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10 changed files with 135 additions and 187 deletions
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@ -46,6 +46,10 @@ FX
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#include "gfx\actor.h"
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#endif
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#ifndef __GFX_FADER_H__
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#include "gfx\fader.h"
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#endif
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/* Std Lib
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------- */
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@ -160,112 +164,11 @@ typedef struct
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CFmaScene FmaScene;
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/*****************************************************************************/
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// Ch1 FMA
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int s_testScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_00_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_01_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_02_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_03_DAT,
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// Scene 1 - Shade Shoals
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SC_SNAP_CAMERA_TO, 4*16,16*16,
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SC_WAIT_ON_TIMER, 30,
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// Scene 2 - SB arrives outside Shady Shoals
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,16*16,30*16,96,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_00_DAT,
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// Scene 3 - SB Fixing TV
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_IDLE,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,224*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_MM,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_IDLE,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,220*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,208*16,30*16,
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SC_SNAP_CAMERA_TO, 197*16,16*16,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_WAIT_ON_TIMER, 10,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
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SC_WAIT_ON_TIMER, 10,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_WAIT_ON_TIMER, 10,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_01_DAT,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_WAIT_ON_TIMER, 10,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,
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SC_WAIT_ON_TIMER, 10,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_WAIT_ON_TIMER, 10,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,
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// Scene 4 - Goes to BB, and collects his prize
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,216*16,30*16,16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_02_DAT,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,240*16,30*16,154,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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// Scene 5 - SB leaves Shady Shoals
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SC_SNAP_CAMERA_TO, 4*16,16*16,
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SC_WAIT_ON_TIMER, 30,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,4*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,144,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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// Scene 6 - Back in shady
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_IDLE,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,207*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_IDLE,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,212*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
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SC_SNAP_CAMERA_TO, 197*16,16*16,
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SC_WAIT_ON_TIMER, 60,
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// Scene 7 - TV goes pop
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// Scene 8 - Outside, MM & BB SCREEEEEEEEEEEEEEEAM
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SC_SNAP_CAMERA_TO, 4*16,16*16,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_03_DAT,
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SC_STOP
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};
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/*****************************************************************************/
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/*** Intro FMA ***************************************************************/
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/*****************************************************************************/
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int s_FMAIntroScript[]=
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static const int s_FMAIntroScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_00_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_01_DAT,
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@ -350,7 +253,7 @@ int s_FMAIntroScript[]=
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/*****************************************************************************/
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/*** C1 End FMA **************************************************************/
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/*****************************************************************************/
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int s_FMAC1EndScript[]=
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static const int s_FMAC1EndScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_00_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_01_DAT,
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@ -423,7 +326,7 @@ int s_FMAC1EndScript[]=
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/*****************************************************************************/
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/*** C2 End FMA **************************************************************/
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/*****************************************************************************/
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int s_FMAC2EndScript[]=
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static const int s_FMAC2EndScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_00_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_01_DAT,
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@ -484,7 +387,7 @@ int s_FMAC2EndScript[]=
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/*****************************************************************************/
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/*** C3 End FMA **************************************************************/
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/*****************************************************************************/
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int s_FMAC3EndScript[]=
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static const int s_FMAC3EndScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_00_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_01_DAT,
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@ -556,7 +459,7 @@ int s_FMAC3EndScript[]=
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/*****************************************************************************/
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/*** C4 End FMA **************************************************************/
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/*****************************************************************************/
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int s_FMAC4EndScript[]=
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static const int s_FMAC4EndScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_00_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_01_DAT,
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@ -632,7 +535,7 @@ int s_FMAC4EndScript[]=
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/*** C5 End FMA **************************************************************/
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/*****************************************************************************/
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int s_FMAC5EndScript[]=
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static const int s_FMAC5EndScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_00_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_01_DAT,
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@ -731,37 +634,9 @@ int s_FMAC5EndScript[]=
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SC_STOP
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};
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/*****************************************************************************/
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// A test script..
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/*
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int s_testScriptold[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_CH1L1_01_DAT,
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SC_SNAP_CAMERA_TO, 0,0,
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SC_SET_ACTOR_VISIBILITY, ACTOR_SPONGEBOB,true,
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SC_SET_ACTOR_POSITION, ACTOR_SPONGEBOB,100,100,
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SC_MOVE_CAMERA_TO, 100,100,150+(60*2),
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SC_WALK_ACTOR_TO_POSITION, ACTOR_SPONGEBOB,200,100,10,
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_CH1L1_01_DAT,
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SC_WAIT_ON_TIMER, 60,
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SC_SET_ACTOR_ANIM_STATE, ACTOR_SPONGEBOB,ANIM_WALK,
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SC_SET_ACTOR_FACING, ACTOR_SPONGEBOB,1,
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SC_WALK_ACTOR_TO_POSITION, ACTOR_SPONGEBOB,250,200,5,
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SC_WAIT_ON_ACTOR_STOP, ACTOR_SPONGEBOB,
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SC_WAIT_ON_TIMER, 60*5,
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SC_STOP
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};
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*/
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// Actor graphics data
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const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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{
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{ ACTORS_SPONGEBOB_SBK, { ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_RUN } }, // ACTOR_SPONGEBOB
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{ ACTORS_MERMAIDMAN_SBK, { ANIM_MERMAIDMAN_IDLEBREATHE, ANIM_MERMAIDMAN_IDLEBREATHE } }, // ACTOR_MM
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ACTOR_DATA m_actorData[FMA_NUM_ACTORS];
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static const int *s_fmaScripts[CFmaScene::NUM_FMA_SCRIPTS]=
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{
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s_FMAIntroScript,
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s_FMAC1EndScript,
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s_FMAC2EndScript,
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s_FMAC3EndScript,
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s_FMAC4EndScript,
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s_FMAC5EndScript,
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};
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static CFmaScene::FMA_SCRIPT_NUMBER s_chosenScript=CFmaScene::FMA_SCRIPT__INTRO;
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#include "pad\pads.h"
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#include "gfx\font.h"
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m_frameCount=0;
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m_scriptRunning=true;
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m_pc=s_testScript;
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m_pc=s_fmaScripts[s_chosenScript];
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CFader::setFadingIn();
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}
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@ -916,7 +807,7 @@ void CFmaScene::think(int _frames)
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m_cameraPos.vx+=16;
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}
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#endif
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if(m_scriptRunning==false&&PadGetDown(0)&(PAD_CROSS|PAD_START))
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if(m_scriptRunning==false&&!m_readyToShutdown)
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{
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startShutdown();
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}
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@ -1021,7 +912,19 @@ void CFmaScene::think(int _frames)
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---------------------------------------------------------------------- */
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int CFmaScene::readyToShutdown()
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{
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return m_readyToShutdown;
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return m_readyToShutdown&&!CFader::isFading();
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::selectFma(FMA_SCRIPT_NUMBER _fma)
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{
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s_chosenScript=_fma;
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}
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---------------------------------------------------------------------- */
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void CFmaScene::startShutdown()
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{
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CFader::setFadingOut();
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GameState::setNextScene(&MapScene);
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m_readyToShutdown=true;
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}
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