Convert SFX constants to enums and replace literals in setup files

This commit is contained in:
Ryan Dwyer committed 2021-04-02 15:29:26 +10:00
1 parent c49972f46e
commit c745eb0306
25 files changed
+4302 -2422

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+97 -97
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@@ -869,28 +869,28 @@ u8 func0425_outro[] = {
wait_until(38, 0x92)
play_sound(0x80c4, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C4, CHANNEL_10)
wait_until(84, 0x93)
play_sound(0x80c5, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C5, CHANNEL_10)
wait_until(130, 0x94)
play_sound(0x80c6, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C6, CHANNEL_10)
wait_until(176, 0x95)
play_sound(0x80c7, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C7, CHANNEL_10)
wait_until(220, 0x96)
play_sound(0x80c4, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C4, CHANNEL_10)
wait_until(274, 0x97)
play_sound(0x80c5, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C5, CHANNEL_10)
wait_until(320, 0x98)
play_sound(0x80c6, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C6, CHANNEL_10)
wait_until(365, 0x99)
play_sound(0x80c7, CHANNEL_10)
play_sound(SFX_FOOTSTEP_80C7, CHANNEL_10)
beginloop(0x04)
if_camera_animating(/*goto*/ 0x31)
@@ -1237,7 +1237,7 @@ u8 func0407_stewardess[] = {
endloop(0x05)
label(0x02)
speak(CHR_TARGET, L_CAVE_025, 0x1adc, CHANNEL_4, COLOR_07_RED) // "Look out - it's an intruder..."
speak(CHR_TARGET, L_CAVE_025, MP3_02DC, CHANNEL_4, COLOR_07_RED) // "Look out - it's an intruder..."
increase_squadron_alertness(100)
chr_do_animation(ANIM_SURRENDER_002E, 0, 193, 0x10, 0x10, CHR_SELF, 2)
@@ -1300,7 +1300,7 @@ u8 func0407_stewardess[] = {
label(0x4a)
unset_self_flag_bankx(CHRFLAG0_CAN_EXAMINE_BODY, BANK_0)
speak(CHR_TARGET, L_CAVE_027, 0x1add, CHANNEL_4, COLOR_07_RED) // "Is he OK?"
speak(CHR_TARGET, L_CAVE_027, MP3_02DD, CHANNEL_4, COLOR_07_RED) // "Is he OK?"
stop_chr
restart_timer
@@ -1316,7 +1316,7 @@ u8 func0407_stewardess[] = {
endloop(0x4b)
label(0x02)
speak(CHR_TARGET, L_CAVE_028, 0x1ade, CHANNEL_4, COLOR_07_RED) // "I'll go and get some help."
speak(CHR_TARGET, L_CAVE_028, MP3_02DE, CHANNEL_4, COLOR_07_RED) // "I'll go and get some help."
restart_timer
stop_chr
@@ -1543,7 +1543,7 @@ u8 func0408_secretary[] = {
mute_channel(CHANNEL_4)
yield
label(0x02)
speak(CHR_TARGET, L_CAVE_032, 0x8162, CHANNEL_4, COLOR_06_WHITE) // "Oh, my God!"
speak(CHR_TARGET, L_CAVE_032, SFX_8162, CHANNEL_4, COLOR_06_WHITE) // "Oh, my God!"
label(0x67)
increase_squadron_alertness(100)
@@ -1581,7 +1581,7 @@ u8 func0408_secretary[] = {
// FIRST TALK
//
label(0x32)
speak(CHR_TARGET, L_CAVE_029, 0x8161, CHANNEL_4, COLOR_06_WHITE) // "Good afternoon."
speak(CHR_TARGET, L_CAVE_029, SFX_8161, CHANNEL_4, COLOR_06_WHITE) // "Good afternoon."
chr_do_animation(ANIM_TALKING_0231, 0, 193, 0x18, 0x10, CHR_SELF, 2)
restart_timer
set_morale(2)
@@ -1611,7 +1611,7 @@ u8 func0408_secretary[] = {
// WEAPON TALK 1
//
label(0x32)
speak(CHR_TARGET, L_CAVE_031, 0x1273, CHANNEL_4, COLOR_06_WHITE) // "You'll have to check that weapon in here."
speak(CHR_TARGET, L_CAVE_031, MP3_0273, CHANNEL_4, COLOR_06_WHITE) // "You'll have to check that weapon in here."
restart_timer
chr_do_animation(ANIM_TALKING_0232, 0, 193, 0x18, 0x10, CHR_SELF, 2)
set_morale(3)
@@ -1636,7 +1636,7 @@ u8 func0408_secretary[] = {
goto_next(0x02)
label(0x32)
speak(CHR_TARGET, L_CAVE_033, 0x1274, CHANNEL_4, COLOR_06_WHITE) // "Weapons are not allowed in the base."
speak(CHR_TARGET, L_CAVE_033, MP3_0274, CHANNEL_4, COLOR_06_WHITE) // "Weapons are not allowed in the base."
restart_timer
chr_do_animation(ANIM_TALKING_0233, 0, 193, 0x18, 0x10, CHR_SELF, 2)
set_morale(4)
@@ -1667,7 +1667,7 @@ u8 func0408_secretary[] = {
// Calling security
label(0x77)
speak(CHR_TARGET, L_CAVE_034, 0x1276, CHANNEL_4, COLOR_06_WHITE) // "Right, I'm calling security."
speak(CHR_TARGET, L_CAVE_034, MP3_0276, CHANNEL_4, COLOR_06_WHITE) // "Right, I'm calling security."
set_stage_flag(STAGEFLAG_RECEPTIONIST_CALLED_SECURITY)
activate_alarm
restart_timer
@@ -1687,7 +1687,7 @@ u8 func0408_secretary[] = {
// TALK 2
//
label(0x31)
speak(CHR_TARGET, L_CAVE_030, 0x1272, CHANNEL_4, COLOR_06_WHITE) // "OK, you know the way from here."
speak(CHR_TARGET, L_CAVE_030, MP3_0272, CHANNEL_4, COLOR_06_WHITE) // "OK, you know the way from here."
chr_do_animation(0x0232, 0, 193, 0x18, 0x10, CHR_SELF, 2)
unlock_door(0x18, 0x02)
@@ -1739,7 +1739,7 @@ u8 func1007_console_activation[] = {
set_chr_flag_bankx(0x12, CHRFLAG0_00002000, BANK_0)
show_hudmsg(CHR_P1P2, L_CAVE_035) // "System shutdown initiated..."
mute_channel(CHANNEL_1)
assign_sound(0x01b9, CHANNEL_1)
assign_sound(SFX_01B9, CHANNEL_1)
control_sound_from_object(CHANNEL_1, OBJ_CONSOLE, TRUE)
restart_timer
@@ -1754,7 +1754,7 @@ u8 func1007_console_activation[] = {
label(0x02)
set_object_image(OBJ_CONSOLE, 0x00, 0x14)
mute_channel(CHANNEL_1)
assign_sound(0x0479, CHANNEL_1)
assign_sound(SFX_0479, CHANNEL_1)
control_sound_from_object(CHANNEL_1, OBJ_CONSOLE, TRUE)
show_hudmsg(CHR_P1P2, L_CAVE_036) // "Security systems have been shut down."
set_stage_flag(STAGEFLAG_SECURITY_SHUT_DOWN)
@@ -1814,7 +1814,7 @@ u8 func1007_console_activation[] = {
set_lights_state(0x0041, LIGHTOP_4, 0x00, 0xff, 0x3c) \
set_lights_state(0x0042, LIGHTOP_4, 0x00, 0xff, 0x3c) \
set_lights_state(0x0043, LIGHTOP_4, 0x00, 0xff, 0x3c) \
play_sound(0x04ac, CHANNEL_6) \
play_sound(SFX_ALARM_INFILTRATION, CHANNEL_6) \
restart_timer \
\
beginloop(0x04) \
@@ -1969,7 +1969,7 @@ u8 func1009_carousel_activation[] = {
show_hudmsg(CHR_P1P2, L_CAVE_038) // "Suitcase has been deposited."
chr_draw_weapon_in_cutscene(CHR_P1P2, WEAPON_UNARMED)
set_stage_flag(STAGEFLAG_SUITCASE_DEPOSITED)
play_sound(0x80aa, CHANNEL_7)
play_sound(SFX_80AA, CHANNEL_7)
unset_object_flag2(OBJ_BRIEFCASE2, OBJFLAG2_INVISIBLE)
move_object_to_pad(OBJ_BRIEFCASE2, 0x00de)
yield
@@ -2093,7 +2093,7 @@ u8 func0409_office1[] = {
// Disguised and unarmed-ish
label(0x31)
chr_do_animation(ANIM_SITTING_0265, 0, -1, 0x14, 0x10, CHR_SELF, 2)
speak(CHR_TARGET, L_CAVE_041, 0x1ae6, CHANNEL_4, COLOR_08_RED) // "Are you new around here?"
speak(CHR_TARGET, L_CAVE_041, MP3_02E6, CHANNEL_4, COLOR_08_RED) // "Are you new around here?"
beginloop(0x09)
if_saw_injury(0x00, /*goto*/ LABEL_RUN_TO_FOYER)
@@ -2130,7 +2130,7 @@ u8 func0409_office1[] = {
endloop(0x0b)
label(0x02)
speak(CHR_TARGET, L_CAVE_042, 0x1ae7, CHANNEL_4, COLOR_08_RED) // "Hey - give me back my case."
speak(CHR_TARGET, L_CAVE_042, MP3_02E7, CHANNEL_4, COLOR_08_RED) // "Hey - give me back my case."
restart_timer
increase_squadron_alertness(100)
@@ -2154,7 +2154,7 @@ u8 func0409_office1[] = {
label(0x72)
label(0x02)
speak(CHR_TARGET, L_CAVE_040, 0x1ae5, CHANNEL_4, COLOR_08_RED) // "Hey, you - this is a restricted area."
speak(CHR_TARGET, L_CAVE_040, MP3_02E5, CHANNEL_4, COLOR_08_RED) // "Hey, you - this is a restricted area."
increase_squadron_alertness(100)
restart_timer
chr_do_animation(ANIM_WALK_BACKWARDS, -1, -1, 0x10, 0x10, CHR_SELF, 2)
@@ -2172,7 +2172,7 @@ u8 func0409_office1[] = {
endloop(0x08)
label(0x02)
speak(CHR_TARGET, L_CAVE_044, 0x1ae8, CHANNEL_4, COLOR_08_RED) // "Upstairs...there's an intruder."
speak(CHR_TARGET, L_CAVE_044, MP3_02E8, CHANNEL_4, COLOR_08_RED) // "Upstairs...there's an intruder."
increase_squadron_alertness(100)
set_stage_flag(STAGEFLAG_DISGUISE_UNCOVERED)
activate_alarm
@@ -2251,7 +2251,7 @@ u8 func040a_office2[] = {
if_chr_dead(CHR_OFFICE1, /*goto*/ 0x02)
if_chr_death_animation_finished(CHR_OFFICE1, /*goto*/ 0x02)
if_chr_knockedout(CHR_OFFICE1, /*goto*/ 0x02)
speak(CHR_TARGET, L_CAVE_043, 0x1ae9, CHANNEL_4, COLOR_09_BLUE) // "You get security - I'll deal with her..."
speak(CHR_TARGET, L_CAVE_043, MP3_02E9, CHANNEL_4, COLOR_09_BLUE) // "You get security - I'll deal with her..."
increase_squadron_alertness(100)
restart_timer
@@ -2358,7 +2358,7 @@ u8 func100d_laser_panel[] = {
reloop(0x00)
label(0x04)
assign_sound(0x043a, CHANNEL_7)
assign_sound(SFX_043A, CHANNEL_7)
control_sound_from_object(CHANNEL_7, OBJ_LASER_PANEL, TRUE)
show_hudmsg(CHR_P1P2, L_CAVE_045) // "Laser grid access denied."
endloop(0x00)
@@ -2649,7 +2649,7 @@ u8 func0411_takeover_lackey[] = {
endloop(0x04)
label(0x02)
speak(CHR_TARGET, L_CAVE_065, 0x05bf, CHANNEL_6, COLOR_08_RED) // "We're taking over!!"
speak(CHR_TARGET, L_CAVE_065, SFX_WERE_TAKING_OVER, CHANNEL_6, COLOR_08_RED) // "We're taking over!!"
beginloop(0x09)
if_chr_stopped(/*goto*/ 0x02)
@@ -2752,7 +2752,7 @@ u8 func0414_officeworker[] = {
label(0x02)
do_preset_animation(7)
speak(CHR_TARGET, L_CAVE_054, 0x1b38, CHANNEL_4, COLOR_08_RED) // "Stop them - they're breaking into the safe..."
speak(CHR_TARGET, L_CAVE_054, MP3_0338, CHANNEL_4, COLOR_08_RED) // "Stop them - they're breaking into the safe..."
beginloop(0x05)
if_sound_finished(CHANNEL_4, /*goto*/ 0x79)
@@ -2958,17 +2958,17 @@ u8 func0404_laser_guard[] = {
u8 func1016_console_noises[] = {
yield
assign_sound(0x8141, CHANNEL_0)
assign_sound(SFX_8141, CHANNEL_0)
play_sound_from_object(CHANNEL_0, 0x04, 0x0258, 0x0320)
yield
assign_sound(0x8143, CHANNEL_2)
assign_sound(SFX_8143, CHANNEL_2)
play_sound_from_object(CHANNEL_2, 0x05, 0x01f4, 0x03e8)
yield
play_sound_from_pad(0x0114, 0x81a7)
play_sound_from_pad(0x0114, SFX_81A7)
yield
play_sound_from_pad(0x0115, 0x81a7)
play_sound_from_pad(0x0115, SFX_81A7)
yield
play_sound_from_pad(0x01ac, 0x811b)
play_sound_from_pad(0x01ac, SFX_811B)
label(0x42)
restart_timer
@@ -3006,7 +3006,7 @@ u8 func1016_console_noises[] = {
yield
yield
yield
assign_sound(0x8112, CHANNEL_1)
assign_sound(SFX_8112, CHANNEL_1)
play_sound_from_object(CHANNEL_1, OBJ_CONSOLE, 0x0258, 0x0320)
goto_first(0x42)
@@ -3022,7 +3022,7 @@ u8 func1016_console_noises[] = {
yield
yield
yield
assign_sound(0x813f, CHANNEL_1)
assign_sound(SFX_813F, CHANNEL_1)
play_sound_from_object(CHANNEL_1, OBJ_CONSOLE, 0x0258, 0x0320)
goto_first(0x42)
@@ -3038,7 +3038,7 @@ u8 func1016_console_noises[] = {
yield
yield
yield
assign_sound(0x8140, CHANNEL_1)
assign_sound(SFX_8140, CHANNEL_1)
play_sound_from_object(CHANNEL_1, OBJ_CONSOLE, 0x0258, 0x0320)
goto_first(0x42)
@@ -3516,7 +3516,7 @@ u8 func1018_safe_switch[] = {
// Open safe
label(0x31)
play_sound(0x00ba, -1)
play_sound(SFX_PRESS_SWITCH, -1)
yield
yield
yield
@@ -3638,171 +3638,171 @@ u8 func1003_intro[] = {
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
wait_until(30, 0x6d)
speak(CHR_BOND, L_CAVE_055, 0x7447, CHANNEL_7, COLOR_09_BLUE) // "Agent Dark in prop. I can see the main entranc..."
speak(CHR_BOND, L_CAVE_055, MP3_0447, CHANNEL_7, COLOR_09_BLUE) // "Agent Dark in prop. I can see the main entranc..."
wait_until(312, 0x89)
play_sound(0x0594, CHANNEL_10)
play_sound(SFX_0594, CHANNEL_10)
wait_until(346, 0x8a)
play_sound(0x0595, CHANNEL_10)
play_sound(SFX_0595, CHANNEL_10)
wait_until(580, 0x76)
speak(CHR_BOND, L_CAVE_056, 0x7448, CHANNEL_10, COLOR_06_WHITE) // "Excellent, Joanna. That cable car is your way in....."
speak(CHR_BOND, L_CAVE_056, MP3_0448, CHANNEL_10, COLOR_06_WHITE) // "Excellent, Joanna. That cable car is your way in....."
wait_until(968, 0x8b)
play_sound(0x0596, CHANNEL_10)
play_sound(SFX_0596, CHANNEL_10)
wait_until(1315, 0x77)
speak(CHR_BOND, L_CAVE_057, 0x77db, CHANNEL_10, COLOR_09_BLUE) // "That they're probably innocent of any involvement ..."
speak(CHR_BOND, L_CAVE_057, MP3_07DB, CHANNEL_10, COLOR_09_BLUE) // "That they're probably innocent of any involvement ..."
wait_until(1411, 0x8e)
play_sound(0x04af, CHANNEL_0)
play_sound(SFX_04AF, CHANNEL_0)
wait_until(1735, 0x85)
mute_channel(CHANNEL_0)
play_sound(0x04ea, CHANNEL_10)
play_sound(SFX_04EA, CHANNEL_10)
wait_until(1800, 0x86)
play_sound(0x04eb, CHANNEL_10)
play_sound(SFX_04EB, CHANNEL_10)
wait_until(1890, 0x87)
play_sound(0x04ec, CHANNEL_10)
play_sound(SFX_04EC, CHANNEL_10)
wait_until(1900, 0x78)
speak(CHR_BOND, L_CAVE_058, 0x7449, CHANNEL_5, COLOR_06_WHITE) // "I don't know how far the conspiracy has spread thr..."
speak(CHR_BOND, L_CAVE_058, MP3_0449, CHANNEL_5, COLOR_06_WHITE) // "I don't know how far the conspiracy has spread thr..."
wait_until(1970, 0x8c)
play_sound(0x0171, CHANNEL_10)
play_sound(SFX_0171, CHANNEL_10)
wait_until(1980, 0x88)
wait_until(2013, 0x8d)
play_sound(0x0172, CHANNEL_10)
play_sound(SFX_0172, CHANNEL_10)
wait_until(2048, 0x8f)
play_sound(0x0596, CHANNEL_10)
play_sound(SFX_0596, CHANNEL_10)
wait_until(2076, 0x92)
play_sound(0x0161, CHANNEL_10)
play_sound(SFX_0161, CHANNEL_10)
wait_until(2088, 0x93)
play_sound(0x0162, CHANNEL_10)
play_sound(SFX_0162, CHANNEL_10)
wait_until(2116, 0x94)
play_sound(0x0163, CHANNEL_10)
play_sound(SFX_0163, CHANNEL_10)
wait_until(2140, 0x95)
play_sound(0x0164, CHANNEL_10)
play_sound(SFX_0164, CHANNEL_10)
wait_until(2154, 0x96)
play_sound(0x0165, CHANNEL_10)
play_sound(SFX_0165, CHANNEL_10)
wait_until(2184, 0x97)
play_sound(0x0166, CHANNEL_10)
play_sound(SFX_0166, CHANNEL_10)
wait_until(2202, 0x98)
play_sound(0x0167, CHANNEL_10)
play_sound(SFX_0167, CHANNEL_10)
wait_until(2246, 0x99)
play_sound(0x0168, CHANNEL_10)
play_sound(SFX_0168, CHANNEL_10)
wait_until(2296, 0x9a)
play_sound(0x0161, CHANNEL_10)
play_sound(SFX_0161, CHANNEL_10)
wait_until(2332, 0x9b)
play_sound(0x0162, CHANNEL_10)
play_sound(SFX_0162, CHANNEL_10)
wait_until(2376, 0x9c)
play_sound(0x0165, CHANNEL_10)
play_sound(SFX_0165, CHANNEL_10)
wait_until(2418, 0x9d)
play_sound(0x0163, CHANNEL_10)
play_sound(SFX_0163, CHANNEL_10)
wait_until(2446, 0x9e)
play_sound(0x0164, CHANNEL_10)
play_sound(SFX_0164, CHANNEL_10)
wait_until(2486, 0x9f)
play_sound(0x0168, CHANNEL_10)
play_sound(SFX_0168, CHANNEL_10)
wait_until(2526, 0xa0)
play_sound(0x0166, CHANNEL_10)
play_sound(SFX_0166, CHANNEL_10)
wait_until(2558, 0xa1)
play_sound(0x0167, CHANNEL_10)
play_sound(SFX_0167, CHANNEL_10)
wait_until(2674, 0xa2)
play_sound(0x0168, CHANNEL_10)
play_sound(SFX_0168, CHANNEL_10)
wait_until(2700, 0x79)
speak(CHR_BOND, L_CAVE_059, 0x744a, CHANNEL_7, COLOR_09_BLUE) // "Yes, and protect him from his abductors. Do you ha..."
speak(CHR_BOND, L_CAVE_059, MP3_044A, CHANNEL_7, COLOR_09_BLUE) // "Yes, and protect him from his abductors. Do you ha..."
wait_until(2704, 0xa3)
play_sound(0x0161, CHANNEL_10)
play_sound(SFX_0161, CHANNEL_10)
wait_until(2720, 0xa4)
play_sound(0x0163, CHANNEL_10)
play_sound(SFX_0163, CHANNEL_10)
wait_until(2770, 0xa5)
play_sound(0x0164, CHANNEL_10)
play_sound(SFX_0164, CHANNEL_10)
wait_until(2796, 0xa6)
play_sound(0x0167, CHANNEL_10)
play_sound(SFX_0167, CHANNEL_10)
wait_until(2812, 0xa7)
play_sound(0x0168, CHANNEL_10)
play_sound(SFX_0168, CHANNEL_10)
wait_until(2830, 0xa8)
play_sound(0x0162, CHANNEL_10)
play_sound(SFX_0162, CHANNEL_10)
wait_until(2846, 0xa9)
play_sound(0x0164, CHANNEL_10)
play_sound(SFX_0164, CHANNEL_10)
wait_until(2856, 0xaa)
play_sound(0x0165, CHANNEL_10)
play_sound(SFX_0165, CHANNEL_10)
wait_until(2890, 0xab)
play_sound(0x0166, CHANNEL_10)
play_sound(SFX_0166, CHANNEL_10)
wait_until(2946, 0xac)
play_sound(0x0163, CHANNEL_10)
play_sound(SFX_0163, CHANNEL_10)
wait_until(2976, 0xad)
play_sound(0x0164, CHANNEL_10)
play_sound(SFX_0164, CHANNEL_10)
wait_until(3008, 0xae)
play_sound(0x0167, CHANNEL_10)
play_sound(SFX_0167, CHANNEL_10)
wait_until(3116, 0xaf)
play_sound(0x0164, CHANNEL_10)
play_sound(SFX_0164, CHANNEL_10)
wait_until(3154, 0xb0)
play_sound(0x0165, CHANNEL_10)
play_sound(SFX_0165, CHANNEL_10)
wait_until(3188, 0xb1)
play_sound(0x0163, CHANNEL_10)
play_sound(SFX_0163, CHANNEL_10)
wait_until(3230, 0xb2)
play_sound(0x0164, CHANNEL_10)
play_sound(SFX_0164, CHANNEL_10)
wait_until(3250, 0x7a)
speak(CHR_BOND, L_CAVE_060, 0x744b, CHANNEL_5, COLOR_06_WHITE) // "Only vague suspicions, and I won't distract you wi..."
speak(CHR_BOND, L_CAVE_060, MP3_044B, CHANNEL_5, COLOR_06_WHITE) // "Only vague suspicions, and I won't distract you wi..."
wait_until(3387, 0xb3)
play_sound(0x0166, CHANNEL_10)
play_sound(SFX_0166, CHANNEL_10)
wait_until(3427, 0xb4)
play_sound(0x0167, CHANNEL_10)
play_sound(SFX_0167, CHANNEL_10)
wait_until(3448, 0xb5)
play_sound(0x0168, CHANNEL_10)
play_sound(SFX_0168, CHANNEL_10)
wait_until(3656, 0xb6)
play_sound(0x0163, CHANNEL_10)
play_sound(SFX_0163, CHANNEL_10)
wait_until(3723, 0x90)
wait_until(3796, 0x91)
play_sound(0x04fc, CHANNEL_10)
play_sound(SFX_04FC, CHANNEL_10)
beginloop(0x04)
if_camera_animating(/*goto*/ 0x31)
@@ -3863,7 +3863,7 @@ u8 func101c_msg_nowsyourchance[] = {
endloop(0x00)
label(0x31)
speak(CHR_BOND, L_CAVE_050, 0x8182, CHANNEL_6, COLOR_09_BLUE) // "Now's your chance! Grab the stewardess's bag and g..."
speak(CHR_BOND, L_CAVE_050, SFX_8182, CHANNEL_6, COLOR_09_BLUE) // "Now's your chance! Grab the stewardess's bag and g..."
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
@@ -3890,7 +3890,7 @@ u8 func101d_msg_usethatcase[] = {
endloop(0x04)
label(0x31)
speak(CHR_P1P2, L_CAVE_051, 0x8183, CHANNEL_4, COLOR_09_BLUE) // "Use that case to conceal your equipment."
speak(CHR_P1P2, L_CAVE_051, SFX_8183, CHANNEL_4, COLOR_09_BLUE) // "Use that case to conceal your equipment."
label(0x09)
set_ailist(CHR_SELF, GAILIST_IDLE)
@@ -3910,7 +3910,7 @@ u8 func101e_msg_casewillgetstopped[] = {
endloop(0x04)
label(0x31)
speak(CHR_BOND, L_CAVE_052, 0x8184, CHANNEL_6, COLOR_09_BLUE) // "The case will get stopped unless you do something."
speak(CHR_BOND, L_CAVE_052, SFX_8184, CHANNEL_6, COLOR_09_BLUE) // "The case will get stopped unless you do something."
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
@@ -3923,7 +3923,7 @@ u8 func101f_msg_smallerthanithought[] = {
endloop(0x00)
label(0x31)
speak(CHR_P1P2, L_CAVE_053, 0x73c7, CHANNEL_6, COLOR_09_BLUE) // "So that's Air Force One? ... Huh, smaller than I t..."
speak(CHR_P1P2, L_CAVE_053, MP3_03C7, CHANNEL_6, COLOR_09_BLUE) // "So that's Air Force One? ... Huh, smaller than I t..."
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
@@ -4172,7 +4172,7 @@ u8 func1029_lift_doors[] = {
reloop(0x00)
label(0x05)
play_sound(0x81b0, -1)
play_sound(SFX_DOOR_81B0, -1)
restart_timer
beginloop(0x06)