Rename a heap of light and brightness symbols

This commit is contained in:
Ryan Dwyer
2023-04-13 20:13:13 +10:00
parent 2d0c0583de
commit 89152f7b40
36 changed files with 1093 additions and 1003 deletions
+6 -6
View File
@@ -182,7 +182,7 @@ void roomSetOnscreen(s32 roomnum, s32 draworder, struct screenbox *box)
g_Rooms[roomnum].flags |= ROOMFLAG_ONSCREEN;
#endif
if (g_Rooms[roomnum].flags & ROOMFLAG_0800) {
if (g_Rooms[roomnum].flags & ROOMFLAG_BBOXHACK) {
box->xmin = var800a4640.unk2d0.box.xmin;
box->ymin = var800a4640.unk2d0.box.ymin;
box->xmax = var800a4640.unk2d0.box.xmax;
@@ -249,10 +249,10 @@ void roomSetOnscreen(s32 roomnum, s32 draworder, struct screenbox *box)
}
}
void func0f158108(s32 roomnum, u8 *arg1, u8 *arg2)
void bgGetRoomBrightnessRange(s32 roomnum, u8 *min, u8 *max)
{
*arg1 = g_BgRooms[roomnum].unk10;
*arg2 = g_BgRooms[roomnum].unk11;
*min = g_BgRooms[roomnum].br_light_min;
*max = g_BgRooms[roomnum].br_light_max;
}
struct var800a4640_00 *func0f158140(s32 roomnum)
@@ -4513,8 +4513,8 @@ void bgLoadRoom(s32 roomnum)
// Create vertex batches - these are used for hit detection
bgFindRoomVtxBatches(roomnum);
g_Rooms[roomnum].flags |= ROOMFLAG_DIRTY;
g_Rooms[roomnum].flags |= ROOMFLAG_0200;
g_Rooms[roomnum].flags |= ROOMFLAG_LIGHTS_DIRTY;
g_Rooms[roomnum].flags |= ROOMFLAG_BRIGHTNESS_DIRTY_PERM;
g_Rooms[roomnum].colours = NULL;
+4 -4
View File
@@ -1945,7 +1945,7 @@ Gfx *bviewDrawNvLens(Gfx *gdl)
s32 viewtop = viGetViewTop();
s32 viewleft = viGetViewLeft();
s32 viewbottom = viewtop + viewheight;
s32 roomvalue;
s32 brightness;
s32 y;
var8007f840++;
@@ -1962,10 +1962,10 @@ Gfx *bviewDrawNvLens(Gfx *gdl)
var8009caed = 0x50;
var8009caee = 0xc0;
roomvalue = func0f0009c0(g_Vars.currentplayer->prop->rooms[0]);
brightness = roomGetFinalBrightness(g_Vars.currentplayer->prop->rooms[0]);
if (roomvalue > 128) {
sky0f127334(roomvalue, roomvalue, roomvalue);
if (brightness > 128) {
sky0f127334(brightness, brightness, brightness);
}
if (g_Menus[g_Vars.currentplayerstats->mpindex].curdialog == NULL) {
+1 -1
View File
@@ -13305,7 +13305,7 @@ void chraTick(struct chrdata *chr)
// Consider setting darkroomlist
if (chr->prop
&& chr->aidarkroomlist >= 0
&& roomGetBrightness(chr->prop->rooms[0]) < 25
&& roomGetSettledLocalBrightness(chr->prop->rooms[0]) < 25
&& ailistFindById(chr->aidarkroomlist) != chr->ailist) {
chr->darkroomthing = true;
}
+2 -1
View File
@@ -5832,7 +5832,8 @@ bool aiSetLights(void)
roomSetLightsOn(roomnum, true);
break;
default:
roomSetLighting(roomnum, cmd[4], cmd[5], cmd[6], TICKS(cmd[7]));
roomSetLightOp(roomnum, cmd[4], cmd[5], cmd[6], TICKS(cmd[7]));
break;
}
}
+266 -250
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File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -333,7 +333,7 @@ bool explosionCreate(struct prop *sourceprop, struct coord *exppos, s16 *exproom
for (i = 0; exprooms[i] != -1 && i < 7; i++) {
expprop->rooms[i] = exprooms[i];
roomAdjustLighting(exprooms[i], g_ExplosionTypes[type].rangeh, 255);
roomFlashLighting(exprooms[i], g_ExplosionTypes[type].rangeh, 255);
}
expprop->rooms[i] = -1;
@@ -706,7 +706,7 @@ void explosionInflictDamage(struct prop *expprop)
// Flicker room lighting
for (i = 0; expprop->rooms[i] != -1; i++) {
if (random() % 2048 <= 240) {
roomAdjustLighting(expprop->rooms[i], type->rangeh, 255);
roomFlashLighting(expprop->rooms[i], type->rangeh, 255);
}
}
+10 -10
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@@ -172,11 +172,11 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
s1[i * 3 + 1] = 0;
s1[i * 3 + 2] = 0;
tmp = roomlights[i].unk07 * roomlights[i].unk07 + roomlights[i].unk08 * roomlights[i].unk08 + roomlights[i].unk09 * roomlights[i].unk09;
tmp = roomlights[i].dirx * roomlights[i].dirx + roomlights[i].diry * roomlights[i].diry + roomlights[i].dirz * roomlights[i].dirz;
f16 = spc4.f[0] * spc4.f[0] + spc4.f[1] * spc4.f[1] + spc4.f[2] * spc4.f[2];
if (tmp > 0.0001f && f16 > 0.0001f) {
sp190 = -((roomlights[i].unk07 * spc4.f[0] + roomlights[i].unk08 * spc4.f[1] + roomlights[i].unk09 * spc4.f[2]) / sqrtf(tmp * f16));
sp190 = -((roomlights[i].dirx * spc4.f[0] + roomlights[i].diry * spc4.f[1] + roomlights[i].dirz * spc4.f[2]) / sqrtf(tmp * f16));
if (sp190 > 0.4f) {
sp190 = 0.4f;
@@ -385,7 +385,7 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
struct artifact *artifacts;
u16 min;
u16 max;
f32 f30;
f32 lightop_cur_frac;
s32 t2;
struct light *light;
u8 *s3;
@@ -413,7 +413,7 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
f32 f26;
artifacts = schedGetFrontArtifacts();
f30 = roomGetUnk5c(roomnum);
lightop_cur_frac = roomGetLightOpCurFrac(roomnum);
if (g_Rooms[roomnum].gfxdata == NULL || g_Rooms[roomnum].loaded240 == 0) {
return gdl;
@@ -500,7 +500,7 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
}
if (USINGDEVICE(DEVICE_NIGHTVISION)) {
s3[2] *= (s32) (f30 * 7.0f);
s3[2] *= (s32) (lightop_cur_frac * 7.0f);
}
f0 = s3[2] * (1.0f / 255.0f);
@@ -519,18 +519,18 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
brightness *= 27500.0f / (-lightscreenpos.z < 1.0f ? 1.0f : -lightscreenpos.z);
if (light->unk06 != 0) {
brightness *= light->unk06 * (1.0f / 32.0f);
if (light->brightnessmult != 0) {
brightness *= light->brightnessmult * (1.0f / 32.0f);
}
brightness *= s3[1] * (1.0f / 255.0f);
if (USINGDEVICE(DEVICE_NIGHTVISION)) {
brightness *= 14.0f * f30;
brightness *= 14.0f * lightop_cur_frac;
}
brightness += add;
brightness *= 2.0f * func0f000dbc(roomnum);
brightness *= 2.0f * roomGetSettledLocalBrightnessFrac(roomnum);
if (brightness > 750.0f) {
brightness = 750.0f;
@@ -554,7 +554,7 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
alpha *= (s3[0] / 8.0f);
if (USINGDEVICE(DEVICE_NIGHTVISION)) {
alpha *= f30 * 7.0f;
alpha *= lightop_cur_frac * 7.0f;
}
if (alpha > 255.0f) {
@@ -338,7 +338,7 @@ void ctcInitProps(void)
for (i = 0; i < 4; i++) {
if (g_ScenarioData.ctc.playercountsperteam[i] && g_ScenarioData.ctc.baserooms[i] != -1) {
roomSetLighting(g_ScenarioData.ctc.baserooms[i], 5, 0, 0, 0);
roomSetLightOp(g_ScenarioData.ctc.baserooms[i], LIGHTOP_HIGHLIGHT, 0, 0, 0);
}
}
}
+5 -3
View File
@@ -196,6 +196,7 @@ void kohInitProps(void)
}
padUnpack(pad_id, PADFIELD_POS | PADFIELD_ROOM, &pad);
g_ScenarioData.koh.hillrooms[0] = pad.room;
g_ScenarioData.koh.hillrooms[1] = -1;
g_ScenarioData.koh.hillpos.x = pad.pos.x;
@@ -203,7 +204,8 @@ void kohInitProps(void)
g_ScenarioData.koh.hillpos.z = pad.pos.z;
g_ScenarioData.koh.hillpos.y = cdFindFloorYColourTypeAtPos(&g_ScenarioData.koh.hillpos, &g_ScenarioData.koh.hillrooms[0], 0, 0);
g_ScenarioData.koh.movehill = false;
roomSetLighting(g_ScenarioData.koh.hillrooms[0], LIGHTOP_5, 0, 0, 0);
roomSetLightOp(g_ScenarioData.koh.hillrooms[0], LIGHTOP_HIGHLIGHT, 0, 0, 0);
}
/**
@@ -265,7 +267,7 @@ void kohTick(void)
&& g_ScenarioData.koh.colourfracb >= .95f) {
// The old hill is now "natural enough" to set it back to full
// natural colour and actually choose a new hill.
roomSetLighting(g_ScenarioData.koh.hillrooms[0], 0, 0, 0, 0);
roomSetLightOp(g_ScenarioData.koh.hillrooms[0], LIGHTOP_NONE, 0, 0, 0);
// Choose the new hill. Note that hillcount refers to the number of
// hill options, which is always >= 2.
@@ -294,7 +296,7 @@ void kohTick(void)
g_ScenarioData.koh.hillpos.y = cdFindFloorYColourTypeAtPos(&g_ScenarioData.koh.hillpos, g_ScenarioData.koh.hillrooms, NULL, NULL);
roomSetLighting(g_ScenarioData.koh.hillrooms[0], 5, 0, 0, 0);
roomSetLightOp(g_ScenarioData.koh.hillrooms[0], LIGHTOP_HIGHLIGHT, 0, 0, 0);
g_ScenarioData.koh.occupiedteam = -1;
g_ScenarioData.koh.elapsed240 = 0;
+1 -1
View File
@@ -461,7 +461,7 @@ void nbombInflictDamage(struct nbomb *nbomb)
if (index < 52) {
roomnums[index] = i;
index++;
roomAdjustLighting(i, -38, -180);
roomFlashLighting(i, -38, -180);
}
}
}
+30 -30
View File
@@ -1353,21 +1353,21 @@ struct modelrodata_bbox *objFindBboxRodata(struct defaultobj *obj)
return modelFindBboxRodata(obj->model);
}
s32 func0f068b14(s16 *rooms, s32 arg1)
s32 objGetAverageBrightnessInRooms(s16 *rooms, s32 brightnesstype)
{
s32 total = 0;
s32 brightness = 0;
s32 i;
for (i = 0; rooms[i] != -1; i++) {
if (arg1 == 0) {
total += func0f000b24(rooms[i]);
} else if (arg1 == 1) {
total += func0f000c54(rooms[i]);
if (brightnesstype == 0) {
brightness += roomGetSettledRegionalBrightnessForPlayer(rooms[i]);
} else if (brightnesstype == 1) {
brightness += roomGetFlashBrightness(rooms[i]);
}
}
if (i) {
s32 average = total / i;
s32 average = brightness / i;
if (average > 255) {
average = 255;
@@ -1384,12 +1384,12 @@ s32 door0f068c04(struct prop *prop, s32 *arg1, s32 *arg2)
struct doorobj *door = prop->door;
struct doorobj *sibling;
s32 i;
s32 s1;
s32 s3 = 0;
s32 s4 = 0;
s32 br_settled_average;
s32 total_br_settled = 0;
s32 total_br_flash = 0;
s32 s2 = 0;
s32 s5 = 0;
s32 v1;
s32 br_flash_average;
s32 result;
struct prop *loopprop;
struct pad pad;
@@ -1411,11 +1411,11 @@ s32 door0f068c04(struct prop *prop, s32 *arg1, s32 *arg2)
padUnpack(sibling->base.pad, PADFIELD_POS | PADFIELD_LOOK | PADFIELD_UP | PADFIELD_NORMAL | PADFIELD_ROOM, &pad);
if (door->base.flags3 & OBJFLAG3_04000000) {
s3 += func0f000b24(pad.room);
s4 += func0f000c54(pad.room);
total_br_settled += roomGetSettledRegionalBrightnessForPlayer(pad.room);
total_br_flash += roomGetFlashBrightness(pad.room);
s5++;
s2 = s3 + s4;
s2 = total_br_settled + total_br_flash;
if (s2 > 255) {
s2 = 255;
@@ -1454,8 +1454,8 @@ s32 door0f068c04(struct prop *prop, s32 *arg1, s32 *arg2)
// @bug? Duplicate sum1 < 0.0f check in the first part.
// Perhaps one of them should be sum2 < 0.0f.
if ((sum1 < 0.0f && sum1 < 0.0f) || (sum1 > 0.0f && sum2 > 0.0f)) {
s32 value1 = func0f000c54(loopprop->rooms[i]);
s32 value2 = func0f000b24(loopprop->rooms[i]);
s32 value1 = roomGetFlashBrightness(loopprop->rooms[i]);
s32 value2 = roomGetSettledRegionalBrightnessForPlayer(loopprop->rooms[i]);
s32 sum = value2 + value1;
if (sum > 255) {
@@ -1463,8 +1463,8 @@ s32 door0f068c04(struct prop *prop, s32 *arg1, s32 *arg2)
}
s5++;
s3 += value2;
s4 += value1;
total_br_settled += value2;
total_br_flash += value1;
s2 += sum;
}
}
@@ -1480,23 +1480,23 @@ s32 door0f068c04(struct prop *prop, s32 *arg1, s32 *arg2)
}
if (s5 == 0) {
s1 = func0f068b14(prop->rooms, 0);
v1 = func0f068b14(prop->rooms, 1);
br_settled_average = objGetAverageBrightnessInRooms(prop->rooms, 0);
br_flash_average = objGetAverageBrightnessInRooms(prop->rooms, 1);
} else {
s1 = s3 / s5;
v1 = s4 / s5;
br_settled_average = total_br_settled / s5;
br_flash_average = total_br_flash / s5;
}
if (arg1 != NULL) {
*arg1 = s1;
*arg1 = br_settled_average;
}
if (arg2 != NULL) {
*arg2 = v1;
*arg2 = br_flash_average;
}
if (s1 + v1 < 255) {
result = s1 + v1;
if (br_settled_average + br_flash_average < 255) {
result = br_settled_average + br_flash_average;
} else {
result = 255;
}
@@ -1547,8 +1547,8 @@ s32 func0f068fc8(struct prop *prop, bool arg1)
}
}
} else {
actual = func0f068b14(prop->rooms, 0);
extra = func0f068b14(prop->rooms, 1);
actual = objGetAverageBrightnessInRooms(prop->rooms, 0);
extra = objGetAverageBrightnessInRooms(prop->rooms, 1);
}
if (arg1 == 0) {
@@ -18799,7 +18799,7 @@ void weaponSetGunfireVisible(struct prop *prop, bool visible, s16 room)
}
if (flash && room != -1) {
roomAdjustLighting(room, 48, 128);
roomFlashLighting(room, 48, 128);
}
}
@@ -19993,7 +19993,7 @@ void doorCreateSparks(struct doorobj *door)
-1, 0, 0, 0, &sp7c, -1, door->base.prop->rooms, -1, -1, -1, -1);
for (i = 0; door->base.prop->rooms[i] != -1; i++) {
roomAdjustLighting(door->base.prop->rooms[i], 128, 200);
roomFlashLighting(door->base.prop->rooms[i], 128, 200);
}
}
+1 -1
View File
@@ -207,7 +207,7 @@ Gfx *smokeRenderPart(struct smoke *smoke, struct smokepart *part, Gfx *gdl, stru
colours[0].a = alpha * alphamult;
} else {
if (smoke->type != SMOKETYPE_PINBALL) {
frac = func0f000a10(smoke->prop->rooms[0]) * (1.0f / 255.0f);
frac = roomGetFinalBrightnessForPlayer(smoke->prop->rooms[0]) * (1.0f / 255.0f);
if (frac > 1) {
frac = 1;
+4 -4
View File
@@ -277,21 +277,21 @@ void sparksCreate(s32 room, struct prop *prop, struct coord *pos, struct coord *
switch (typenum) {
case SPARKTYPE_DEFAULT:
roomAdjustLighting(group->room, 24, 32);
roomFlashLighting(group->room, 24, 32);
break;
case SPARKTYPE_ENVIRONMENTAL1:
if (g_Vars.stagenum != STAGE_CRASHSITE) {
roomAdjustLighting(group->room, 32, 128);
roomFlashLighting(group->room, 32, 128);
}
break;
case SPARKTYPE_ENVIRONMENTAL2:
if (g_Vars.stagenum != STAGE_CRASHSITE) {
roomAdjustLighting(group->room, 64, 128);
roomFlashLighting(group->room, 64, 128);
}
break;
case SPARKTYPE_ENVIRONMENTAL3:
if (g_Vars.stagenum != STAGE_CRASHSITE) {
roomAdjustLighting(group->room, 200, 255);
roomFlashLighting(group->room, 200, 255);
}
break;
}
+4 -4
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@@ -414,10 +414,10 @@ void frInitLighting(void)
s32 roomnum;
for (roomnum = 7; roomnum < 10; roomnum++) {
roomSetLighting(roomnum, LIGHTOP_3, 50, 100, TICKS(32));
roomSetLightOp(roomnum, LIGHTOP_TRANSITION, 50, 100, TICKS(32));
}
roomSetLighting(ROOM_DISH_FIRINGRANGE, LIGHTOP_3, 25, 100, TICKS(32));
roomSetLightOp(ROOM_DISH_FIRINGRANGE, LIGHTOP_TRANSITION, 25, 100, TICKS(32));
g_FrData.donelighting = true;
@@ -433,10 +433,10 @@ void frRestoreLighting(void)
s32 roomnum;
for (roomnum = 7; roomnum < 10; roomnum++) {
roomSetLighting(roomnum, LIGHTOP_3, 100, 50, TICKS(8));
roomSetLightOp(roomnum, LIGHTOP_TRANSITION, 100, 50, TICKS(8));
}
roomSetLighting(ROOM_DISH_FIRINGRANGE, LIGHTOP_3, 100, 25, TICKS(8));
roomSetLightOp(ROOM_DISH_FIRINGRANGE, LIGHTOP_TRANSITION, 100, 25, TICKS(8));
g_FrData.donelighting = false;
+15 -15
View File
@@ -1078,7 +1078,7 @@ void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct co
u8 b;
u8 a;
brightnessfrac = func0f000a10(room2) * (1.0f / 255.0f);
brightnessfrac = roomGetFinalBrightnessForPlayer(room2) * (1.0f / 255.0f);
range = maxalpha - (u32)minalpha;
@@ -1427,9 +1427,9 @@ void wallhitsRecolour(void)
s32 j;
u32 stack;
struct wallhit *wallhit;
f32 sp0c;
f32 sp08;
f32 sp04;
f32 r;
f32 g;
f32 b;
for (i = 0, wallhit = g_Wallhits; i < g_WallhitsMax; i++) {
if (wallhit->roomnum > 0) {
@@ -1443,30 +1443,30 @@ void wallhitsRecolour(void)
}
for (j = 0; prop->rooms[j] != -1; j++) {
if (g_Rooms[prop->rooms[j]].flags & ROOMFLAG_1000) {
if (g_Rooms[prop->rooms[j]].flags & ROOMFLAG_NEEDRESHADE) {
room = prop->rooms[j];
sp0c = g_Rooms[room].unk74;
sp08 = g_Rooms[room].unk78;
sp04 = g_Rooms[room].unk7c;
r = g_Rooms[room].highlightfrac_r;
g = g_Rooms[room].highlightfrac_g;
b = g_Rooms[room].highlightfrac_b;
break;
}
}
} else {
if (g_Rooms[wallhit->roomnum].flags & ROOMFLAG_1000) {
if (g_Rooms[wallhit->roomnum].flags & ROOMFLAG_NEEDRESHADE) {
room = wallhit->roomnum;
sp0c = g_Rooms[room].unk74;
sp08 = g_Rooms[room].unk78;
sp04 = g_Rooms[room].unk7c;
r = g_Rooms[room].highlightfrac_r;
g = g_Rooms[room].highlightfrac_g;
b = g_Rooms[room].highlightfrac_b;
}
}
if (room > 0) {
for (j = 0; j < 4; j++) {
wallhit->finalcolours[j].r = wallhit->basecolours[j].r * sp0c;
wallhit->finalcolours[j].g = wallhit->basecolours[j].g * sp08;
wallhit->finalcolours[j].b = wallhit->basecolours[j].b * sp04;
wallhit->finalcolours[j].r = wallhit->basecolours[j].r * r;
wallhit->finalcolours[j].g = wallhit->basecolours[j].g * g;
wallhit->finalcolours[j].b = wallhit->basecolours[j].b * b;
}
}
}
+2 -2
View File
@@ -1291,7 +1291,7 @@ glabel var7f1b5780
/* f133540: 02002025 */ or $a0,$s0,$zero
/* f133544: 14400003 */ bnez $v0,.L0f133554
/* f133548: 02002025 */ or $a0,$s0,$zero
/* f13354c: 0fc00400 */ jal roomSetUnk52
/* f13354c: 0fc00400 */ jal roomSetFlashBrightness
/* f133550: 02202825 */ or $a1,$s1,$zero
.L0f133554:
/* f133554: 8e6d02bc */ lw $t5,0x2bc($s3)
@@ -2712,7 +2712,7 @@ Gfx *weatherRenderRain(Gfx *gdl, struct weatherdata *weather, s32 arg2)
// 3534
for (s0 = 1; s0 < g_Vars.roomcount; s0++) {
if (!weatherIsRoomWeatherProof(s0)) {
roomSetUnk52(s0, s1);
roomSetFlashBrightness(s0, s1);
}
}
}
+49 -8
View File
@@ -2347,16 +2347,57 @@
mkshort(0x0101), \
u1,
#define set_lights_state(pad, operation, u1, u2, u3) \
/**
* Modifies the lighting of a room.
*
* The room is specified by the <roomorpad> argument. If less than 10000 then it
* is interpreted as a room number. If it is 10000 or more then 10000 is
* subtracted from it, it's interpreted as a pad number and the room that the
* pad can be found in is used.
*
* <operation> is a LIGHTOP constant.
* Unless noted otherwise, the <to> and <from> arguments are percentages of the
* usual brightness. Less than 100 is darker and more than 100 is brighter.
*
* LIGHTOP_NONE:
* Stops any of the below ongoing effects (setrandom, transition or sineloop).
*
* LIGHTOP_SET:
* Set the room's brightness to <to>, without any transition.
*
* LIGHTOP_SETRANDOM:
* Set the room's brightness randomly.
* <duration60> is the interval between rolls of the dice.
* <to> is the probability (range 0-100) of it using normal brightness on any
* given interval. Otherwise the <from> brightness is used.
* For example, with to=80, from=50 and duration60=120, then every 2 seconds
* there will be an 80% chance of changing to normal brightness and a 20% chance
* of changing to 50% brightness.
*
* LIGHTOP_TRANSITION:
* Transition from <from> to <to> over <duration60> ticks.
* Due to a bug, the timer starts at 75% completion.
*
* LIGHTOP_SINELOOP:
* Repeatedly adjust lighting between <from> and <to> in a sine pattern,
* taking <duration60> ticks to complete a loop cycle.
*
* LIGHTOP_TURNON:
* Turn the room's lights on (eg. using a light switch).
*
* LIGHTOP_TURNOFF:
* Turn the room's lights off (eg. using a light switch).
*/
#define set_lights_state(roomorpad, operation, to, from, duration60) \
mkshort(0x0102), \
mkshort(pad), \
mkshort(roomorpad), \
operation, \
u1, \
u2, \
u3, \
0x00, \
0x00, \
0x00,
to, \
from, \
duration60, \
0, \
0, \
0,
/**
* Checks if the current chr's proppreset is blocking line of sight from the chr
+24 -23
View File
@@ -1439,13 +1439,14 @@
#define LANGUAGE_PAL_IT 3
#define LANGUAGE_PAL_ES 4
#define LIGHTOP_1 1
#define LIGHTOP_2 2
#define LIGHTOP_3 3
#define LIGHTOP_4 4
#define LIGHTOP_5 5
#define LIGHTOP_TURNON 6
#define LIGHTOP_TURNOFF 7
#define LIGHTOP_NONE 0
#define LIGHTOP_SET 1
#define LIGHTOP_SETRANDOM 2
#define LIGHTOP_TRANSITION 3
#define LIGHTOP_SINELOOP 4
#define LIGHTOP_HIGHLIGHT 5
#define LIGHTOP_TURNON 6
#define LIGHTOP_TURNOFF 7
#define LOADTYPE_NONE 0
#define LOADTYPE_BG 1
@@ -3475,22 +3476,22 @@
#define ROOMBLOCKTYPE_LEAF 0
#define ROOMBLOCKTYPE_PARENT 1
#define ROOMFLAG_DISABLEDBYSCRIPT 0x0001
#define ROOMFLAG_HASDYNTEX 0x0002 // Has dynamic textures such as water
#define ROOMFLAG_ONSCREEN 0x0004
#define ROOMFLAG_STANDBY 0x0008 // Neighbour of an onscreen room - usually loaded as well
#define ROOMFLAG_0010 0x0010
#define ROOMFLAG_LOADCANDIDATE 0x0020 // Room is a good candidate for loading on this tick
#define ROOMFLAG_0040 0x0040
#define ROOMFLAG_RENDERALWAYS 0x0080
#define ROOMFLAG_DIRTY 0x0100
#define ROOMFLAG_0200 0x0200
#define ROOMFLAG_0400 0x0400
#define ROOMFLAG_0800 0x0800
#define ROOMFLAG_1000 0x1000
#define ROOMFLAG_LIGHTSOFF 0x2000
#define ROOMFLAG_PLAYAMBIENTTRACK 0x4000
#define ROOMFLAG_OUTDOORS 0x8000
#define ROOMFLAG_DISABLEDBYSCRIPT 0x0001
#define ROOMFLAG_HASDYNTEX 0x0002 // Has dynamic textures such as water
#define ROOMFLAG_ONSCREEN 0x0004
#define ROOMFLAG_STANDBY 0x0008 // Neighbour of an onscreen room - usually loaded as well
#define ROOMFLAG_0010 0x0010
#define ROOMFLAG_LOADCANDIDATE 0x0020 // Room is a good candidate for loading on this tick
#define ROOMFLAG_BRIGHTNESS_CALCED 0x0040
#define ROOMFLAG_RENDERALWAYS 0x0080
#define ROOMFLAG_LIGHTS_DIRTY 0x0100
#define ROOMFLAG_BRIGHTNESS_DIRTY_PERM 0x0200
#define ROOMFLAG_BRIGHTNESS_DIRTY_TEMP 0x0400
#define ROOMFLAG_BBOXHACK 0x0800
#define ROOMFLAG_NEEDRESHADE 0x1000
#define ROOMFLAG_LIGHTSOFF 0x2000
#define ROOMFLAG_PLAYAMBIENTTRACK 0x4000
#define ROOMFLAG_OUTDOORS 0x8000
#define RUMBLESTATE_1 1
#define RUMBLESTATE_ENABLED_STOPPED 2
+1 -1
View File
@@ -6,7 +6,7 @@
void roomUnpauseProps(u32 roomnum, bool tintedglassonly);
void roomSetOnscreen(s32 room, s32 draworder, struct screenbox *arg2);
void func0f158108(s32 roomnum, u8 *arg1, u8 *arg2);
void bgGetRoomBrightnessRange(s32 roomnum, u8 *min, u8 *max);
struct var800a4640_00 *func0f158140(s32 roomnum);
Gfx *bg0f158184(Gfx *gdl, struct xraydata *xraydata);
Gfx *func0f158400(Gfx *gdl, struct xraydata *xraydata, s16 vertices1[3], s16 vertices2[3], s16 vertices3[3], u32 colour1, u32 colour2, u32 colour3);
+15 -15
View File
@@ -6,18 +6,18 @@
u32 func0f000920(s32 portalnum1, s32 portalnum2);
struct light *roomGetLight(s32 roomnum, s32 lightnum);
u8 func0f0009c0(s32 roomnum);
u8 func0f000a10(s32 roomnum);
u8 func0f000b24(s32 roomnum);
u8 roomGetBrightness(s32 room);
s32 func0f000c54(s32 roomnum);
f32 roomGetUnk5c(s32 roomnum);
f32 func0f000dbc(s32 roomnum);
u8 roomGetFinalBrightness(s32 roomnum);
u8 roomGetFinalBrightnessForPlayer(s32 roomnum);
u8 roomGetSettledRegionalBrightnessForPlayer(s32 roomnum);
u8 roomGetSettledLocalBrightness(s32 room);
s32 roomGetFlashBrightness(s32 roomnum);
f32 roomGetLightOpCurFrac(s32 roomnum);
f32 roomGetSettledLocalBrightnessFrac(s32 roomnum);
bool lightGetBboxCentre(s32 roomnum, u32 lightnum, struct coord *pos);
bool lightIsHealthy(s32 roomnum, s32 lightnum);
bool lightIsVulnerable(s32 roomnum, s32 lightnum);
bool lightIsOn(s32 roomnum, s32 lightnum);
void roomSetUnk52(s32 roomnum, s32 value);
void roomSetFlashBrightness(s32 roomnum, s32 value);
void roomSetDefaults(struct room *room);
Gfx *lightsSetForRoom(Gfx *gdl, s16 roomnum);
Gfx *lightsSetDefault(Gfx *gdl);
@@ -33,16 +33,16 @@ void func0f00259c(s32 roomnum);
void func0f002844(s32 roomnum, f32 arg1, s32 arg2, s32 portalnum);
void func0f002a98(void);
void roomSetLightsOn(s32 roomnum, s32 enable);
void roomSetLighting(s32 roomnum, s32 operation, u8 arg2, u8 arg3, u8 arg4);
void roomSetLightOp(s32 roomnum, s32 operation, u8 br_to, u8 br_from, u8 duration60);
bool lightTickBroken(s32 roomnum, s32 lightnum);
void lightingTick(void);
void func0f003444(void);
void func0f0035c0(void);
void func0f00372c(void);
void func0f0037ac(void);
void lightsConfigureForPerfectDarknessCutscene(void);
void lightsConfigureForPerfectDarknessGameplay(void);
void lightsTickPerfectDarkness(void);
void roomsTickLighting(void);
void lightsTick(void);
void roomAdjustLighting(s32 roomnum, s32 start, s32 limit);
void func0f004558(s32 roomnum, s32 increment, s32 limit);
void roomFlashLighting(s32 roomnum, s32 start, s32 limit);
void roomFlashLocalLighting(s32 roomnum, s32 increment, s32 limit);
void roomHighlight(s32 roomnum);
void func0f004c6c(void);
void func0f00505c(void);
+1 -1
View File
@@ -82,7 +82,7 @@ struct modelnode *modelFindBboxNode(struct model *model);
struct modelrodata_bbox *modelFindBboxRodata(struct model *model);
struct modelnode *objFindBboxNode(struct defaultobj *obj);
struct modelrodata_bbox *objFindBboxRodata(struct defaultobj *obj);
s32 func0f068b14(s16 *rooms, s32 arg1);
s32 objGetAverageBrightnessInRooms(s16 *rooms, s32 arg1);
s32 door0f068c04(struct prop *prop, s32 *arg1, s32 *arg2);
s32 func0f068fc8(struct prop *prop, bool arg1);
void propCalculateShadeColour(struct prop *prop, u8 *nextcol, u16 floorcol);
+52 -23
View File
@@ -3610,28 +3610,57 @@ struct room {
/*0x3c*/ f32 radius; // from volume centre to the corner in 3D
/*0x40*/ s32 numvtxbatches;
/*0x44*/ struct vtxbatch *vtxbatches;
/*0x48*/ u8 unk48;
/*0x49*/ u8 unk49;
/*0x4a*/ u8 unk4a;
/*0x4b*/ u8 unk4b;
/*0x4c*/ u8 unk4c;
/**
* br values are a brightness value (0-255).
*/
// The min and max values are the brightness levels when the room has all
// its lights shot out, or all lights healthy. They come from the BG file.
// The br_light_each value is calculated from these based on the number of
// lights in the room.
/*0x48*/ u8 br_light_min;
/*0x49*/ u8 br_light_max;
/*0x4a*/ u8 br_light_each;
// The brightness level of the room, assuming no flashes are taking place,
// and factoring in settled brightness from neighbouring rooms.
/*0x4b*/ u8 br_settled_regional;
// Generally the same as br_light_min, but is sometimes fudged a bit.
/*0x4c*/ u8 br_base;
// Unused
/*0x4d*/ u8 unk4d;
// Lightops control what a room is doing with its lighting. They can be used
// to simply set a brightness multiplier, or transition to another
// brightness level over several frames, or repeat a brightness sine pattern.
// The lightop calculates lightop_cur_frac, which is a multiplier.
/*0x4e*/ u8 lightop : 4;
// Unused
/*0x4e*/ u8 unk4e_04 : 4;
/*0x50*/ s16 brightness;
/*0x52*/ s16 unk52;
/*0x54*/ s16 unk54;
// The brightness level of the room, assuming no flashes are taking place,
// and ignoring the brightness of neighbouring rooms.
/*0x50*/ s16 br_settled_local;
// The current brightness of any temporary flash of light,
// such as gunfire or lightning.
/*0x52*/ s16 br_flash;
/*0x54*/ s16 lightop_timer240;
/*0x56*/ u16 unk56;
/*0x58*/ struct colour *colours;
/*0x5c*/ f32 unk5c;
/*0x60*/ f32 unk60;
/*0x64*/ f32 unk64;
/*0x68*/ f32 unk68;
/*0x5c*/ f32 lightop_cur_frac;
/*0x60*/ f32 lightop_to_frac;
/*0x64*/ f32 lightop_from_frac;
/*0x68*/ f32 lightop_duration240;
/*0x6c*/ f32 unk6c;
/*0x70*/ f32 unk70;
/*0x74*/ f32 unk74;
/*0x78*/ f32 unk78;
/*0x7c*/ f32 unk7c;
/*0x74*/ f32 highlightfrac_r;
/*0x78*/ f32 highlightfrac_g;
/*0x7c*/ f32 highlightfrac_b;
/*0x80*/ s32 gfxdatalen; // when inflated
/*0x84*/ struct wallhit *opawallhits; // opaque
/*0x88*/ struct wallhit *xluwallhits; // translucent
@@ -5358,8 +5387,8 @@ struct shieldhit {
struct bgroom {
u32 unk00;
struct coord pos;
u8 unk10;
u8 unk11;
u8 br_light_min;
u8 br_light_max;
};
struct damagetype {
@@ -5478,16 +5507,16 @@ struct vec3s16 {
struct light {
/*0x00*/ u16 roomnum;
/*0x02*/ u16 colour; // 4/4/4/4
/*0x04*/ u8 unk04;
/*0x05*/ u8 unk05_00 : 1;
/*0x04*/ u8 brightness;
/*0x05*/ u8 sparkable : 1;
/*0x05*/ u8 healthy : 1;
/*0x05*/ u8 on : 1;
/*0x05*/ u8 sparking : 1;
/*0x05*/ u8 vulnerable : 1;
/*0x06*/ u8 unk06;
/*0x07*/ s8 unk07;
/*0x08*/ s8 unk08;
/*0x09*/ s8 unk09;
/*0x06*/ u8 brightnessmult;
/*0x07*/ s8 dirx;
/*0x08*/ s8 diry;
/*0x09*/ s8 dirz;
/*0x0a*/ struct vec3s16 bbox[4];
};
+22 -22
View File
@@ -2430,33 +2430,33 @@ u8 func100b_lightswitch[] = {
// Turning lights off
set_stage_flag(STAGEFLAG_LIGHTS_OFF)
set_lights_state(0x0044, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0039, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003c, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003d, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003e, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003b, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0042, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003f, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003a, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0041, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0040, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0044, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0039, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003c, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003d, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003e, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003b, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0042, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003f, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003a, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0041, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0040, LIGHTOP_TURNOFF, 0, 0, 0)
reloop(0x04)
// Turning lights on
label(0x06)
unset_stage_flag(STAGEFLAG_LIGHTS_OFF)
set_lights_state(0x0044, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0039, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003c, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003d, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003e, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003b, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0042, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003f, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003a, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0041, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0040, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0044, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0039, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003c, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003d, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003e, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003b, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0042, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003f, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003a, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0041, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0040, LIGHTOP_TURNON, 0, 0, 0)
endloop(0x04)
endlist
+159 -159
View File
@@ -783,48 +783,48 @@ u8 func100c_foyer_lights_timer[] = {
set_stage_flag(STAGEFLAG_FOYER_LIGHTS_RESTORED)
hide_countdown_timer
stop_countdown_timer
set_lights_state(0x0019, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x001a, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x001b, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x001c, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x001d, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x001e, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x001f, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0020, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0021, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0017, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0018, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0016, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0022, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0023, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0024, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0025, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0026, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0027, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0028, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0029, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x002a, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x002b, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x002c, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x002d, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x002e, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x002f, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0030, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0031, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0032, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0033, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0034, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0035, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0036, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0015, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x000f, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x000e, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0010, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0011, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0012, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0013, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0014, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x000d, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0019, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x001a, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x001b, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x001c, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x001d, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x001e, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x001f, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0020, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0021, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0017, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0018, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0016, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0022, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0023, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0024, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0025, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0026, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0027, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0028, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0029, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x002a, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x002b, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x002c, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x002d, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x002e, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x002f, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0030, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0031, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0032, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0033, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0034, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0035, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0036, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0015, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x000f, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x000e, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0010, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0011, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0012, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0013, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0014, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x000d, LIGHTOP_SET, 100, 0, 0)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
@@ -2065,17 +2065,17 @@ u8 func040d_cass[] = {
endloop(0x2a)
label(0x20)
set_lights_state(0x0044, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0039, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003c, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003d, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003e, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003b, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0042, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003f, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003a, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0041, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0040, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0044, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0039, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003c, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003d, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003e, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003b, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0042, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003f, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003a, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0041, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0040, LIGHTOP_TURNOFF, 0, 0, 0)
set_stage_flag(STAGEFLAG_TOP_LIGHTS_OFF)
set_stage_flag(STAGEFLAG_TOP_GUARDS_ATTACKING)
walk_to_pad(PAD_ARK_000F)
@@ -2182,33 +2182,33 @@ u8 func100a_lightswitch[] = {
label(0x20)
play_sound(SFX_PRESS_SWITCH, -1)
if_stage_flag_eq(STAGEFLAG_TOP_LIGHTS_OFF, TRUE, /*goto*/ 0x00)
set_lights_state(0x0044, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0039, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003c, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003d, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003e, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003b, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0042, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003f, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x003a, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0041, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0040, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00)
set_lights_state(0x0044, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0039, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003c, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003d, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003e, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003b, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0042, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003f, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x003a, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0041, LIGHTOP_TURNOFF, 0, 0, 0)
set_lights_state(0x0040, LIGHTOP_TURNOFF, 0, 0, 0)
set_stage_flag(STAGEFLAG_TOP_LIGHTS_OFF)
reloop(0x1f)
label(0x00)
unset_stage_flag(STAGEFLAG_TOP_LIGHTS_OFF)
set_lights_state(0x0044, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0039, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003c, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003d, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003e, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003b, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0042, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003f, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x003a, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0041, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0040, LIGHTOP_TURNON, 0x00, 0x00, 0x00)
set_lights_state(0x0044, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0039, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003c, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003d, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003e, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003b, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0042, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003f, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x003a, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0041, LIGHTOP_TURNON, 0, 0, 0)
set_lights_state(0x0040, LIGHTOP_TURNON, 0, 0, 0)
endloop(0x1f)
endlist
@@ -2245,48 +2245,48 @@ u8 func100c_foyer_lights[] = {
endloop(0x21)
label(0x00)
set_lights_state(0x0019, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x001a, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x001b, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x001c, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x001d, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x001e, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x001f, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0020, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0021, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0017, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0018, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0016, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0022, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0023, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0024, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0025, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0026, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0027, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0028, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0029, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x002a, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x002b, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x002c, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x002d, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x002e, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x002f, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0030, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0031, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0032, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0033, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0034, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0035, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0036, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x0015, LIGHTOP_3, 0x64, 0x02, 0x78)
set_lights_state(0x000f, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x000e, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x0010, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x0011, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x0012, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x0013, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x0014, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x000d, LIGHTOP_3, 0x64, 0x02, 0xf0)
set_lights_state(0x0019, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x001a, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x001b, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x001c, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x001d, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x001e, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x001f, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0020, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0021, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0017, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0018, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0016, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0022, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0023, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0024, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0025, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0026, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0027, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0028, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0029, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x002a, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x002b, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x002c, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x002d, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x002e, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x002f, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0030, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0031, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0032, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0033, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0034, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0035, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0036, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x0015, LIGHTOP_TRANSITION, 100, 2, 120)
set_lights_state(0x000f, LIGHTOP_TRANSITION, 100, 2, 240)
set_lights_state(0x000e, LIGHTOP_TRANSITION, 100, 2, 240)
set_lights_state(0x0010, LIGHTOP_TRANSITION, 100, 2, 240)
set_lights_state(0x0011, LIGHTOP_TRANSITION, 100, 2, 240)
set_lights_state(0x0012, LIGHTOP_TRANSITION, 100, 2, 240)
set_lights_state(0x0013, LIGHTOP_TRANSITION, 100, 2, 240)
set_lights_state(0x0014, LIGHTOP_TRANSITION, 100, 2, 240)
set_lights_state(0x000d, LIGHTOP_TRANSITION, 100, 2, 240)
restart_timer
beginloop(0x22)
@@ -2294,48 +2294,48 @@ u8 func100c_foyer_lights[] = {
endloop(0x22)
label(0x00)
set_lights_state(0x0019, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x001a, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x001b, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x001c, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x001d, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x001e, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x001f, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0020, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0021, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0017, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0018, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0016, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0022, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0023, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0024, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0025, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0026, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0027, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0028, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0029, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x002a, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x002b, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x002c, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x002d, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x002e, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x002f, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0030, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0031, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0032, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0033, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0034, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0035, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0036, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0015, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x000f, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x000e, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0010, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0011, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0012, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0013, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0014, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x000d, LIGHTOP_1, 0x02, 0x00, 0x00)
set_lights_state(0x0019, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x001a, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x001b, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x001c, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x001d, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x001e, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x001f, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0020, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0021, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0017, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0018, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0016, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0022, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0023, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0024, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0025, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0026, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0027, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0028, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0029, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x002a, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x002b, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x002c, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x002d, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x002e, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x002f, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0030, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0031, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0032, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0033, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0034, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0035, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0036, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0015, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x000f, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x000e, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0010, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0011, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0012, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0013, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x0014, LIGHTOP_SET, 2, 0, 0)
set_lights_state(0x000d, LIGHTOP_SET, 2, 0, 0)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
+15 -15
View File
@@ -1971,21 +1971,21 @@ u8 func0421_starting_area_guard[] = {
u8 func1010_set_cave_lights[] = {
yield
set_lights_state(ROOM_AZT_0064, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0063, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0062, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0061, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0060, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_005F, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_005E, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_005D, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_005C, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_005B, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_005A, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0059, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0053, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0058, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0056, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(ROOM_AZT_0064, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0063, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0062, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0061, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0060, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_005F, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_005E, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_005D, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_005C, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_005B, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_005A, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0059, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0053, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0058, LIGHTOP_SET, 6, 0, 0)
set_lights_state(ROOM_AZT_0056, LIGHTOP_SET, 6, 0, 0)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
+31 -31
View File
@@ -1790,12 +1790,12 @@ u8 func1007_console_activation[] = {
label(0x00) \
yield \
mute_channel(CHANNEL_6) \
set_lights_state(0x0039, LIGHTOP_3, 0x78, 0xff, 0x3c) \
set_lights_state(0x003a, LIGHTOP_3, 0x78, 0xff, 0x3c) \
set_lights_state(0x003b, LIGHTOP_3, 0x78, 0xff, 0x3c) \
set_lights_state(0x0041, LIGHTOP_3, 0x78, 0xff, 0x3c) \
set_lights_state(0x0042, LIGHTOP_3, 0x78, 0xff, 0x3c) \
set_lights_state(0x0043, LIGHTOP_3, 0x78, 0xff, 0x3c) \
set_lights_state(0x0039, LIGHTOP_TRANSITION, 120, 255, 60) \
set_lights_state(0x003a, LIGHTOP_TRANSITION, 120, 255, 60) \
set_lights_state(0x003b, LIGHTOP_TRANSITION, 120, 255, 60) \
set_lights_state(0x0041, LIGHTOP_TRANSITION, 120, 255, 60) \
set_lights_state(0x0042, LIGHTOP_TRANSITION, 120, 255, 60) \
set_lights_state(0x0043, LIGHTOP_TRANSITION, 120, 255, 60) \
\
beginloop(0x65) \
if_stage_flag_eq(STAGEFLAG_SUITCASE_DEPOSITED, TRUE, /*goto*/ 0x08) \
@@ -1809,12 +1809,12 @@ u8 func1007_console_activation[] = {
\
/* In hallway with weapons */ \
label(0x31) \
set_lights_state(0x0039, LIGHTOP_4, 0x00, 0xff, 0x3c) \
set_lights_state(0x003a, LIGHTOP_4, 0x00, 0xff, 0x3c) \
set_lights_state(0x003b, LIGHTOP_4, 0x00, 0xff, 0x3c) \
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) \
set_lights_state(0x0039, LIGHTOP_SINELOOP, 0, 255, 60) \
set_lights_state(0x003a, LIGHTOP_SINELOOP, 0, 255, 60) \
set_lights_state(0x003b, LIGHTOP_SINELOOP, 0, 255, 60) \
set_lights_state(0x0041, LIGHTOP_SINELOOP, 0, 255, 60) \
set_lights_state(0x0042, LIGHTOP_SINELOOP, 0, 255, 60) \
set_lights_state(0x0043, LIGHTOP_SINELOOP, 0, 255, 60) \
play_sound(SFX_ALARM_INFILTRATION, CHANNEL_6) \
restart_timer \
\
@@ -1834,12 +1834,12 @@ u8 func1007_console_activation[] = {
/* In hallway with weapons for over 60 frames */ \
label(0x02) \
restart_timer \
set_lights_state(0x0039, LIGHTOP_4, 0x00, 0xff, 0x32) \
set_lights_state(0x003a, LIGHTOP_4, 0x00, 0xff, 0x32) \
set_lights_state(0x003b, LIGHTOP_4, 0x00, 0xff, 0x32) \
set_lights_state(0x0041, LIGHTOP_4, 0x00, 0xff, 0x32) \
set_lights_state(0x0042, LIGHTOP_4, 0x00, 0xff, 0x32) \
set_lights_state(0x0043, LIGHTOP_4, 0x00, 0xff, 0x32) \
set_lights_state(0x0039, LIGHTOP_SINELOOP, 0, 255, 50) \
set_lights_state(0x003a, LIGHTOP_SINELOOP, 0, 255, 50) \
set_lights_state(0x003b, LIGHTOP_SINELOOP, 0, 255, 50) \
set_lights_state(0x0041, LIGHTOP_SINELOOP, 0, 255, 50) \
set_lights_state(0x0042, LIGHTOP_SINELOOP, 0, 255, 50) \
set_lights_state(0x0043, LIGHTOP_SINELOOP, 0, 255, 50) \
\
beginloop(0x05) \
if_timer_gt(40, /*goto*/ 0x02) \
@@ -1857,12 +1857,12 @@ u8 func1007_console_activation[] = {
/* In hallway with weapons for over 100 frames */ \
label(0x02) \
restart_timer \
set_lights_state(0x0039, LIGHTOP_4, 0x00, 0xff, 0x28) \
set_lights_state(0x003a, LIGHTOP_4, 0x00, 0xff, 0x28) \
set_lights_state(0x003b, LIGHTOP_4, 0x00, 0xff, 0x28) \
set_lights_state(0x0041, LIGHTOP_4, 0x00, 0xff, 0x28) \
set_lights_state(0x0042, LIGHTOP_4, 0x00, 0xff, 0x28) \
set_lights_state(0x0043, LIGHTOP_4, 0x00, 0xff, 0x28) \
set_lights_state(0x0039, LIGHTOP_SINELOOP, 0, 255, 40) \
set_lights_state(0x003a, LIGHTOP_SINELOOP, 0, 255, 40) \
set_lights_state(0x003b, LIGHTOP_SINELOOP, 0, 255, 40) \
set_lights_state(0x0041, LIGHTOP_SINELOOP, 0, 255, 40) \
set_lights_state(0x0042, LIGHTOP_SINELOOP, 0, 255, 40) \
set_lights_state(0x0043, LIGHTOP_SINELOOP, 0, 255, 40) \
\
beginloop(0x06) \
if_timer_gt(1, /*goto*/ 0x02) \
@@ -1880,12 +1880,12 @@ u8 func1007_console_activation[] = {
/* In hallway with weapons for over 101 frames */ \
label(0x02) \
restart_timer \
set_lights_state(0x0039, LIGHTOP_4, 0x00, 0xff, 0x1e) \
set_lights_state(0x003a, LIGHTOP_4, 0x00, 0xff, 0x1e) \
set_lights_state(0x003b, LIGHTOP_4, 0x00, 0xff, 0x1e) \
set_lights_state(0x0041, LIGHTOP_4, 0x00, 0xff, 0x1e) \
set_lights_state(0x0042, LIGHTOP_4, 0x00, 0xff, 0x1e) \
set_lights_state(0x0043, LIGHTOP_4, 0x00, 0xff, 0x1e) \
set_lights_state(0x0039, LIGHTOP_SINELOOP, 0, 255, 30) \
set_lights_state(0x003a, LIGHTOP_SINELOOP, 0, 255, 30) \
set_lights_state(0x003b, LIGHTOP_SINELOOP, 0, 255, 30) \
set_lights_state(0x0041, LIGHTOP_SINELOOP, 0, 255, 30) \
set_lights_state(0x0042, LIGHTOP_SINELOOP, 0, 255, 30) \
set_lights_state(0x0043, LIGHTOP_SINELOOP, 0, 255, 30) \
\
beginloop(0x07) \
yield \
@@ -4347,7 +4347,7 @@ u8 func1032_unhide_guards_near_plane[] = {
u8 func1420_setup_portals[] = {
yield
set_room_flag(0x0080, ROOMFLAG_0800)
set_room_flag(0x0080, ROOMFLAG_BBOXHACK)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
+1 -1
View File
@@ -1126,7 +1126,7 @@ u8 func100a_reactor_switch[] = {
mute_channel(CHANNEL_1)
assign_sound(SFX_8147, CHANNEL_0)
control_sound_from_object(CHANNEL_0, OBJ_REACTOR_SWITCH, TRUE)
set_lights_state(0x007f, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x007f, LIGHTOP_TRANSITION, 255, 6, 120)
set_object_image(OBJ_REACTOR_SWITCH, 0, TVCMDLIST_12)
set_object_image(OBJ_REACTOR_SWITCH, 1, TVCMDLIST_12)
set_object_image(OBJ_REACTOR_SWITCH, 2, TVCMDLIST_12)
+176 -176
View File
@@ -2425,28 +2425,28 @@ u8 func101b_cloak2_entry[] = {
if_stage_flag_eq(STAGEFLAG_LIGHTS_OFF, TRUE, /*goto*/ 0x2c)
play_sound(SFX_8147, -1)
restart_timer
set_lights_state(0x000b, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000c, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000d, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000e, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0010, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000f, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0011, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0012, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0013, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0014, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0015, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0017, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0018, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0001, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0003, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0004, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0005, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0006, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0007, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0008, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0009, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000a, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000b, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000c, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000d, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000e, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0010, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000f, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0011, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0012, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0013, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0014, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0015, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0017, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0018, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0001, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0003, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0004, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0005, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0006, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0007, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0008, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0009, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000a, LIGHTOP_TRANSITION, 255, 6, 120)
// Wait 2 seconds
beginloop(0x09)
@@ -2454,54 +2454,54 @@ u8 func101b_cloak2_entry[] = {
endloop(0x09)
label(0x06)
set_lights_state(0x000b, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000c, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000d, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000e, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0010, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000f, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0011, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0012, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0013, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0014, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0015, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0017, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0018, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0001, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0003, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0004, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0005, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0006, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0007, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0008, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0009, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000a, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000b, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000c, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000d, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000e, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0010, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000f, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0011, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0012, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0013, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0014, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0015, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0017, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0018, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0001, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0003, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0004, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0005, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0006, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0007, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0008, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0009, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000a, LIGHTOP_SET, 10, 0, 0)
goto_next(0x07)
label(0x2c)
play_sound(SFX_8148, -1)
set_lights_state(0x000b, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000c, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000d, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000e, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0010, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000f, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0011, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0012, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0013, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0014, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0015, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0017, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0018, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0001, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0003, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0004, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0005, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0006, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0007, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0008, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0009, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000a, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000b, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000c, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000d, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000e, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0010, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000f, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0011, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0012, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0013, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0014, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0015, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0017, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0018, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0001, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0003, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0004, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0005, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0006, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0007, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0008, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0009, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000a, LIGHTOP_TRANSITION, 6, 255, 120)
// Wait 2 seconds
restart_timer
@@ -2511,28 +2511,28 @@ u8 func101b_cloak2_entry[] = {
endloop(0x0a)
label(0x06)
set_lights_state(0x000b, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000c, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000d, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000e, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0010, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000f, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0011, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0012, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0013, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0014, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0015, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0017, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0018, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0001, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0003, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0004, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0005, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0006, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0007, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0008, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0009, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000a, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000b, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000c, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000d, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000e, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0010, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000f, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0011, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0012, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0013, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0014, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0015, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0017, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0018, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0001, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0003, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0004, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0005, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0006, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0007, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0008, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0009, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000a, LIGHTOP_SET, 255, 0, 0)
label(0x07)
unset_chr_chrflag(CHR_CLOAK_2A, CHRCFLAG_HIDDEN)
@@ -2744,28 +2744,28 @@ u8 func1022_light_switch[] = {
yield
set_object_image(OBJ_LIGHTSWITCH, 0, TVCMDLIST_14)
play_sound(SFX_8147, -1)
set_lights_state(0x000b, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000c, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000d, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000e, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0010, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000f, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0011, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0012, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0013, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0014, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0015, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0017, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0018, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0001, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0003, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0004, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0005, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0006, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0007, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0008, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x0009, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000a, LIGHTOP_3, 0xff, 0x06, 0x78)
set_lights_state(0x000b, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000c, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000d, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000e, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0010, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000f, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0011, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0012, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0013, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0014, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0015, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0017, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0018, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0001, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0003, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0004, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0005, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0006, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0007, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0008, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x0009, LIGHTOP_TRANSITION, 255, 6, 120)
set_lights_state(0x000a, LIGHTOP_TRANSITION, 255, 6, 120)
restart_timer
@@ -2774,28 +2774,28 @@ u8 func1022_light_switch[] = {
endloop(0x09)
label(0x06)
set_lights_state(0x000b, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000c, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000d, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000e, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0010, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000f, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0011, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0012, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0013, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0014, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0015, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0017, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0018, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0001, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0003, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0004, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0005, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0006, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0007, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0008, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x0009, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000a, LIGHTOP_1, 0x0a, 0x00, 0x00)
set_lights_state(0x000b, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000c, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000d, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000e, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0010, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000f, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0011, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0012, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0013, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0014, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0015, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0017, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0018, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0001, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0003, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0004, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0005, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0006, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0007, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0008, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x0009, LIGHTOP_SET, 10, 0, 0)
set_lights_state(0x000a, LIGHTOP_SET, 10, 0, 0)
goto_first(0x04)
// Turning lights on
@@ -2806,28 +2806,28 @@ u8 func1022_light_switch[] = {
yield
play_sound(SFX_8148, -1)
set_object_image(0x3d, 0, TVCMDLIST_06)
set_lights_state(0x000b, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000c, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000d, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000e, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0010, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000f, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0011, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0012, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0013, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0014, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0015, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0017, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0018, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0001, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0003, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0004, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0005, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0006, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0007, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0008, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0009, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000a, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x000b, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000c, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000d, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000e, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0010, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000f, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0011, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0012, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0013, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0014, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0015, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0017, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0018, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0001, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0003, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0004, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0005, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0006, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0007, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0008, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0009, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x000a, LIGHTOP_TRANSITION, 6, 255, 120)
restart_timer
@@ -2836,28 +2836,28 @@ u8 func1022_light_switch[] = {
endloop(0x0a)
label(0x06)
set_lights_state(0x000b, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000c, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000d, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000e, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0010, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000f, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0011, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0012, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0013, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0014, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0015, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0017, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0018, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0001, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0003, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0004, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0005, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0006, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0007, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0008, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0009, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000a, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x000b, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000c, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000d, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000e, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0010, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000f, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0011, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0012, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0013, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0014, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0015, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0017, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0018, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0001, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0003, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0004, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0005, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0006, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0007, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0008, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0009, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x000a, LIGHTOP_SET, 255, 0, 0)
endloop(0x04)
endlist
+36 -36
View File
@@ -943,14 +943,14 @@ u8 func1003_devicetraining_nightvision[] = {
endloop(0x08)
label(0x81)
set_lights_state(0x0030, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x002e, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x002f, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0020, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0024, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0025, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0026, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0022, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0030, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x002e, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x002f, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0020, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0024, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0025, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0026, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0022, LIGHTOP_SET, 0, 0, 0)
set_stage_flag(STAGEFLAG_IN_TRAINING)
lock_door(0x31, 0x40)
lock_door(0x8a, 0x40)
@@ -1022,14 +1022,14 @@ u8 func1003_devicetraining_nightvision[] = {
label(0x2f)
#if VERSION >= VERSION_NTSC_1_0
play_sound(SFX_PRESS_SWITCH, -1)
set_lights_state(0x0030, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x002e, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x002f, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0020, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0024, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0025, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0026, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0022, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0030, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x002e, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x002f, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0020, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0024, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0025, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0026, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0022, LIGHTOP_SET, 255, 0, 0)
#endif
remove_hudmsgs
show_hudmsg(CHR_BOND, L_DISH_023) // "Lights have been reactivated."
@@ -1048,14 +1048,14 @@ u8 func1003_devicetraining_nightvision[] = {
set_savefile_flag(GAMEFILEFLAG_CI_NIGHTVISION_DONE)
dprint 'd','o','n','e',0,
set_stage_flag(STAGEFLAG_TRIGGER_DEVICE_SUCCESS)
set_lights_state(0x0030, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x002e, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x002f, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0020, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0024, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0025, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0026, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0022, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0030, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x002e, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x002f, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0020, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0024, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0025, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0026, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0022, LIGHTOP_SET, 255, 0, 0)
yield
label(0x84)
if_chr_in_room(CHR_BOND, 0x00, 0x001e, /*goto*/ 0x90)
@@ -2788,14 +2788,14 @@ u8 func100e_training_unlockables[] = {
endloop(0x0a)
label(0x2f)
set_lights_state(0x0030, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x002e, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x002f, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0020, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0024, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0025, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0026, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0022, LIGHTOP_1, 0xff, 0x00, 0x00)
set_lights_state(0x0030, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x002e, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x002f, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0020, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0024, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0025, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0026, LIGHTOP_SET, 255, 0, 0)
set_lights_state(0x0022, LIGHTOP_SET, 255, 0, 0)
beginloop(0x0b)
if_savefile_flag_is_set(GAMEFILEFLAG_CI_DOORDECODER_DONE, /*goto*/ 0x2f)
@@ -6054,10 +6054,10 @@ s32 path00[] = {
u8 func1032_setup_lifts[] = {
activate_lift(1, 0x43)
activate_lift(2, 0x44)
set_lights_state(0x0007, LIGHTOP_1, 0x32, 0x00, 0x00)
set_lights_state(0x0008, LIGHTOP_1, 0x32, 0x00, 0x00)
set_lights_state(0x0009, LIGHTOP_1, 0x32, 0x00, 0x00)
set_lights_state(0x000a, LIGHTOP_1, 0x19, 0x00, 0x00)
set_lights_state(0x0007, LIGHTOP_SET, 50, 0, 0)
set_lights_state(0x0008, LIGHTOP_SET, 50, 0, 0)
set_lights_state(0x0009, LIGHTOP_SET, 50, 0, 0)
set_lights_state(0x000a, LIGHTOP_SET, 25, 0, 0)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
+6 -6
View File
@@ -3022,12 +3022,12 @@ u8 func101f_check_one_basement_guard_remaining[] = {
*/
u8 func1420_setup_portals[] = {
yield
set_room_flag(0x0050, ROOMFLAG_0800)
set_room_flag(0x0052, ROOMFLAG_0800)
set_room_flag(0x006c, ROOMFLAG_0800)
set_room_flag(0x004d, ROOMFLAG_0800)
set_room_flag(0x0065, ROOMFLAG_0800)
set_room_flag(0x0059, ROOMFLAG_0800)
set_room_flag(0x0050, ROOMFLAG_BBOXHACK)
set_room_flag(0x0052, ROOMFLAG_BBOXHACK)
set_room_flag(0x006c, ROOMFLAG_BBOXHACK)
set_room_flag(0x004d, ROOMFLAG_BBOXHACK)
set_room_flag(0x0065, ROOMFLAG_BBOXHACK)
set_room_flag(0x0059, ROOMFLAG_BBOXHACK)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
+1 -1
View File
@@ -2052,7 +2052,7 @@ u8 func100b_msg_getshieldsdown[] = {
};
u8 func100c_engineroom[] = {
set_lights_state(0x0067, LIGHTOP_4, 0x46, 0xff, 0xfa)
set_lights_state(0x0067, LIGHTOP_SINELOOP, 70, 255, 250)
// Wait until both engines destroyed
beginloop(0x04)
+2 -2
View File
@@ -2338,14 +2338,14 @@ u8 func041b_labtech_keycardguy[] = {
};
u8 func100c_keycardguy_lights[] = {
set_lights_state(0x0088, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0088, LIGHTOP_SET, 0, 0, 0)
beginloop(0x04)
if_stage_flag_eq(STAGEFLAG_KEYCARDGUY_ANGRY, TRUE, /*goto*/ LABEL_2D)
endloop(0x04)
label(LABEL_2D)
set_lights_state(0x0088, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0088, LIGHTOP_SET, 100, 0, 0)
set_ailist(CHR_SELF, GAILIST_IDLE)
endlist
};
+1 -1
View File
@@ -2201,7 +2201,7 @@ u8 func1010_bunker_lighting[] = {
yield
assign_sound(SFX_ALARM_INFILTRATION, CHANNEL_0)
play_sound_from_object(CHANNEL_0, 0x10, 1, 800, 1100)
set_lights_state(0x0009, LIGHTOP_3, 0xff, 0x32, 0x78)
set_lights_state(0x0009, LIGHTOP_TRANSITION, 255, 50, 120)
if_difficulty_lt(DIFF_SA, /*goto*/ 0x0e)
restart_timer
+26 -26
View File
@@ -901,7 +901,7 @@ u8 func0402_elvis_follow_and_reactive_teleportals[] = {
set_stage_flag(STAGEFLAG_TELEPORTALS_ACTIVATED)
set_self_chrflag(CHRCFLAG_PUSHABLE)
play_sound(SFX_8148, -1)
set_lights_state(0x003c, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x003c, LIGHTOP_SINELOOP, 0, 255, 180)
set_chr_chrflag(0x14, CHRCFLAG_NEVERSLEEP)
set_chr_chrflag(0x15, CHRCFLAG_NEVERSLEEP)
set_chr_chrflag(0x16, CHRCFLAG_NEVERSLEEP)
@@ -1064,7 +1064,7 @@ u8 func0404_elvis_follow_and_do_agent_megaweapon[] = {
show_hudmsg(CHR_BOND, L_PAM_020) // "Cetan megaweapon has been disabled."
set_stage_flag(STAGEFLAG_AGENT_MEGAWEAPON_DISABLED)
set_stage_flag(STAGEFLAG_MEGAWEAPON_DISABLED)
set_lights_state(0x006c, LIGHTOP_3, 0x64, 0xff, 0x78)
set_lights_state(0x006c, LIGHTOP_TRANSITION, 100, 255, 120)
assign_sound(SFX_8148, CHANNEL_7)
play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01)
unlock_door(0xb7, 0x02)
@@ -3672,17 +3672,17 @@ u8 func041e_init_sa_megaweapon_miniskedar[] = {
set_ailist(CHR_SELF, 0x0408)
u8 func1013_pa_doorcylinder1[] = {
set_lights_state(0x00a1, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00a9, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00ac, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00b4, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00b7, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00bf, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00c0, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00c1, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00c2, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x00c3, LIGHTOP_4, 0x00, 0xff, 0xb4)
set_lights_state(0x006c, LIGHTOP_4, 0x00, 0xff, 0xf0)
set_lights_state(0x00a1, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00a9, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00ac, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00b4, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00b7, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00bf, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00c0, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00c1, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00c2, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x00c3, LIGHTOP_SINELOOP, 0, 255, 180)
set_lights_state(0x006c, LIGHTOP_SINELOOP, 0, 255, 240)
doorcylinder_logic(0x11, 0x12, 0x13, 0x9c, STAGEFLAG_PA_EARLYDOORCYLINDER1_DESTROYED)
endlist
@@ -3731,12 +3731,12 @@ u8 func0408_check_pa_earlydoorcylinders_destroyed[] = {
endloop(0x08)
label(0x06)
set_lights_state(0x008b, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00bf, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00c0, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00c1, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00c2, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00c3, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x008b, LIGHTOP_TRANSITION, 255, 10, 120)
set_lights_state(0x00bf, LIGHTOP_TRANSITION, 255, 10, 120)
set_lights_state(0x00c0, LIGHTOP_TRANSITION, 255, 10, 120)
set_lights_state(0x00c1, LIGHTOP_TRANSITION, 255, 10, 120)
set_lights_state(0x00c2, LIGHTOP_TRANSITION, 255, 10, 120)
set_lights_state(0x00c3, LIGHTOP_TRANSITION, 255, 10, 120)
open_door(0x09)
open_door(0x0a)
goto_first(0x08)
@@ -3803,7 +3803,7 @@ u8 func0408_check_pa_earlydoorcylinders_destroyed[] = {
u8 func1018_pa_door1[] = {
pa_cylinder(0x20, 0xa1)
set_stage_flag(STAGEFLAG_PA_MIDDOORCYLINDER_DESTROYED)
set_lights_state(0x00a1, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00a1, LIGHTOP_TRANSITION, 255, 10, 120)
beginloop(0x08)
if_door_state(0x0b, (DOORSTATE_CLOSED | DOORSTATE_CLOSING), /*goto*/ 0x06)
@@ -3850,7 +3850,7 @@ u8 func0409_check_pa_latedoorcylinders_destroyed[] = {
u8 func1019_pa_door2[] = {
pa_cylinder(0x2c, 0xa2)
set_lights_state(0x00a9, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00a9, LIGHTOP_TRANSITION, 255, 10, 120)
label(0x08)
set_stage_flag(STAGEFLAG_PA_LATEDOORCYLINDER1_DESTROYED)
set_ailist(CHR_SELF, 0x0409)
@@ -3859,7 +3859,7 @@ u8 func1019_pa_door2[] = {
u8 func101a_pa_door3[] = {
pa_cylinder(0x38, 0xa3)
set_lights_state(0x00ac, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00ac, LIGHTOP_TRANSITION, 255, 10, 120)
label(0x08)
set_stage_flag(STAGEFLAG_PA_LATEDOORCYLINDER2_DESTROYED)
set_ailist(CHR_SELF, 0x0409)
@@ -3868,7 +3868,7 @@ u8 func101a_pa_door3[] = {
u8 func101b_pa_door4[] = {
pa_cylinder(0x44, 0xa4)
set_lights_state(0x00b4, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00b4, LIGHTOP_TRANSITION, 255, 10, 120)
label(0x08)
set_stage_flag(STAGEFLAG_PA_LATEDOORCYLINDER3_DESTROYED)
set_ailist(CHR_SELF, 0x0409)
@@ -3934,7 +3934,7 @@ u8 func101c_pa_door5[] = {
destroy_object(0x59)
destroy_object(0x5a)
set_lights_state(0x00b7, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00b7, LIGHTOP_TRANSITION, 255, 10, 120)
label(0x08)
set_stage_flag(STAGEFLAG_PA_LATEDOORCYLINDER4_DESTROYED)
set_ailist(CHR_SELF, 0x0409)
@@ -3969,7 +3969,7 @@ u8 func040a_check_pa_canisters_destroyed[] = {
// Both canisters destroyed
label(0x2e)
set_object_flag(0x0f, OBJFLAG_DOOR_KEEPOPEN)
set_lights_state(0x00bc, LIGHTOP_3, 0xff, 0x0a, 0x78)
set_lights_state(0x00bc, LIGHTOP_TRANSITION, 255, 10, 120)
beginloop(0x08)
if_door_state(0x0f, (DOORSTATE_CLOSED | DOORSTATE_CLOSING), /*goto*/ 0x06)
@@ -4540,7 +4540,7 @@ u8 func0432_dead_skedar[] = {
};
u8 unregistered_function2[] = {
set_lights_state(0x0009, LIGHTOP_4, 0x00, 0xff, 0xfa)
set_lights_state(0x0009, LIGHTOP_SINELOOP, 0, 255, 250)
beginloop(0x08)
endloop(0x08)
+98 -98
View File
@@ -1519,38 +1519,38 @@ u8 func1009_altar[] = {
label(0x0f)
unlock_door(0x09, 0x02)
unlock_door(0x0a, 0x02)
set_lights_state(0x0060, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0061, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0062, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0063, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0064, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0065, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0066, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0067, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0068, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0069, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x006a, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x006b, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x006c, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x006d, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x006e, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x006f, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0070, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0071, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0072, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0073, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0074, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0075, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0076, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0077, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0078, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0079, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x007a, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x007b, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x007c, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x007d, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x007e, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x007f, LIGHTOP_3, 0x06, 0x80, 0x78)
set_lights_state(0x0060, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0061, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0062, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0063, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0064, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0065, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0066, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0067, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0068, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0069, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x006a, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x006b, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x006c, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x006d, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x006e, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x006f, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0070, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0071, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0072, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0073, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0074, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0075, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0076, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0077, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0078, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x0079, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x007a, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x007b, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x007c, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x007d, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x007e, LIGHTOP_TRANSITION, 6, 128, 120)
set_lights_state(0x007f, LIGHTOP_TRANSITION, 6, 128, 120)
restart_timer
beginloop(0x0e)
@@ -1575,36 +1575,36 @@ u8 func101c_setup_corridor_lighting[] = {
label(0x04)
yield
label(0x2d)
set_lights_state(0x0060, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0061, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0062, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0063, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0064, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0065, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0066, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0067, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0068, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0069, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x006a, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x006b, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x006c, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x006d, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x006e, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x006f, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0070, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0071, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0072, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0073, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0074, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0076, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0078, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0079, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x007a, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x007b, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x007c, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x007d, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x007e, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x007f, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0060, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0061, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0062, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0063, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0064, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0065, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0066, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0067, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0068, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0069, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x006a, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x006b, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x006c, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x006d, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x006e, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x006f, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0070, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0071, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0072, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0073, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0074, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0076, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0078, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0079, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x007a, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x007b, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x007c, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x007d, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x007e, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x007f, LIGHTOP_SET, 6, 0, 0)
yield
set_ailist(CHR_SELF, GAILIST_IDLE)
@@ -1616,38 +1616,38 @@ u8 func101c_setup_corridor_lighting[] = {
endloop(0x08)
label(0x2d)
set_lights_state(0x0060, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0061, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0062, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0063, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0064, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0065, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0066, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0067, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0068, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0069, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x006a, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x006b, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x006c, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x006d, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x006e, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x006f, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0070, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0071, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0072, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0073, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0074, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0075, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0076, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0077, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0078, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0079, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x007a, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x007b, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x007c, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x007d, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x007e, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x007f, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0060, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0061, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0062, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0063, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0064, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0065, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0066, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0067, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0068, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0069, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x006a, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x006b, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x006c, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x006d, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x006e, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x006f, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0070, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0071, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0072, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0073, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0074, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0075, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0076, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0077, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0078, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0079, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x007a, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x007b, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x007c, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x007d, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x007e, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x007f, LIGHTOP_TRANSITION, 6, 255, 120)
goto_first(0x59)
set_ailist(CHR_SELF, GAILIST_IDLE)
@@ -1833,8 +1833,8 @@ u8 func100a_army_room[] = {
#if VERSION >= VERSION_NTSC_1_0
yield
#endif
set_lights_state(0x0082, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0087, LIGHTOP_1, 0x06, 0x00, 0x00)
set_lights_state(0x0082, LIGHTOP_SET, 6, 0, 0)
set_lights_state(0x0087, LIGHTOP_SET, 6, 0, 0)
beginloop(0x04)
chr_toggle_p1p2(CHR_SELF)
@@ -1862,8 +1862,8 @@ u8 func100a_army_room[] = {
endloop(0x08)
label(0x06)
set_lights_state(0x0082, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0087, LIGHTOP_3, 0x06, 0xff, 0x78)
set_lights_state(0x0082, LIGHTOP_TRANSITION, 6, 255, 120)
set_lights_state(0x0087, LIGHTOP_TRANSITION, 6, 255, 120)
set_stage_flag(STAGEFLAG_TRIGGER_SKEDAR_ARMY)
play_x_track(XREASON_DEFAULT, 10, 60)
set_ailist(CHR_SELF, GAILIST_IDLE)
+23 -23
View File
@@ -1199,33 +1199,33 @@ u8 func1002_lightswitch[] = {
// Turning lights off
set_stage_flag(STAGEFLAG_LIGHTS_OFF)
set_lights_state(0x0044, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0039, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x003c, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x003d, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x003e, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x003b, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0042, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x003f, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x003a, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0041, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0040, LIGHTOP_1, 0x00, 0x00, 0x00)
set_lights_state(0x0044, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0039, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x003c, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x003d, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x003e, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x003b, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0042, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x003f, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x003a, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0041, LIGHTOP_SET, 0, 0, 0)
set_lights_state(0x0040, LIGHTOP_SET, 0, 0, 0)
reloop(0x04)
// Turning lights on
label(0x06)
unset_stage_flag(STAGEFLAG_LIGHTS_OFF)
set_lights_state(0x0044, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0039, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x003c, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x003d, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x003e, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x003b, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0042, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x003f, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x003a, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0041, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0040, LIGHTOP_1, 0x64, 0x00, 0x00)
set_lights_state(0x0044, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0039, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x003c, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x003d, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x003e, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x003b, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0042, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x003f, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x003a, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0041, LIGHTOP_SET, 100, 0, 0)
set_lights_state(0x0040, LIGHTOP_SET, 100, 0, 0)
endloop(0x04)
endlist
@@ -1557,7 +1557,7 @@ u8 func1006_lift_disabling[] = {
// Disable player's lift
label(0x06)
set_lights_state(0x0082, LIGHTOP_2, 0x00, 0x78, 0x00)
set_lights_state(0x0082, LIGHTOP_SETRANDOM, 0, 120, 0)
play_sound(SFX_8147, -1)
set_object_flag(OBJ_BLONDE_LIFT, OBJFLAG_DEACTIVATED)
unlock_door(0x50, 0x40)