Add rayman2 source files

This commit is contained in:
2024-09-18 02:33:44 +08:00
parent bcc093f8ed
commit fb036c54fd
14339 changed files with 2596224 additions and 0 deletions

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;+++++++++++++++++++++++++++++++++++++++++++
;+ Actors Editor +
;+++++++++++++++++++++++++++++++++++++++++++
;+ Version 4.1.0 [May 15 1998] <using CTL, ErO, and WAW> +
; Save date : Saturday, May 16, 1998, 16h17m
;+++++++++++++++++++++++++++++++++++++++++++
;###################################
;########### Actor World ###########
;###################################
{Character:World
;**** 3dData mini-structure definition ****
{3dData:
InitialState("World\World.sta^CreateNewState:NoState")
DrawMask(4294967295)
ShadowScale("1.000000","1.000000")
ShadowQuality(2)
ShadowHeight("0.200000")
}
;**** StdGame mini-structure definition ****
{StandardGame:
Type(World,Level<nomdulevel>,World)
HitPointsInit(0)
HitPointsMaxInit(0)
HitPointsMaxMax(0)
InitFlags(WhenGoOutOfZone,WhenPlayerDead)
PlatFormType(0)
LinkedToSector(0)
CustomBitsInit(0)
}
;**** Brain mini-structure definition ****
{Brain:
{InitComportIntelligence:("World\Level<nomdulevel>\Level<nomdulevel>.rul^CreateIntelligence^CreateComport:YLT_InitLevel")
}
}
;**** Dynam mini-structure definition ****
{Dynam:
SlideFactorX("1.000000")
SlideFactorY("1.000000")
SlideFactorZ("1.000000")
}
;**** SectInfo mini-structure definition ****
{SectInfo:
}
;**** TakPut mini-structure definition ****
{MSTakPut:
}
;**** World mini-structure definition ****
{World:
SnowForce(0)
RainForce(0)
WindVector("0.000000","0.000000","0.000000")
WaterFogColor("0.000000","0.000000","0.500000")
AirFogColor("0.100000","0.100000","0.100000")
WaterFogAttributes("7.500000","15.000000","20.000000")
AirFogAttributes("15.000000","25.000000","30.000000")
}
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateAIModel:
CreateVariableDeclarationAIModel("World\Level<nomdulevel>\Level<nomdulevel>.dec")
CreateIntellAIModel("World\Level<nomdulevel>\Level<nomdulevel>.rul")
CreateReflexAIModel("World\Level<nomdulevel>\Level<nomdulevel>.rfx")
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateVariables:(0,0)
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateEditorDeclaration:
{CreateEditorBehaviour:
Language(French)
Name("Variables designer")
BoundingBox(15,15,111,45)
}
{CreateEditorBehaviour:
Language(French)
Name(Macros)
BoundingBox(15,60,65,90)
}
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;+++++++++++++++++++++++++++++++++++++++++++
;+ Actors Editor +
;+++++++++++++++++++++++++++++++++++++++++++
;+ Version 4.1.0 [May 18 1998] <using CTL, ErO, and WAW> +
; Save date : Tuesday, May 19, 1998, 16h20m
;+++++++++++++++++++++++++++++++++++++++++++
;##########################################
;########### Model Level<nomdulevel> ###########
;##########################################
{CreateEditorActorModel:Level<nomdulevel>
Type(ActorType)
Bitmap("Mod_World.bmp")
Family(World)
EditorBrain(World\Level<nomdulevel>\Level<nomdulevel>)
;___________________ Group Separator ___________________
{MiniStructure:3D_Data(Group_1,Allocated)
Control_Translation(Not_Linked,"0.000","0.000","0.000")
Current_Action(Not_Linked,NoAction)
Initial_Action(Not_Linked,NoAction)
Object_Table(Not_Linked,"No Object Table")
Object_Table_Init(Not_Linked,"No Object Table")
Current_Frame(Not_Linked,0)
Repeat_Anim(Not_Linked,0)
Next_Event(Not_Linked,0)
Draw_Mask(Not_Linked,3452816845)
Shadow_Scale_X(Not_Linked,"0.000")
Shadow_Scale_Y(Not_Linked,"0.000")
Shadow_Material(Not_Linked,"No Material!")
Shadow_Quality(Not_Linked,"No shadow")
Shadow_Height(Not_Linked,"0.000")
Crt_Position(Not_Linked,"0.000","0.000","0.000")
}
{MiniStructure:Standard_Game(Group_1,Allocated)
Family_Type(Not_Linked,0)
Model_Type(Not_Linked,0)
Perso_Type(Not_Linked,0)
Last_Trame(Not_Linked,0)
Hit_Points(Not_Linked,15)
Initial_Hit_Points(Not_Linked,15)
Hit_Points_Max(Not_Linked,0)
Initial_Hit_Points_Max(Not_Linked,0)
Hit_Points_Max_Max(Not_Linked,0)
Desactivate_At_All(Not_Linked,False)
Activable(Not_Linked,False)
Active(Not_Linked,False)
Flag_Out_of_Zone(Not_Linked,"Out Of Action Zone")
Flag_Dead_or_Taken(Not_Linked,"Out Of Action Zone")
Platform_Type(Not_Linked,None)
Linked_To_Sector(Not_Linked,Nothing)
Traction_Factor(Not_Linked,0)
Actor_Capabilities(Not_Linked,3452816845)
CustomBit_1(Not_Linked,False)
Initial_CustomBit_1(Not_Linked,False)
CustomBit_2(Not_Linked,False)
Initial_CustomBit_2(Not_Linked,False)
CustomBit_3(Not_Linked,False)
Initial_CustomBit_3(Not_Linked,False)
CustomBit_4(Not_Linked,False)
Initial_CustomBit_4(Not_Linked,False)
CustomBit_5(Not_Linked,False)
Initial_CustomBit_5(Not_Linked,False)
CustomBit_6(Not_Linked,False)
Initial_CustomBit_6(Not_Linked,False)
CustomBit_7(Not_Linked,False)
Initial_CustomBit_7(Not_Linked,False)
CustomBit_8(Not_Linked,False)
Initial_CustomBit_8(Not_Linked,False)
CustomBit_9(Not_Linked,True)
Initial_CustomBit_9(Not_Linked,True)
CustomBit_10(Not_Linked,True)
Initial_CustomBit_10(Not_Linked,True)
CustomBit_11(Not_Linked,True)
Initial_CustomBit_11(Not_Linked,True)
CustomBit_12(Not_Linked,True)
Initial_CustomBit_12(Not_Linked,True)
CustomBit_13(Not_Linked,True)
Initial_CustomBit_13(Not_Linked,True)
CustomBit_14(Not_Linked,True)
Initial_CustomBit_14(Not_Linked,True)
CustomBit_15(Not_Linked,True)
Initial_CustomBit_15(Not_Linked,True)
CustomBit_16(Not_Linked,True)
Initial_CustomBit_16(Not_Linked,True)
CustomBit_17(Not_Linked,True)
Initial_CustomBit_17(Not_Linked,True)
CustomBit_18(Not_Linked,True)
Initial_CustomBit_18(Not_Linked,True)
CustomBit_19(Not_Linked,True)
Initial_CustomBit_19(Not_Linked,True)
CustomBit_20(Not_Linked,True)
Initial_CustomBit_20(Not_Linked,True)
CustomBit_21(Not_Linked,True)
Initial_CustomBit_21(Not_Linked,True)
CustomBit_22(Not_Linked,True)
Initial_CustomBit_22(Not_Linked,True)
CustomBit_23(Not_Linked,True)
Initial_CustomBit_23(Not_Linked,True)
CustomBit_24(Not_Linked,True)
Initial_CustomBit_24(Not_Linked,True)
CustomBit_25(Not_Linked,True)
Initial_CustomBit_25(Not_Linked,True)
CustomBit_26(Not_Linked,True)
Initial_CustomBit_26(Not_Linked,True)
CustomBit_27(Not_Linked,True)
Initial_CustomBit_27(Not_Linked,True)
CustomBit_28(Not_Linked,True)
Initial_CustomBit_28(Not_Linked,True)
CustomBit_29(Not_Linked,True)
Initial_CustomBit_29(Not_Linked,True)
CustomBit_30(Not_Linked,True)
Initial_CustomBit_30(Not_Linked,True)
CustomBit_31(Not_Linked,True)
Initial_CustomBit_31(Not_Linked,True)
CustomBit_32(Not_Linked,True)
Initial_CustomBit_32(Not_Linked,True)
}
;___________________ Group Separator ___________________
{MiniStructure:Dynamics(Group_2,Allocated)
Slide_x(Not_Linked,"0.000")
Slide_y(Not_Linked,"0.000")
Slide_z(Not_Linked,"0.000")
}
{MiniStructure:Sect_Info(Group_2,Allocated)
Current_Sector(Not_Linked,"No Sector!")
Previous_Sector(Not_Linked,"No Sector!")
}
{MiniStructure:Anim_Effect(Group_2,Not_Allocated)
}
;___________________ Group Separator ___________________
{MiniStructure:Light(Group_3,Not_Allocated)
}
{MiniStructure:Collision_Set(Group_3,Not_Allocated)
}
{MiniStructure:Ways(Group_3,Not_Allocated)
}
;___________________ Group Separator ___________________
{MiniStructure:Camera(Group_4,Not_Allocated)
}
{MiniStructure:Micro(Group_4,Not_Allocated)
}
{MiniStructure:World(Group_4,Allocated)
Snow_Force(Not_Linked,0)
Snow_Force_Init(Not_Linked,0)
Rain_Force(Not_Linked,0)
Rain_Force_Init(Not_Linked,0)
Wind_Vector(Not_Linked,"0.000","0.000","0.000")
Wind_Vector_Init(Not_Linked,"0.000","0.000","0.000")
}
{MiniStructure:Take_Put(Group_4,Allocated)
}
{MiniStructure:Stream(Group_4,Not_Allocated)
}
{MiniStructure:PrtSource(Group_4,Not_Allocated)
}
{MiniStructure:Sound(Group_4,Not_Allocated)
}
{MiniStructure:Magnet(Group_4,Not_Allocated)
}
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateEditorMacro:
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateEditorReflex:
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateEditorIntelligence:
{CreateEditorBehaviour:
Language(French)
Name(YLT_InitLevel)
BoundingBox(15,15,93,45)
Text(regleInterruption)
Text()
Text("Temps_AttenteFigee(1)")
Text(";ICI SERONT FAITES LES INITIALISATIONS PROPRES A LA MAP")
Text(";met l'acteur dans le second viewport pour qu'il soit toujours actif")
Text("SPO_SetSuperimposed(-5,-5,0)")
Text("'Global'.GLOBAL_SHOOT_SinusEffect := 1")
Text("ChangeMonComportement('Level<nomdulevel>@YLT_LevelLoop')")
}
{CreateEditorBehaviour:
Language(French)
Name(YLT_LevelLoop)
BoundingBox(15,60,100,90)
Text(";regleInterruption")
Text(";ICI SERONT GEREES LES ACTIONS PROPRES A LA MAP")
}
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateEditorSubr:
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateListOfMacro:(0)
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateIntelligence:(0,0)
}

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; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;IA Editor v4.18.0 May 19 1998
;Save date:Tuesday,May,19,1998,16h20m
{CreateIntelligence:(2,3,YLT_InitLevel)
{CreateComport:YLT_InitLevel(0,1)
{CreateRule:(1,13)
MetaAction(Action_FrozenWait,1)
Constant(1,2)
Procedure(Proc_SetSuperimposed,1)
Constant(-5,2)
Constant(-5,2)
Constant(0,2)
Operator(Operator_Affect,1)
Operator(Operator_Dot,2)
PersoRef("_Common\Families\World\GlobalActorModel\Charact\Global.car^Character:Global",3)
DsgVarRef("World\GlobalActorModel\GlobalActorModel.dec^CreateVariables:global_shoot_sinuseffect",3)
Constant(1,2)
Procedure(Proc_ChangeMyComport,1)
ComportRef("World\Level<nomdulevel>\Level<nomdulevel>.rul^CreateIntelligence^CreateComport:YLT_LevelLoop",2)
}
}
{CreateComport:YLT_LevelLoop(1,0)
}
}