Example #1
0
bool SceneScriptDR02::ClickedOnExit(int exitId) {
	if (exitId == 0) {
		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -835.0f, -0.04f, -118.0f, 0, true, false, 0)) {
			Async_Actor_Walk_To_XYZ(kActorMcCoy, -727.0f, -0.04f, -118.0f, 0, false);
			Game_Flag_Set(kFlagDR02toDR01);
			Set_Enter(kSetDR01_DR02_DR04, kSceneDR01);
		}
		Ambient_Sounds_Adjust_Looping_Sound(219, 12, -101, 1);
		Ambient_Sounds_Adjust_Looping_Sound(98, 14, -101, 1);
		return true;
	}

	if (exitId == 1) {
		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1162.0f, 7.18f, -322.0f, 0, true, false, 0)) {
			if (Global_Variable_Query(kVariableChapter) > 2) {
				Actor_Says(kActorMcCoy, 8522, 15);
			} else {
				Game_Flag_Set(kFlagDR02toDR03);
				Set_Enter(kSetDR03, kSceneDR03);
			}
		}
		return true;
	}

	if (exitId == 2) {
		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1258.0f, 7.18f, -314.0f, 0, true, false, 0)) {
			Game_Flag_Set(kFlagDR02toBB01);
			Game_Flag_Reset(kFlagMcCoyInDNARow);
			Game_Flag_Set(kFlagMcCoyInBradburyBuilding);
			Set_Enter(kSetBB01, kSceneBB01);
		}
		return true;
	}
	return false;
}
Example #2
0
void ScriptNR11::InitializeScene() {
	Setup_Scene_Information(100.0f, 1.75f, -4.0f, 0);
	Scene_Exit_Add_2D_Exit(0, 450, 305, 565, 345, 2);
	if (!Game_Flag_Query(640)) {
		Ambient_Sounds_Adjust_Looping_Sound(452, 22, 0, 1);
	}
	Ambient_Sounds_Add_Looping_Sound(205, 22, 0, 1);
	Ambient_Sounds_Add_Looping_Sound(71, 33, 0, 1);
	Ambient_Sounds_Add_Sound(303, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(304, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(305, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(306, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(307, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(308, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
	if (Game_Flag_Query(632)) {
		Scene_Loop_Set_Default(3);
		Ambient_Sounds_Add_Looping_Sound(381, 83, 0, 1);
	} else if (Game_Flag_Query(634)) {
		Scene_Loop_Set_Default(5);
		Ambient_Sounds_Add_Looping_Sound(381, 83, 0, 1);
	} else {
		Scene_Loop_Set_Default(0);
		Overlay_Play("NR11OVER", 0, 1, 0, 0);
	}
}
Example #3
0
bool ScriptDR01::ClickedOnExit(int exitId) {
	if (exitId == 0) {
		if (!Loop_Actor_Walk_To_XYZ(0, -835.0f, -0.04f, -118.0f, 0, 1, false, 0)) {
			Async_Actor_Walk_To_XYZ(0, -911.0f, -0.04f, -118.0f, 0, false);
			Ambient_Sounds_Adjust_Looping_Sound(112, 10, -100, 1);
			Game_Flag_Set(224);
			Set_Enter(7, 26);
		}
		return true;
	}
	if (exitId == 1) {
		if (!Loop_Actor_Walk_To_XYZ(0, -711.0f, -0.04f, 70.0f, 0, 1, false, 0)) {
			Async_Actor_Walk_To_XYZ(0, -796.0f, -0.04f, 166.0f, 0, false);
			Game_Flag_Set(10);
			Set_Enter(7, 28);
		}
		return true;
	}
	if (exitId == 2) {
		if (Loop_Actor_Walk_To_XYZ(0, -372.0f, -0.04f, -82.0f, 0, 1, false, 0)) {
			Game_Flag_Reset(176);
			Game_Flag_Reset(182);
			Game_Flag_Reset(179);
			Game_Flag_Reset(178);
			Game_Flag_Reset(180);
			Game_Flag_Reset(261);
			Game_Flag_Reset(177);
			Game_Flag_Reset(258);
			int spinnerDest = Spinner_Interface_Choose_Dest(-1, 0);
			switch (spinnerDest) {
			case 2:
				Game_Flag_Set(182);
				Game_Flag_Reset(253);
				Game_Flag_Set(249);
				Set_Enter(69, 78);
				break;
			case 3:
				Game_Flag_Set(176);
				Game_Flag_Reset(253);
				Game_Flag_Set(248);
				Set_Enter(4, 13);
				break;
			case 1:
				Game_Flag_Set(179);
				Game_Flag_Reset(253);
				Game_Flag_Set(250);
				Set_Enter(49, 48);
				break;
			case 0:
				Game_Flag_Set(178);
				Game_Flag_Reset(253);
				Game_Flag_Set(251);
				Set_Enter(61, 65);
				break;
			case 5:
				Game_Flag_Set(261);
				Game_Flag_Reset(253);
				Game_Flag_Set(307);
				Set_Enter(17, 82);
				break;
			case 4:
				Game_Flag_Set(180);
				Game_Flag_Reset(253);
				Game_Flag_Set(252);
				Set_Enter(0, 0);
				break;
			case 7:
				Game_Flag_Set(258);
				Game_Flag_Reset(253);
				Game_Flag_Set(254);
				Set_Enter(20, 2);
				break;
			case 8:
				Game_Flag_Set(181);
				Game_Flag_Reset(253);
				Game_Flag_Set(255);
				Set_Enter(54, 54);
				break;
			case 9:
				Game_Flag_Set(257);
				Game_Flag_Reset(253);
				Game_Flag_Set(256);
				Set_Enter(37, 34);
				break;
			default:
				Player_Loses_Control();
				Game_Flag_Set(177);
				Loop_Actor_Walk_To_XYZ(0, -447.39f, 0.16f, -92.38f, 0, 0, true, 0);
				Player_Gains_Control();
				break;
			}
		}
		return true;
	}

	if (exitId == 3) {
		float x, y, z;
		Actor_Query_XYZ(0, &x, &y, &z);
		bool v7 = false;
		if (-1200 < x) {
			v7 = Loop_Actor_Walk_To_XYZ(0, -1236.4f, -0.04f, -13.91f, 0, 1, false, 0);
		}
		if (!v7) {
			Game_Flag_Set(558);
			Game_Flag_Set(176);
			Game_Flag_Reset(177);
			Set_Enter(33, 23);
		}
		return true;
	}
	return false;
}