d9fd01112d |
Move $self to pad 0111 then goto 2d |
022d |
Label 2d |
e0fd01 |
Actor $self draws weapon Unarmed |
df06 |
Open door 06 (train exterior door) during cutscene |
df07 |
Open door 07 (train exterior door) during cutscene |
0a00690000001d0610 |
Do animation 0069 |
db |
Fade in from black |
0208 |
Label 08 |
03 |
Yield |
2f2d |
If actor has stopped moving then goto 2d |
0108 |
Go to first 08 |
022d |
Label 2d |
e0fd00 |
Actor $self draws weapon Nothing |
0a0069001d00a00610 |
Do animation 0069 |
ae |
Reset and start cycle counter |
0209 |
Label 09 |
03 |
Yield |
2f2d |
If actor has stopped moving then goto 2d |
b40000782d |
If cycle counter > 120 (2.0 secs) then goto 2d |
0109 |
Go to first 09 |
022d |
Label 2d |
6706 |
Close door 06 (train exterior door) |
ae |
Reset and start cycle counter |
020a |
Label 0a |
03 |
Yield |
6806012d |
If door 06 (train exterior door) is closed then goto 2d |
b40000b42d |
If cycle counter > 180 (3.0 secs) then goto 2d |
010a |
Go to first 0a |
022d |
Label 2d |
da |
Fade out from cutscene |
020b |
Label 0b |
03 |
Yield |
dc2d |
If fade complete then goto 2d |
010b |
Go to first 0b |
022d |
Label 2d |
d2 |
Exit level |
0206 |
Label 06 |
03 |
Yield |
0106 |
Go to first 06 |
04 |
End of function |
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