Rescue


000204 Label 04
0003 Yield
008400 Set action block variable to value 0
0033232d If actor 23 (Area 51 Guard) is dying/dead goto 2d
0034232d If actor 23 (Area 51 Guard) has finished death animation goto 2d
017b232d If actor 23 (Area 51 Guard)'s body has disappeared goto 2d
000006 Go to next 06
00022d Label 2d
008501 Add 1 to action block variable
000206 Label 06
0033242d If actor 24 (Biotechnician) is dying/dead goto 2d
0034242d If actor 24 (Biotechnician) has finished death animation goto 2d
017b242d If actor 24 (Biotechnician)'s body has disappeared goto 2d
000006 Go to next 06
00022d Label 2d
008501 Add 1 to action block variable
000206 Label 06
0033252d If actor 25 (Area 51 Guard) is dying/dead goto 2d
0034252d If actor 25 (Area 51 Guard) has finished death animation goto 2d
017b252d If actor 25 (Area 51 Guard)'s body has disappeared goto 2d
000006 Go to next 06
00022d Label 2d
008501 Add 1 to action block variable
000206 Label 06
0033262d If actor 26 (Area 51 Guard) is dying/dead goto 2d
0034262d If actor 26 (Area 51 Guard) has finished death animation goto 2d
017b262d If actor 26 (Area 51 Guard)'s body has disappeared goto 2d
000006 Go to next 06
00022d Label 2d
008501 Add 1 to action block variable
000206 Label 06
0088032d If action block variable < 3 goto 2d
00a100000040 Set flag #7 (ending guards dead)
0005fd0000 Assign function 0000 - Idle to $self and advance frame
00022d Label 2d
000104 Go to first 04
0004 End of function

Invocations

  • Started automatically

Comments

The game tries to keep a counter to know how many people you've killed at the end, but if you kill the 0x23 guard first, the counter will continue to iterate on each frame because the guard is dead.