void kickback_disable (void) { lamp_off(LM_KICKBACK_ARROW); lamp_flash_on(LM_LITE_KICKBACK); lamp_flash_on(LM_RIGHT_STANDUP_ARROW); kickback_driver_disable(); }
CALLSET_ENTRY (mpf, lamp_update) { lamplist_apply (LAMPLIST_MPF, lamp_off); lamplist_apply (LAMPLIST_MPF, lamp_flash_off); switch (mpf_level) { case 0: lamp_flash_on (LM_MPF_100K); break; case 1: lamp_on (LM_MPF_100K); lamp_flash_on (LM_MPF_200K); break; case 2: lamp_on (LM_MPF_100K); lamp_on (LM_MPF_200K); lamp_flash_on (LM_MPF_300K); break; case 3: lamp_flash_on (LM_MPF_100K); lamp_flash_on (LM_MPF_200K); lamp_flash_on (LM_MPF_300K); callset_invoke (head_enable_divert); break; default: break; } }
void rules_deff (void) { music_disable (); music_set (MUS_RESTART_PLUNGER); sol_request (SOL_EYELIDS_OPEN); rule_begin (); rule_msg ("HOW TO PLAY", "FUNHOUSE"); task_create_gid1 (GID_RULES_LEFF, rules_flasher_leff); rule_complete (); rule_begin (); rule_msg ("ALL TARGETS", "ADVANCE CLOCK"); task_create_gid1 (GID_RULES_LEFF, rules_clock_leff); rule_complete (); rule_begin (); rule_msg ("REACH 11:30", "TO LIGHT LOCK"); fh_clock_set (11, TIME_30_MIN); lamp_tristate_flash (LM_LOCK); rule_complete (); rule_begin (); rule_msg ("LOCK BALL 1", "FOR 11:45"); fh_clock_set (11, TIME_45_MIN); lamp_tristate_flash (LM_LOCK); rule_complete (); rule_begin (); rule_msg ("LOCK BALL 2", " FOR 12:00"); fh_clock_set (12, TIME_0_MIN); lamp_tristate_flash (LM_MILLION); sol_request (SOL_EYELIDS_CLOSED); rule_complete (); rule_begin (); rule_msg ("WAKE RUDY", "FOR MULTIBALL"); sol_request (SOL_EYELIDS_OPEN); rule_complete (); rule_begin (); rule_msg ("SHOOT TRAP DOOR", "FOR JACKPOTS"); lamp_tristate_flash (LM_MILLION_PLUS); rule_complete (); rule_begin (); rule_msg ("SHOOT MIRROR TO", "COLLECT AWARDS"); lamplist_apply (LAMPLIST_MIRROR_AWARDS, lamp_flash_on); lamp_tristate_flash (LM_MIRROR_VALUE); rule_complete (); rule_begin (); rule_msg ("HIT RUDY TO", "RELIGHT MIRROR"); lamplist_apply (LAMPLIST_MIRROR_AWARDS, lamp_on); rule_complete (); rule_begin (); rule_msg ("BLUE TARGETS", "LIGHT THE STEPS"); lamplist_apply (LAMPLIST_STEP_TARGETS, lamp_flash_on); lamplist_apply (LAMPLIST_STEPS_AWARDS, lamp_flash_on); rule_complete (); rule_begin (); rule_msg ("SHOOT STEPS FROM", "LEFT PLUNGER"); lamplist_apply (LAMPLIST_STEPS_AWARDS, lamp_flash_on); lamp_tristate_flash (LM_STEPS_GATE_OPEN); lamp_tristate_flash (LM_RAMP_STEPS); rule_complete (); rule_begin (); rule_msg ("SHOOT LOOPS TO", "COLLECT GANGWAYS"); lamp_flash_on (LM_LEFT_GANGWAY); lamp_flash_on (LM_RIGHT_GANGWAY); lamplist_apply (LAMPLIST_GANGWAYS, lamp_on); rule_complete (); rule_begin (); rule_msg ("EXTRA BALLS LIT", "AT TOP LOOP"); lamp_on (LM_EXTRA_BALL); lamp_flash_on (LM_MIRROR_EX_BALL); lamp_flash_on (LM_GANGWAY_EX_BALL); lamp_flash_on (LM_STEPS_EB); rule_complete (); rule_begin (); rule_msg ("PLAY", "FUNHOUSE"); task_create_gid1 (GID_RULES_LEFF, rules_flasher_leff); task_create_gid1 (GID_RULES_LEFF, rules_clock_leff); rule_complete (); sol_request (SOL_EYELIDS_CLOSED); music_enable (); deff_exit (); }
void theatre_spell_complete (void) { sound_send (SND_KABOOM); lamp_flash_on (LM_HURRY_UP); hurryup_start (); }