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Xenosoft 2 (Game collection)(1994).iso
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pimm.scp
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1994-12-08
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21KB
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// PERSONAL INFORMATION MANAGER
{ PIMM
^Ç┤ ++
I @ÇÄ (ZEG) THEN
M ZERO_G_PIMM
E
M LOOK_AT_PIM FREEZE
@Ç¥ ( PIMM_MONITOR, 1 )
I @ÇÄ (ZEG) THEN
M FLOAT CONTINUE
E
M STAND CONTINUE
^Ç┤ --
}
// 7.01 LEX'S PERSONAL INFORMATION MONITOR
{ PIMM_MONITOR _OPEN_DOOR
P ~Çü
I ( @Çú () ) THEN é
^ïü = 0 // ALREADY IN
"pimm"
:BACK_TO_MAIN
m
// DEFINE ART FRAMES
"sara" 1
"expl" "EXPERIMENTAL/FEXPÉRIMENTAL/GEXPERIMENTELLE"
"naml" "UNIT AP-127/AFA/FUNITÉ AP-127/ACA/GEINHEIT AP-127/AFA"
"invb" "INVENTORY/FINVENTAIRE/GINVENTAR"
"diab" "DIAGNOSTICS/FDIAGNOSTICS/GDIAGNOSTIK"
"joub" "JOURNAL/FJOURNAL/GTAGEBUCH"
"optb" "OPTIONS/FOPTIONS/GOPTIONEN"
"extb" $Ç¡ "EXIT/FSORTIE/GABBRECHEN"
I (~ÇÇ ) THEN
{
@Çì OPENPIMDOOR
~ÇÇ = 0;
}
:LOOP
â
J #Çâ
// DIAGNOSTICS BUTTON PRESSED. JR & KC 6/13/94
:DIAB_BUTTON
@Çå (`ü▒ )
@Ç¥ PIMM_DIAGNOSTICS
J #Çé
:JOUB_BUTTON
@Çå (`ü¡ )
@Ç¥ PIMM_JOURNAL
J #Çé
:INVB_BUTTON
@Çå (`üÉ , 255, -2048)
@Ç¥ PIMM_INVENTORY
J #Çé
:OPTB_BUTTON
// EXIT THIS MONITOR
@Çå (`ü▓ , 200, -2048)
// RUN OPTIONS MONITOR CODE
à $âÜ
^ïü = 1 // TELL CODE TO RESTART THIS PIM
J #Çè
:ESCAPE_BUTTON
:EXTB_BUTTON
@Çå (`ü▓ , 200, -1024)
I ^Ä£ THEN i LEX PIM1
:BLOCKEND
}
[ OPENPIMDOOR
// FLIC OF DOORS OPENING
// PAUSE AT BEGINNING WITH CLOSED
00:00 ("DORA", 1)
@Çå (`ü│ , 255, -1024)
00:02 ("DORA", 2)
00:04 ("DORA", 3)
00:06 ("DORA", 4)
00:08 ("DORA", 5)
00:10 ("DORA", 6)
00:12 ("DORA", 7)
00:14 ("DORA", 8)
00:16 ("DORA", 9)
00:18 ("DORA", 10)
00:20 ("DORA", 11)
]
{ PIMM_DIAGNOSTICS
P ~ÇÇ
P ~Çü
^Ç┤ ++
~Çü = 0
~ÇÇ = 0
^Ä¥ = 1
// ENTERED EXTERNALLY
I ( @Çú () = 0) THEN
{
I @ÇÄ (ZEG) THEN
M ZERO_G_PIMM
E
M LOOK_AT_PIM FREEZE
~ÇÇ = 1
"pimm"
}
@Çå (`ü¡ )
m
// SET ART FRAMES FIRST
"dhaa" 1
// SET LABELS
//@@@ TRANSLATE F
"digl" $Ǽ "DIAGNOSTICS/FFRENCH/GDIAGNOSTIK" //@@@ PLEASE TRANSLATE
"hn0l" $Ǽ "0"
"hncl" $Ǽ "100"
"en0l" $Ǽ "0"
I ^ïé = 4 THEN
^ïà = @Çì CHARGING_PFD
I @ÇÜ (MY_BATTERY) = $Ç╗ THEN
{
Q "can't find my_battery!"
â
J #Çæ
}
N (.ÇüÇü )
{
U 100:
"emv1" "100"
X ÇÇ
U 250:
"emv1" "250"
X ÇÇ
U 375:
"emv1" "375"
X ÇÇ
U 500:
"emv1" "500"
X ÇÇ
V
Q "Undefined battery value %d", .ÇüÇü
X ÇÇ
}
//@@@ TRANSLATE F
"pfdl" "PFD PROTOTYPE /FFRENCH /GPFD PROTOTYP" //@@@ PLEASE TRANSLATE
"brpl" "BIOLOGICAL REPAIR /FFRENCH /GBIOLOGISCHE REPARATUR" //@@@ PLEASE TRANSLATE
// BUTTONS
"dxtb" $Ç¡ "EXIT/FSORTIE/GABBRECHEN"
@ÇÜ MY_BATTERY
I ^ïé = 3 AND .ÇüÇü >= 375 THEN
^ïé = 0
I ^ïé = 2 OR ^ïé = 3 THEN
{
"pdsb" $Ç░ "INACTIVE/FINACTIF/GINAKTIVIERT"
I ^ïé = 2 THEN
{
s "pfds" 100 1
s "pfds" 100 2
}
E
{
s "pfds" 100 1
s "pfds" 0 2
}
}
E
{
I (^ïé == 0) THEN
{
"pdsb" $Ǽ "CHARGE/FCHARGE/GLADEN"
s "pfds" 100 1
s "pfds" 0 2
}
E
{
"pdsb" $Ǽ "READY/FPRET/GBEREIT"
s "pfds" 100 1
s "pfds" 100 2
}
}
I ^ïâ = 0 THEN
"brsb" $Ǽ "INACTIVE/FINACTIF/GINAKTIVIERT"
E
"brsb" $Ǽ "ACTIVE/FACTIF/GAKTIV"
// SCALES
s "hlts" .ÇâÇà 1
s "hlts" .ÇâÇÇ 2
I @ÇÜ ( MY_BATTERY ) THEN
{
s "nrgs" 100 1
~Çü = .ÇüÇÇ * 100
~Çü /= .ÇüÇü
s "nrgs" ~Çü 2
}
E
{
Q "Can't find my_battery"
s "nrgs" 100 1
s "nrgs" 100 2
}
"hltl" $Ǽ "HEALTH/FSANTE/GGESUNDHEIT"
"nrgl" $Ǽ "ENERGY/FENERGIE/GENERGIE"
:LOOP
â
J #Çì
// PULSED FIELD DISRUPTOR BUTTON ACTIVATES RECHARGE PROCESS
:PDSB_BUTTON
@Çå (PIM_BEEP_1)
@ÇÜ MY_BATTERY
I .ÇüÇü <= 374 THEN
{
^ïé = 3
@Çì WARNING_FLASH 1
}
I ^ïé == 0 AND .ÇüÇü >= 375 THEN
{
I .ÇüÇÇ <= 374 THEN
{
^ïé = 3
@Çì WARNING_FLASH 0
}
E
{
"pdsb" "CHARGING/FFRENCH/GLADEN"
^ïà = @Çì CHARGING_PFD
^ïä = 0
@Çì PIMM_RECHARGE
^ïä = 0
}
}
J #Çì
:BRSB_BUTTON
I ^ïâ == 1 THEN
{
@Çå (`ü▒ )
^ïâ = 0
"brsb" $Ǽ "INACTIVE/FINACTIF/GINAKTIVIERT"
^Ä₧
}
E
{
@Çå (`ü« )
^ïâ = 1
"brsb" $Ǽ "ACTIVE/FACTIF/GAKTIVIERT"
^Ä₧ = @Çì BIOREPAIR
}
J #Çì
:ESCAPE_BUTTON
:DXTB_BUTTON
I ^ïé = 4 THEN
{
^ïà
}
^Ä¥ = 0
// UPDATE LEXS WOUNDS IN CASE HE HEALED HIMSELF
@Ç¥ LEX_WOUNDS
@Çå (`ü¡ )
I (~ÇÇ = 1) THEN
{
I @ÇÄ (ZEG) THEN
M FLOAT CONTINUE
E
M STAND CONTINUE
}
^Ç┤ --
}
[ WARNING_FLASH _CURRENT
// _CURRENT = 1 IF BATTERY BELOW 375 MAX CHARGES
I ~ÇÇ THEN
{
00:00 I ^Ä¥ THEN
{
"dwrl" "BATT CURRENT INSUFFICIENT" // @@@ PLEASE TRANSLATE
"dw2l" "FOR PFD CAPACITOR CHARGE" // @@@ PLEASE TRANSLATE
}
01:00 I ^Ä¥ THEN
{
"dwrl" " "
"dw2l" " "
}
01:20 I ^Ä¥ THEN
{
"dwrl" "BATT CURRENT INSUFFICIENT" // @@@ PLEASE TRANSLATE
"dw2l" "FOR PFD CAPACITOR CHARGE" // @@@ PLEASE TRANSLATE
}
02:20 I ^Ä¥ THEN
{
"dwrl" " "
"dw2l" " "
}
03:10 I ^Ä¥ THEN
{
"dwrl" "BATT CURRENT INSUFFICIENT" // @@@ PLEASE TRANSLATE
"dw2l" "FOR PFD CAPACITOR CHARGE" // @@@ PLEASE TRANSLATE
}
04:10 I ^Ä¥ THEN
{
"dwrl" " "
"dw2l" " "
}
}
E
{
00:00 I ^Ä¥ THEN
{
"dwrl" "ENERGY LEVEL INSUFFICIENT" // @@@ PLEASE TRANSLATE
"dw2l" "FOR PFD CAPACITOR CHARGE" // @@@ PLEASE TRANSLATE
}
01:00 I ^Ä¥ THEN
{
"dwrl" " "
"dw2l" " "
}
01:20 I ^Ä¥ THEN
{
"dwrl" "ENERGY LEVEL INSUFFICIENT" // @@@ PLEASE TRANSLATE
"dw2l" "FOR PFD CAPACITOR CHARGE" // @@@ PLEASE TRANSLATE
}
02:20 I ^Ä¥ THEN
{
"dwrl" " "
"dw2l" " "
}
03:10 I ^Ä¥ THEN
{
"dwrl" "ENERGY LEVEL INSUFFICIENT" // @@@ PLEASE TRANSLATE
"dw2l" "FOR PFD CAPACITOR CHARGE" // @@@ PLEASE TRANSLATE
}
04:10 I ^Ä¥ THEN
{
"dwrl" " "
"dw2l" " "
}
}
]
[ PIMM_RECHARGE
// THIS IS THE CODE BLOCK THAT WILL CONTROL THE RECHARGING OF THE PFD
// PFD = PULSED FIELD DISRUPTOR
P ~ÇÇ
~ÇÇ = 0
@ÇÜ MY_BATTERY
00:00 ^ïé = 4
I ^Ä¥ THEN
"pdsb" "CHARGING/FFRENCH/GLADEN"
05:00 ^ïé = 1
.ÇüÇÇ = .ÇüÇÇ - 25
~ÇÇ = .ÇüÇÇ * 100
~ÇÇ /= .ÇüÇü
I ^Ä¥ THEN
{
"pdsb" "READY/FPRET/GBEREIT"
s "nrgs" ~ÇÇ 2
s "pfds" 100 2
^ïà
}
i LEX ALWEP2
]
[ CHARGING_PFD
"pdsb" "CHARGING/FFRENCH/GLADEN"
:TOP
00:00 s "pfds" 100 1
s "pfds" 0 2
00:03 s "pfds" 20 2
00:06 s "pfds" 40 2
00:09 s "pfds" 60 2
00:12 s "pfds" 80 2
00:15 s "pfds" 100 2
00:17 ò
J #Çò
]
{ BIOREPAIR
P ~ÇÇ
P ~Çü
~ÇÇ = 0
I @ÇÜ (MY_BATTERY) = $Ç╗ THEN
{
Q "Can't find my_battery!"
é
}
:LOOP
I (.ÇüÇÇ >= 1) AND .ÇâÇÇ <= 100 THEN
{
I ~ÇÇ == 8 THEN
{
.ÇüÇÇ -= 1
.ÇâÇÇ += 2
I .ÇâÇÇ >= 101 THEN
.ÇâÇÇ = 100
~ÇÇ = 0
I ^Ä¥ THEN
s "hlts" .ÇâÇÇ 2
~Çü = .ÇüÇÇ * 100
// DO WE CALL FOR LEX_WOUNDS HERE?
@Ç¥ LEX_WOUNDS
I .ÇüÇü THEN
~Çü /= .ÇüÇü
E
~Çü = 0
I ^Ä¥ THEN
{
s "nrgs" ~Çü 2
"brsb" $Ç« "ACTIVE/FACTIF/GAKTIV"
}
}
}
I .ÇâÇÇ >= 100 OR .ÇüÇÇ <= 0 THEN
{
^ïâ = 0
I ^Ä¥ THEN
"brsb" $Ǽ "INACTIVE/FINACTIF/GINAKTIVIERT"
é
}
~ÇÇ += 1
â
J #Çù
}
{ PIMM_INVENTORY
P ~ÇÇ
^Ç┤ ++
~ÇÇ = 0
// ENTERED EXTERNALLY
I ( @Çú () = 0) THEN
{
I @ÇÄ (ZEG) THEN
M ZERO_G_PIMM
E
M LOOK_AT_PIM FREEZE
~ÇÇ = 1
"pimm"
}
m
"ihaa" 1
( "istl", "INVENTORY/FINVENTAIRE/GINVENTAR" )
j ( "inmt", INVENTOR )
// MON_INVITEMFRAME USES LIST CREATED ABOVE & MUST NOT BE CALLED BEFORE LIST CREATED
( RDDB, "/! ") // READY BUTTON UNDERNEATH ART
"IITA" @Ç░ "INMT"
g ( INMT )
j ( "dest", DITEMS )
IXTB $Ç¡ "EXIT/FSORTIE/GABBRECHEN"
// WE USING BLANKS HERE SO THAT NO TEXT WILL APPEAR
( IPDB, "/! ")
( IPUB, "/! ")
( RDYB, "READY/FPRET/GBEREIT" )
:INV_LOOP
â
J #ÇÖ
:RDDB_BUTTON
:RDYB_BUTTON
@Çå (`ü▒ )
h ( INMT )
f CARRY
J #Ç╕
:IPDB_REPEAT
:IPDB_BUTTON
@Çå (`ü« )
k ( INMT, $Ç╢ )
// SET PICTURE FRAME WITH DESCRIPTION
J #ÇÖ
:IPUB_REPEAT
:IPUB_BUTTON
@Çå (`ü« )
k ( INMT, $Ç╡ )
// SET PICTURE FRAME WITH DESCRIPTION
J #ÇÖ
:SETPICTUREFRAME
"IITA" @Ç░ "INMT"
J #ÇÖ
// PROVIDE DETAILED DESCRIPTION OF ITEMS WHEN HIGHLIGHTED...
// REMOVEENTRY "*+XXXXX" == REPLACE ALL ENTRIES WITH XXXXX.
// *+ITEM REMOVES ALL CURRENT ITEMS IN LIST THEN ADDS ITEM
// WITHOUT REPORTING THE NEW HIGHLIGHTED ITEM TO THE SCRIPT,
// WHICH WOULD CAUSE AN ENDLESS LOOP AS WE WOULD AGAIN GO TO
// A HIGHLIGHT LABEL AND CALL ANOTHER ADDENTRY... JR 8/3/94
:ALBAT_HIGHLIGHT // ALIEN BATTERY.
¡ "dest" "*+ALBAT"
J #Çá
:BLOCK_HIGHLIGHT // BLOCK.
¡ "dest" "*+BLOCK"
J #Çá
:REFLECT_HIGHLIGHT // REFLECT BLOCK.
¡ "dest" "*+REFLECT"
J #Çá
:CAYLOG_HIGHLIGHT // CAYNAN'S LOGBOOK.
¡ "dest" "*+CAYLOG"
J #Çá
:CNTROLER_HIGHLIGHT // CONTROLLER.
¡ "dest" "*+CNTROLER"
J #Çá
:DANEBAT_HIGHLIGHT // DANE'S BATTERY.
¡ "dest" "*+DANEBAT"
J #Çá
:DANELOG_HIGHLIGHT // DANE'S LOGBOOK.
¡ "dest" "*+DANELOG"
J #Çá
:ESCHERLOG_HIGHLIGHT // ESCHER'S LOGBOOK.
¡ "dest" "*+ESCHERLOG"
J #Çá
:FLUTE_HIGHLIGHT // FLUTE.
¡ "dest" "*+FLUTE"
J #Çá
:LOGA_HIGHLIGHT // LOGA - GUARD'S LOGBOOK.
¡ "dest" "*+LOGA"
J #Çá
:LOGB_HIGHLIGHT // LOGB - GUARD'S LOGBOOK.
¡ "dest" "*+LOGB"
J #Çá
:KEY_HIGHLIGHT //DROGG'S KEY
¡ "dest" "*+KEY"
J #Çá
:FORK_HIGHLIGHT // FORK: A VERY USEFUL TOOL.
¡ "dest" "*+FORK"
J #Çá
:KEYDVICE_HIGHLIGHT // KEY DEVICE.
¡ "dest" "*+KEYDVICE"
J #Çá
:LEXLOG_HIGHLIGHT // LEX'S LOGBOOK.
¡ "dest" "*+LEXLOG"
J #Çá
:LOGBOOK_HIGHLIGHT // LOGBOOK.
¡ "dest" "*+LOGBOOK"
J #Çá
:MEAT_HIGHLIGHT // MEAT.
¡ "dest" "*+MEAT"
J #Çá
:MEDICAID_HIGHLIGHT // MEDICAL AID.
¡ "dest" "*+MEDICAID"
J #Çá
:MONBAT_HIGHLIGHT // MONDITE BATTERY.
¡ "dest" "*+MONBAT"
J #Çá
:PHOTO_HIGHLIGHT // PHOTO OF A VERY BEAUTIFUL GIRL.
¡ "dest" "*+PHOTO"
J #Çá
:SCANNER_HIGHLIGHT // ALIEN LANGUAGE TRANSLATOR.
¡ "dest" "*+SCANNER"
J #Çá
:WTALKY_HIGHLIGHT // WALKY-TALKY.
¡ "dest" "*+WTALKY"
J #Çá
:ESCAPE_BUTTON
:IXTB_BUTTON
@Çå (`ü▓ )
I (~ÇÇ = 1) THEN
{
I @ÇÄ (ZEG) THEN
M FLOAT CONTINUE
E
M STAND CONTINUE
}
^Ç┤ --
}
{ PIMM_JOURNAL
P ~ÇÇ
^Ç┤ ++
~ÇÇ = 0
// ENTERED EXTERNALLY
I ( @Çú () = 0) THEN
{
I @ÇÄ (ZEG) THEN
M ZERO_G_PIMM
E
M LOOK_AT_PIM FREEZE
~ÇÇ = 1
"pimm"
}
m
( "jorl", "JOURNAL/FJOURNAL/GTAGEBUCH" )
"jhaa" 1
"jxtb" $Ç¡ "EXIT/FSORTIE/GABBRECHEN"
//MON_DEFINEBUTTON "topb" "Top/FHaut/GOberfläche"
//MON_DEFINEBUTTON "botb" "Bottom/FBas/GUnterseite"
j ( "JORT" "LEX" )
^åï = 1
^åì = 2
^åÄ = 3
// WE USING BLANKS HERE SO THAT NO TEXT WILL APPEAR
( "JPDB", "/! ");
( "JPUB", "/! ");
( "JSDB", "/! ");
( "JSUB", "/! ");
^Ä£ = 1
:JOURN_LOOP
â
J #Ç║
:JPDB_REPEAT
:JPDB_BUTTON
@Çå (`ü« )
k ( "JORT", $Ç╢ )
J #Ç║
:JPUB_REPEAT
:JPUB_BUTTON
@Çå (`ü« )
k ( "JORT", $Ç╡ )
J #Ç║
:JSDB_REPEAT
:JSDB_BUTTON
@Çå (`ü» )
k ( "JORT", $Ç╕ )
J #Ç║
:JSUB_REPEAT
:JSUB_BUTTON
@Çå (`ü» )
k ( "JORT", $Ç╖ )
J #Ç║
:ESCAPE_BUTTON
:JXTB_BUTTON
@Çå (`ü▓ )
I (~ÇÇ = 1) THEN
{
I @ÇÄ (ZEG) THEN
M FLOAT CONTINUE
E
M STAND CONTINUE
}
@Ç¥ LEX_LOG_SEEN
^Ç┤ --
}
// POINTER .CAM NAMES FOR TRANSLATING THEPLAYER->FORM_ID INTO VALID POINTER FILENAMES
{ POINTERDATA
< LEX = "LexHand" >
< HARD = "HardHand" >
< LEXMIR = "RefHand" >
}
//@@@ TRANSLATE F
// OPTIONS TEXT
{ OPTIONSTEXT // @@@ PLEASE TRANSLATE
< OKSTR = "SAVE SETTINGS/F /GOK" >
< EXITSTR = "EXIT/F /GZURÜCK" >
< CANCELSTR = "CANCEL/F /GABBRECHEN" >
< NEWSTR = "NEW/F /GNEUES SPIEL" >
< LOADSTR = "LOAD/F /GSPIEL LADEN" >
< SAVESTR = "SAVE/F /GSPEICHERN" >
< AUDIOSTR = "AUDIO/F /GAUDIO" >
< DETAILSTR = "DETAIL/F /GDETAIL" >
< GAMESTR = "GAME/F /GSPIEL" >
< MUSICSTR = "MUSIC/F /G" >
< SFXSTR = "SFX/F /G" >
< YESSTR = "YES/F /G" >
< NOSTR = "NO/F /G" >
// QUESTIONS FOR YES/NO DIALOG BOX.
< QEXITTODOSSTR = "Do you really want to quit?/F /G" >
< QRETURNTOGAMESTR = "Return to the game?/F /G" >
< QLOADGAMESTR = "Load this game?/F /G" >
< QSAVEGAMESTR= "Save this game?/F /G" >
< QNEWGAMESTR = "Load new game?/F /G" >
< CREDITSSTR = "CREDITS/FCREDITS/GCREDITS" >
< CREDITSFILESTR = "]CREDITS/F]CREDITS/G]CREDITS" >
< LEVELEASYSTR = "EASY/F/G" >
< LEVELMEDSTR = "MEDIUM/F/G" >
< LEVELHARDSTR = "HARD/F/G" >
< GAMMACORRECTIONSTR = "GAMMA/F/G" >
< AMBIENTSOUND = "_ctr_ambient/F_ctr_ambient/G_ctr_ambient" >
// < OPTIONSMUSIC = _OPTIONS > VARIABLE USED
}
// *** REAL-TIME PROCESSES ***
[ PIM_DOOR
00:00 @Çå (`ü│ , 255, -1024)
00:00 @Çè (^åè , +1, 2, 13, 12)
]
[ PDSRECHARGE
// WE WANT RECHARGE TO TAKE 2 SECONDS
02:00 ^ïé = 1
]
{ ROLLCREDITS
à $â₧
}
// RUN EXIT DIALOG WHEN MONITOR IS NO LONGER RUNNING
{ DLGLOADGAME
:LOOP
â
I ( @Çú () != 0) THEN
{
î $üù // ADD ANOTHER ESCAPE (IN CASE SUBMENUS RET TO PREV)
J #üï
}
â // MAKE SURE SCREEN UPDATED
à $â£
}
{ EXITMONITOR
:LOOP
â
I ( @Çú () != 0) THEN
{
î $üù // ADD ANOTHER ESCAPE (IN CASE SUBMENUS RET TO PREV)
J #üì
}
}
// RUN RUNMONITOR TO MAKE SURE ANY CURRENT MONITOR IS NO LONGER RUNNING FIRST
{ DLGRUN _FLAGS
I (^ïÿ ) THEN
é
@Ç¥ EXITMONITOR // MUST NOT CONTINUE UNTIL EXITMONITOR FINISHED
â // MAKE SURE SCREEN UPDATED
O $Çà
à ~ÇÇ
}
// RUN EXIT DIALOG WHEN MONITOR IS NO LONGER RUNNING
// SPECIFIC CASE OF DLGRUN
{ DLGEXITGAME
:LOOP
â
I ( @Çú () != 0) THEN
{
î $üù // ADD ANOTHER ESCAPE (IN CASE SUBMENUS RET TO PREV)
J #üÉ
}
â // MAKE SURE SCREEN UPDATED
à $âñ
}
{ CREDITSROLLING
I (^ïÿ ) THEN
{
// THIS MAKES CERTAIN THAT THE TITLE SCREEN IS SHOWN BEHIND THE
// OPTIONS. -KLD COPIED FROM AI_LEX.SCR -JAR
C SHOW TITLE // SHOW FULL SCREEN -
â // GET RID OF ANY TRASH ON SCREEN
}
}
// CALL ONLY WHEN NO LOADING IS DONE.
{ EXITOPTIONS
I (^ïÿ ) THEN
{
C SHOW TITLE // SHOW FULL SCREEN -
â // GET RID OF ANY TRASH ON SCREEN
// THIS MAKES CERTAIN THAT THE TITLE SCREEN IS SHOWN BEHIND THE
// OPTIONS. -KLD COPIED FROM AI_LEX.SCR -JAR
C SHOW STITLE // SHOW FULL SCREEN -
// RELOAD OPTIONS - NOTHING ELSE TO DO
// EXITED VIA ESC OR CREDITS
à $â¢
}
E
{
I ( ^ïü == 1 ) THEN
@Çì PIMM_MONITOR
}
// TAKEN FROM MONFACE.C - JAR 11/1/94
// #IFDEF EDITOR
// ADDED THIS IN HERE SO THAT IF THE PLAYER DIES AND WANTS
// TO RETURN TO THE GAME, HE CAN DO SO AND BE MADE TO LIVE
// AGAIN. THIS SHOULD HELP THE TESTERS GET THROUGH THE
// GAME, BUT SHOULDN'T OCCUR WHEN WE SHIP.
// IF( !INGAME )
// BEGINSCRIPTPROCESS("Live",THEPLAYER,0,START_LATER);
// #ENDIF
// @PROCESS LIVE
}
{ JR1
à $âí
}
// THIS PIECE OF MAGICAL MYSTERY CODE MAKES LEX COME BACK TO LIFE
// AFTER HE IS DEAD. JUST HIT ESC FROM THE OPTION SCREEN AND THIS
// WILL BE RUN. -KLD
{ LIVE
I ( .ÇéÇÇ <= 0 ) THEN
{
@Ç¢ PLAYER
^ïÅ = 0
.ÇéÇÇ = 100
A ON
I ( @Çú () ) THEN
{
}
C UNLOCK
t PLAYER
@Ç¥ LEX_WOUNDS
M STAND
}
}
{ NO_SHADOW
^Ä¢ = $âù
}
{ UL_SHADOW
^Ä¢ = $âÿ
}
{ DR_SHADOW
^Ä¢ = $âÖ
}
//$ 26 - version number