Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
127 lines
1.6 KiB
Plaintext
127 lines
1.6 KiB
Plaintext
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fsm Training01 : integer;
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const
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#include_ <content\ABLScripts\mwconst.abi>
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type
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#include_ <content\ABLScripts\mwtype.abi>
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var
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eternal integer playermech;
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static integer cinema_cut;
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static integer cinema_timer;
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function init;
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var
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integer i;
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code
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playermech = getplayervehicle(epl_player0);
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cinema_cut = 0;
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cinema_timer = gti_Timer_21;
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endfunction;
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function CheckIfPlayerDied;
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code
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if (isdead(playermech)) then
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failobjectiveall(9);
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endif;
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endfunction;
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state startState;
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code
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//SetMissionBounds(ena_Nav_Section1A,ena_Nav_Section1B);
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//playsound(eso_start);
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//setactivationdistance(6800);
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//trans opening;
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trans Part01_Opening;
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endstate;
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state deadState;
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code
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endstate;
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state Part01_Opening;
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code
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if (cinemaskip) then
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// intentionally left blank -- no skipping the cinemas!
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endif;
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switch (cinema_cut)
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case 0:
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CinemaStart;
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SetCompositingEnabled(false);
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StartTimer(cinema_timer);
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SetActiveCamera(eca_CameraShip_Opening1);
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FadeToBlack(0.0);
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FadeFromBlack(3.0);
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cinema_cut = cinema_cut + 1;
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endcase;
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case 1:
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endcase;
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case 2:
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endcase;
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case 3:
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endcase;
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endswitch;
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endstate;
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state won;
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code
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switch cinema_cut
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case 0:
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endcase;
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case 1:
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endcase;
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endswitch;
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endstate;
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state lost;
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code
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switch cinema_cut
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case 0:
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endcase;
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case 1:
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endcase;
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endswitch;
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endstate;
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endfsm.
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