, -1, -1, 0x06, 0x00, 0x4b, 4)
set_chr_flag_bank3(0x4c, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x4c, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x4c, CHRFLAG2_00020000)
animation(0x01ec, -1, -1, 0x0600, 0x4c, 4)
animation(0x01ec, -1, -1, 0x06, 0x00, 0x4c, 4)
show_object(0x22)
set_object_flag_bank1(0x22, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x22, OBJECTFLAG2_00000010)
@@ -3837,10 +3837,10 @@ u8 func1003_intro[] = {
set_chr_flag_bank3(0x49, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(0x49, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x49, CHRFLAG2_00020000)
animation(0x01e9, -2, -1, 0x0600, 0x49, 2)
animation(0x01e9, -2, -1, 0x06, 0x00, 0x49, 2)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01e6, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01e6, -2, -1, 0x06, 0x00, CHR_BOND, 2)
set_chr_hud_visible(CHR_BOND, FALSE)
unset_object_flag_bank1(0x22, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x22, OBJECTFLAG2_00000010)
@@ -4073,7 +4073,7 @@ u8 func0418_remove_or_cower[] = {
set_function(CHR_SELF, GFUNC_IDLE)
label(0x02)
label(0x62)
animation(ANIM_COWER_0229, -1, -1, 0x140a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x14, 0x0a, CHR_SELF, 2)
beginloop(0x63)
if_chr_stopped(/*goto*/ 0x31)
+27 -27
View File
@@ -681,15 +681,15 @@ u8 func1002_intro[] = {
cmd0175(60)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x02cf, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x02cf, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02d0, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x02d0, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
set_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_INTRO_GUARD, CHRFLAG2_00020000)
animation(0x02d1, -1, -1, 0x0600, CHR_INTRO_GUARD, 4)
animation(0x02d1, -1, -1, 0x06, 0x00, CHR_INTRO_GUARD, 4)
restart_timer
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
yield
@@ -803,10 +803,10 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x02cf, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x02cf, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02d0, -2, -1, 0x0600, CHR_ELVIS, 2)
animation(0x02d0, -2, -1, 0x06, 0x00, CHR_ELVIS, 2)
unset_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_UNPLAYABLE)
hide_chr(CHR_INTRO_GUARD)
enter_firstperson
@@ -834,13 +834,13 @@ u8 func0c01_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x02e3, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x02e3, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
set_function(CHR_ELVIS, GFUNC_IDLE)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02e4, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x02e4, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
show_object(OBJ_OUTRO_SUBMARINE)
set_object_flag_bank1(OBJ_OUTRO_SUBMARINE, OBJECTFLAG1_04000000)
@@ -992,10 +992,10 @@ u8 func0c01_outro[] = {
label(0x39)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x02cf, -2, -1, 0x0600, CHR_P1P2, 2)
animation(0x02cf, -2, -1, 0x06, 0x00, CHR_P1P2, 2)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02d0, -2, -1, 0x0600, CHR_ELVIS, 2)
animation(0x02d0, -2, -1, 0x06, 0x00, CHR_ELVIS, 2)
end_level
set_function(CHR_SELF, GFUNC_IDLE)
endfunction
@@ -1370,15 +1370,15 @@ u8 func040b_labtech1[] = {
if_rand_lt(86, /*goto*/ 0x3b)
if_rand_lt(172, /*goto*/ 0x3c)
animation(ANIM_OPERATE_0206, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0206, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x3b)
animation(ANIM_OPERATE_0204, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x3c)
animation(ANIM_OPERATE_0205, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0205, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x27)
@@ -1445,15 +1445,15 @@ u8 func040c_labtech2[] = {
if_rand_lt(86, /*goto*/ 0x3b)
if_rand_lt(172, /*goto*/ 0x3c)
animation(ANIM_OPERATE_0206, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0206, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x3b)
animation(ANIM_OPERATE_0204, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x3c)
animation(ANIM_OPERATE_0205, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0205, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x27)
@@ -1524,15 +1524,15 @@ u8 func040d_labtech3[] = {
if_rand_lt(86, /*goto*/ 0x3b)
if_rand_lt(172, /*goto*/ 0x3c)
animation(ANIM_OPERATE_0206, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0206, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x3b)
animation(ANIM_OPERATE_0204, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x3c)
animation(ANIM_OPERATE_0205, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0205, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x07)
label(0x27)
@@ -1580,7 +1580,7 @@ u8 func0411_labtech_alerted[] = {
set_alertness(100)
dprint 'T','A','L','K',' ','1','\n',0,
say_quip(CHR_BOND, 0x2a, 0xff, 0x02, 0xff, BANK_1, 0x00, 0x00)
animation(ANIM_SURRENDER_002E, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x3e)
if_timer_gt(90, /*goto*/ 0x04)
@@ -1621,7 +1621,7 @@ u8 func0411_labtech_alerted[] = {
if_chr_distance_lt(300, /*goto*/ 0x04)
label(0x00)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x11)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -1982,7 +1982,7 @@ u8 func0401_pilot[] = {
// Push button
label(0x07)
animation(ANIM_PUSH_BUTTON, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_PUSH_BUTTON, 0, -1, 0x10, 0x10, CHR_SELF, 2)
restart_timer
beginloop(0x0e)
@@ -2141,7 +2141,7 @@ u8 func0404_angry_pilot[] = {
label(0x04)
set_self_flag_bankx(CHRFLAG0_00000004, BANK_0)
speak(CHR_TARGET, 0x162f, 0x14dd, CHANNEL_7, COLOR_04_ORANGE) // "Die, you traitors."
animation(ANIM_DRAW_PISTOL_0245, -1, 120, 0x0600, CHR_SELF, 3)
animation(ANIM_DRAW_PISTOL_0245, -1, 120, 0x06, 0x00, CHR_SELF, 3)
try_draw_weapon(MODEL_CHRDY357, WEAPON_DY357MAGNUM, 0x00000000, /*goto*/ 0x6c)
beginloop(0x6c)
@@ -2492,23 +2492,23 @@ u8 func0415_elvis_at_start[] = {
if_rand_lt(196, /*goto*/ 0x46)
set_self_flag_bankx(CHRFLAG1_DONE_SEARCH_ANIM, BANK_1)
animation(ANIM_SMOKE_CIGARETTE, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_SMOKE_CIGARETTE, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x4c)
label(0x44)
animation(ANIM_SCRATCH_HEAD, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_SCRATCH_HEAD, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x4c)
label(0x45)
animation(ANIM_YAWN, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_YAWN, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x4c)
label(0x46)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x4c)
label(0x47)
animation(ANIM_TWO_GUN_HOLD, 0, 100, 0x100a, CHR_SELF, 2)
animation(ANIM_TWO_GUN_HOLD, 0, 100, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x4c)
// 50% chance
+10 -10
View File
@@ -1557,12 +1557,12 @@ u8 func040d_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0166, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0166, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_INTRO_VICTIM, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_INTRO_VICTIM, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_INTRO_VICTIM, CHRFLAG2_00020000)
animation(0x0167, -1, -1, 0x0600, CHR_INTRO_VICTIM, 4)
animation(0x0167, -1, -1, 0x06, 0x00, CHR_INTRO_VICTIM, 4)
restart_timer
set_cutscene_weapon(CHR_BOND, WEAPON_FALCON2_SILENCER, WEAPON_NONE)
@@ -1767,18 +1767,18 @@ u8 func040d_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0166, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x0166, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_INTRO_VICTIM, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_INTRO_VICTIM, CHRFLAG2_00020000)
set_chr_flag_bank3(CHR_INTRO_VICTIM, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(CHR_INTRO_VICTIM, CHRFLAG3_00010000)
animation(0x0167, -2, -1, 0x0600, CHR_INTRO_VICTIM, 2)
animation(0x0167, -2, -1, 0x06, 0x00, CHR_INTRO_VICTIM, 2)
restart_default_music
reset_ambience
enter_firstperson
animation(0x022a, -1, -1, 0x0600, CHR_INTRO_VICTIM, 2)
animation(0x022a, -1, -1, 0x06, 0x00, CHR_INTRO_VICTIM, 2)
chr_drop_weapon(CHR_INTRO_VICTIM)
yield
set_function(CHR_CLOAK_1A, FUNC_INIT_CLOAK1_GUARD)
@@ -1815,22 +1815,22 @@ u8 func040e_meeting_cutscene[] = {
set_chr_flag_bank3(CHR_BLONDE, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_BLONDE, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_BLONDE, CHRFLAG2_00020000)
animation(0x0192, -1, -1, 0x0600, CHR_BLONDE, 4)
animation(0x0192, -1, -1, 0x06, 0x00, CHR_BLONDE, 4)
set_chr_flag_bank3(CHR_CASS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_CASS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_CASS, CHRFLAG2_00020000)
animation(0x0193, -1, -1, 0x0600, CHR_CASS, 4)
animation(0x0193, -1, -1, 0x06, 0x00, CHR_CASS, 4)
set_chr_flag_bank3(CHR_TRENT, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TRENT, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TRENT, CHRFLAG2_00020000)
animation(0x0194, -1, -1, 0x0600, CHR_TRENT, 4)
animation(0x0194, -1, -1, 0x06, 0x00, CHR_TRENT, 4)
set_chr_flag_bank3(CHR_STRIPES, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_STRIPES, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_STRIPES, CHRFLAG2_00020000)
animation(0x0195, -1, -1, 0x0600, CHR_STRIPES, 4)
animation(0x0195, -1, -1, 0x06, 0x00, CHR_STRIPES, 4)
restart_timer
beginloop(0x55)
@@ -2078,7 +2078,7 @@ u8 func040f_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x0197, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x0197, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
set_chr_hud_visible(CHR_P1P2, TRUE)
restart_timer
deactivate_alarm
+6 -6
View File
@@ -575,7 +575,7 @@ u8 func041e_colleague[] = {
if_target_chr_in_sight(/*goto*/ 0x2f)
if_chr_idle(/*goto*/ 0x06)
if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, FALSE, BANK_1, /*goto*/ 0x7f)
animation(0x0227, 0, -1, 0x1400, CHR_SELF, 2)
animation(0x0227, 0, -1, 0x14, 0x00, CHR_SELF, 2)
reloop(0x04)
// Player not in sight - 2 in 255 chance of doing a bored animation
@@ -604,7 +604,7 @@ u8 func041e_colleague[] = {
goto_next(0x2f)
label(0x7f)
animation(ANIM_SITTING_0265, 0, -1, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_0265, 0, -1, 0x14, 0x00, CHR_SELF, 2)
label(0x2f)
play_cistaff_quip(BANK_0, CHANNEL_6)
restart_timer
@@ -678,7 +678,7 @@ u8 func041e_colleague[] = {
goto_next(0x06)
label(0x7f)
animation(ANIM_SITTING_0265, 0, -1, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_0265, 0, -1, 0x14, 0x00, CHR_SELF, 2)
label(0x06)
play_cistaff_quip(BANK_2, CHANNEL_6)
restart_timer
@@ -2666,7 +2666,7 @@ u8 func042a_carrington_cloak[] = {
label(0x06)
dprint 'I','n','i','t','i','a','l','i','s','e','c',0,
restart_timer
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x10, 0x10, CHR_SELF, 2)
restart_timer
beginloop(0x57)
@@ -5750,7 +5750,7 @@ u8 func1000_jo_typing[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0485, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0485, -1, -1, 0x06, 0x00, CHR_BOND, 4)
restart_timer
fade_to_color(0x000000ff, 0)
fade_to_color(0x00000000, 110)
@@ -5783,7 +5783,7 @@ u8 func1000_jo_typing[] = {
label(0x7b)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0485, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x0485, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_COOP, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
enter_firstperson
+27 -27
View File
@@ -967,7 +967,7 @@ u8 func0404_scientist[] = {
goto_next(0x06)
label(0x6a)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x6b)
if_chr_dying(0x2b, /*goto*/ 0x2f)
@@ -987,7 +987,7 @@ u8 func0404_scientist[] = {
goto_first(0x6a)
label(0x6d)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x6e)
if_chr_dying(0x2d, /*goto*/ 0x2f)
@@ -1045,7 +1045,7 @@ u8 func0404_scientist[] = {
label(0x0a)
say_quip(CHR_TARGET, 0x0c, 0xff, 0x00, 0xff, 0x81, 0x05, 0x08)
restart_timer
animation(ANIM_SURRENDER_002E, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0b)
if_jo_ccw_direction_lt(10, /*goto*/ 0x06)
@@ -1128,7 +1128,7 @@ u8 func0404_scientist[] = {
label(0x0f)
message(CHR_TARGET, 0x1e1c) // "Powering down active systems."
speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0d)
if_chr_stopped(/*goto*/ 0x06)
@@ -1276,7 +1276,7 @@ u8 func0406_nasty_scientist[] = {
label(0x0f)
speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text
say_quip(CHR_TARGET, 0x0e, 0xff, 0x00, 0xff, 0x81, 0x07, 0x08)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0d)
if_chr_stopped(/*goto*/ 0x30)
@@ -2223,13 +2223,13 @@ u8 func0416_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_00010000)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x00f6, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x00f6, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_00010000)
unset_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_INTRO_GUARD, CHRFLAG2_00020000)
animation(0x00f7, -1, -1, 0x0600, CHR_INTRO_GUARD, 4)
animation(0x00f7, -1, -1, 0x06, 0x00, CHR_INTRO_GUARD, 4)
restart_timer
fade_to_color(0x000000ff, 0)
@@ -2319,12 +2319,12 @@ u8 func0416_intro[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_00010000)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x00f6, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x00f6, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank3(CHR_INTRO_GUARD, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank2(CHR_INTRO_GUARD, CHRFLAG2_00020000)
animation(0x00f7, -2, -1, 0x0600, CHR_INTRO_GUARD, 2)
animation(0x00f7, -2, -1, 0x06, 0x00, CHR_INTRO_GUARD, 2)
unset_chr_flag_bank3(CHR_COOP, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
@@ -2332,7 +2332,7 @@ u8 func0416_intro[] = {
reset_ambience
enter_firstperson
yield
animation(0x020b, -1, -1, 0x0600, CHR_INTRO_GUARD, 2)
animation(0x020b, -1, -1, 0x06, 0x00, CHR_INTRO_GUARD, 2)
yield
kill(CHR_INTRO_GUARD)
set_function(CHR_SELF, GFUNC_IDLE)
@@ -2354,7 +2354,7 @@ u8 func0417_outro[] = {
restart_timer
dprint 's','h','o','t',' ','1',0,
camera_movement(0x00f9)
animation(0x00fa, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x00fa, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
set_cutscene_weapon(CHR_P1P2, -1, -1)
yield
set_cutscene_weapon(CHR_P1P2, -1, WEAPON_FALCON2)
@@ -2376,21 +2376,21 @@ u8 func0417_outro[] = {
dprint 's','h','o','t',' ','2',0,
if_controller_button_pressed(/*goto*/ 0x06)
camera_movement(0x0140)
animation(0x0141, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x0141, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
wait_for_camera(0x09)
dprint 's','h','o','t',' ','3',0,
if_controller_button_pressed(/*goto*/ 0x06)
camera_movement(0x0143)
animation(0x0144, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x0144, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
wait_for_camera(0x0a)
dprint 's','h','o','t',' ','4',0,
if_controller_button_pressed(/*goto*/ 0x06)
camera_movement(0x0146)
animation(0x0147, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x0147, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
restart_timer
beginloop(0x0b)
@@ -2419,31 +2419,31 @@ u8 func0417_outro[] = {
set_chr_flag_bank3(CHR_DRCAROLL, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_DRCAROLL, CHRFLAG2_00020000)
camera_movement(0x0149)
animation(0x014a, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x014b, -1, -1, 0x0600, CHR_DRCAROLL, 2)
animation(0x014a, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
animation(0x014b, -1, -1, 0x06, 0x00, CHR_DRCAROLL, 2)
wait_for_camera(0x0c)
dprint 's','h','o','t',' ','6',0,
if_controller_button_pressed(/*goto*/ 0x06)
camera_movement(0x014c)
animation(0x014d, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x014e, -1, -1, 0x0600, CHR_DRCAROLL, 2)
animation(0x014d, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
animation(0x014e, -1, -1, 0x06, 0x00, CHR_DRCAROLL, 2)
wait_for_camera(0x0d)
dprint 's','h','o','t',' ','7',0,
if_controller_button_pressed(/*goto*/ 0x06)
camera_movement(0x014f)
animation(0x0150, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x0151, -1, -1, 0x0600, CHR_DRCAROLL, 2)
animation(0x0150, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
animation(0x0151, -1, -1, 0x06, 0x00, CHR_DRCAROLL, 2)
wait_for_camera(0x0e)
dprint 's','h','o','t',' ','8',0,
camera_movement(0x0152)
animation(0x0153, -1, -1, 0x0600, CHR_P1P2, 2)
animation(0x0154, -1, -1, 0x0600, CHR_DRCAROLL, 2)
animation(0x0153, -1, -1, 0x06, 0x00, CHR_P1P2, 2)
animation(0x0154, -1, -1, 0x06, 0x00, CHR_DRCAROLL, 2)
wait_for_camera(0x0f)
@@ -2958,16 +2958,16 @@ u8 func0403_k7_scientist[] = {
if_rand_lt(64, /*goto*/ 0x09)
if_rand_lt(128, /*goto*/ 0x0a)
if_rand_lt(196, /*goto*/ 0x0b)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x0f)
label(0x09)
animation(ANIM_YAWN, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_YAWN, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x0f)
label(0x0a)
animation(ANIM_ROLL_HEAD, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_ROLL_HEAD, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x0f)
label(0x0b)
animation(ANIM_GRAB_BUTT, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_GRAB_BUTT, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x0f)
beginloop(0x0f)
@@ -2995,7 +2995,7 @@ u8 func0403_k7_scientist[] = {
endloop(0x0d)
label(0x10)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x0e)
if_chr_stopped(/*goto*/ 0x2f)
+37 -37
View File
@@ -781,22 +781,22 @@ u8 func1002_intro[] = {
if_stage_flag_eq(STAGEFLAG_PLAYING_INTRO_FROM_MENU, TRUE, /*goto*/ 0x2e)
if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d)
label(0x2e)
animation(0x0172, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0172, -1, -1, 0x06, 0x00, CHR_BOND, 4)
remove_chr(CHR_NEGOTIATOR)
set_music_track(MUSIC_VILLA_INTRO3)
goto_next(0x06)
label(0x2d)
set_music_track(MUSIC_VILLA_INTRO2)
animation(0x0172, -1, -1, 0x0600, CHR_NEGOTIATOR, 4)
animation(0x0172, -1, -1, 0x06, 0x00, CHR_NEGOTIATOR, 4)
label(0x06)
set_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TAKER1, CHRFLAG2_00020000)
animation(0x0173, -1, -1, 0x0600, CHR_TAKER1, 4)
animation(0x0173, -1, -1, 0x06, 0x00, CHR_TAKER1, 4)
set_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TAKER2, CHRFLAG2_00020000)
animation(0x0174, -1, -1, 0x0600, CHR_TAKER2, 4)
animation(0x0174, -1, -1, 0x06, 0x00, CHR_TAKER2, 4)
show_object(OBJ_DROPSHIP)
set_object_flag_bank1(OBJ_DROPSHIP, OBJECTFLAG1_04000000)
set_object_flag_bank2(OBJ_DROPSHIP, OBJECTFLAG2_00000010)
@@ -942,21 +942,21 @@ u8 func1002_intro[] = {
if_stage_flag_eq(STAGEFLAG_PLAYING_INTRO_FROM_MENU, TRUE, /*goto*/ 0x2e)
if_difficulty_lt(DIFF_PA, /*goto*/ 0x2d)
label(0x2e)
animation(0x01b8, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01b8, -1, -1, 0x06, 0x00, CHR_BOND, 4)
goto_next(0x06)
label(0x2d)
animation(0x01b8, -1, -1, 0x0600, CHR_NEGOTIATOR, 4)
animation(0x01b8, -1, -1, 0x06, 0x00, CHR_NEGOTIATOR, 4)
label(0x06)
set_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TAKER1, CHRFLAG2_00020000)
animation(0x01b9, -1, -1, 0x0600, CHR_TAKER1, 4)
animation(0x01b9, -1, -1, 0x06, 0x00, CHR_TAKER1, 4)
set_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TAKER2, CHRFLAG2_00020000)
animation(0x01ba, -1, -1, 0x0600, CHR_TAKER2, 4)
animation(0x01ba, -1, -1, 0x06, 0x00, CHR_TAKER2, 4)
restart_timer
@@ -1033,20 +1033,20 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(CHR_NEGOTIATOR, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_NEGOTIATOR, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_NEGOTIATOR, CHRFLAG2_00020000)
animation(0x0001, -1, -1, 0x0600, CHR_NEGOTIATOR, 4)
animation(0x0001, -1, -1, 0x06, 0x00, CHR_NEGOTIATOR, 4)
set_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TAKER1, CHRFLAG2_00020000)
animation(0x0001, -1, -1, 0x0600, CHR_TAKER1, 4)
animation(0x0001, -1, -1, 0x06, 0x00, CHR_TAKER1, 4)
set_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_HIDDEN)
animation(0x0001, -1, -1, 0x0600, CHR_TAKER2, 4)
animation(0x0001, -1, -1, 0x06, 0x00, CHR_TAKER2, 4)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01bc, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01bc, -1, -1, 0x06, 0x00, CHR_BOND, 4)
show_object(OBJ_DROPSHIP)
set_object_flag_bank1(OBJ_DROPSHIP, OBJECTFLAG1_04000000)
@@ -1101,19 +1101,19 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01bc, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01bc, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_NEGOTIATOR, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_NEGOTIATOR, CHRFLAG2_00020000)
animation(0x01b8, -2, -1, 0x0600, CHR_NEGOTIATOR, 2)
animation(0x01b8, -2, -1, 0x06, 0x00, CHR_NEGOTIATOR, 2)
unset_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_TAKER1, CHRFLAG2_00020000)
animation(0x01b9, -2, -1, 0x0600, CHR_TAKER1, 2)
animation(0x01b9, -2, -1, 0x06, 0x00, CHR_TAKER1, 2)
unset_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_TAKER2, CHRFLAG2_00020000)
animation(0x01ba, -2, -1, 0x0600, CHR_TAKER2, 2)
animation(0x01ba, -2, -1, 0x06, 0x00, CHR_TAKER2, 2)
hide_object(OBJ_DROPSHIP)
restart_default_music
@@ -1122,9 +1122,9 @@ u8 func1002_intro[] = {
unset_stage_flag(STAGEFLAG_PLAYING_INTRO_FROM_MENU)
enter_firstperson
yield
animation(0x0001, -1, -1, 0x0200, CHR_NEGOTIATOR, 2)
animation(0x0001, -1, -1, 0x0200, CHR_TAKER1, 2)
animation(0x0001, -1, -1, 0x0200, CHR_TAKER2, 2)
animation(0x0001, -1, -1, 0x02, 0x00, CHR_NEGOTIATOR, 2)
animation(0x0001, -1, -1, 0x02, 0x00, CHR_TAKER1, 2)
animation(0x0001, -1, -1, 0x02, 0x00, CHR_TAKER2, 2)
set_function(CHR_TAKER1, FUNC_INIT_TAKER)
set_function(CHR_TAKER2, FUNC_INIT_TAKER)
set_function(CHR_NEGOTIATOR, FUNC_NEGOTIATOR)
@@ -1138,15 +1138,15 @@ u8 func1002_intro[] = {
if_controller_button_pressed(/*goto*/ 0x56)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01bf, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01bf, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TAKER1, CHRFLAG2_00020000)
animation(0x01c0, -1, -1, 0x0600, CHR_TAKER1, 4)
animation(0x01c0, -1, -1, 0x06, 0x00, CHR_TAKER1, 4)
set_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TAKER2, CHRFLAG2_00020000)
animation(0x01c1, -1, -1, 0x0600, CHR_TAKER2, 4)
animation(0x01c1, -1, -1, 0x06, 0x00, CHR_TAKER2, 4)
restart_timer
label(0xa6)
yield
@@ -1202,15 +1202,15 @@ u8 func1002_intro[] = {
mute_channel(CHANNEL_7)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01bf, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01bf, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_TAKER1, CHRFLAG2_00020000)
set_chr_flag_bank3(CHR_TAKER1, CHRFLAG3_00000001)
animation(0x01c0, -2, -1, 0x0600, CHR_TAKER1, 2)
animation(0x01c0, -2, -1, 0x06, 0x00, CHR_TAKER1, 2)
unset_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_TAKER2, CHRFLAG2_00020000)
set_chr_flag_bank3(CHR_TAKER2, CHRFLAG3_00000001)
animation(0x01c1, -2, -1, 0x0600, CHR_TAKER2, 2)
animation(0x01c1, -2, -1, 0x06, 0x00, CHR_TAKER2, 2)
hide_object(OBJ_DROPSHIP)
restart_default_music
reset_ambience
@@ -1243,12 +1243,12 @@ u8 func0408_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x017c, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x017c, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
set_chr_flag_bank3(CHR_CARRINGTON, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_CARRINGTON, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_CARRINGTON, CHRFLAG2_00020000)
animation(0x017b, -1, -1, 0x0600, CHR_CARRINGTON, 4)
animation(0x017b, -1, -1, 0x06, 0x00, CHR_CARRINGTON, 4)
show_nonessential_chrs(FALSE)
restart_timer
@@ -1533,7 +1533,7 @@ u8 func0402_taker[] = {
set_self_flag_bankx(CHRFLAG0_00002000, BANK_0)
say_quip(CHR_BOND, 0x12, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00)
restart_timer
animation(0x0202, 0, -1, 0x100a, CHR_SELF, 2)
animation(0x0202, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x5f)
if_timer_gt(180, /*goto*/ 0x5e)
@@ -1612,10 +1612,10 @@ u8 func0402_taker[] = {
label(0x2d)
if_self_flag_bankx_eq(CHRFLAG0_NOHEAR, TRUE, BANK_0, /*goto*/ 0x06)
animation(0x01fd, 0, -1, 0x000a, CHR_SELF, 2)
animation(0x01fd, 0, -1, 0x00, 0x0a, CHR_SELF, 2)
goto_next(0x0e)
label(0x06)
animation(0x0232, 0, -1, 0x000a, CHR_SELF, 2)
animation(0x0232, 0, -1, 0x00, 0x0a, CHR_SELF, 2)
beginloop(0x0e)
if_shot_near_chr(0x00, /*goto*/ 0x2e)
@@ -1845,16 +1845,16 @@ u8 func0404_sniper[] = {
if_rand_lt(64, /*goto*/ 0x59)
if_rand_lt(128, /*goto*/ 0x5a)
if_rand_lt(196, /*goto*/ 0x5b)
animation(ANIM_LOOK_AROUND_025B, 0, -1, 0x500a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025B, 0, -1, 0x50, 0x0a, CHR_SELF, 2)
goto_next(0x0b)
label(0x59)
animation(ANIM_LOOK_AROUND_025C, 0, -1, 0x500a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025C, 0, -1, 0x50, 0x0a, CHR_SELF, 2)
goto_next(0x0b)
label(0x5a)
animation(ANIM_LOOK_AROUND_025D, 0, -1, 0x500a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025D, 0, -1, 0x50, 0x0a, CHR_SELF, 2)
goto_next(0x0b)
label(0x5b)
animation(ANIM_LOOK_AROUND_025E, 0, -1, 0x500a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025E, 0, -1, 0x50, 0x0a, CHR_SELF, 2)
label(0x0b)
yield
@@ -2208,7 +2208,7 @@ u8 func0406_init_hacker[] = {
};
u8 func0405_hacker[] = {
animation(ANIM_SITTING_TYPING, 0, -1, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_TYPING, 0, -1, 0x14, 0x00, CHR_SELF, 2)
beginloop(0x04)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -2953,7 +2953,7 @@ u8 func0410_carrington[] = {
set_self_flag_bank3(CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_self_flag_bank3(CHRFLAG3_UNEXPLODABLE)
set_chr_health(CHR_SELF, 1)
animation(0x017b, 1, 1, 0x0600, CHR_CARRINGTON, 2)
animation(0x017b, 1, 1, 0x06, 0x00, CHR_CARRINGTON, 2)
set_function(CHR_SELF, GFUNC_IDLE)
endfunction
};
@@ -3165,7 +3165,7 @@ u8 func0411_cisoldier[] = {
chr_drop_weapon(CHR_SELF)
label(0x08)
yield
animation(0x0487, -1, -1, 0x0600, CHR_CISOLDIER, 2)
animation(0x0487, -1, -1, 0x06, 0x00, CHR_CISOLDIER, 2)
yield
yield
yield
+27 -27
View File
@@ -870,7 +870,7 @@ u8 func0c01_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x01a3, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x01a3, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
#define show_object_with_animation(object, animation) \
show_object(object) \
@@ -946,12 +946,12 @@ u8 func0c01_outro[] = {
set_chr_flag_bank3(CHR_SKEDAR1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_SKEDAR1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_SKEDAR1, CHRFLAG2_00020000)
animation(0x01ad, -1, -1, 0x0600, CHR_SKEDAR1, 4)
animation(0x01ad, -1, -1, 0x06, 0x00, CHR_SKEDAR1, 4)
set_chr_flag_bank3(CHR_SKEDAR2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_SKEDAR2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_SKEDAR2, CHRFLAG2_00020000)
animation(0x01ae, -1, -1, 0x0600, CHR_SKEDAR2, 4)
animation(0x01ae, -1, -1, 0x06, 0x00, CHR_SKEDAR2, 4)
wait_until(16, 0x78)
play_sound(0x0530, CHANNEL_10)
@@ -974,7 +974,7 @@ u8 func0c01_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x0306, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x0306, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
show_object_with_animation(0x0e, 0x0307)
show_object_with_animation(0x0f, 0x0308)
@@ -1087,12 +1087,12 @@ u8 func0c01_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x0311, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x0311, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
set_chr_flag_bank3(CHR_SKEDAR1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_SKEDAR1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_SKEDAR1, CHRFLAG2_00020000)
animation(0x0312, -1, -1, 0x0600, CHR_SKEDAR1, 4)
animation(0x0312, -1, -1, 0x06, 0x00, CHR_SKEDAR1, 4)
show_object_with_animation(0x0e, 0x0313)
show_object_with_animation(0x0f, 0x0314)
@@ -1162,19 +1162,19 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x02bd, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x02bd, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_CARRINGTON, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_CARRINGTON, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_CARRINGTON, CHRFLAG2_00020000)
animation(0x02be, -1, -1, 0x0600, CHR_CARRINGTON, 4)
animation(0x02be, -1, -1, 0x06, 0x00, CHR_CARRINGTON, 4)
set_chr_flag_bank3(0x19, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x19, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x19, CHRFLAG2_00020000)
animation(0x02bf, -1, -1, 0x0600, 0x19, 4)
animation(0x02bf, -1, -1, 0x06, 0x00, 0x19, 4)
set_chr_flag_bank3(0x1a, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x1a, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x1a, CHRFLAG2_00020000)
animation(0x02c0, -1, -1, 0x0600, 0x1a, 4)
animation(0x02c0, -1, -1, 0x06, 0x00, 0x1a, 4)
show_object(0x0d)
set_object_flag_bank1(0x0d, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x0d, OBJECTFLAG2_00000010)
@@ -1406,10 +1406,10 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_SKEDAR4, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_SKEDAR4, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_SKEDAR4, CHRFLAG2_00020000)
animation(0x02c3, -1, -1, 0x0600, CHR_SKEDAR4, 4)
animation(0x02c3, -1, -1, 0x06, 0x00, CHR_SKEDAR4, 4)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x02c4, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x02c4, -1, -1, 0x06, 0x00, CHR_BOND, 4)
show_object(0x52)
set_object_flag_bank1(0x52, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x52, OBJECTFLAG2_00000010)
@@ -1491,20 +1491,20 @@ u8 func1002_intro[] = {
set_cutscene_weapon(CHR_BOND, WEAPON_AR34, WEAPON_NONE)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x02c4, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x02c4, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_CARRINGTON, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_CARRINGTON, CHRFLAG2_00020000)
animation(0x02be, -2, -1, 0x0600, CHR_CARRINGTON, 2)
animation(0x02be, -2, -1, 0x06, 0x00, CHR_CARRINGTON, 2)
unset_chr_flag_bank3(0x19, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(0x19, CHRFLAG2_00020000)
animation(0x02bf, -2, -1, 0x0600, 0x19, 2)
animation(0x02bf, -2, -1, 0x06, 0x00, 0x19, 2)
unset_chr_flag_bank3(0x1a, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(0x1a, CHRFLAG2_00020000)
animation(0x02c0, -2, -1, 0x0600, 0x1a, 2)
animation(0x02c0, -2, -1, 0x06, 0x00, 0x1a, 2)
unset_chr_flag_bank3(CHR_SKEDAR4, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_SKEDAR4, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_SKEDAR4, CHRFLAG2_00020000)
animation(0x02c3, -2, -1, 0x0600, CHR_SKEDAR4, 2)
animation(0x02c3, -2, -1, 0x06, 0x00, CHR_SKEDAR4, 2)
unset_object_flag_bank1(0x0d, OBJECTFLAG1_04000000)
set_object_flag_bank0(0x0d, OBJECTFLAG0_DEACTIVATED)
set_object_flag_bank2(0x0d, OBJECTFLAG2_00000010)
@@ -1795,7 +1795,7 @@ u8 func041a_hostage_holo[] = {
label(0x08)
label(0x12)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x10)
if_stage_flag_eq(STAGEFLAG_HOLO_TAKERS_DEAD, TRUE, /*goto*/ 0x08)
@@ -1864,7 +1864,7 @@ u8 func041f_holoclone[] = {
label(0x08)
label(0x12)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x10)
if_chr_stopped(/*goto*/ 0x2e)
@@ -1878,7 +1878,7 @@ u8 func041f_holoclone[] = {
#define holo_taker_logic(holoclone) \
restart_timer \
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2) \
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2) \
\
beginloop(0xba) \
set_target_chr(CHR_BOND) \
@@ -1996,7 +1996,7 @@ u8 func0425_hostage_thank_and_run[] = {
label(0x08)
play_cistaff_quip(BANK_3, CHANNEL_6)
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
label(0x2f)
restart_timer
@@ -2086,7 +2086,7 @@ u8 func0427_drop_devastator[] = {
yield
drop_concealed_items(CHR_SELF)
play_cistaff_quip(BANK_3, CHANNEL_6)
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
restart_timer
beginloop(0x71)
@@ -2212,7 +2212,7 @@ u8 func042b_deviceroom_hostage[] = {
goto_next(0x10)
label(0x2e)
animation(ANIM_SURRENDER_002E, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x10)
if_stage_flag_eq(STAGEFLAG_DEVICE_TAKERS_DEAD, TRUE, /*goto*/ 0x08)
@@ -2265,7 +2265,7 @@ u8 func042e_taker_device_m[] = {
assign_sound(0x025b, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
restart_timer
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0xba)
if_timer_gt(60, /*goto*/ 0xbb)
@@ -2312,7 +2312,7 @@ u8 func0430_taker_device_f[] = {
set_squadron_alertness(100)
set_self_flag_bankx(CHRFLAG1_00000020, BANK_1)
restart_timer
animation(ANIM_RELOAD_0209, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_RELOAD_0209, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0xbc)
if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x08)
@@ -2426,7 +2426,7 @@ u8 func0433_inforoom_hostage[] = {
endloop(0x0a)
label(0x12)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x10)
if_stage_flag_eq(STAGEFLAG_INFO_TAKERS_DEAD, TRUE, /*goto*/ 0x0d)
@@ -3938,7 +3938,7 @@ u8 unregistered_function2[] = {
endloop(0x0a)
label(0x2e)
animation(0x02c3, -1, -1, 0x0600, 0x34, 4)
animation(0x02c3, -1, -1, 0x06, 0x00, 0x34, 4)
endloop(0x03)
endfunction
+12 -12
View File
@@ -748,7 +748,7 @@ u8 func040e_elvis_give_ar34[] = {
rebuild_squadrons
set_stage_flag(STAGEFLAG_MET_ELVIS)
speak(CHR_P1P2, 0x2613, 0x12e1, CHANNEL_6, COLOR_04_ORANGE) // "Good to see you, Joanna."
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0c)
if_timer_gt(180, /*goto*/ 0x06)
@@ -906,7 +906,7 @@ u8 func0409_elvis_follow[] = {
label(0x2c)
restart_timer
animation(ANIM_OPERATE_0221, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x10)
if_timer_gt(180, /*goto*/ 0x06)
@@ -1014,7 +1014,7 @@ u8 func040a_elvis_go_to_hangar_lift[] = {
// At player
label(0x06)
speak(CHR_BOND, 0x2616, 0x12e4, CHANNEL_6, COLOR_04_ORANGE) // "Time to head upwards. I'll take this lift; you tak..."
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
set_morale(50)
beginloop(0x0c)
@@ -1794,7 +1794,7 @@ u8 func0419_hangar_maian[] = {
label(0x2c)
restart_timer
animation(ANIM_SNEEZE, 0, 193, 0x0010, CHR_SELF, 2)
animation(ANIM_SNEEZE, 0, 193, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x10)
if_timer_gt(180, /*goto*/ 0x06)
@@ -2529,17 +2529,17 @@ u8 func1003_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01c3, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01c3, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_CASS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_CASS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_CASS, CHRFLAG2_00020000)
animation(0x01c4, -1, -1, 0x0600, CHR_CASS, 4)
animation(0x01c4, -1, -1, 0x06, 0x00, CHR_CASS, 4)
set_chr_flag_bank3(CHR_INTRO_SKEDAR, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_INTRO_SKEDAR, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_INTRO_SKEDAR, CHRFLAG2_00020000)
animation(0x01c5, -1, -1, 0x0600, CHR_INTRO_SKEDAR, 4)
animation(0x01c5, -1, -1, 0x06, 0x00, CHR_INTRO_SKEDAR, 4)
restart_timer
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
@@ -2754,17 +2754,17 @@ u8 func1003_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01c3, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01c3, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_CASS, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_CASS, CHRFLAG2_00020000)
set_chr_flag_bank3(CHR_CASS, CHRFLAG3_00000001)
animation(0x01c4, -2, -1, 0x0600, CHR_CASS, 2)
animation(0x01c4, -2, -1, 0x06, 0x00, CHR_CASS, 2)
unset_chr_flag_bank3(CHR_INTRO_SKEDAR, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_INTRO_SKEDAR, CHRFLAG2_00020000)
set_chr_flag_bank3(CHR_INTRO_SKEDAR, CHRFLAG3_00000001)
animation(0x01c5, -2, -1, 0x0600, CHR_INTRO_SKEDAR, 2)
animation(0x01c5, -2, -1, 0x06, 0x00, CHR_INTRO_SKEDAR, 2)
remove_chr(CHR_INTRO_SKEDAR)
set_function(CHR_SHY_SKEDAR, FUNC_SHY_SKEDAR_WAIT)
@@ -2797,14 +2797,14 @@ u8 func0c01_outro[] = {
set_chr_flag_bank3(CHR_TARGET, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TARGET, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TARGET, CHRFLAG2_00020000)
animation(0x01e2, -1, -1, 0x0600, CHR_TARGET, 4)
animation(0x01e2, -1, -1, 0x06, 0x00, CHR_TARGET, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_function(CHR_ELVIS, GFUNC_IDLE)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x01e3, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x01e3, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
show_object(OBJ_OUTRO_SHUTTLE)
set_object_flag_bank1(OBJ_OUTRO_SHUTTLE, OBJECTFLAG1_04000000)
+44 -44
View File
@@ -1474,7 +1474,7 @@ u8 func0410_labtech_showers_sa_pa[] = {
// Tech saw weapon
label(0x53)
animation(ANIM_SURPRISED_0202, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x10, 0x10, CHR_SELF, 2)
dprint 'T','A','L','K',' ','1','\n',0,
speak(CHR_TARGET, 0x2a29, 0x8156, CHANNEL_4, COLOR_08_RED) // "Oh, my God - a gun!"
restart_timer
@@ -1969,7 +1969,7 @@ u8 func041a_labtech_harrysmate[] = {
speak(CHR_TARGET, 0x2a3a, 0x1abb, CHANNEL_4, COLOR_08_RED) // "Hey, that's not Harry. It's an intruder."
set_squadron_alertness(120)
restart_timer
animation(0x002e, 0, -1, 0x1810, CHR_SELF, 2)
animation(0x002e, 0, -1, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x0a)
if_timer_gt(120, /*goto*/ 0x06)
@@ -1983,7 +1983,7 @@ u8 func041a_labtech_harrysmate[] = {
endloop(0x0b)
label(0x5a)
animation(ANIM_DRAW_PISTOL_0288, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_DRAW_PISTOL_0288, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x0c)
if_chr_stopped(/*goto*/ 0x06)
@@ -2061,7 +2061,7 @@ u8 func041b_labtech_keycardguy[] = {
label(0x2d)
restart_timer
animation(ANIM_SURRENDER_002E, 0, 190, 0x1010, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 190, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x09)
if_timer_gt(60, /*goto*/ 0x06)
@@ -2073,7 +2073,7 @@ u8 func041b_labtech_keycardguy[] = {
endloop(0x09)
label(0x5a)
animation(ANIM_DRAW_PISTOL_0288, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_DRAW_PISTOL_0288, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x0a)
if_chr_stopped(/*goto*/ 0x06)
@@ -2339,7 +2339,7 @@ u8 func0413_mechanic[] = {
dprint 'T','A','L','K',' ','1','\n',0,
speak(CHR_BOND, 0x2a41, 0x80fb, CHANNEL_4, COLOR_08_RED) // "Get the hell out of here!"
restart_timer
animation(ANIM_SURRENDER_002E, 0, -1, 0x1810, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, -1, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x64)
if_timer_gt(120, /*goto*/ 0x2d)
@@ -2355,7 +2355,7 @@ u8 func0413_mechanic[] = {
label(0x06)
label(0x0f)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x8a)
if_chr_stopped(/*goto*/ 0x2d)
@@ -2603,15 +2603,15 @@ u8 func041f_labtech_lights[] = {
call_rng
if_rand_lt(86, /*goto*/ 0x69)
if_rand_lt(172, /*goto*/ 0x6a)
animation(ANIM_SITTING_DORMANT, -1, -1, 0x1401, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, -1, -1, 0x14, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x69)
animation(ANIM_SITTING_DORMANT, -1, -1, 0x1401, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, -1, -1, 0x14, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x6a)
animation(ANIM_SITTING_DORMANT, -1, -1, 0x1401, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, -1, -1, 0x14, 0x01, CHR_SELF, 2)
goto_next(0x04)
beginloop(0x04)
@@ -2728,15 +2728,15 @@ u8 func041f_labtech_lights[] = {
call_rng
if_rand_lt(86, /*goto*/ 0x64)
if_rand_lt(172, /*goto*/ 0x66)
animation(ANIM_OPERATE_0221, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x0e)
label(0x64)
animation(ANIM_OPERATE_0221, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x0e)
label(0x66)
animation(ANIM_OPERATE_0223, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_OPERATE_0223, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x0e)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -2758,7 +2758,7 @@ u8 func041f_labtech_lights[] = {
label(0x0f)
speak(CHR_TARGET, 0x2a54, 0x8124, CHANNEL_4, COLOR_08_RED) // "Holy..."
set_self_flag_bankx(CHRFLAG0_00002000, BANK_0)
animation(ANIM_SURPRISED_0202, -1, -1, 0x140a, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, -1, -1, 0x14, 0x0a, CHR_SELF, 2)
restart_timer
beginloop(0x10)
@@ -2810,15 +2810,15 @@ u8 func0420_labtech_doors[] = {
endloop(0x55)
label(0x5e)
animation(ANIM_OPERATE_0221, -1, -1, 0x1001, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x6f)
label(0x64)
animation(ANIM_OPERATE_0221, -1, -1, 0x1001, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x6f)
label(0x66)
animation(ANIM_OPERATE_0223, -1, -1, 0x1001, CHR_SELF, 2)
animation(ANIM_OPERATE_0223, -1, -1, 0x10, 0x01, CHR_SELF, 2)
label(0x6f)
beginloop(0x04)
@@ -2924,7 +2924,7 @@ u8 func0420_labtech_doors[] = {
endloop(0x70)
label(0x2d)
animation(ANIM_OPERATE_0221, -1, 120, 0x1001, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, 120, 0x10, 0x01, CHR_SELF, 2)
restart_timer
beginloop(0x71)
@@ -2955,7 +2955,7 @@ u8 func0420_labtech_doors[] = {
label(0x06)
dprint 'F','L','A','G',' ','S','E','T','\n',0,
label(0x10)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x77)
if_chr_stopped(/*goto*/ 0x2d)
@@ -3035,28 +3035,28 @@ u8 func0422_labtech_records[] = {
if_rand_lt(160, /*goto*/ 0x6a)
if_rand_lt(192, /*goto*/ 0x6b)
if_rand_lt(224, /*goto*/ 0x6c)
animation(0x0221, -1, -1, 0x1001, CHR_SELF, 2)
animation(0x0221, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x64)
animation(0x0221, -1, -1, 0x1001, CHR_SELF, 2)
animation(0x0221, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x66)
animation(0x0223, -1, -1, 0x1001, CHR_SELF, 2)
animation(0x0223, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x68)
animation(0x0221, -1, -1, 0x1101, CHR_SELF, 2)
animation(0x0221, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x69)
animation(0x0221, -1, -1, 0x1101, CHR_SELF, 2)
animation(0x0221, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x6a)
animation(0x0223, -1, -1, 0x1101, CHR_SELF, 2)
animation(0x0223, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x6b)
animation(0x023a, -1, -1, 0x1101, CHR_SELF, 2)
animation(0x023a, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x04)
label(0x6c)
animation(0x023b, -1, -1, 0x1101, CHR_SELF, 2)
animation(0x023b, -1, -1, 0x11, 0x01, CHR_SELF, 2)
label(0x04)
yield
if_chr_idle(/*goto*/ 0x2d)
@@ -3096,7 +3096,7 @@ u8 func0422_labtech_records[] = {
if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x2d)
set_squadron_alertness(100)
speak(CHR_TARGET, 0x2a57, 0x1aa5, CHANNEL_4, COLOR_08_RED) // "Imposter!"
animation(0x0202, -1, -1, 0x140a, CHR_SELF, 2)
animation(0x0202, -1, -1, 0x14, 0x0a, CHR_SELF, 2)
restart_timer
label(0x79)
yield
@@ -3117,7 +3117,7 @@ u8 func0422_labtech_records[] = {
label(0x06)
dprint 'F','L','A','G',' ','S','E','T','\n',0,
label(0x10)
animation(0x0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(0x0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
label(0x0e)
yield
if_chr_stopped(/*goto*/ 0x2d)
@@ -3647,17 +3647,17 @@ u8 func0c01_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x0199, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x0199, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
set_chr_flag_bank3(CHR_BIOTECH1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_BIOTECH1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_BIOTECH1, CHRFLAG2_00020000)
animation(0x019a, -1, -1, 0x0600, CHR_BIOTECH1, 4)
animation(0x019a, -1, -1, 0x06, 0x00, CHR_BIOTECH1, 4)
set_chr_flag_bank3(CHR_BIOTECH2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_BIOTECH2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_BIOTECH2, CHRFLAG2_00020000)
animation(0x019b, -1, -1, 0x0600, CHR_BIOTECH2, 4)
animation(0x019b, -1, -1, 0x06, 0x00, CHR_BIOTECH2, 4)
set_object_flag_bank1(0x2f, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x2f, OBJECTFLAG2_00000010)
@@ -3749,17 +3749,17 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01c8, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01c8, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_JONATHAN, CHRFLAG2_00020000)
animation(0x01c7, -1, -1, 0x0600, CHR_JONATHAN, 4)
animation(0x01c7, -1, -1, 0x06, 0x00, CHR_JONATHAN, 4)
set_chr_flag_bank3(CHR_INTRO_DEAD_GUARD, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_INTRO_DEAD_GUARD, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_INTRO_DEAD_GUARD, CHRFLAG2_00020000)
animation(0x01c9, -1, -1, 0x0600, CHR_INTRO_DEAD_GUARD, 4)
animation(0x01c9, -1, -1, 0x06, 0x00, CHR_INTRO_DEAD_GUARD, 4)
set_object_flag_bank1(OBJ_CRATE, OBJECTFLAG1_04000000)
set_object_flag_bank2(OBJ_CRATE, OBJECTFLAG2_00000010)
@@ -3902,7 +3902,7 @@ u8 func1002_intro[] = {
control_sound_from_object(CHANNEL_1, OBJ_CRATE, TRUE)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01c8, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01c8, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_COOP, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_UNPLAYABLE)
@@ -3910,7 +3910,7 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_INTRO_DEAD_GUARD, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank3(CHR_INTRO_DEAD_GUARD, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank2(CHR_INTRO_DEAD_GUARD, CHRFLAG2_00020000)
animation(0x01c9, -2, -1, 0x0600, CHR_INTRO_DEAD_GUARD, 2)
animation(0x01c9, -2, -1, 0x06, 0x00, CHR_INTRO_DEAD_GUARD, 2)
mute_channel(CHANNEL_10)
unset_object_flag_bank1(OBJ_CRATE, OBJECTFLAG1_04000000)
set_object_flag_bank2(OBJ_CRATE, OBJECTFLAG2_00000010)
@@ -3922,7 +3922,7 @@ u8 func1002_intro[] = {
enter_firstperson
yield
set_chr_flag_bank3(CHR_INTRO_DEAD_GUARD, CHRFLAG3_00010000)
animation(0x01c9, 2, 3, 0x0600, CHR_INTRO_DEAD_GUARD, 2)
animation(0x01c9, 2, 3, 0x06, 0x00, CHR_INTRO_DEAD_GUARD, 2)
set_function(CHR_INTRO_DEAD_GUARD, GFUNC_IDLE)
yield
kill(CHR_INTRO_DEAD_GUARD)
@@ -4640,15 +4640,15 @@ u8 func0430_biotech2[] = {
if_rand_gt(85, /*goto*/ 0x62)
if_rand_gt(170, /*goto*/ 0x63)
animation(ANIM_OPERATE_0221, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x04)
label(0x62)
animation(ANIM_OPERATE_0222, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0222, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x04)
label(0x63)
animation(ANIM_OPERATE_0223, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0223, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x04)
beginloop(0x04)
@@ -4667,15 +4667,15 @@ u8 func0431_biotech1[] = {
if_rand_gt(85, /*goto*/ 0x62)
if_rand_gt(170, /*goto*/ 0x63)
animation(ANIM_OPERATE_0204, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x04)
label(0x62)
animation(ANIM_OPERATE_0205, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0205, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x04)
label(0x63)
animation(ANIM_OPERATE_0206, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0206, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x04)
beginloop(0x04)
+15 -15
View File
@@ -1590,7 +1590,7 @@ u8 func0416_mechanic[] = {
// Not alert - at interceptor
label(0x04)
call_rng
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x09)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -1613,7 +1613,7 @@ u8 func0416_mechanic[] = {
// In bunker
label(0x0e)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0d)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -1758,18 +1758,18 @@ u8 func040e_outro[] = {
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x017f, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x017f, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
set_chr_hud_visible(CHR_P1P2, TRUE)
set_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_JONATHAN, CHRFLAG2_00020000)
animation(0x017e, -1, -1, 0x0600, CHR_JONATHAN, 4)
animation(0x017e, -1, -1, 0x06, 0x00, CHR_JONATHAN, 4)
set_chr_flag_bank3(CHR_OUTRO_GUARD, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_OUTRO_GUARD, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_OUTRO_GUARD, CHRFLAG2_00020000)
animation(0x0180, -1, -1, 0x0600, CHR_OUTRO_GUARD, 4)
animation(0x0180, -1, -1, 0x06, 0x00, CHR_OUTRO_GUARD, 4)
restart_timer
show_nonessential_chrs(FALSE)
@@ -1899,7 +1899,7 @@ u8 func0410_intro[] = {
set_chr_flag_bank3(0x32, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x32, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x32, CHRFLAG2_00020000)
animation(0x0182, -1, -1, 0x0600, 0x32, 4)
animation(0x0182, -1, -1, 0x06, 0x00, 0x32, 4)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_HIDDEN)
restart_timer
fade_to_color(0x000000ff, 0)
@@ -1943,17 +1943,17 @@ u8 func0410_intro[] = {
set_chr_flag_bank3(0x29, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x29, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x29, CHRFLAG2_00020000)
animation(0x0184, -1, -1, 0x0600, 0x29, 4)
animation(0x0184, -1, -1, 0x06, 0x00, 0x29, 4)
set_chr_flag_bank3(0x2a, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x2a, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x2a, CHRFLAG2_00020000)
animation(0x0185, -1, -1, 0x0600, 0x2a, 4)
animation(0x0185, -1, -1, 0x06, 0x00, 0x2a, 4)
set_chr_flag_bank3(0x2b, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x2b, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x2b, CHRFLAG2_00020000)
animation(0x0186, -1, -1, 0x0600, 0x2b, 4)
animation(0x0186, -1, -1, 0x06, 0x00, 0x2b, 4)
set_object_flag_bank1(0x2f, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x2f, OBJECTFLAG2_00000010)
@@ -1989,12 +1989,12 @@ u8 func0410_intro[] = {
set_chr_flag_bank3(0x2a, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x2a, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x2a, CHRFLAG2_00020000)
animation(0x0189, -1, -1, 0x0600, 0x2a, 4)
animation(0x0189, -1, -1, 0x06, 0x00, 0x2a, 4)
set_chr_flag_bank3(0x2b, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x2b, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x2b, CHRFLAG2_00020000)
animation(0x018a, -1, -1, 0x0600, 0x2b, 4)
animation(0x018a, -1, -1, 0x06, 0x00, 0x2b, 4)
set_object_flag_bank1(0x2f, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x2f, OBJECTFLAG2_00000010)
@@ -2027,7 +2027,7 @@ u8 func0410_intro[] = {
if_controller_button_pressed(/*goto*/ 0x54)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x00f1, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x00f1, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(0x03, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(0x03, CHRFLAG2_00020000)
unset_chr_flag_bank3(0x03, CHRFLAG3_HIDDEN)
@@ -2095,7 +2095,7 @@ u8 func0410_intro[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x00f1, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x00f1, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(0x03, CHRFLAG3_UNPLAYABLE)
set_function(0x02, 0x0426)
set_function(0x03, 0x0426)
@@ -2904,7 +2904,7 @@ u8 func0421_activate_autogun[] = {
endloop(0x09)
label(0x2e)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 120, 0x1010, CHR_SELF, 2)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 120, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0a)
if_chr_stopped(/*goto*/ 0x2e)
@@ -2922,7 +2922,7 @@ u8 func0421_activate_autogun[] = {
label(0x0e)
say_quip(CHR_BOND, 0x12, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00)
restart_timer
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x7c)
if_timer_gt(60, /*goto*/ 0x7d)
+17 -17
View File
@@ -883,7 +883,7 @@ u8 func0402_elvis_follow_and_reactive_teleportals[] = {
label(0x6f)
label(0x2e)
unset_self_flag_bank3(CHRFLAG3_01000000)
animation(ANIM_OPERATE_0204, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, -1, -1, 0x02, 0x10, CHR_SELF, 2)
beginloop(0x10)
if_chr_stopped(/*goto*/ 0x06)
@@ -1046,7 +1046,7 @@ u8 func0404_elvis_follow_and_do_agent_megaweapon[] = {
label(0x2e)
unset_self_flag_bank3(CHRFLAG3_01000000)
restart_timer
animation(ANIM_OPERATE_0205, -1, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_OPERATE_0205, -1, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x10)
if_chr_stopped(/*goto*/ 0x06)
@@ -1221,15 +1221,15 @@ u8 func0406_elvis_follow_and_do_sa_megaweapon[] = {
if_rand_lt(86, /*goto*/ 0x63)
if_rand_lt(172, /*goto*/ 0x64)
animation(ANIM_OPERATE_0204, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x11)
label(0x63)
animation(ANIM_OPERATE_0205, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0205, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x11)
label(0x64)
animation(ANIM_OPERATE_0206, -1, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_OPERATE_0206, -1, -1, 0x02, 0x10, CHR_SELF, 2)
goto_next(0x11)
beginloop(0x11)
@@ -1490,15 +1490,15 @@ u8 func0c01_midcutscene[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x01d5, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x01d5, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x01d6, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x01d6, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
set_chr_flag_bank3(CHR_DRCAROLL, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_DRCAROLL, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_DRCAROLL, CHRFLAG2_00020000)
animation(0x01d7, -1, -1, 0x0600, CHR_DRCAROLL, 4)
animation(0x01d7, -1, -1, 0x06, 0x00, CHR_DRCAROLL, 4)
show_object(0xbb)
set_object_flag_bank1(0xbb, OBJECTFLAG1_04000000)
set_object_flag_bank2(0xbb, OBJECTFLAG2_00000010)
@@ -1818,13 +1818,13 @@ u8 func0c01_midcutscene[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x01d5, -2, -1, 0x0600, CHR_P1P2, 2)
animation(0x01d5, -2, -1, 0x06, 0x00, CHR_P1P2, 2)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x01d6, -2, -1, 0x0600, CHR_ELVIS, 2)
animation(0x01d6, -2, -1, 0x06, 0x00, CHR_ELVIS, 2)
unset_chr_flag_bank3(CHR_DRCAROLL, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_DRCAROLL, CHRFLAG2_00020000)
animation(0x01d7, -2, -1, 0x0600, CHR_DRCAROLL, 2)
animation(0x01d7, -2, -1, 0x06, 0x00, CHR_DRCAROLL, 2)
set_cutscene_weapon(CHR_ELVIS, WEAPON_NONE, WEAPON_NONE)
yield
set_cutscene_weapon(CHR_ELVIS, WEAPON_PHOENIX, WEAPON_NONE)
@@ -2027,11 +2027,11 @@ u8 func1002_intro[] = {
cmd0175(60)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01f0, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01f0, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x01f1, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x01f1, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
set_object_flag_bank0(0x07, OBJECTFLAG0_DEACTIVATED)
set_object_flag_bank1(0x07, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x07, OBJECTFLAG2_00000010)
@@ -2039,7 +2039,7 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(0x40, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x40, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x40, CHRFLAG2_00020000)
animation(0x0471, -1, -1, 0x0600, 0x40, 4)
animation(0x0471, -1, -1, 0x06, 0x00, 0x40, 4)
restart_timer
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
yield
@@ -2185,10 +2185,10 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01f0, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01f0, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x01f1, -2, -1, 0x0600, CHR_ELVIS, 2)
animation(0x01f1, -2, -1, 0x06, 0x00, CHR_ELVIS, 2)
if_coop_mode(/*goto*/ 0x45)
unset_object_flag_bank0(0x07, OBJECTFLAG0_DEACTIVATED)
unset_object_flag_bank1(0x07, OBJECTFLAG1_04000000)
@@ -4531,7 +4531,7 @@ u8 func0432_dead_skedar[] = {
label(0x08)
yield
animation(ANIM_SKEDAR_COLLAPSE, -1, -1, 0x0600, 0x21, 2)
animation(ANIM_SKEDAR_COLLAPSE, -1, -1, 0x06, 0x00, 0x21, 2)
label(0x2e)
set_function(CHR_SELF, GFUNC_IDLE)
endfunction
+26 -26
View File
@@ -587,7 +587,7 @@ u8 func0404_3ce0[] = {
camera_movement(0x00e0)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x00e1, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x00e1, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_CIA1, CHRFLAG3_HIDDEN)
chicago_wait_for_camera
@@ -605,7 +605,7 @@ u8 func0405_3d50[] = {
if_controller_button_pressed(/*goto*/ 0x00)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x00df, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x00df, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_CIA1, CHRFLAG3_HIDDEN)
restart_timer
@@ -636,7 +636,7 @@ u8 func0405_3d50[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x00df, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x00df, -2, -1, 0x06, 0x00, CHR_BOND, 2)
restart_default_music
reset_ambience
@@ -1352,23 +1352,23 @@ u8 func0412_cia[] = {
if_rand_lt(128, /*goto*/ 0x51)
if_rand_lt(196, /*goto*/ 0x52)
set_self_flag_bankx(CHRFLAG1_DONE_SEARCH_ANIM, BANK_1)
animation(ANIM_SMOKE_CIGARETTE, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_SMOKE_CIGARETTE, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x36)
label(0x50)
animation(ANIM_SCRATCH_HEAD, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_SCRATCH_HEAD, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x36)
label(0x51)
animation(ANIM_YAWN, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_YAWN, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x36)
label(0x52)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_GRAB_CROTCH, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x36)
label(0x53)
animation(ANIM_TWO_GUN_HOLD, 0, 100, 0x100a, CHR_SELF, 2)
animation(ANIM_TWO_GUN_HOLD, 0, 100, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x36)
label(0x03)
@@ -1447,7 +1447,7 @@ u8 func0412_cia[] = {
// Saw a death
label(0x1d)
restart_timer
animation(ANIM_LOOK_AROUND_FRANTIC, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_FRANTIC, 0, 193, 0x10, 0x10, CHR_SELF, 2)
// Shot near chr, or follow through from above
beginloop(0x1e)
@@ -1479,7 +1479,7 @@ u8 func0412_cia[] = {
rebuild_squadrons
set_action(ACTION_COWER, FALSE)
say_quip(CHR_BOND, 0x18, 0xff, 0x00, 0xff, 0x81, 0x00, 0x00)
animation(ANIM_SURRENDER_002E, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_SURRENDER_002E, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x0a)
if_timer_gt(120, /*goto*/ 0x0c)
@@ -1543,7 +1543,7 @@ u8 func0412_cia[] = {
label(0x04)
label(0x0e)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x0f)
if_chr_stopped(/*goto*/ 0x03)
@@ -1602,7 +1602,7 @@ u8 func0413_bugspotter[] = {
label(0x03)
say_quip(CHR_BOND, 0x17, 0xff, 0x0a, 0xff, 0x81, 0x00, 0x00)
label(0x04)
animation(ANIM_TALKING_00A3, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_TALKING_00A3, 0, -1, 0x00, 0x10, CHR_SELF, 2)
// Looks like he spots if the tracer bug if he sees Jo within 8.3 seconds of
// the bug landing on the limo.
@@ -1633,7 +1633,7 @@ u8 func0413_bugspotter[] = {
// Bug was thrown recently
label(0x04)
animation(ANIM_TALKING_00A3, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_TALKING_00A3, 0, -1, 0x00, 0x10, CHR_SELF, 2)
assign_sound(0x044a, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
set_stage_flag(STAGEFLAG_TRACERBUG_SPOTTED)
@@ -1877,7 +1877,7 @@ u8 func041d_fbi[] = {
label(0x04)
say_quip(CHR_BOND, 0x1b, 0xff, 0x00, 0xff, 0x81, 0x00, 0x00)
animation(0x0266, 0, 193, 0x0010, CHR_SELF, 2)
animation(0x0266, 0, 193, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x0e)
if_difficulty_lt(DIFF_SA, /*goto*/ 0x03)
@@ -2071,7 +2071,7 @@ u8 func041a_robot[] = {
unset_chr_flag_bank2(CHR_SELF, CHRFLAG2_10000000)
set_function(CHR_ROBOT, GFUNC_IDLE)
set_shield(0)
animation(0x016a, 0, -1, 0x0600, CHR_SELF, 4)
animation(0x016a, 0, -1, 0x06, 0x00, CHR_SELF, 4)
beginloop(0x2d)
dprint 'P','A','R','T',' ','4','\n',0,
@@ -2141,7 +2141,7 @@ u8 func041e_sealer1[] = {
label(0x04)
assign_sound(0x814b, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
animation(ANIM_TALKING_0098, -1, -1, 0x0200, CHR_SELF, 2)
animation(ANIM_TALKING_0098, -1, -1, 0x02, 0x00, CHR_SELF, 2)
restart_timer
beginloop(0x07)
@@ -2152,8 +2152,8 @@ u8 func041e_sealer1[] = {
label(0x03)
assign_sound(0x044f, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
animation(ANIM_TALKING_0231, -1, -1, 0x0200, CHR_SEALER1, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x0200, CHR_SELF, 2)
animation(ANIM_TALKING_0231, -1, -1, 0x02, 0x00, CHR_SEALER1, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SELF, 2)
beginloop(0x08)
if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x04)
@@ -2163,8 +2163,8 @@ u8 func041e_sealer1[] = {
label(0x03)
assign_sound(0x0450, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
animation(ANIM_TALKING_0233, -1, -1, 0x0200, CHR_SEALER3, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x0200, CHR_SEALER1, 2)
animation(ANIM_TALKING_0233, -1, -1, 0x02, 0x00, CHR_SEALER3, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SEALER1, 2)
restart_timer
beginloop(0x09)
@@ -2175,8 +2175,8 @@ u8 func041e_sealer1[] = {
label(0x03)
assign_sound(0x0451, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
animation(ANIM_TALKING_0232, -1, -1, 0x0200, CHR_SEALER1, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x0200, CHR_SEALER3, 2)
animation(ANIM_TALKING_0232, -1, -1, 0x02, 0x00, CHR_SEALER1, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SEALER3, 2)
restart_timer
beginloop(0x0a)
@@ -2187,8 +2187,8 @@ u8 func041e_sealer1[] = {
label(0x03)
assign_sound(0x0452, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
animation(ANIM_TALKING_0234, -1, -1, 0x0200, CHR_SEALER3, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x0200, CHR_SEALER1, 2)
animation(ANIM_TALKING_0234, -1, -1, 0x02, 0x00, CHR_SEALER3, 2)
animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SEALER1, 2)
beginloop(0x0b)
if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x04)
@@ -2210,7 +2210,7 @@ u8 func041e_sealer1[] = {
assign_sound(0x0469, CHANNEL_6)
play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01)
message(CHR_BOND, 0x3221) // "Elevator access sealed."
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x06)
if_chr_stopped(/*goto*/ 0x04)
@@ -2690,7 +2690,7 @@ u8 func040b_outro[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x0179, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x0179, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
restart_timer
set_cutscene_weapon(CHR_P1P2, -1, -1)
+28 -28
View File
@@ -1287,7 +1287,7 @@ u8 func0405_president_in_room[] = {
set_chr_flag_bank2(CHR_COOP, CHRFLAG2_DISGUISE_UNCOVERED)
speak(CHR_TARGET, 0x3624, 0x12c4, CHANNEL_6, COLOR_08_RED) // "Security, SECURITY!!"
restart_timer
animation(0x0231, 0, 193, 0x1810, CHR_SELF, 2)
animation(0x0231, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x77)
if_timer_gt(120, /*goto*/ 0x06)
@@ -1602,7 +1602,7 @@ u8 func0404_president_running[] = {
// Unreachable under real conditions
label(0x0b)
animation(ANIM_COWER_0229, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x83)
if_stage_flag_eq(STAGEFLAG_BOTH_BLONDES_DEAD, TRUE, /*goto*/ 0x06)
@@ -1943,7 +1943,7 @@ u8 func100c_cockpit[] = {
u8 func0411_typing_guy[] = {
set_onshot_function(FUNC_TYPING_GUY)
label(0x04)
animation(ANIM_SITTING_TYPING, 0, -1, 0x0410, CHR_SELF, 2)
animation(ANIM_SITTING_TYPING, 0, -1, 0x04, 0x10, CHR_SELF, 2)
beginloop(0x03)
if_chr_idle(/*goto*/ 0x06)
@@ -1961,7 +1961,7 @@ u8 func0411_typing_guy[] = {
u8 func0412_sitting_guy[] = {
set_onshot_function(FUNC_SITTING_GUY)
label(0x04)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x0410, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x04, 0x10, CHR_SELF, 2)
beginloop(0x03)
if_chr_idle(/*goto*/ 0x06)
@@ -2016,15 +2016,15 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(0x30, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x30, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x30, CHRFLAG2_00020000)
animation(0x018f, -1, -1, 0x0600, 0x30, 4)
animation(0x018f, -1, -1, 0x06, 0x00, 0x30, 4)
set_chr_flag_bank3(0x31, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x31, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x31, CHRFLAG2_00020000)
animation(0x018d, -1, -1, 0x0600, 0x31, 4)
animation(0x018d, -1, -1, 0x06, 0x00, 0x31, 4)
set_chr_flag_bank3(CHR_PRESIDENT, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_PRESIDENT, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_PRESIDENT, CHRFLAG2_00020000)
animation(0x018e, -1, -1, 0x0600, CHR_PRESIDENT, 4)
animation(0x018e, -1, -1, 0x06, 0x00, CHR_PRESIDENT, 4)
set_chr_flag_bank3(0x13, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(0x14, CHRFLAG3_HIDDEN)
restart_timer
@@ -2128,7 +2128,7 @@ u8 func1002_intro[] = {
if_controller_button_pressed(/*goto*/ 0x5f)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01d1, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01d1, -1, -1, 0x06, 0x00, CHR_BOND, 4)
beginloop(0x09)
if_camera_animating(/*goto*/ 0x2d)
@@ -2152,7 +2152,7 @@ u8 func1002_intro[] = {
if_controller_button_pressed(/*goto*/ 0x5f)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x01d3, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x01d3, -1, -1, 0x06, 0x00, CHR_BOND, 4)
beginloop(0x0a)
if_camera_animating(/*goto*/ 0x2d)
@@ -2170,10 +2170,10 @@ u8 func1002_intro[] = {
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
if_eeprom_flag_is_set(EEPROMFLAG_AF1_ENTRY, /*goto*/ 0x06)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_TRIGGER_BUDDY_WARP)
animation(0x01d3, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01d3, -2, -1, 0x06, 0x00, CHR_BOND, 2)
goto_next(0x2d)
label(0x06)
animation(0x01d1, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x01d1, -2, -1, 0x06, 0x00, CHR_BOND, 2)
label(0x2d)
restart_default_music
reset_ambience
@@ -2783,7 +2783,7 @@ u8 func041e_blonde[] = {
label(0x6e)
restart_timer
animation(ANIM_RELOAD_0209, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_RELOAD_0209, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x66)
if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x06)
@@ -2873,7 +2873,7 @@ u8 func0421_trent_waiting[] = {
label(0x06)
restart_timer
speak(CHR_TARGET, 0x362d, 0x816f, CHANNEL_6, COLOR_05_GREEN) // "How the hell did you get on board?"
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x08)
if_timer_gt(120, /*goto*/ 0x06)
@@ -2928,7 +2928,7 @@ u8 func0420_trent_attacking[] = {
label(0x09)
restart_timer
animation(ANIM_TALKING_0231, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2)
speak(CHR_P1P2, 0x3647, 0x12ca, CHANNEL_6, COLOR_05_GREEN) // "You'll never save him now."
beginloop(0x0a)
@@ -3142,35 +3142,35 @@ u8 func0407_steward[] = {
if_rand_lt(192, /*goto*/ 0x8f)
if_rand_lt(224, /*goto*/ 0x90)
animation(ANIM_OPERATE_0221, -1, -1, 0x1001, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x8a)
animation(ANIM_OPERATE_0221, -1, -1, 0x1001, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x8b)
animation(ANIM_OPERATE_0223, -1, -1, 0x1001, CHR_SELF, 2)
animation(ANIM_OPERATE_0223, -1, -1, 0x10, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x8c)
animation(ANIM_OPERATE_0221, -1, -1, 0x1101, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x8d)
animation(ANIM_OPERATE_0221, -1, -1, 0x1101, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x8e)
animation(ANIM_OPERATE_0223, -1, -1, 0x1101, CHR_SELF, 2)
animation(ANIM_OPERATE_0223, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x8f)
animation(0x023a, -1, -1, 0x1101, CHR_SELF, 2)
animation(0x023a, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x90)
animation(0x023b, -1, -1, 0x1101, CHR_SELF, 2)
animation(0x023b, -1, -1, 0x11, 0x01, CHR_SELF, 2)
goto_next(0x2d)
label(0x0f)
@@ -3220,7 +3220,7 @@ u8 func0407_steward[] = {
label(0x06)
reloop(0x03)
animation(ANIM_OPERATE_0204, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, 0, -1, 0x10, 0x10, CHR_SELF, 2)
label(0x2d)
if_target_chr_in_sight(/*goto*/ 0x89)
if_shot_near_chr(0x00, /*goto*/ 0x89)
@@ -3275,7 +3275,7 @@ u8 func0407_stewardess[] = {
// Wait until alerted
beginloop(0x03)
if_chr_idle(/*goto*/ 0x2d)
animation(ANIM_OPERATE_0204, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, 0, -1, 0x10, 0x10, CHR_SELF, 2)
label(0x2d)
if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x2d)
if_shot_near_chr(0x00, /*goto*/ 0x2d)
@@ -3295,7 +3295,7 @@ u8 func0407_stewardess[] = {
label(0x06)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_DISGUISE_UNCOVERED)
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_WALK_BACKWARDS, -1, -1, 0x10, 0x10, CHR_SELF, 2)
restart_timer
beginloop(0x08)
@@ -3320,7 +3320,7 @@ u8 func0407_stewardess[] = {
label(0x0a)
set_self_flag_bank3(CHRFLAG3_01000000)
animation(ANIM_COWER_0229, -1, 190, 0x100a, CHR_SELF, 2)
animation(ANIM_COWER_0229, -1, 190, 0x10, 0x0a, CHR_SELF, 2)
beginloop(0x83)
if_chr_stopped(/*goto*/ 0x2d)
@@ -3440,12 +3440,12 @@ u8 func0423_outro[] = {
set_chr_flag_bank3(CHR_TARGET, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TARGET, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TARGET, CHRFLAG2_00020000)
animation(0x02da, -1, -1, 0x0600, CHR_TARGET, 4)
animation(0x02da, -1, -1, 0x06, 0x00, CHR_TARGET, 4)
set_chr_hud_visible(CHR_TARGET, TRUE)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02d9, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x02d9, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
show_object(0x19)
set_object_flag_bank1(0x19, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x19, OBJECTFLAG2_00000010)
+4 -4
View File
@@ -1520,7 +1520,7 @@ u8 func1002_intro[] = {
cmd0175(60)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0477, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0477, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_object_flag_bank1(OBJ_TROLLEY, OBJECTFLAG1_04000000)
set_object_flag_bank2(OBJ_TROLLEY, OBJECTFLAG2_00000010)
object_do_animation(0x0478, OBJ_TROLLEY, 0x04ff, 0xff)
@@ -1564,7 +1564,7 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0477, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x0477, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_object_flag_bank1(OBJ_TROLLEY, OBJECTFLAG1_04000000)
set_object_flag_bank2(OBJ_TROLLEY, OBJECTFLAG2_00000010)
object_do_animation(0x0478, OBJ_TROLLEY, 0x04ff, 0xfe)
@@ -1584,12 +1584,12 @@ u8 func041b_outro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x047a, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x047a, -1, -1, 0x06, 0x00, CHR_BOND, 4)
unset_chr_flag_bank3(CHR_OUTRO_GUARD, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_OUTRO_GUARD, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_OUTRO_GUARD, CHRFLAG2_00020000)
animation(0x047b, -1, -1, 0x0600, CHR_OUTRO_GUARD, 4)
animation(0x047b, -1, -1, 0x06, 0x00, CHR_OUTRO_GUARD, 4)
show_nonessential_chrs(FALSE)
restart_timer
+29 -29
View File
@@ -948,7 +948,7 @@ u8 unregistered_function3[] = {
camera_movement(0x00c3)
yield
set_chr_flag_bank2(0x00, CHRFLAG2_00020000)
animation(0x00c4, -1, -1, 0x0600, 0x00, 4)
animation(0x00c4, -1, -1, 0x06, 0x00, 0x00, 4)
beginloop(0x08)
if_camera_animating(/*goto*/ 0x2d)
@@ -2059,7 +2059,7 @@ u8 func040d_king_combat[] = {
say_quip(CHR_BOND, 0x01, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00)
set_morale(0)
restart_timer
animation(0x0350, 0, -1, 0x1010, CHR_SELF, 2)
animation(0x0350, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x66)
if_chr_death_animation_finished(CHR_P1P2, /*goto*/ LABEL_PLAYER_DEAD)
@@ -2078,7 +2078,7 @@ u8 func040d_king_combat[] = {
say_quip(CHR_BOND, 0x01, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00)
set_morale(0)
restart_timer
animation(0x0350, 0, -1, 0x1010, CHR_SELF, 2)
animation(0x0350, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x67)
if_chr_death_animation_finished(CHR_P1P2, /*goto*/ LABEL_PLAYER_DEAD)
@@ -2097,7 +2097,7 @@ u8 func040d_king_combat[] = {
say_quip(CHR_BOND, 0x01, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00)
set_morale(0)
restart_timer
animation(0x0350, 0, -1, 0x1010, CHR_SELF, 2)
animation(0x0350, 0, -1, 0x10, 0x10, CHR_SELF, 2)
set_chr_cloaked(CHR_SELF, TRUE, TRUE)
beginloop(0x68)
@@ -2203,7 +2203,7 @@ u8 func040d_king_combat[] = {
say_quip(CHR_BOND, 0x01, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00)
set_morale(0)
restart_timer
animation(0x0350, 0, -1, 0x1010, CHR_SELF, 2)
animation(0x0350, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x69)
if_chr_shield_lt(CHR_SELF, 20, /*goto*/ LABEL_LOW_SHIELD)
@@ -2225,7 +2225,7 @@ u8 func040d_king_combat[] = {
label(0x06)
restart_timer
set_stage_flag(STAGEFLAG_SPIKES_VULNERABLE)
animation(0x0351, 0, -1, 0x1010, CHR_SELF, 2)
animation(0x0351, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x7e)
if_stage_flag_eq(STAGEFLAG_SPIKE_DESTROYED, TRUE, /*goto*/ 0x06)
@@ -2554,12 +2554,12 @@ u8 func0c00_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x02eb, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x02eb, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02ec, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x02ec, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
yield
@@ -2583,17 +2583,17 @@ u8 func0c00_intro[] = {
set_chr_flag_bank3(0x37, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x37, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x37, CHRFLAG2_00020000)
animation(0x02ee, -1, -1, 0x0600, 0x37, 4)
animation(0x02ee, -1, -1, 0x06, 0x00, 0x37, 4)
set_chr_flag_bank3(0x38, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x38, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x38, CHRFLAG2_00020000)
animation(0x02ef, -1, -1, 0x0600, 0x38, 4)
animation(0x02ef, -1, -1, 0x06, 0x00, 0x38, 4)
set_chr_flag_bank3(0x39, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x39, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x39, CHRFLAG2_00020000)
animation(0x02f0, -1, -1, 0x0600, 0x39, 4)
animation(0x02f0, -1, -1, 0x06, 0x00, 0x39, 4)
beginloop(0x0b)
if_camera_animating(/*goto*/ 0x2d)
@@ -2613,12 +2613,12 @@ u8 func0c00_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x02f2, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x02f2, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02f3, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x02f3, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
yield
@@ -2642,22 +2642,22 @@ u8 func0c00_intro[] = {
set_chr_flag_bank3(0x37, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x37, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x37, CHRFLAG2_00020000)
animation(0x02f5, -1, -1, 0x0600, 0x37, 4)
animation(0x02f5, -1, -1, 0x06, 0x00, 0x37, 4)
set_chr_flag_bank3(0x38, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x38, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x38, CHRFLAG2_00020000)
animation(0x02f6, -1, -1, 0x0600, 0x38, 4)
animation(0x02f6, -1, -1, 0x06, 0x00, 0x38, 4)
set_chr_flag_bank3(0x39, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x39, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x39, CHRFLAG2_00020000)
animation(0x02f7, -1, -1, 0x0600, 0x39, 4)
animation(0x02f7, -1, -1, 0x06, 0x00, 0x39, 4)
set_chr_flag_bank3(0x3a, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x3a, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x3a, CHRFLAG2_00020000)
animation(0x02f8, -1, -1, 0x0600, 0x3a, 4)
animation(0x02f8, -1, -1, 0x06, 0x00, 0x3a, 4)
beginloop(0x0d)
if_camera_animating(/*goto*/ 0x2d)
@@ -2699,28 +2699,28 @@ u8 func0c00_intro[] = {
set_chr_flag_bank3(0x37, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x37, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x37, CHRFLAG2_00020000)
animation(0x02fc, -1, -1, 0x0600, 0x37, 4)
animation(0x02fc, -1, -1, 0x06, 0x00, 0x37, 4)
set_chr_flag_bank3(0x38, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x38, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x38, CHRFLAG2_00020000)
animation(0x02fd, -1, -1, 0x0600, 0x38, 4)
animation(0x02fd, -1, -1, 0x06, 0x00, 0x38, 4)
set_chr_flag_bank3(0x39, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x39, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x39, CHRFLAG2_00020000)
animation(0x02fe, -1, -1, 0x0600, 0x39, 4)
animation(0x02fe, -1, -1, 0x06, 0x00, 0x39, 4)
set_chr_flag_bank3(0x3a, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x3a, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x3a, CHRFLAG2_00020000)
animation(0x02ff, -1, -1, 0x0600, 0x3a, 4)
animation(0x02ff, -1, -1, 0x06, 0x00, 0x3a, 4)
unset_chr_flag_bank3(CHR_KING2, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_KING2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_KING2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_KING2, CHRFLAG2_00020000)
animation(0x0300, -1, -1, 0x0600, CHR_KING2, 4)
animation(0x0300, -1, -1, 0x06, 0x00, CHR_KING2, 4)
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
yield
@@ -2753,7 +2753,7 @@ u8 func0c00_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0303, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0303, -1, -1, 0x06, 0x00, CHR_BOND, 4)
beginloop(0x10)
if_camera_animating(/*goto*/ 0x2d)
@@ -2771,7 +2771,7 @@ u8 func0c00_intro[] = {
label(0x06)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0303, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x0303, -2, -1, 0x06, 0x00, CHR_BOND, 2)
hide_object(0x36)
remove_chr(0x37)
remove_chr(0x38)
@@ -2854,7 +2854,7 @@ u8 func0414_outro[] = {
set_chr_flag_bank3(CHR_KING1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_KING1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_KING1, CHRFLAG2_00020000)
animation(0x044d, -1, -1, 0x0600, CHR_KING1, 4)
animation(0x044d, -1, -1, 0x06, 0x00, CHR_KING1, 4)
object_do_animation(0x044e, OBJ_SPIKE_T, 0x04ff, 0xff)
set_stage_flag(STAGEFLAG_IN_OUTRO)
@@ -2875,12 +2875,12 @@ u8 func0414_outro[] = {
set_chr_flag_bank3(CHR_KING1, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_KING1, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_KING1, CHRFLAG2_00020000)
animation(0x0450, -1, -1, 0x0600, CHR_KING1, 4)
animation(0x0450, -1, -1, 0x06, 0x00, CHR_KING1, 4)
set_chr_flag_bank3(CHR_TARGET, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TARGET, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TARGET, CHRFLAG2_00020000)
animation(0x0451, -1, -1, 0x0600, CHR_TARGET, 4)
animation(0x0451, -1, -1, 0x06, 0x00, CHR_TARGET, 4)
object_do_animation(0x0452, OBJ_SPIKE_T, 0x04ff, 0xff)
@@ -2930,12 +2930,12 @@ u8 func0414_outro[] = {
set_chr_flag_bank3(CHR_TARGET, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TARGET, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TARGET, CHRFLAG2_00020000)
animation(0x02c8, -1, -1, 0x0600, CHR_TARGET, 4)
animation(0x02c8, -1, -1, 0x06, 0x00, CHR_TARGET, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x02c9, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x02c9, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
show_object(0x23)
set_object_flag_bank1(0x23, OBJECTFLAG1_04000000)
+9 -9
View File
@@ -1075,17 +1075,17 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x047d, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x047d, -1, -1, 0x06, 0x00, CHR_BOND, 4)
unset_chr_flag_bank3(CHR_MAIAN1, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_MAIAN1, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_MAIAN1, CHRFLAG2_00020000)
animation(0x047e, -1, -1, 0x0600, CHR_MAIAN1, 4)
animation(0x047e, -1, -1, 0x06, 0x00, CHR_MAIAN1, 4)
unset_chr_flag_bank3(CHR_MAIAN2, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_MAIAN2, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_MAIAN2, CHRFLAG2_00020000)
animation(0x047f, -1, -1, 0x0600, CHR_MAIAN2, 4)
animation(0x047f, -1, -1, 0x06, 0x00, CHR_MAIAN2, 4)
restart_timer
fade_to_color(0x000000ff, 0)
@@ -1122,15 +1122,15 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x047d, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x047d, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(CHR_MAIAN3, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_MAIAN3, CHRFLAG2_00020000)
animation(0x047e, -2, -1, 0x0600, CHR_MAIAN3, 2)
animation(0x047e, -2, -1, 0x06, 0x00, CHR_MAIAN3, 2)
unset_chr_flag_bank3(CHR_MAIAN4, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_MAIAN4, CHRFLAG2_00020000)
animation(0x047f, -2, -1, 0x0600, CHR_MAIAN4, 2)
animation(0x047f, -2, -1, 0x06, 0x00, CHR_MAIAN4, 2)
set_function(CHR_MAIAN1, FUNC_INIT_MAIAN)
set_function(CHR_MAIAN2, FUNC_INIT_MAIAN)
@@ -1156,17 +1156,17 @@ u8 func040b_outro[] = {
unset_chr_flag_bank3(CHR_MAIAN3, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_MAIAN3, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_MAIAN3, CHRFLAG2_00020000)
animation(0x0481, -1, -1, 0x0600, CHR_MAIAN3, 4)
animation(0x0481, -1, -1, 0x06, 0x00, CHR_MAIAN3, 4)
unset_chr_flag_bank3(CHR_MAIAN4, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_MAIAN4, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_MAIAN4, CHRFLAG2_00020000)
animation(0x0482, -1, -1, 0x0600, CHR_MAIAN4, 4)
animation(0x0482, -1, -1, 0x06, 0x00, CHR_MAIAN4, 4)
unset_chr_flag_bank3(CHR_MAIAN5, CHRFLAG3_HIDDEN)
set_chr_flag_bank3(CHR_MAIAN5, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_MAIAN5, CHRFLAG2_00020000)
animation(0x0483, -1, -1, 0x0600, CHR_MAIAN5, 4)
animation(0x0483, -1, -1, 0x06, 0x00, CHR_MAIAN5, 4)
show_nonessential_chrs(FALSE)
+24 -24
View File
@@ -995,15 +995,15 @@ u8 func0404_jonathan_following_and_mine[] = {
call_rng
if_rand_lt(86, /*goto*/ 0x6a)
if_rand_lt(172, /*goto*/ 0x6b)
animation(ANIM_OPERATE_0204, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x0e)
label(0x6a)
animation(ANIM_OPERATE_0205, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_OPERATE_0205, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x0e)
label(0x6b)
animation(ANIM_OPERATE_0206, -1, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_OPERATE_0206, -1, -1, 0x10, 0x0a, CHR_SELF, 2)
label(0x0e)
set_onshot_function(FUNC_JONATHAN_SHOT_WHILE_PLANTING)
@@ -1119,7 +1119,7 @@ u8 func0413_jonathan_hangar[] = {
if_chr_dying(CHR_ELVIS, /*goto*/ 0xc3)
if_chr_unloaded(CHR_ELVIS, /*goto*/ 0xc3)
restart_timer
animation(0x0232, -1, 200, 0x0200, CHR_ELVIS, 2)
animation(0x0232, -1, 200, 0x02, 0x00, CHR_ELVIS, 2)
speak(CHR_P1P2, 0x483b, 0x1a9a, CHANNEL_5, COLOR_06_WHITE) // "Oh, no! We have a problem. It's a single seater!"
beginloop(0x7d)
@@ -1135,7 +1135,7 @@ u8 func0413_jonathan_hangar[] = {
label(0x06)
restart_timer
animation(0x0233, -1, 200, 0x0200, CHR_ELVIS, 2)
animation(0x0233, -1, 200, 0x02, 0x00, CHR_ELVIS, 2)
speak(CHR_P1P2, 0x483c, 0x1a9b, CHANNEL_5, COLOR_06_WHITE) // "Two can get in but no more."
beginloop(0x7e)
@@ -1166,7 +1166,7 @@ u8 func0413_jonathan_hangar[] = {
label(0x06)
restart_timer
animation(0x0232, -1, 200, 0x0200, CHR_ELVIS, 2)
animation(0x0232, -1, 200, 0x02, 0x00, CHR_ELVIS, 2)
speak(CHR_P1P2, 0x483d, 0x1a9c, CHANNEL_5, COLOR_06_WHITE) // "Plus, it's got no style, you know what I'm saying?"
beginloop(0x7f)
@@ -1197,7 +1197,7 @@ u8 func0413_jonathan_hangar[] = {
label(0x06)
restart_timer
animation(0x0231, -1, 200, 0x0200, CHR_JONATHAN, 2)
animation(0x0231, -1, 200, 0x02, 0x00, CHR_JONATHAN, 2)
speak(CHR_P1P2, 0x482d, 0x12b9, CHANNEL_5, COLOR_03_RED) // "One of us will have to stay behind and open the ha..."
beginloop(0x1a)
@@ -1243,7 +1243,7 @@ u8 func0413_jonathan_hangar[] = {
label(0x06)
restart_timer
animation(0x0232, -1, 200, 0x0200, CHR_JONATHAN, 2)
animation(0x0232, -1, 200, 0x02, 0x00, CHR_JONATHAN, 2)
speak(CHR_P1P2, 0x482e, 0x12ba, CHANNEL_5, COLOR_03_RED) // "I'll get out on that hoverbike. Cover me while I o..."
beginloop(0x1b)
@@ -1287,7 +1287,7 @@ u8 func0413_jonathan_hangar[] = {
// At first terminal
label(0x06)
animation(ANIM_OPERATE_0204, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x1d)
if_chr_stopped(/*goto*/ 0x06)
@@ -1313,7 +1313,7 @@ u8 func0413_jonathan_hangar[] = {
// At second terminal
label(0x06)
animation(ANIM_OPERATE_0204, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0x1f)
if_chr_stopped(/*goto*/ 0x06)
@@ -2460,19 +2460,19 @@ u8 func1002_intro[] = {
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x019d, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x019d, -1, -1, 0x06, 0x00, CHR_BOND, 4)
set_chr_flag_bank3(0x23, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(0x23, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x23, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x23, CHRFLAG2_00020000)
animation(0x019e, -1, -1, 0x0600, 0x23, 4)
animation(0x019e, -1, -1, 0x06, 0x00, 0x23, 4)
set_chr_flag_bank3(0x24, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
set_chr_flag_bank3(0x24, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x24, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x24, CHRFLAG2_00020000)
animation(0x019f, -1, -1, 0x0600, 0x24, 4)
animation(0x019f, -1, -1, 0x06, 0x00, 0x24, 4)
set_object_flag_bank1(0x00, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x00, OBJECTFLAG2_00000010)
@@ -2753,15 +2753,15 @@ u8 func1002_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x019d, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x019d, -2, -1, 0x06, 0x00, CHR_BOND, 2)
unset_chr_flag_bank3(0x23, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(0x23, CHRFLAG2_00020000)
animation(0x019e, -2, -1, 0x0600, 0x23, 2)
animation(0x019e, -2, -1, 0x06, 0x00, 0x23, 2)
unset_chr_flag_bank3(0x24, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(0x24, CHRFLAG2_00020000)
animation(0x019f, -2, -1, 0x0600, 0x24, 2)
animation(0x019f, -2, -1, 0x06, 0x00, 0x24, 2)
unset_object_flag_bank1(OBJ_HOVERBED, OBJECTFLAG1_04000000)
set_object_flag_bank2(OBJ_HOVERBED, OBJECTFLAG2_00000010)
@@ -2811,17 +2811,17 @@ u8 func0c01_midcutscene[] = {
set_chr_flag_bank3(CHR_TARGET, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_TARGET, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_TARGET, CHRFLAG2_00020000)
animation(0x01ce, -1, -1, 0x0600, CHR_TARGET, 4)
animation(0x01ce, -1, -1, 0x06, 0x00, CHR_TARGET, 4)
set_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x01cc, -1, -1, 0x0600, CHR_ELVIS, 4)
animation(0x01cc, -1, -1, 0x06, 0x00, CHR_ELVIS, 4)
set_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_JONATHAN, CHRFLAG2_00020000)
animation(0x01cd, -1, -1, 0x0600, CHR_JONATHAN, 4)
animation(0x01cd, -1, -1, 0x06, 0x00, CHR_JONATHAN, 4)
set_object_flag_bank1(0x11, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x11, OBJECTFLAG2_00000010)
@@ -2953,15 +2953,15 @@ u8 func0c01_midcutscene[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_TARGET, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_TARGET, CHRFLAG2_00020000)
animation(0x01ce, -2, -1, 0x0600, CHR_TARGET, 2)
animation(0x01ce, -2, -1, 0x06, 0x00, CHR_TARGET, 2)
unset_chr_flag_bank3(CHR_ELVIS, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_ELVIS, CHRFLAG2_00020000)
animation(0x01cc, -2, -1, 0x0600, CHR_ELVIS, 2)
animation(0x01cc, -2, -1, 0x06, 0x00, CHR_ELVIS, 2)
unset_chr_flag_bank3(CHR_JONATHAN, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_JONATHAN, CHRFLAG2_00020000)
animation(0x01cd, -2, -1, 0x0600, CHR_JONATHAN, 2)
animation(0x01cd, -2, -1, 0x06, 0x00, CHR_JONATHAN, 2)
unset_object_flag_bank1(0x11, OBJECTFLAG1_04000000)
set_object_flag_bank2(0x11, OBJECTFLAG2_00000010)
@@ -3040,7 +3040,7 @@ u8 func0c02_outro[] = {
set_chr_flag_bank3(0x2b, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(0x2b, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(0x2b, CHRFLAG2_00020000)
animation(0x0304, -1, -1, 0x0600, 0x2b, 4)
animation(0x0304, -1, -1, 0x06, 0x00, 0x2b, 4)
open_door(0x2c)
open_door(0x2e)
@@ -3161,7 +3161,7 @@ u8 func1021_jo_escaping[] = {
set_chr_flag_bank3(CHR_P1P2, CHRFLAG3_UNPLAYABLE)
unset_chr_flag_bank3(CHR_P1P2, CHRFLAG3_HIDDEN)
set_chr_flag_bank2(CHR_P1P2, CHRFLAG2_00020000)
animation(0x0304, -1, -1, 0x0600, CHR_P1P2, 4)
animation(0x0304, -1, -1, 0x06, 0x00, CHR_P1P2, 4)
beginloop(0x09)
if_camera_animating(/*goto*/ 0x32)
+6 -6
View File
@@ -1277,7 +1277,7 @@ u8 func0411_cass_in_office[] = {
set_onshot_function(FUNC_CASS_RUNNING)
restart_timer
speak(CHR_TARGET, 0x4a08, 0x0d23, CHANNEL_6, COLOR_06_WHITE) // "Go to the helipad if you want to live."
animation(0x0226, -1, -1, 0x1010, CHR_SELF, 2)
animation(0x0226, -1, -1, 0x10, 0x10, CHR_SELF, 2)
yield
// Wait 3 seconds
@@ -1300,7 +1300,7 @@ u8 func0411_cass_in_office[] = {
label(0x06)
set_function(CHR_SELF, GFUNC_IDLE)
label(0x2c)
animation(0x00a0, 0, 193, 0x1810, CHR_SELF, 2)
animation(0x00a0, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x54)
consider_coop_for_p1p2_chr(CHR_SELF)
@@ -1322,7 +1322,7 @@ u8 func0411_cass_in_office[] = {
// Draw weapon
label(0x57)
set_self_flag_bankx(CHRFLAG0_00002000, BANK_0)
animation(0x0245, 0, -1, 0x1010, CHR_SELF, 2)
animation(0x0245, 0, -1, 0x10, 0x10, CHR_SELF, 2)
try_draw_weapon(MODEL_CHRFALCON2, WEAPON_FALCON2, 0x00000000, /*goto*/ 0x2c)
label(0x2c)
speak(CHR_TARGET, 0x4a07, 0x81a3, CHANNEL_6, COLOR_04_ORANGE) // "Get the hell out of my office..."
@@ -1938,7 +1938,7 @@ u8 func0416_intro[] = {
cmd0175(60)
set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0473, -1, -1, 0x0600, CHR_BOND, 4)
animation(0x0473, -1, -1, 0x06, 0x00, CHR_BOND, 4)
restart_timer
fade_to_color(0x000000ff, 0)
fade_to_color(0x00000000, 110)
@@ -1999,7 +1999,7 @@ u8 func0416_intro[] = {
unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
animation(0x0473, -2, -1, 0x0600, CHR_BOND, 2)
animation(0x0473, -2, -1, 0x06, 0x00, CHR_BOND, 2)
restart_default_music
reset_ambience
enter_firstperson
@@ -2062,7 +2062,7 @@ u8 func100e_cass_speech[] = {
label(0x2c)
restart_timer
speak(CHR_CASS, 0x4a0d, 0x6af5, CHANNEL_6, COLOR_04_ORANGE) // "You won't shoot me!"
animation(0x00a0, 0, 193, 0x1810, CHR_SELF, 2)
animation(0x00a0, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x09)
if_timer_gt(80, /*goto*/ 0x06)
View File
Whitespace-only changes.
+5 -4
View File
@@ -41,12 +41,13 @@
#define kneel \
mkshort(0x000a),
#define animation(animation, unknown1, unknown2, unknown3, chr, animspeed) \
#define animation(animation, startframe, endframe, flags, transition, chr, animspeed) \
mkshort(0x000b), \
mkshort(animation), \
mkshort(unknown1), \
mkshort(unknown2), \
mkshort(unknown3), \
mkshort(startframe), \
mkshort(endframe), \
flags, \
transition, \
chr, \
animspeed,
+43 -43
View File
@@ -96,7 +96,7 @@ u8 func0006_unalerted[] = {
dprint 'A','N','I','M',' ','O','B','J','E','C','T',' ','N','O','W','\n',0,
set_chr_health(CHR_SELF, 40)
object_do_animation(0x025a, 0xff, 0x02ff, 0xff)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x02, 0x10, CHR_SELF, 2)
unset_self_flag_bankx(CHRFLAG1_DOINGIDLEANIMATION, BANK_1)
set_chr_special_death_animation(CHR_SELF, 0)
dprint 'B','4',' ','W','A','T','\n',0,
@@ -403,7 +403,7 @@ u8 func0006_unalerted[] = {
goto_next(0x73)
label(0x16)
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x73)
dprint 'S','4',0,
@@ -428,7 +428,7 @@ u8 func0006_unalerted[] = {
if_self_flag_bankx_eq(CHRFLAG0_CAN_HEARSPAWN, TRUE, BANK_0, /*goto*/ LABEL_HEARSPAWN)
restart_timer
if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, TRUE, BANK_1, /*goto*/ 0x80)
animation(ANIM_YAWN, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_YAWN, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x80)
dprint 'S','8',0,
@@ -524,7 +524,7 @@ u8 func0006_unalerted[] = {
say_quip(CHR_BOND, 0x12, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00) // "What the?!","Who the?!"
restart_timer
if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, TRUE, BANK_1, /*goto*/ 0x76)
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x76)
dprint 'S','6',0,
@@ -637,7 +637,7 @@ u8 func0006_unalerted[] = {
if_self_flag_bankx_eq(CHRFLAG0_CAN_HEARSPAWN, TRUE, BANK_0, /*goto*/ LABEL_HEARSPAWN)
restart_timer
if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, TRUE, BANK_1, /*goto*/ 0x82)
animation(ANIM_YAWN, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_YAWN, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x82)
dprint 'T','2',0,
@@ -714,7 +714,7 @@ u8 func0006_unalerted[] = {
if_chr_is_skedar(CHR_SELF, /*goto*/ 0x7b)
restart_timer
if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, TRUE, BANK_1, /*goto*/ 0x7a)
animation(ANIM_YAWN, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_YAWN, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0x7a)
dprint 'T','3',0,
@@ -744,7 +744,7 @@ u8 func0006_unalerted[] = {
say_quip(CHR_BOND, 0x12, 0xff, 0x03, 0xff, BANK_0, 0x00, 0x00) // "What the?!","Who the?!"
restart_timer
if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, TRUE, BANK_1, /*goto*/ 0x75)
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2)
beginloop(0x75)
dprint 'S','6',0,
@@ -820,7 +820,7 @@ u8 func0008_wakeup[] = {
// Stand up
label(0x15)
set_chr_health(CHR_SELF, 40)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x02, 0x10, CHR_SELF, 2)
object_do_animation(0x025a, 0xff, 0x02ff, 0xff)
goto_next(0x0c)
@@ -987,7 +987,7 @@ u8 func0007_alerted[] = {
label(0x16)
dprint 'A','T',' ','G','U','N','\n',0,
restart_timer
animation(ANIM_PICK_UP_GUN, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_PICK_UP_GUN, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0xae)
if_timer_gt(60, /*goto*/ 0x16)
@@ -1033,15 +1033,15 @@ u8 func0007_alerted[] = {
call_rng
if_rand_lt(82, /*goto*/ 0x13)
if_rand_lt(164, /*goto*/ 0x15)
animation(ANIM_DRAW_PISTOL_0288, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_DRAW_PISTOL_0288, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
animation(ANIM_DRAW_PISTOL_0289, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_DRAW_PISTOL_0289, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x15)
animation(ANIM_DRAW_PISTOL_0245, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_DRAW_PISTOL_0245, 0, -1, 0x10, 0x10, CHR_SELF, 2)
label(0x16)
if_stage_is_not(STAGE_AIRFORCEONE, /*goto*/ 0x13)
@@ -1685,7 +1685,7 @@ u8 func0007_alerted[] = {
label(0x16)
set_self_flag_bankx(CHRFLAG1_00000020, BANK_1)
restart_timer
animation(ANIM_RELOAD_0209, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_RELOAD_0209, 0, -1, 0x10, 0x10, CHR_SELF, 2)
beginloop(0xe8)
if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x16)
@@ -2048,7 +2048,7 @@ u8 func0007_alerted[] = {
label(0x16)
set_self_flag_bankx(CHRFLAG1_00000020, BANK_1)
restart_timer
animation(ANIM_RELOAD_0209, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_RELOAD_0209, 0, -1, 0x10, 0x10, CHR_SELF, 2)
label(0xe9)
yield
if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x16)
@@ -2393,7 +2393,7 @@ u8 func0007_alerted[] = {
label(0x16)
set_self_flag_bankx(CHRFLAG1_00000020, BANK_1)
restart_timer
animation(ANIM_RELOAD_0209, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_RELOAD_0209, 0, -1, 0x10, 0x10, CHR_SELF, 2)
label(0xea)
yield
if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x16)
@@ -2573,7 +2573,7 @@ u8 func0007_alerted[] = {
endloop(0x9d)
label(0x16)
animation(ANIM_PUSH_BUTTON, 0, 193, 0x1010, CHR_SELF, 2)
animation(ANIM_PUSH_BUTTON, 0, 193, 0x10, 0x10, CHR_SELF, 2)
restart_timer
beginloop(0xed)
@@ -2651,19 +2651,19 @@ u8 func000a_do_idle_animation[] = {
label(0x03)
dprint 'S','T','A','N','D','I','N','G','\n',0,
animation(ANIM_OPERATE_0204, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_OPERATE_0204, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x0c)
label(0x04)
dprint 'S','I','T','T','I','N','G',' ','T','Y','P','I','N','G','\n',0,
set_chr_special_death_animation(CHR_SELF, 0x06)
animation(ANIM_SITTING_TYPING, 0, -1, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_TYPING, 0, -1, 0x14, 0x00, CHR_SELF, 2)
goto_next(0x0c)
label(0x05)
dprint 'S','I','T','T','I','N','G','\n',0,
set_chr_special_death_animation(CHR_SELF, 0x06)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x1400, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x14, 0x00, CHR_SELF, 2)
goto_next(0x0c)
label(0x07)
@@ -2680,15 +2680,15 @@ u8 func000a_do_idle_animation[] = {
call_rng
if_rand_gt(85, /*goto*/ 0x28)
if_rand_gt(170, /*goto*/ 0x29)
animation(ANIM_OPERATE_0221, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0221, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x0c)
label(0x28)
animation(ANIM_OPERATE_0222, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0222, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x0c)
label(0x29)
animation(ANIM_OPERATE_0223, 0, -1, 0x1000, CHR_SELF, 2)
animation(ANIM_OPERATE_0223, 0, -1, 0x10, 0x00, CHR_SELF, 2)
goto_next(0x0c)
label(0x0c)
@@ -2711,7 +2711,7 @@ u8 func000a_do_idle_animation[] = {
// Stand up
label(0x13)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x02, 0x10, CHR_SELF, 2)
object_do_animation(0x025a, 0xff, 0x02ff, 0xff)
beginloop(0x06)
@@ -2823,7 +2823,7 @@ u8 func000d_init_combat[] = {
// Stand up
label(0x05)
set_chr_health(CHR_SELF, 40)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x0210, CHR_SELF, 2)
animation(ANIM_STAND_UP_FROM_SITTING, 0, -1, 0x02, 0x10, CHR_SELF, 2)
object_do_animation(0x025a, 0xff, 0x02ff, 0xff)
beginloop(0x0c)
@@ -3459,7 +3459,7 @@ u8 func000c_combat_with_target_chr[] = {
try_face_entity(0x0200, 0x0000, /*goto*/ 0x16)
label(0x16)
if_chr_is_skedar(CHR_SELF, /*goto*/ 0xd9)
animation(ANIM_YAWN, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_YAWN, 0, 193, 0x18, 0x10, CHR_SELF, 2)
beginloop(0xd8)
if_chr_stopped(/*goto*/ 0xd9)
@@ -3624,27 +3624,27 @@ u8 func0017_rebuild_groups[] = {
u8 func0018_do_bored_animation[] = {
call_rng
if_rand_gt(50, /*goto*/ 0x13)
animation(ANIM_YAWN, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_YAWN, 0, 193, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
if_rand_gt(100, /*goto*/ 0x13)
animation(ANIM_SCRATCH_HEAD, 0, 294, 0x1810, CHR_SELF, 2)
animation(ANIM_SCRATCH_HEAD, 0, 294, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
if_rand_gt(150, /*goto*/ 0x13)
animation(ANIM_ROLL_HEAD, 0, 183, 0x1810, CHR_SELF, 2)
animation(ANIM_ROLL_HEAD, 0, 183, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
if_rand_gt(200, /*goto*/ 0x13)
animation(ANIM_GRAB_CROTCH, 0, 123, 0x1810, CHR_SELF, 2)
animation(ANIM_GRAB_CROTCH, 0, 123, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
if_rand_gt(250, /*goto*/ 0x13)
animation(ANIM_GRAB_BUTT, 0, 56, 0x1810, CHR_SELF, 2)
animation(ANIM_GRAB_BUTT, 0, 56, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
@@ -3656,29 +3656,29 @@ u8 func0018_do_bored_animation[] = {
u8 func001e_look_around[] = {
call_rng
if_rand_gt(50, /*goto*/ 0x13)
animation(ANIM_LOOK_AROUND_025B, 0, 193, 0x1810, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025B, 0, 193, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
if_rand_gt(100, /*goto*/ 0x13)
animation(ANIM_LOOK_AROUND_025C, 0, 294, 0x1810, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025C, 0, 294, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
if_rand_gt(150, /*goto*/ 0x13)
animation(ANIM_LOOK_AROUND_025D, 0, 183, 0x1810, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025D, 0, 183, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
// @bug: Shows grab crotch animation when wanting to look around instead.
// Probably a copy/paste error from previous function.
label(0x13)
if_rand_gt(200, /*goto*/ 0x13)
animation(ANIM_GRAB_CROTCH, 0, 123, 0x1810, CHR_SELF, 2)
animation(ANIM_GRAB_CROTCH, 0, 123, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
if_rand_gt(250, /*goto*/ 0x13)
animation(ANIM_LOOK_AROUND_025E, 0, 56, 0x1810, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025E, 0, 56, 0x18, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
@@ -3690,11 +3690,11 @@ u8 func001e_look_around[] = {
u8 func0019_do_sitting_animation[] = {
call_rng
if_rand_gt(128, /*goto*/ 0x13)
animation(ANIM_SITTING_TYPING, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_SITTING_TYPING, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x1010, CHR_SELF, 2)
animation(ANIM_SITTING_DORMANT, 0, -1, 0x10, 0x10, CHR_SELF, 2)
goto_next(0x16)
label(0x13)
@@ -4099,7 +4099,7 @@ u8 func001c_surprised[] = {
set_squadron_alertness(100)
say_quip(CHR_BOND, 0x0c, 0xff, 0x03, 0x00, BANK_0, 0x00, 0x00) // "Holy shh...","What the hell?!"
restart_timer
animation(ANIM_SURPRISED_0202, 0, -1, 0x0010, CHR_SELF, 2)
animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2)
// Wait 1 second
beginloop(0x03)
@@ -4343,19 +4343,19 @@ u8 func001d_search_for_player[] = {
if_rand_lt(128, /*goto*/ 0x29)
if_rand_lt(196, /*goto*/ 0x2a)
set_self_flag_bankx(CHRFLAG1_DONE_SEARCH_ANIM, BANK_1)
animation(ANIM_LOOK_AROUND_025B, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025B, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x04)
label(0x28)
animation(ANIM_LOOK_AROUND_025C, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025C, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x04)
label(0x29)
animation(ANIM_LOOK_AROUND_025D, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025D, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x04)
label(0x2a)
animation(ANIM_LOOK_AROUND_025E, 0, -1, 0x100a, CHR_SELF, 2)
animation(ANIM_LOOK_AROUND_025E, 0, -1, 0x10, 0x0a, CHR_SELF, 2)
goto_next(0x04)
label(0x13)
@@ -5152,7 +5152,7 @@ u8 func0026_init_psychosis[] = {
yield
yield
yield
animation(ANIM_BIG_SNEEZE, -1, -1, 0x1014, CHR_SELF, 2)
animation(ANIM_BIG_SNEEZE, -1, -1, 0x10, 0x14, CHR_SELF, 2)
// Wait for animation to finish
beginloop(0x03)