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- doors = {
- -- 1 "Medical Storage Room (r100) -> West Wing Inner Stairway"
- {
- stage = 0x01,
- room = 0x01,
- cut = 0x05,
- position = {x = -185.5583343506,
- y = 6e-06,
- z = 0.2404969931},
- angle = 0.0
- },
- -- 2 "West Wing Inner Stairway (r101) -> Medical Storage Room"
- {
- stage = 0x01,
- room = 0x00,
- cut = 0x00,
- position = {x = -96.1977462769,
- y = 0.1177980006,
- z = 187.2223358154},
- angle = -3.3510301113
- },
- -- 3 "West Wing Inner Stairway (r101) -> Small storeroom, Old Key / Lockpick"
- {
- stage = 0x01,
- room = 0x02,
- cut = 0x00,
- position = {x = -74.2189254761,
- y = 2.1868441105,
- z = -189.6320648193},
- angle = 0.4188790023
- },
- -- 4 "West Wing Inner Stairway (r101) -> Northern Corridor / Tea Room, Armor Key"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x0e,
- position = {x = -185.6222839355,
- y = 400.2404174805,
- z = -1141.5557861328},
- angle = 1.5707960129
- },
- -- 5 "West Wing Inner Stairway (r101) -> Dining Room 2F, Sword Key Maybe?"
- {
- stage = 0x02,
- room = 0x02,
- cut = 0x04,
- position = {x = -687.2668457031,
- y = 400.0,
- z = -332.9822998047},
- angle = 0.0
- },
- -- 6 "West Wing Inner Stairway (r101) -> Outside Balcony, Old Key / Lockpick"
- {
- stage = 0x02,
- room = 0x03,
- cut = 0x00,
- position = {x = -2048.4560546875,
- y = 400.0,
- z = -855.3596801758},
- angle = -1.308997035
- },
- -- 7 "West Wing Inner Stairway (r101) -> Mirror Corridor, One way door, unlock side"
- {
- stage = 0x02,
- room = 0x14,
- cut = 0x00,
- position = {x = -298.105682373,
- y = 1.2e-05,
- z = -803.2221069336},
- angle = 2.8797910213
- },
- -- 8 "West Wing Inner Stairway (r101) -> Trophy Room, Helmet Key"
- {
- stage = 0x02,
- room = 0x15,
- cut = 0x00,
- position = {x = 138.5852966309,
- y = 1.3176790476,
- z = 151.139251709},
- angle = -1.9373149872
- },
- -- 9 "Small Storeroom (r102) -> West Wing Inner Stairway"
- {
- stage = 0x01,
- room = 0x01,
- cut = 0x00,
- position = {x = 198.3673400879,
- y = 6e-06,
- z = -630.1188354492},
- angle = -8.901184082
- },
- -- 10 "Northern Corridor / Tea Room (r103) -> Dining Room"
- {
- stage = 0x01,
- room = 0x05,
- cut = 0x03,
- position = {x = -652.5380249023,
- y = 6e-06,
- z = -311.1383056641},
- angle = 0.0
- },
- -- 11 "Northern Corridor / Tea Room (r103) -> Tea Room, one-sided lock, unlocked this side"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x03,
- position = {x = -170.9566650391,
- y = 400.2404174805,
- z = 59.285900116},
- angle = -3.0368709564
- },
- -- 12 "Northern Corridor / Tea Room (r103) -> Northern Corridor, one-sided lock, locked this side"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x02,
- position = {x = -169.9614715576,
- y = 400.2404174805,
- z = 166.5815582275},
- angle = 0.0
- },
- -- 13 "Northern Corridor / Tea Room (r103) -> West Wing Inner Stairway, armor key?"
- {
- stage = 0x01,
- room = 0x01,
- cut = 0x00,
- position = {x = 442.528137207,
- y = 6e-06,
- z = -677.1212768555},
- angle = -1.5707960129
- },
- -- 14 "Northern Corridor / Tea Room (r103) -> Greenhouse"
- {
- stage = 0x01,
- room = 0x0c,
- cut = 0x00,
- position = {x = 270.7933654785,
- y = 6e-06,
- z = -82.5343933105},
- angle = -1.4137159586
- },
- -- 15 "Northern Corridor / Tea Room (r103) -> Tiger Eye Room"
- {
- stage = 0x01,
- room = 0x0d,
- cut = 0x00,
- position = {x = 85.4209899902,
- y = 6e-06,
- z = 89.567276001},
- angle = -3.1415920258
- },
- -- 16 "Northern Corridor / Tea Room (r103) -> Bar, Armor Mey"
- {
- stage = 0x01,
- room = 0x0f,
- cut = 0x00,
- position = {x = 47.4700279236,
- y = -0.3136320114,
- z = 345.582244873},
- angle = -2.6179940701
- },
- -- 17 "Northern Corridor / Tea Room (r103) -> Kitchen, Sword Key"
- {
- stage = 0x02,
- room = 0x1c,
- cut = 0x00,
- position = {x = -526.7700805664,
- y = 6e-06,
- z = -294.9191589355},
- angle = -1.0471980572
- },
- -- 18 "Northern Corridor / Tea Room (r103) -> Researcher's Bedroom"
- {
- stage = 0x01,
- room = 0x0e,
- cut = 0x00,
- position = {x = 166.2600708008,
- y = 0.1495209932,
- z = -191.1789398193},
- angle = -1.5707960129
- },
- -- 19 "Northern Corridor / Tea Room (r103) -> West Wing Outer Stairway"
- {
- stage = 0x01,
- room = 0x12,
- cut = 0x00,
- position = {x = 110.7677841187,
- y = 6e-06,
- z = 704.5316772461},
- angle = -1.5707960129
- },
- -- 20 "Dining Room (r105) -> Main Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x05,
- position = {x = -612.0,
- y = 200.0,
- z = 20.6274738312},
- angle = 1.5707960129
- },
- -- 21 "Dining Room (r105) -> Tea Room"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x00,
- position = {x = -406.1900939941,
- y = 400.2404174805,
- z = 244.4331817627},
- angle = 3.1415901184
- },
- -- 22 "Main Hall (r106) -> Dining Room"
- {
- stage = 0x01,
- room = 0x05,
- cut = 0x00,
- position = {x = 930.0,
- y = 6e-06,
- z = -4.9407119751},
- angle = -7.8539910316
- },
- -- 23 "Main Hall (r106) -> Art Room"
- {
- stage = 0x01,
- room = 0x07,
- cut = 0x00,
- position = {x = -437.5476074219,
- y = 1.5e-05,
- z = -5.7398958206},
- angle = 1.518435955
- },
- -- 24 "Main Hall (r106) -> Dining Room 2F"
- {
- stage = 0x02,
- room = 0x02,
- cut = 0x00,
- position = {x = 917.225769043,
- y = 400.0,
- z = 32.8967399597},
- angle = -1.5707960129
- },
- -- 25 "Main Hall (r106) -> C Corridor, Sword Key"
- {
- stage = 0x02,
- room = 0x04,
- cut = 0x00,
- position = {x = -448.4219360352,
- y = 6e-06,
- z = 513.244934082},
- angle = -4.7123880386
- },
- -- 26 "Main Hall (r106) -> Outside Patio, Armor Key"
- {
- stage = 0x02,
- room = 0x12,
- cut = 0x00,
- position = {x = -1306.474609375,
- y = 400.0,
- z = 181.2388763428},
- angle = 2.4085528851
- },
- -- 27 "Main Hall (r106) -> Large Art Room, Helmet Key"
- {
- stage = 0x01,
- room = 0x11,
- cut = 0x08,
- position = {x = -426.33203125,
- y = 6e-06,
- z = -412.6229553223},
- angle = 1.5707960129
- },
- -- 28 "Main Hall (r106) -> Outside Balcony, locked on the other side"
- {
- stage = 0x02,
- room = 0x03,
- cut = 0x06,
- position = {x = -64.3403244019,
- y = 400.0,
- z = 108.9743804932},
- angle = -1.518435955
- },
- -- 29 "Main Hall (r106) -> Stairway Passage, 2x Stone and Metal Object"
- {
- stage = 0x03,
- room = 0x1a,
- cut = 0x00,
- position = {x = 0.5500000119,
- y = 999.5826416016,
- z = -438.8062438965},
- angle = 0.0
- },
- -- 30 "Main Hall (r106) -> Graveyard / Crypt"
- {
- stage = 0x01,
- room = 0x0b,
- cut = 0x00,
- position = {x = -706.2979125977,
- y = 1251.2373046875,
- z = -742.0529174805},
- angle = -2.6179940701
- },
- -- 31 "Art Room (r107) -> Main Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x00,
- position = {x = 585.9025268555,
- y = 203.0000152588,
- z = 168.2563171387},
- angle = -1.5184370279
- },
- -- 32 "Art Room (r107) -> L Corridor"
- {
- stage = 0x01,
- room = 0x08,
- cut = 0x00,
- position = {x = -759.0000610352,
- y = 6e-06,
- z = 474.449432373},
- angle = 1.5707960129
- },
- -- 33 "Art Room (r107) -> Hidden Wardrobe"
- {
- stage = 0x01,
- room = 0x1c,
- cut = 0x00,
- position = {x = 911.9857788086,
- y = 0.0,
- z = -80.8844223022},
- angle = 1.5707960129
- },
- -- 34 "L Corridor (r108) -> Art Room"
- {
- stage = 0x01,
- room = 0x07,
- cut = 0x02,
- position = {x = 342.5073547363,
- y = 4.9e-05,
- z = 169.4938201904},
- angle = -1.518435955
- },
- -- 35 "L Corridor (r108) -> Winding Corridor / Bathroom"
- {
- stage = 0x01,
- room = 0x09,
- cut = 0x00,
- position = {x = 571.9721069336,
- y = -1.8759429455,
- z = 513.6264648438},
- angle = -3.1939499378
- },
- -- 36 "Winding Corridor / Bathroom (r109) -> Dark Corridor"
- {
- stage = 0x01,
- room = 0x0a,
- cut = 0x00,
- position = {x = 399.0812988281,
- y = 0.1118530035,
- z = 25.5173053741},
- angle = -1.3613510132
- },
- -- 37 "Winding Corridor / Bathroom (r109) -> Winding Corridor"
- {
- stage = 0x01,
- room = 0x09,
- cut = 0x03,
- position = {x = 242.7505645752,
- y = -1.8759429455,
- z = 254.7606964111},
- angle = 0.0
- },
- -- 38 "Winding Corridor / Bathroom (r109) -> L Corridor"
- {
- stage = 0x01,
- room = 0x08,
- cut = 0x04,
- position = {x = 428.4866638184,
- y = 6e-06,
- z = -793.5447387695},
- angle = 0.0
- },
- -- 39 "Winding Corridor / Bathroom (r109) -> Bathroom, Old Key"
- {
- stage = 0x01,
- room = 0x09,
- cut = 0x0c,
- position = {x = 246.4464416504,
- y = -1.8759429455,
- z = 136.302154541},
- angle = 3.1939499378
- },
- -- 40 "Winding Corridor / Bathroom (r109) -> Marble Room"
- {
- stage = 0x01,
- room = 0x15,
- cut = 0x01,
- position = {x = -305.191192627,
- y = 3.4e-05,
- z = 140.3449554443},
- angle = 1.5707960129
- },
- -- 41 "Winding Corridor / Bathroom (r109) -> Outside Boiler, old key"
- {
- stage = 0x01,
- room = 0x14,
- cut = 0x00,
- position = {x = 99.6279907227,
- y = 6e-06,
- z = 487.2494812012},
- angle = 1.8325959444
- },
- -- 42 "Dark Corridor (r10a) -> Large Gallery, Armor Key"
- {
- stage = 0x01,
- room = 0x17,
- cut = 0x06,
- position = {x = -486.3245239258,
- y = 3.9169070721,
- z = -197.3612060547},
- angle = -5.3930687904
- },
- -- 43 "Dark Corridor (r10a) -> Courtyard Study, Spencer Key"
- {
- stage = 0x01,
- room = 0x19,
- cut = 0x00,
- position = {x = 5.2347111702,
- y = 6e-06,
- z = 137.6816253662},
- angle = -3.1121320724
- },
- -- 44 "Dark Corridor (r10a) -> West Wing Stairway"
- {
- stage = 0x02,
- room = 0x07,
- cut = 0x00,
- position = {x = -408.5354919434,
- y = 0.001511,
- z = -18.1749629974},
- angle = -3.1415920258
- },
- -- 45 "Dark Corridor (r10a) -> Winding Corridor / Bathroom"
- {
- stage = 0x01,
- room = 0x09,
- cut = 0x07,
- position = {x = -607.212097168,
- y = -1.8759429455,
- z = 238.880569458},
- angle = 1.5707960129
- },
- -- 46 "Dark Corridor (r10a) -> Roofed Passage"
- {
- stage = 0x01,
- room = 0x1a,
- cut = 0x00,
- position = {x = 72.3234329224,
- y = 6e-06,
- z = 657.1101074219},
- angle = -1.4660760164
- },
- -- 47 "Graveyard/crypt (r10b) -> Main Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x09,
- position = {x = 0.1000000015,
- y = 450.0,
- z = -659.760925293},
- angle = 0.0
- },
- -- 48 "Graveyard/crypt (r10b) -> Large Gallery, one-sided old key/lockpick door, wrong side"
- {
- stage = 0x01,
- room = 0x17,
- cut = 0x09,
- position = {x = -877.2861328125,
- y = 3.9168150425,
- z = -208.923248291},
- angle = 0.0
- },
- -- 49 "Greenhouse (r10c) -> Northern Corridor / Tea Room"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x11,
- position = {x = 1139.4262695313,
- y = 400.2404174805,
- z = -833.77734375},
- angle = -3.9269878864
- },
- -- 50 "Tiger Statue Room (r10d) -> Northern Corridor / Tea Room"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x0d,
- position = {x = 103.8483657837,
- y = 400.2404174805,
- z = -549.188659668},
- angle = -0.4188790023
- },
- -- 51 "Researcher's Bedroom (r10e) -> Northern Corridor / Tea Room"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x0b,
- position = {x = -200.597366333,
- y = 400.2404174805,
- z = -414.4830627441},
- angle = 1.5707960129
- },
- -- 52 "Bar (r10f) -> Northern Corridor / Tea Room, Armor Key"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x09,
- position = {x = 714.5492553711,
- y = 400.2404174805,
- z = 171.8247070313},
- angle = 0.2617990077
- },
- -- 53 "Large Art Room / Mirror Room (r111) -> Main Entry Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x01,
- position = {x = 618.6096801758,
- y = 200.0,
- z = -259.2869873047},
- angle = -0.628319025
- },
- -- 54 "Large Art Room / Mirror Room (r111) -> Mirror Room Door, the one the hunter breaks"
- {
- stage = 0x01,
- room = 0x11,
- cut = 0x09,
- position = {x = 901.9495239258,
- y = 6e-06,
- z = -737.9866943359},
- angle = 1.5707960129
- },
- -- 55 "Large Art Room / Mirror Room (r111) -> Mirror Room Door, hunter breaks, don't know which side"
- {
- stage = 0x01,
- room = 0x11,
- cut = 0x0a,
- position = {x = 777.2460327148,
- y = 0.0,
- z = -760.0307006836},
- angle = -1.5707960129
- },
- -- 56 "West Wing Outer Stairway (r112) -> Northern Corridor / Tea Room"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x0a,
- position = {x = -1263.9593505859,
- y = 400.2404174805,
- z = -73.2716293335},
- angle = 1.5707960129
- },
- -- 57 "West Wing Outer Stairway (r112) -> Mirror Corridor"
- {
- stage = 0x02,
- room = 0x14,
- cut = 0x07,
- position = {x = -566.3161621094,
- y = 6e-06,
- z = -1092.2418212891},
- angle = 1.5707960129
- },
- -- 58 "Outside Boiler (r114) -> Winding Corridor / Bathroom, Old Key / Lockpick"
- {
- stage = 0x01,
- room = 0x09,
- cut = 0x01,
- position = {x = 607.067199707,
- y = -1.8759429455,
- z = 290.0223999023},
- angle = -1.6231559515
- },
- -- 59 "Marble Room (r115) -> Winding Corridor / Bathroom"
- {
- stage = 0x01,
- room = 0x09,
- cut = 0x06,
- position = {x = -419.0566101074,
- y = -1.8759429455,
- z = 142.9251403809},
- angle = -1.4660760164
- },
- -- 60 "Marble Room (r115) -> Living Room"
- {
- stage = 0x01,
- room = 0x16,
- cut = 0x00,
- position = {x = 104.8816680908,
- y = 0.0,
- z = 260.5829772949},
- angle = 0.2617990077
- },
- -- 61 "Living Room (r116) -> Marble Room"
- {
- stage = 0x01,
- room = 0x15,
- cut = 0x02,
- position = {x = -128.5425109863,
- y = 3.4e-05,
- z = 314.3682250977},
- angle = -2.3561930656
- },
- -- 62 "Large Gallery (r117) -> Dark Corridor, Armor Key"
- {
- stage = 0x01,
- room = 0x0a,
- cut = 0x02,
- position = {x = -344.1050415039,
- y = 0.1118530035,
- z = 111.3978042603},
- angle = 3.1939499378
- },
- -- 63 "Large Gallery (r117) -> Graveyard / Crypt, Old Key / lockpick, one way, this side"
- {
- stage = 0x01,
- room = 0x0b,
- cut = 0x05,
- position = {x = -293.0751953125,
- y = 1000.0,
- z = -1284.2982177734},
- angle = -3.1415920258
- },
- -- 64 "West Wing Storeroom (r118) -> West Wing Stairway"
- {
- stage = 0x02,
- room = 0x07,
- cut = 0x03,
- position = {x = -140.0726165771,
- y = 0.001486,
- z = -405.8816833496},
- angle = -2.0943949223
- },
- -- 65 "Courtyard Study (r119) -> Dark Corridor, Spencer Key exit"
- {
- stage = 0x01,
- room = 0x0a,
- cut = 0x01,
- position = {x = -121.2225494385,
- y = 0.1118530035,
- z = -52.8396072388},
- angle = 0.5235990286
- },
- -- 66 "Roofed Passage (r11a) -> Dark Corridor"
- {
- stage = 0x01,
- room = 0x0a,
- cut = 0x04,
- position = {x = -384.6130371094,
- y = 0.1118530035,
- z = -377.1609191895},
- angle = 1.1519169807
- },
- -- 67 "Roofed Passage (r11a) -> Garden Shed"
- {
- stage = 0x01,
- room = 0x1b,
- cut = 0x00,
- position = {x = -127.6962890625,
- y = 100.0,
- z = -28.9368724823},
- angle = 1.6231559515
- },
- -- 68 "Garden Shed (r11b) -> Roofed Passage"
- {
- stage = 0x01,
- room = 0x1a,
- cut = 0x04,
- position = {x = 280.6715087891,
- y = 6e-06,
- z = -536.0977172852},
- angle = -1.36135602
- },
- -- 69 "Garden Shed (r11b) -> Muddy Path"
- {
- stage = 0x03,
- room = 0x11,
- cut = 0x00,
- position = {x = -934.5357666016,
- y = 950.0,
- z = 631.8634643555},
- angle = -0.1570799947
- },
- -- 70 "Garden Shed (r11b) -> Main Garden"
- {
- stage = 0x03,
- room = 0x00,
- cut = 0x00,
- position = {x = 304.59375,
- y = 100.0,
- z = 773.5745239258},
- angle = 3.1415920258
- },
- -- 71 "Hidden Wardrobe (r11c) -> Art Room, Closet Key"
- {
- stage = 0x01,
- room = 0x07,
- cut = 0x04,
- position = {x = 749.0062866211,
- y = 6e-06,
- z = -87.8611679077},
- angle = -1.4137159586
- },
- -- 72 "Kitchen Elevator (r200) -> Kitchen"
- {
- stage = 0x02,
- room = 0x1c,
- cut = 0x06,
- position = {x = 506.0699768066,
- y = 6e-06,
- z = -85.8927688599},
- angle = 0.5759590268
- },
- -- 73 "Kitchen Elevator (r200) -> Elevator Corridor"
- {
- stage = 0x02,
- room = 0x13,
- cut = 0x03,
- position = {x = 242.4876708984,
- y = 6e-06,
- z = -113.5315322876},
- angle = 2.4085528851
- },
- -- 74 "Dining Room 2f (r202) -> Main Entry Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x0b,
- position = {x = -618.7197875977,
- y = 650.0,
- z = 15.0547399521},
- angle = 1.308997035
- },
- -- 75 "Dining Room 2f (r202) -> West Wing Inner Stairway"
- {
- stage = 0x01,
- room = 0x01,
- cut = 0x0d,
- position = {x = 333.1380615234,
- y = 399.679901123,
- z = 721.8102416992},
- angle = -2.6703519821
- },
- -- 76 "Dining Room 2f (r202) -> Mirror Corridor"
- {
- stage = 0x02,
- room = 0x14,
- cut = 0x05,
- position = {x = 316.8857116699,
- y = 6e-06,
- z = 583.9533691406},
- angle = -3.1415920258
- },
- -- 77 "Outside Balcony (r203) -> West Wing Inner Stairway"
- {
- stage = 0x01,
- room = 0x01,
- cut = 0x0c,
- position = {x = 102.9670410156,
- y = 399.679901123,
- z = 678.4649047852},
- angle = 1.5707960129
- },
- -- 78 "Outside Balcony (r203) -> Main Entry Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x0b,
- position = {x = -598.3297119141,
- y = 700.0,
- z = 420.6443481445},
- angle = 2.1467540264
- },
- -- 79 "C Corridor (r204) -> Pillar Room"
- {
- stage = 0x02,
- room = 0x0d,
- cut = 0x00,
- position = {x = -102.6438140869,
- y = 2.0694460869,
- z = -460.0968322754},
- angle = 0.0523700006
- },
- -- 80 "C Corridor (r204) -> West Wing Stairway"
- {
- stage = 0x02,
- room = 0x07,
- cut = 0x09,
- position = {x = -393.7518615723,
- y = 350.1434631348,
- z = 168.1954193115},
- angle = 3.1415901184
- },
- -- 81 "C Corridor (r204) -> Small Library"
- {
- stage = 0x02,
- room = 0x06,
- cut = 0x00,
- position = {x = -179.5275115967,
- y = 1.3638579845,
- z = 341.2149047852},
- angle = 3.1415920258
- },
- -- 82 "C Corridor (r204) -> Main Entry Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x0e,
- position = {x = 585.1510009766,
- y = 650.0,
- z = -355.7881774902},
- angle = -1.2042779922
- },
- -- 83 "C Corridor (r204) -> Armor Room"
- {
- stage = 0x02,
- room = 0x05,
- cut = 0x00,
- position = {x = 467.7005310059,
- y = 9e-06,
- z = -32.8008003235},
- angle = -1.466070056
- },
- -- 84 "Armor Room (r205) -> C Corridor"
- {
- stage = 0x02,
- room = 0x04,
- cut = 0x03,
- position = {x = 486.9184570313,
- y = 6e-06,
- z = 53.1332511902},
- angle = 1.5707960129
- },
- -- 85 "Small Library (r206) -> C Corridor"
- {
- stage = 0x02,
- room = 0x04,
- cut = 0x06,
- position = {x = -395.520690918,
- y = 6e-06,
- z = -436.7153930664},
- angle = 0.0
- },
- -- 86 "Small Library (r206) -> West Wing Stairway"
- {
- stage = 0x02,
- room = 0x07,
- cut = 0x08,
- position = {x = -406.278717041,
- y = 350.1434020996,
- z = -349.7399902344},
- angle = -11.2050056458
- },
- -- 87 "West Wing Stairway (r207) -> Deer Room"
- {
- stage = 0x02,
- room = 0x08,
- cut = 0x01,
- position = {x = -6.0195660591,
- y = 6e-06,
- z = -104.0159454346},
- angle = 0.0
- },
- -- 88 "West Wing Stairway (r207) -> Resting Room"
- {
- stage = 0x02,
- room = 0x0b,
- cut = 0x00,
- position = {x = 239.9546356201,
- y = 6e-06,
- z = -159.8778839111},
- angle = -0.1570799947
- },
- -- 89 "West Wing Stairway (r207) -> West Wing Storeroom"
- {
- stage = 0x01,
- room = 0x18,
- cut = 0x01,
- position = {x = 40.2122764587,
- y = 6e-06,
- z = -192.4102935791},
- angle = 0.0
- },
- -- 90 "West Wing Stairway (r207) -> C Corridor"
- {
- stage = 0x02,
- room = 0x04,
- cut = 0x05,
- position = {x = 129.1171875,
- y = 6e-06,
- z = -433.0739440918},
- angle = 0.2094399929
- },
- -- 91 "West Wing Stairway (r207) -> Dark Corridor"
- {
- stage = 0x01,
- room = 0x0a,
- cut = 0x00,
- position = {x = 163.2590637207,
- y = 0.1118530035,
- z = -58.9627342224},
- angle = 0.0
- },
- -- 92 "Deer Room (r208) -> West Wing Stairway"
- {
- stage = 0x02,
- room = 0x07,
- cut = 0x06,
- position = {x = 458.3749084473,
- y = 350.1434631348,
- z = -256.9912109375},
- angle = -2.8797929287
- },
- -- 93 "Deer Room (r208) -> Bedroom"
- {
- stage = 0x02,
- room = 0x09,
- cut = 0x00,
- position = {x = 198.0014953613,
- y = 6e-06,
- z = -65.4023513794},
- angle = -0.8377580047
- },
- -- 94 "Deer Room (r208) -> Fish Tank Room"
- {
- stage = 0x02,
- room = 0x0a,
- cut = 0x00,
- position = {x = 55.0412902832,
- y = 6e-06,
- z = -215.1664581299},
- angle = 1.4137159586
- },
- -- 95 "Bedroom (r209) -> Deer Room"
- {
- stage = 0x02,
- room = 0x08,
- cut = 0x00,
- position = {x = -213.0435028076,
- y = 6e-06,
- z = -56.8232841492},
- angle = 1.2566469908
- },
- -- 96 "Attic (r210) -> Attic Entry"
- {
- stage = 0x02,
- room = 0x0e,
- cut = 0x02,
- position = {x = 207.4303741455,
- y = 99.563369751,
- z = 202.6935882568},
- angle = -1.5707960129
- },
- -- 97 "Outside Patio (r212) -> Main Entry Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x0d,
- position = {x = 606.3908081055,
- y = 700.0,
- z = 460.4546813965},
- angle = -2.1467540264
- },
- -- 98 "Elevator Corridor (r213) -> Mirror Corridor"
- {
- stage = 0x02,
- room = 0x14,
- cut = 0x05,
- position = {x = 449.1204223633,
- y = 1.8e-05,
- z = 416.2937011719},
- angle = -1.7802350521
- },
- -- 99 "Elevator Corridor (r213) -> Materials Room"
- {
- stage = 0x02,
- room = 0x19,
- cut = 0x00,
- position = {x = -311.9727783203,
- y = 0.5082150102,
- z = 88.4860687256},
- angle = -1.518435955
- },
- -- 100 "Elevator Corridor (r213) -> Kitchen Elevator"
- {
- stage = 0x02,
- room = 0x00,
- cut = 0x00,
- position = {x = 113.5634155273,
- y = -0.1422449946,
- z = -104.9616012573},
- angle = 1.308997035
- },
- -- 101 "Mirror Corridor (r214) -> Elevator Corridor"
- {
- stage = 0x02,
- room = 0x13,
- cut = 0x00,
- position = {x = -609.3511352539,
- y = 6e-06,
- z = -129.6498718262},
- angle = 1.518435955
- },
- -- 102 "Mirror Corridor (r214) -> West Wing Inner Stairway"
- {
- stage = 0x01,
- room = 0x01,
- cut = 0x0a,
- position = {x = 142.5346221924,
- y = 399.679901123,
- z = -608.7462768555},
- angle = 12.4616355896
- },
- -- 103 "Mirror Corridor (r214) -> Dining Room 2F"
- {
- stage = 0x02,
- room = 0x02,
- cut = 0x04,
- position = {x = -248.7741699219,
- y = 400.0,
- z = -332.3481140137},
- angle = 0.0
- },
- -- 104 "Mirror Corridor (r214) -> West Wing Outer Stairway"
- {
- stage = 0x01,
- room = 0x12,
- cut = 0x06,
- position = {x = 490.2495727539,
- y = 400.0,
- z = -680.1591186523},
- angle = -1.8325959444
- },
- -- 105 "Mirror Corridor (r214) -> Death Passage"
- {
- stage = 0x02,
- room = 0x17,
- cut = 0x00,
- position = {x = -820.0,
- y = 6e-06,
- z = -698.6881103516},
- angle = 1.5707960129
- },
- -- 106 "Trophy Room (r215) -> West Wing Inner Stairway"
- {
- stage = 0x01,
- room = 0x01,
- cut = 0x09,
- position = {x = 101.0109405518,
- y = 399.679901123,
- z = -120.1020431519},
- angle = 1.5707960129
- },
- -- 107 "Library (r216) -> Death Passage"
- {
- stage = 0x02,
- room = 0x17,
- cut = 0x07,
- position = {x = 361.843170166,
- y = 400.0,
- z = 662.0624389648},
- angle = 1.5707960129
- },
- -- 108 "Death Passage (r217) -> Mirror Corridor"
- {
- stage = 0x02,
- room = 0x14,
- cut = 0x08,
- position = {x = 25.4368648529,
- y = 2.4e-05,
- z = -1109.5932617188},
- angle = -1.5707960129
- },
- -- 109 "Death Passage (r217) -> Library"
- {
- stage = 0x02,
- room = 0x16,
- cut = 0x00,
- position = {x = 537.285949707,
- y = 400.0,
- z = 359.5268249512},
- angle = -1.5707960129
- },
- -- 110 "Materials Room (r219) -> Elevator Corridor"
- {
- stage = 0x02,
- room = 0x13,
- cut = 0x01,
- position = {x = -172.5206756592,
- y = 7e-05,
- z = 85.5953445435},
- angle = 1.5707960129
- },
- -- 111 "Fish Tank Room (r20a) -> Deer Room"
- {
- stage = 0x02,
- room = 0x08,
- cut = 0x01,
- position = {x = 214.7413787842,
- y = 6e-06,
- z = 26.0847358704},
- angle = -1.2339179516
- },
- -- 112 "Resting Room (r20b) -> West Wing Stairway"
- {
- stage = 0x02,
- room = 0x07,
- cut = 0x07,
- position = {x = 1201.3074951172,
- y = 350.0,
- z = 73.8472213745},
- angle = 3.1939499378
- },
- -- 113 "Resting Room (r20b) -> Sliding Trap Room / Secret Passage"
- {
- stage = 0x02,
- room = 0x0c,
- cut = 0x03,
- position = {x = 1648.0009765625,
- y = 400.0,
- z = -1251.8393554688},
- angle = -1.5707960129
- },
- -- 114 "Sliding Trap Room / Secret Passage (r20c) -> Concrete Passage 1"
- {
- stage = 0x02,
- room = 0x1a,
- cut = 0x00,
- position = {x = 675.2470092773,
- y = 6e-06,
- z = -377.096496582},
- angle = 0.0
- },
- -- 115 "Sliding Trap Room / Secret Passage (r20c) -> Resting Room"
- {
- stage = 0x02,
- room = 0x0b,
- cut = 0x01,
- position = {x = -220.1827392578,
- y = 6e-06,
- z = -114.8075714111},
- angle = -4.7123889923
- },
- -- 116 "Pillar Room (r20d) -> C Corridor"
- {
- stage = 0x02,
- room = 0x04,
- cut = 0x02,
- position = {x = 204.4764099121,
- y = 6e-06,
- z = 580.3431396484},
- angle = -9.6342182159
- },
- -- 117 "Pillar Room (r20d) -> Attic Entry"
- {
- stage = 0x02,
- room = 0x0e,
- cut = 0x00,
- position = {x = -238.2030029297,
- y = 6e-06,
- z = 203.30859375},
- angle = -4.5553078651
- },
- -- 118 "Attic Entry (r20e) -> Pillar Room"
- {
- stage = 0x02,
- room = 0x0d,
- cut = 0x03,
- position = {x = 429.8143005371,
- y = 2.069437027,
- z = 111.7691268921},
- angle = -1.6755100489
- },
- -- 119 "Attic Entry (r20e) -> Attic"
- {
- stage = 0x02,
- room = 0x10,
- cut = 0x00,
- position = {x = -110.1372299194,
- y = 1.2026400566,
- z = 611.9430541992},
- angle = 2.3561940193
- },
- -- 120 "Attic Entry (r20e) -> Small Dining Room"
- {
- stage = 0x02,
- room = 0x0f,
- cut = 0x00,
- position = {x = 125.122428894,
- y = -1.0360230207,
- z = -165.5233154297},
- angle = -0.5235990286
- },
- -- 121 "Small Dining Room (r20f) -> Attic Entry"
- {
- stage = 0x02,
- room = 0x0e,
- cut = 0x03,
- position = {x = -80.0172119141,
- y = 6e-06,
- z = -378.514251709},
- angle = 1.308997035
- },
- -- 122 "Concrete Passage 1 (r21a) -> Concrete Passage 2"
- {
- stage = 0x02,
- room = 0x1b,
- cut = 0x00,
- position = {x = -754.8417358398,
- y = 15.6630649567,
- z = 407.9189453125},
- angle = -1.5707960129
- },
- -- 123 "Concrete Passage 1 (r21a) -> Sliding Trap Room / Secret Passage"
- {
- stage = 0x02,
- room = 0x0c,
- cut = 0x02,
- position = {x = 737.2627563477,
- y = 0.0,
- z = -367.8359680176},
- angle = 1.4137170315
- },
- -- 124 "Concrete Passage 2 (r21b) -> Kitchen"
- {
- stage = 0x02,
- room = 0x1c,
- cut = 0x05,
- position = {x = -586.0974731445,
- y = 6e-06,
- z = 253.9827423096},
- angle = 2.5656321049
- },
- -- 125 "Concrete Passage 2 (r21b) -> Concrete Passage 1"
- {
- stage = 0x02,
- room = 0x1a,
- cut = 0x07,
- position = {x = -642.4590454102,
- y = 6e-06,
- z = 392.6764831543},
- angle = 1.4137159586
- },
- -- 126 "Kitchen (r21c) -> Northern Corridor / Tea Room"
- {
- stage = 0x01,
- room = 0x03,
- cut = 0x07,
- position = {x = 286.595489502,
- y = -12.4836091995,
- z = -207.2953643799},
- angle = -4.6600279808
- },
- -- 127 "Kitchen (r21c) -> Concrete Passage 2"
- {
- stage = 0x02,
- room = 0x1b,
- cut = 0x07,
- position = {x = -2516.7712402344,
- y = 15.6630649567,
- z = -75.7966003418},
- angle = 0.1570799947
- },
- -- 128 "Kitchen (r21c) -> Kitchen Elevator"
- {
- stage = 0x02,
- room = 0x00,
- cut = 0x00,
- position = {x = 108.3613204956,
- y = 0.0,
- z = -111.5230026245},
- angle = 1.6755150557
- },
- -- 129 "Main Garden (r300) -> Garden Shed"
- {
- stage = 0x01,
- room = 0x1b,
- cut = 0x01,
- position = {x = 226.4482879639,
- y = 100.0,
- z = -36.1562919617},
- angle = -1.36135602
- },
- -- 130 "Main Garden (r300) -> Water Pool"
- {
- stage = 0x03,
- room = 0x01,
- cut = 0x00,
- position = {x = 1704.6666259766,
- y = 500.0,
- z = -333.6502380371},
- angle = -3.0892319679
- },
- -- 131 "Main Garden (r300) -> Falls Area"
- {
- stage = 0x03,
- room = 0x02,
- cut = 0x04,
- position = {x = 394.0133972168,
- y = 0.0,
- z = 788.167175293},
- angle = -1.5707960129
- },
- -- 132 "Water Pool (r301) -> Main Garden"
- {
- stage = 0x03,
- room = 0x00,
- cut = 0x03,
- position = {x = 109.1275787354,
- y = 200.0,
- z = -729.9171142578},
- angle = 0.3665190041
- },
- -- 133 "Water Pool (r301) -> Falls Area"
- {
- stage = 0x03,
- room = 0x02,
- cut = 0x00,
- position = {x = 628.2157592773,
- y = 50.0,
- z = -475.5644226074},
- angle = 0.0
- },
- -- 134 "Falls Area (r302) -> Zig Zag Path"
- {
- stage = 0x03,
- room = 0x04,
- cut = 0x00,
- position = {x = 668.3807983398,
- y = 0.0,
- z = 1323.5379638672},
- angle = -1.36135602
- },
- -- 135 "Falls Area (r302) -> Main Garden"
- {
- stage = 0x03,
- room = 0x00,
- cut = 0x07,
- position = {x = -1113.6605224609,
- y = 100.0,
- z = 342.4292907715},
- angle = 1.308997035
- },
- -- 136 "Falls Area (r302) -> Water Pool"
- {
- stage = 0x03,
- room = 0x01,
- cut = 0x06,
- position = {x = 553.0590209961,
- y = 520.0,
- z = -595.4725952148},
- angle = 3.1415920258
- },
- -- 137 "Falls Area (r302) -> Entrance Passage"
- {
- stage = 0x03,
- room = 0x07,
- cut = 0x00,
- position = {x = 92.4212036133,
- y = -0.9999690056,
- z = -69.3253707886},
- angle = 2.8797929287
- },
- -- 138 "Zig Zag Path (r304) -> Falls Area"
- {
- stage = 0x03,
- room = 0x02,
- cut = 0x05,
- position = {x = -744.348449707,
- y = 50.0,
- z = -143.196105957},
- angle = 1.5707960129
- },
- -- 139 "Zig Zag Path (r304) -> Entry Corridor"
- {
- stage = 0x04,
- room = 0x00,
- cut = 0x06,
- position = {x = -663.2604370117,
- y = 6e-06,
- z = 229.0602111816},
- angle = 2.9845108986
- },
- -- 140 "Fountain (r305) -> Jessica's Tomb"
- {
- stage = 0x03,
- room = 0x15,
- cut = 0x09,
- position = {x = -1588.5123291016,
- y = 321.6906433105,
- z = -2675.0903320313},
- angle = 0.0
- },
- -- 141 "Fountain (r305) -> Laboratory Entrance, both medals"
- {
- stage = 0x05,
- room = 0x00,
- cut = 0x00,
- position = {x = 212.1905822754,
- y = 3.6947050095,
- z = 252.5200195313},
- angle = 3.1415920258
- },
- -- 142 "Underground Statue Room (r306) -> Boulder Passage 2"
- {
- stage = 0x03,
- room = 0x0f,
- cut = 0x04,
- position = {x = -171.9689178467,
- y = -1.2030849457,
- z = 267.6651611328},
- angle = 1.5707960129
- },
- -- 143 "Entrance Passage (r307) -> Forked Passage"
- {
- stage = 0x03,
- room = 0x08,
- cut = 0x00,
- position = {x = 64.1281738281,
- y = 100.0,
- z = -246.9028778076},
- angle = 1.5707960129
- },
- -- 144 "Entrance Passage (r307) -> Falls Area"
- {
- stage = 0x03,
- room = 0x02,
- cut = 0x06,
- position = {x = 0.0500000007,
- y = 50.0,
- z = -1370.5328369141},
- angle = 0.0
- },
- -- 145 "Entrance Passage (r307) -> Boulder Passage 1"
- {
- stage = 0x03,
- room = 0x0b,
- cut = 0x00,
- position = {x = -125.1431884766,
- y = 0.0,
- z = -227.4771728516},
- angle = 0.0
- },
- -- 146 "Forked Passage (r308) -> Entrance Passage"
- {
- stage = 0x03,
- room = 0x07,
- cut = 0x00,
- position = {x = 202.6758117676,
- y = 0.0,
- z = -101.4931945801},
- angle = -1.8325959444
- },
- -- 147 "Forked Passage (r308) -> Generator Room"
- {
- stage = 0x03,
- room = 0x09,
- cut = 0x00,
- position = {x = -439.6511230469,
- y = 6e-06,
- z = -387.8256225586},
- angle = 1.5707960129
- },
- -- 148 "Generator Room (r309) -> Enrico Room"
- {
- stage = 0x03,
- room = 0x0a,
- cut = 0x00,
- position = {x = 114.4433746338,
- y = 6e-06,
- z = 71.6767807007},
- angle = -0.0523599982
- },
- -- 149 "Generator Room (r309) -> Garbage Compactor Room"
- {
- stage = 0x03,
- room = 0x16,
- cut = 0x00,
- position = {x = -72.2886810303,
- y = 700.0,
- z = 0.1185669973},
- angle = -3.1415920258
- },
- -- 150 "Generator Room (r309) -> Forked Passage"
- {
- stage = 0x03,
- room = 0x08,
- cut = 0x03,
- position = {x = 867.8339233398,
- y = 6.2181401253,
- z = -992.7672729492},
- angle = -1.5707960129
- },
- -- 151 "Muddy Path (r311) -> Garden Shed"
- {
- stage = 0x01,
- room = 0x1b,
- cut = 0x03,
- position = {x = 160.4388275146,
- y = 6e-06,
- z = 133.6637268066},
- angle = -2.0943939686
- },
- -- 152 "Muddy Path (r311) -> Small Headstone Area"
- {
- stage = 0x03,
- room = 0x12,
- cut = 0x00,
- position = {x = -780.123840332,
- y = 6e-06,
- z = -905.0071411133},
- angle = 1.5707960129
- },
- -- 153 "Small Headstone Area (r312) -> Forest Pathway"
- {
- stage = 0x03,
- room = 0x13,
- cut = 0x08,
- position = {x = 1549.5738525391,
- y = 0.0,
- z = 2801.0883789063},
- angle = 1.5707960129
- },
- -- 154 "Small Headstone Area (r312) -> Muddy Path"
- {
- stage = 0x03,
- room = 0x11,
- cut = 0x07,
- position = {x = 751.0126342773,
- y = 0.0,
- z = -1223.7590332031},
- angle = -1.5707960129
- },
- -- 155 "Forest Pathway (r313) -> Cabin"
- {
- stage = 0x03,
- room = 0x14,
- cut = 0x0c,
- position = {x = 456.8004455566,
- y = 6e-06,
- z = -38.2266197205},
- angle = -1.4660760164
- },
- -- 156 "Forest Pathway (r313) -> Small Headstone Area"
- {
- stage = 0x03,
- room = 0x12,
- cut = 0x04,
- position = {x = 724.2401733398,
- y = 6e-06,
- z = -915.2016601563},
- angle = -1.5707960129
- },
- -- 157 "Cabin (r314) -> Forest Pathway"
- {
- stage = 0x03,
- room = 0x13,
- cut = 0x07,
- position = {x = 582.1119384766,
- y = 930.1566772461,
- z = -57.8140068054},
- angle = 1.7278749943
- },
- -- 158 "Cabin (r314) -> Lisa's Room"
- {
- stage = 0x03,
- room = 0x19,
- cut = 0x12,
- position = {x = -308.7571716309,
- y = 450.0368347168,
- z = -2309.8464355469},
- angle = 0.0
- },
- -- 159 "Jessica's Tomb (r315) -> Stairway Passage"
- {
- stage = 0x03,
- room = 0x1a,
- cut = 0x09,
- position = {x = -1389.6484375,
- y = 112.0518722534,
- z = 251.2805023193},
- angle = -4.5553078651
- },
- -- 160 "Jessica's Tomb (r315) -> Fountain"
- {
- stage = 0x03,
- room = 0x05,
- cut = 0x00,
- position = {x = -940.9517822266,
- y = 403.1759338379,
- z = 258.2190856934},
- angle = 3.1415920258
- },
- -- 161 "Garbage Compactor Room (r316) -> Winding Underground Passage"
- {
- stage = 0x03,
- room = 0x17,
- cut = 0x00,
- position = {x = -1463.3045654297,
- y = 0.0,
- z = 499.5374145508},
- angle = -4.6600279808
- },
- -- 162 "Garbage Compactor Room (r316) -> Generator Room"
- {
- stage = 0x03,
- room = 0x09,
- cut = 0x08,
- position = {x = -95.4759750366,
- y = 6e-06,
- z = -24.2706184387},
- angle = -3.1415920258
- },
- -- 163 "Winding Underground Passage (r317) -> Garbage Compactor Room"
- {
- stage = 0x03,
- room = 0x16,
- cut = 0x02,
- position = {x = 534.5900268555,
- y = 700.0,
- z = -274.1187438965},
- angle = -1.5707960129
- },
- -- 164 "Winding Underground Passage (r317) -> Lisa's Room"
- {
- stage = 0x03,
- room = 0x19,
- cut = 0x00,
- position = {x = -604.7788696289,
- y = 240.7518615723,
- z = -814.758972168},
- angle = -3.1415901184
- },
- -- 165 "Winding Underground Passage (r317) -> Underground Storage"
- {
- stage = 0x03,
- room = 0x18,
- cut = 0x00,
- position = {x = 1141.2956542969,
- y = 200.0,
- z = -90.3095092773},
- angle = 1.5707960129
- },
- -- 166 "Underground Storage Room (r318) -> Winding Underground Passage"
- {
- stage = 0x03,
- room = 0x17,
- cut = 0x0c,
- position = {x = 936.2931518555,
- y = 300.0,
- z = -107.9650192261},
- angle = -1.5707960129
- },
- -- 167 "Lisa's Room (r319) -> Winding Underground Passage"
- {
- stage = 0x03,
- room = 0x17,
- cut = 0x0b,
- position = {x = -596.0100097656,
- y = 50.0000114441,
- z = -618.9417724609},
- angle = 0.2617990077
- },
- -- 168 "Lisa's Room (r319) -> Cabin"
- {
- stage = 0x03,
- room = 0x14,
- cut = 0x08,
- position = {x = -400.1150512695,
- y = 6e-06,
- z = -162.9528961182},
- angle = 0.0
- },
- -- 169 "Enrico Room (r30a) -> Generator Room"
- {
- stage = 0x03,
- room = 0x09,
- cut = 0x03,
- position = {x = 336.6762390137,
- y = 6e-06,
- z = 1217.6868896484},
- angle = -3.1415920258
- },
- -- 170 "Boulder Passage 1 (r30b) -> Spider Room"
- {
- stage = 0x03,
- room = 0x0c,
- cut = 0x00,
- position = {x = -10.6054859161,
- y = -1.1508669853,
- z = -327.7843017578},
- angle = 0.1047199965
- },
- -- 171 "Boulder Passage 1 (r30b) -> Entrance Passage"
- {
- stage = 0x03,
- room = 0x07,
- cut = 0x07,
- position = {x = -405.7911987305,
- y = -1.0000369549,
- z = -62.783203125},
- angle = -3.1415920258
- },
- -- 172 "Spider Room (r30c) -> Boulder Passage 1"
- {
- stage = 0x03,
- room = 0x0b,
- cut = 0x04,
- position = {x = 169.9793548584,
- y = 6e-06,
- z = 543.5004272461},
- angle = 3.1939499378
- },
- -- 173 "Spider Room (r30c) -> Straight Passage"
- {
- stage = 0x03,
- room = 0x0d,
- cut = 0x01,
- position = {x = -388.133392334,
- y = 0.0,
- z = 1716.3186035156},
- angle = 0.0
- },
- -- 174 "Straight Passage (r30d) -> Spider Room"
- {
- stage = 0x03,
- room = 0x0c,
- cut = 0x01,
- position = {x = -9.2071914673,
- y = -1.1508669853,
- z = 335.5399780273},
- angle = -2.8797929287
- },
- -- 175 "Straight Passage (r30d) -> Boulder Passage 2"
- {
- stage = 0x03,
- room = 0x0f,
- cut = 0x00,
- position = {x = 631.0404663086,
- y = -0.5684450269,
- z = 420.9599609375},
- angle = -1.5707960129
- },
- -- 176 "Boulder Passage 2 (r30f) -> Straight Passage"
- {
- stage = 0x03,
- room = 0x0d,
- cut = 0x02,
- position = {x = -1119.322265625,
- y = 11.9726228714,
- z = 1781.1353759766},
- angle = 1.5707960129
- },
- -- 177 "Boulder Passage 2 (r30f) -> Underground Statue Room"
- {
- stage = 0x03,
- room = 0x06,
- cut = 0x00,
- position = {x = 218.8859405518,
- y = 0.7308989763,
- z = -254.2398529053},
- angle = -1.308997035
- },
- -- 178 "Stairway Passage (r31a) -> Jessica's Tomb"
- {
- stage = 0x03,
- room = 0x15,
- cut = 0x00,
- position = {x = -1466.1312255859,
- y = 1063.5227050781,
- z = 223.7356719971},
- angle = -1.9896739721
- },
- -- 179 "Stairway Passage (r31a) -> Main Entry Hall"
- {
- stage = 0x01,
- room = 0x06,
- cut = 0x03,
- position = {x = -6.0516347885,
- y = 6e-06,
- z = -518.9965209961},
- angle = -2.9845108986
- },
- -- 180 "Entry Corridor (r400) -> Zig Zag Path"
- {
- stage = 0x03,
- room = 0x04,
- cut = 0x07,
- position = {x = -754.987487793,
- y = 212.6770477295,
- z = -1176.2572021484},
- angle = -0.0523599982
- },
- -- 181 "Entry Corridor (r400) -> Room 001"
- {
- stage = 0x04,
- room = 0x01,
- cut = 0x00,
- position = {x = -322.9058532715,
- y = -0.2494689971,
- z = 129.9886932373},
- angle = 1.6231559515
- },
- -- 182 "Entry Corridor (r400) -> Central Corridor"
- {
- stage = 0x04,
- room = 0x05,
- cut = 0x00,
- position = {x = 191.086227417,
- y = 1.8225489855,
- z = 66.9290390015},
- angle = 0.5235990286
- },
- -- 183 "Entry Corridor (r400) -> Rec Room"
- {
- stage = 0x04,
- room = 0x04,
- cut = 0x00,
- position = {x = -1773.7200927734,
- y = 150.0000305176,
- z = -354.8208312988},
- angle = -5.0265479088
- },
- -- 184 "Entry Corridor (r400) -> Residence Storeroom"
- {
- stage = 0x04,
- room = 0x03,
- cut = 0x00,
- position = {x = -160.5947113037,
- y = 6e-06,
- z = 57.2813224792},
- angle = 0.0
- },
- -- 185 "Room 001 (r401) -> Entry Corridor"
- {
- stage = 0x04,
- room = 0x00,
- cut = 0x03,
- position = {x = -54.873714447,
- y = 6e-06,
- z = -191.4211425781},
- angle = -0.3141590059
- },
- -- 186 "Room 001 (r401) -> Room 001 Bathroom"
- {
- stage = 0x04,
- room = 0x02,
- cut = 0x00,
- position = {x = -94.1278076172,
- y = 1.7142000198,
- z = 88.0371017456},
- angle = -3.3510301113
- },
- -- 187 "Room 001 Bathroom (r402) -> Room 001"
- {
- stage = 0x04,
- room = 0x01,
- cut = 0x00,
- position = {x = -258.2230834961,
- y = -0.2493900061,
- z = 86.2342147827},
- angle = 0.5235990286
- },
- -- 188 "Residence Storeroom (r403) -> Entry Corridor"
- {
- stage = 0x04,
- room = 0x00,
- cut = 0x03,
- position = {x = -137.3125,
- y = 4e-05,
- z = -64.8859786987},
- angle = 2.3561940193
- },
- -- 189 "Rec Room (r404) -> Entry Corridor"
- {
- stage = 0x04,
- room = 0x00,
- cut = 0x03,
- position = {x = 480.6706237793,
- y = 6e-06,
- z = -110.7821655273},
- angle = -1.7278749943
- },
- -- 190 "Central Corridor (r405) -> Entry Corridor"
- {
- stage = 0x04,
- room = 0x00,
- cut = 0x05,
- position = {x = 125.5960693359,
- y = 6e-06,
- z = 422.2578735352},
- angle = 3.0368709564
- },
- -- 191 "Central Corridor (r405) -> Gallery"
- {
- stage = 0x04,
- room = 0x08,
- cut = 0x00,
- position = {x = -732.4996948242,
- y = 1.2500150204,
- z = 383.761932373},
- angle = 1.518435955
- },
- -- 192 "Central Corridor (r405) -> Room 002"
- {
- stage = 0x04,
- room = 0x06,
- cut = 0x00,
- position = {x = -332.6062927246,
- y = 0.0469820015,
- z = 86.5652160645},
- angle = 1.518435955
- },
- -- 193 "Room 002 (r406) -> Central Corridor"
- {
- stage = 0x04,
- room = 0x05,
- cut = 0x05,
- position = {x = 1278.5931396484,
- y = 1.8224760294,
- z = -843.0131225586},
- angle = 4.7647480965
- },
- -- 194 "Room 002 (r406) -> Aqua Ring Entry"
- {
- stage = 0x04,
- room = 0x0d,
- cut = 0x00,
- position = {x = -2352.4685058594,
- y = 900.0,
- z = -503.1647033691},
- angle = -3.1415920258
- },
- -- 195 "Room 002 (r406) -> Room 002 Bathroom"
- {
- stage = 0x04,
- room = 0x07,
- cut = 0x00,
- position = {x = -297.7878417969,
- y = 0.0,
- z = -46.0636367798},
- angle = -3.1415920258
- },
- -- 196 "Room 002 Bathroom (r407) -> Room 002"
- {
- stage = 0x04,
- room = 0x06,
- cut = 0x00,
- position = {x = -293.4056091309,
- y = 0.0111570004,
- z = 66.6900405884},
- angle = 0.0
- },
- -- 197 "Gallery (r408) -> Central Corridor"
- {
- stage = 0x04,
- room = 0x05,
- cut = 0x04,
- position = {x = 1172.2312011719,
- y = 0.0,
- z = -186.5845031738},
- angle = -1.36135602
- },
- -- 198 "Gallery (r408) -> Residence Medical Room"
- {
- stage = 0x04,
- room = 0x09,
- cut = 0x00,
- position = {x = 175.2208099365,
- y = -0.7198820114,
- z = 45.5897865295},
- angle = -1.7278749943
- },
- -- 199 "Gallery (r408) -> Room 003"
- {
- stage = 0x04,
- room = 0x0a,
- cut = 0x00,
- position = {x = -324.0556945801,
- y = -2.1527860165,
- z = 110.3729476929},
- angle = 1.518435955
- },
- -- 200 "Gallery (r408) -> Plant 42 Room"
- {
- stage = 0x04,
- room = 0x0c,
- cut = 0x08,
- position = {x = -412.6532897949,
- y = 6e-06,
- z = -4.6547021866},
- angle = 1.308997035
- },
- -- 201 "Residence Medical Room (r409) -> Gallery"
- {
- stage = 0x04,
- room = 0x08,
- cut = 0x03,
- position = {x = -247.53465271,
- y = 6e-06,
- z = 67.5455627441},
- angle = 1.518435955
- },
- -- 202 "Aqua Ring Storage (r410) -> Aqua Ring Water Tank"
- {
- stage = 0x04,
- room = 0x12,
- cut = 0x00,
- position = {x = -292.832611084,
- y = 200.0,
- z = -850.4987182617},
- angle = -4.45058918
- },
- -- 203 "Aqua Ring Storage (r410) -> Control Room"
- {
- stage = 0x04,
- room = 0x11,
- cut = 0x09,
- position = {x = -921.2290039063,
- y = 203.2237701416,
- z = -708.9613647461},
- angle = -0.5235990286
- },
- -- 204 "Aqua Ring Storage (r410) -> Aqua Ring Entry"
- {
- stage = 0x04,
- room = 0x0d,
- cut = 0x08,
- position = {x = -1179.9945068359,
- y = 200.0,
- z = -1214.4415283203},
- angle = -2.3561940193
- },
- -- 205 "Control Room (r411) -> Aqua Ring Storage"
- {
- stage = 0x04,
- room = 0x10,
- cut = 0x02,
- position = {x = -851.9661254883,
- y = 200.0,
- z = -794.0439453125},
- angle = 2.3561940193
- },
- -- 206 "Control Room (r411) -> Aqua Ring Walkway"
- {
- stage = 0x04,
- room = 0x0e,
- cut = 0x05,
- position = {x = -682.032409668,
- y = 850.0,
- z = 703.3986206055},
- angle = 0.7853980064
- },
- -- 207 "Aqua Ring Water Tank (r412) -> Aqua Ring Storage"
- {
- stage = 0x04,
- room = 0x10,
- cut = 0x00,
- position = {x = -383.2861328125,
- y = 200.0,
- z = -776.6830444336},
- angle = -1.0471980572
- },
- -- 208 "Room 003 (r40a) -> Gallery"
- {
- stage = 0x04,
- room = 0x08,
- cut = 0x04,
- position = {x = 293.4875183105,
- y = 6e-06,
- z = 223.032989502},
- angle = -1.5707960129
- },
- -- 209 "Room 003 (r40a) -> Room 003 Bathroom"
- {
- stage = 0x04,
- room = 0x0b,
- cut = 0x00,
- position = {x = -79.3694534302,
- y = 1.7142119408,
- z = 85.9415740967},
- angle = 3.0368709564
- },
- -- 210 "Room 003 (r40a) -> Plant 42 Room"
- {
- stage = 0x04,
- room = 0x0c,
- cut = 0x00,
- position = {x = -422.7147521973,
- y = 6e-06,
- z = -482.3779296875},
- angle = -4.8694682121
- },
- -- 211 "Room 003 Bathroom (r40b) -> Room 003"
- {
- stage = 0x04,
- room = 0x0a,
- cut = 0x00,
- position = {x = -295.9844665527,
- y = 6e-06,
- z = 65.4081039429},
- angle = 1.5707960129
- },
- -- 212 "Plant 42 Room (r40c) -> Gallery"
- {
- stage = 0x04,
- room = 0x08,
- cut = 0x02,
- position = {x = 1082.7567138672,
- y = 6e-06,
- z = 449.9315490723},
- angle = -1.518435955
- },
- -- 213 "Plant 42 Room (r40c) -> Room 003"
- {
- stage = 0x04,
- room = 0x0a,
- cut = 0x02,
- position = {x = 352.5828857422,
- y = -2.1527860165,
- z = -131.2747039795},
- angle = -1.4137159586
- },
- -- 214 "Aqua Ring Entry (r40d) -> Aqua Ring Walkway"
- {
- stage = 0x04,
- room = 0x0e,
- cut = 0x00,
- position = {x = -13.4816961288,
- y = 800.0,
- z = -1182.3659667969},
- angle = -6.0737500191
- },
- -- 215 "Aqua Ring Entry (r40d) -> Room 002"
- {
- stage = 0x04,
- room = 0x06,
- cut = 0x04,
- position = {x = 213.8012695313,
- y = 6e-06,
- z = -214.0320129395},
- angle = -0.2617990077
- },
- -- 216 "Aqua Ring Entry (r40d) -> Aqua Ring Storage"
- {
- stage = 0x04,
- room = 0x10,
- cut = 0x02,
- position = {x = -1051.9969482422,
- y = 200.0,
- z = -1106.4276123047},
- angle = 0.8377580047
- },
- -- 217 "Aqua Ring Walkway (r40e) -> Aqua Ring Entry"
- {
- stage = 0x04,
- room = 0x0d,
- cut = 0x07,
- position = {x = -30.5274600983,
- y = 800.0,
- z = -1353.3863525391},
- angle = 3.2986700535
- },
- -- 218 "Aqua Ring Walkway (r40e) -> Control Room"
- {
- stage = 0x04,
- room = 0x11,
- cut = 0x00,
- position = {x = -742.1312866211,
- y = 900.0,
- z = 612.8060302734},
- angle = -2.3561940193
- },
- -- 219 "Aqua Ring Walkway (r40e) -> Guard Room"
- {
- stage = 0x04,
- room = 0x0f,
- cut = 0x02,
- position = {x = 174.3446807861,
- y = 6e-06,
- z = 294.3712463379},
- angle = -1.5707960129
- },
- -- 220 "Guard Room (r40f) -> Aqua Ring Walkway"
- {
- stage = 0x04,
- room = 0x0e,
- cut = 0x08,
- position = {x = -684.2849731445,
- y = 800.0,
- z = 40.4894218445},
- angle = 0.7853980064
- },
- -- 221 "X-ray Room B (r50a) -> Pass Code Corridor"
- {
- stage = 0x05,
- room = 0x08,
- cut = 0x02,
- position = {x = 6.545114994,
- y = 6e-06,
- z = -40.8079338074},
- angle = 0.1047199965
- },
- -- 222 "Cell Entrance (r50b) -> Pass Code Corridor"
- {
- stage = 0x05,
- room = 0x08,
- cut = 0x03,
- position = {x = -447.1234436035,
- y = 6e-06,
- z = 35.6934585571},
- angle = 1.6755150557
- },
- -- 223 "Cell Entrance (r50b) -> Cell"
- {
- stage = 0x05,
- room = 0x12,
- cut = 0x00,
- position = {x = -1.1369509697,
- y = 6e-06,
- z = -194.1025238037},
- angle = 0.1047199965
- },
- -- 224 "Elevator Entry (r50c) -> O Room"
- {
- stage = 0x05,
- room = 0x05,
- cut = 0x04,
- position = {x = 937.5010986328,
- y = 6e-06,
- z = 1167.0555419922},
- angle = -1.518435955
- },
- -- 225 "Elevator Entry (r50c) -> Power Maze A"
- {
- stage = 0x05,
- room = 0x0f,
- cut = 0x00,
- position = {x = -39.0842437744,
- y = 3.4e-05,
- z = -760.6155395508},
- angle = 0.5235990286
- },
- -- 226 "Elevator Entry (r50c) -> Laboratory Elevator"
- {
- stage = 0x05,
- room = 0x15,
- cut = 0x00,
- position = {x = -13.3474884033,
- y = 1.8507080078,
- z = 32.7837905884},
- angle = -1.5707960129
- },
- -- 227 "Elevator Entry (r50c) -> Lab Lounge"
- {
- stage = 0x05,
- room = 0x0e,
- cut = 0x00,
- position = {x = -150.8444976807,
- y = 6e-06,
- z = 33.3854484558},
- angle = 1.5707960129
- },
- -- 228 "Elevator To Helipad (r50d) -> Helipad"
- {
- stage = 0x03,
- room = 0x03,
- cut = 0x00,
- position = {x = -643.9918823242,
- y = 6e-06,
- z = -515.9078979492},
- angle = -0.2617990077
- },
- -- 229 "Elevator To Helipad (r50d) -> Passage To Heliport"
- {
- stage = 0x05,
- room = 0x01,
- cut = 0x07,
- position = {x = -1143.8966064453,
- y = 0.0,
- z = -493.5090332031},
- angle = 0.0
- },
- -- 230 "Laboratory Lounge Room (r50e) -> Elevator Entry"
- {
- stage = 0x05,
- room = 0x0c,
- cut = 0x01,
- position = {x = 97.7062988281,
- y = 100.0,
- z = 25.5776882172},
- angle = -1.5707960129
- },
- -- 231 "Power Maze A (r50f) -> Elevator Entry"
- {
- stage = 0x05,
- room = 0x0c,
- cut = 0x03,
- position = {x = 39.2602500916,
- y = 0.0,
- z = 872.421875},
- angle = -3.0892310143
- },
- -- 232 "Power Maze A (r50f) -> Power Maze B"
- {
- stage = 0x05,
- room = 0x10,
- cut = 0x00,
- position = {x = 394.5549621582,
- y = 0.0,
- z = 88.7163162231},
- angle = 0.0
- },
- -- 233 "Laboratory Entrance (r500) -> Passage to Heliport"
- {
- stage = 0x05,
- room = 0x01,
- cut = 0x00,
- position = {x = 1137.6868896484,
- y = 0.0,
- z = 756.40234375},
- angle = -1.5707960129
- },
- -- 234 "Laboratory Entrance (r500) -> Item Box Room"
- {
- stage = 0x05,
- room = 0x02,
- cut = 0x00,
- position = {x = 408.672454834,
- y = 0.0,
- z = 95.6275405884},
- angle = 0.0
- },
- -- 235 "Laboratory Entrance (r500) -> Fountain"
- {
- stage = 0x03,
- room = 0x05,
- cut = 0x08,
- position = {x = -23.5004634857,
- y = 0.7404879928,
- z = 15.8166456223},
- angle = -1.5707960129
- },
- -- 236 "Passage To Heliport (r501) -> Laboratory Entrance"
- {
- stage = 0x05,
- room = 0x00,
- cut = 0x04,
- position = {x = -155.3941497803,
- y = 3.6947050095,
- z = -60.4015274048},
- angle = 1.5707960129
- },
- -- 237 "Passage To Heliport (r501) -> Elevator To Helipad"
- {
- stage = 0x05,
- room = 0x0d,
- cut = 0x00,
- position = {x = -0.893362999,
- y = 1.8507080078,
- z = -18.1584014893},
- angle = 0.1570799947
- },
- -- 238 "Item Box Room (r502) -> Laboratory Stairway"
- {
- stage = 0x05,
- room = 0x03,
- cut = 0x00,
- position = {x = 891.4254150391,
- y = 500.0,
- z = -126.1241836548},
- angle = -0.5235990286
- },
- -- 239 "Item Box Room (r502) -> Laboratory Entrance"
- {
- stage = 0x05,
- room = 0x00,
- cut = 0x05,
- position = {x = -137.9636535645,
- y = 3.6947050095,
- z = 107.1470489502},
- angle = -3.1415920258
- },
- -- 240 "Laboratory Stairway (r503) -> Item Box Room"
- {
- stage = 0x05,
- room = 0x02,
- cut = 0x01,
- position = {x = 382.2682800293,
- y = 6e-06,
- z = 533.5703735352},
- angle = -3.1415920258
- },
- -- 241 "Laboratory Stairway (r503) -> O Room"
- {
- stage = 0x05,
- room = 0x05,
- cut = 0x00,
- position = {x = -114.9330215454,
- y = 6e-06,
- z = 147.4684295654},
- angle = 0.0
- },
- -- 242 "Laboratory Stairway (r503) -> Visual Data Room"
- {
- stage = 0x05,
- room = 0x04,
- cut = 0x00,
- position = {x = -1243.8609619141,
- y = 500.0,
- z = 185.3620452881},
- angle = 0.0
- },
- -- 243 "Visual Data Room (r504) -> Laboratory Stairway"
- {
- stage = 0x05,
- room = 0x03,
- cut = 0x04,
- position = {x = -763.2736206055,
- y = 500.0,
- z = -929.6864624023},
- angle = 1.5707960129
- },
- -- 244 "O Room (r505) -> Laboratory Stairway"
- {
- stage = 0x05,
- room = 0x03,
- cut = 0x07,
- position = {x = -122.7207565308,
- y = 6e-06,
- z = 41.2941856384},
- angle = -3.1415920258
- },
- -- 245 "O Room (r505) -> Pass Code Corridor"
- {
- stage = 0x05,
- room = 0x08,
- cut = 0x00,
- position = {x = 463.774017334,
- y = 6e-06,
- z = 18.2403011322},
- angle = -1.5707960129
- },
- -- 246 "O Room (r505) -> Elevator Entry"
- {
- stage = 0x05,
- room = 0x0c,
- cut = 0x00,
- position = {x = -623.4996948242,
- y = 100.0,
- z = 25.9176940918},
- angle = 1.5707960129
- },
- -- 247 "O Room (r505) -> Operating Room"
- {
- stage = 0x05,
- room = 0x06,
- cut = 0x00,
- position = {x = 431.8703308105,
- y = 6e-06,
- z = 166.5142059326},
- angle = -3.1415920258
- },
- -- 248 "O Room (r505) -> Morgue"
- {
- stage = 0x05,
- room = 0x07,
- cut = 0x0a,
- position = {x = -238.4392852783,
- y = 6e-06,
- z = 248.3564300537},
- angle = -3.1415920258
- },
- -- 249 "Operating Room (r506) -> O Room"
- {
- stage = 0x05,
- room = 0x05,
- cut = 0x06,
- position = {x = 868.3103637695,
- y = 6e-06,
- z = 175.4645233154},
- angle = 0.0
- },
- -- 250 "Morgue (r507) -> O Room"
- {
- stage = 0x05,
- room = 0x05,
- cut = 0x04,
- position = {x = 610.0217895508,
- y = 6e-06,
- z = 1113.4796142578},
- angle = 0.0
- },
- -- 251 "Pass Code Corridor (r508) -> O Room"
- {
- stage = 0x05,
- room = 0x05,
- cut = 0x00,
- position = {x = -189.1475219727,
- y = 6e-06,
- z = 284.1280822754},
- angle = 1.4660760164
- },
- -- 252 "Pass Code Corridor (r508) -> Cell Entrance"
- {
- stage = 0x05,
- room = 0x0b,
- cut = 0x00,
- position = {x = -219.2983398438,
- y = 599.9999389648,
- z = 836.5977783203},
- angle = -7.8539910316
- },
- -- 253 "Pass Code Corridor (r508) -> X-Ray Room B"
- {
- stage = 0x05,
- room = 0x0a,
- cut = 0x00,
- position = {x = -183.4309234619,
- y = 6e-06,
- z = 252.3326721191},
- angle = 3.0892310143
- },
- -- 254 "Pass Code Corridor (r508) -> X-Ray Room A"
- {
- stage = 0x05,
- room = 0x09,
- cut = 0x00,
- position = {x = 236.6350097656,
- y = 6e-06,
- z = -227.3342285156},
- angle = 0.0
- },
- -- 255 "X-ray Room A (r509) -> Pass Code Corridor"
- {
- stage = 0x05,
- room = 0x08,
- cut = 0x00,
- position = {x = 461.6167907715,
- y = 6e-06,
- z = 100.0478439331},
- angle = -2.0943949223
- },
- -- 256 "Power Maze B (r510) -> Power Maze A"
- {
- stage = 0x05,
- room = 0x0f,
- cut = 0x07,
- position = {x = 397.6477050781,
- y = 4e-05,
- z = -42.9963378906},
- angle = -3.1415920258
- },
- -- 257 "Power Maze B (r510) -> Power Control Room"
- {
- stage = 0x05,
- room = 0x11,
- cut = 0x00,
- position = {x = 21.0812511444,
- y = 6e-06,
- z = -331.1499938965},
- angle = 0.0
- },
- -- 258 "Power Control Room (r511) -> Power Maze B"
- {
- stage = 0x05,
- room = 0x10,
- cut = 0x05,
- position = {x = -105.5565185547,
- y = 0.0,
- z = 767.8262939453},
- angle = -1.5707960129
- },
- -- 259 "Cell (r512) -> Cell Entrance"
- {
- stage = 0x05,
- room = 0x0b,
- cut = 0x05,
- position = {x = 421.3593444824,
- y = 0.0,
- z = -370.2806091309},
- angle = 3.1939499378
- },
- -- 260 "Main Laboratory (r513) -> Main Laboratory Entrance"
- {
- stage = 0x05,
- room = 0x14,
- cut = 0x02,
- position = {x = -176.3963928223,
- y = 1.1304140091,
- z = 299.7105407715},
- angle = -3.1415901184
- },
- -- 261 "Main Laboratory Entrance (r514) -> Main Laboratory"
- {
- stage = 0x05,
- room = 0x13,
- cut = 0x00,
- position = {x = -479.986907959,
- y = 6e-06,
- z = -499.830078125},
- angle = 0.0523599982
- },
- -- 262 "Main Laboratory Entrance (r514) -> Laboratory Elevator"
- {
- stage = 0x05,
- room = 0x15,
- cut = 0x00,
- position = {x = -8.5835466385,
- y = 1.8507080078,
- z = 35.4435806274},
- angle = -1.5707960129
- },
- -- 263 "Laboratory Elevator (r515) -> Elevator Entry"
- {
- stage = 0x05,
- room = 0x0c,
- cut = 0x04,
- position = {x = 226.6270751953,
- y = 100.0,
- z = -525.1701049805},
- angle = -1.5707960129
- },
- -- 264 "Laboratory Elevator (r515) -> Main Laboratory Entrance"
- {
- stage = 0x05,
- room = 0x14,
- cut = 0x00,
- position = {x = 370.9196472168,
- y = 1.1304169893,
- z = -103.1900558472},
- angle = -1.5707960129
- },
- }
- canrandomize = true
- enemyrando = false
- doorrando = false
- lockrando = false
- waitingforchoice = true
- spawningcrimson = false
- form_show(UDF1)
- playingas = "chris"
- difficulty = "normal"
- room = 6
- stage = 1
- -- see if the file exists
- function file_exists(file)
- local f = io.open(file, "rb")
- if f then f:close() end
- return f ~= nil
- end
- -- get all lines from a file, returns an empty
- -- list/table if the file does not exist
- function lines_from(file)
- if not file_exists(file) then return {} end
- lines = {}
- for line in io.lines(file) do
- lines[#lines + 1] = line
- end
- return lines
- end
- function setDoorByID(pos)
- num = tonumber(pos)
- num = num + 1 --lua is fun, off by one
- --print('SETTING DOOR:' .. num)
- stagetarget = EDX+0x40
- roomtarget = EDX+0x41
- cuttarget = EDX+0x42
- posxtarget = EDX+0x30
- posytarget = EDX+0x34
- posztarget = EDX+0x38
- angletarget = EDX+0x48
- writeBytes(stagetarget, doors[num].stage)
- writeBytes(roomtarget, doors[num].room)
- writeBytes(cuttarget, doors[num].cut)
- writeFloat(posxtarget, doors[num].position.x)
- writeFloat(posytarget, doors[num].position.y)
- writeFloat(posztarget, doors[num].position.z)
- writeFloat(angletarget, doors[num].angle)
- end
- function setLockByID(pos, reverse)
- keytarget = EDX+0x43
- --print('set lock:' .. pos)
- if (pos == "0") then
- writeBytes(keytarget, 0x84) --armor key
- end
- if (pos == "1") then
- writeBytes(keytarget, 0x0D) --control room key
- end
- if (pos == "2") then
- writeBytes(keytarget, 0x8C) --spencer key
- end
- if (pos == "3") then
- writeBytes(keytarget, 0x14) --gallery key
- end
- if (pos == "4") then
- writeBytes(keytarget, 0x86) --helmet key
- end
- if (pos == "5") then
- writeBytes(keytarget, 0x81) --lockpick / old key
- end
- if (pos == "6") then
- if (reverse == true) then
- writeBytes(keytarget, 0x16) --one way, locked side
- else
- writeBytes(keytarget, 0x15) --one way, unlocked
- end
- end
- if (pos == "7") then
- if (reverse == true) then
- writeBytes(keytarget, 0x15) --one way, unlocked
- else
- writeBytes(keytarget, 0x16) --one way, locked side
- end
- end
- if (pos == "8") then
- if (reverse == true) then
- writeBytes(keytarget, 0x16) --one way, locked side
- else
- writeBytes(keytarget, 0x01) --one way, lockpick
- end
- end
- if (pos == "9") then
- if (reverse == true) then
- writeBytes(keytarget, 0x01) --one way, lockpick
- else
- writeBytes(keytarget, 0x16) --one way, locked side
- end
- end
- if (pos == "10") then
- writeBytes(keytarget, 0x09) --power area key
- end
- if (pos == "11") then
- writeBytes(keytarget, 0x87) --room 001 key
- end
- if (pos == "12") then
- writeBytes(keytarget, 0x88) --room 003 key
- end
- if (pos == "13") then
- writeBytes(keytarget, 0x85) --shield key
- end
- if (pos == "14") then
- writeBytes(keytarget, 0x83) --sword key
- end
- if (pos == "15") then
- writeBytes(keytarget, 0x00) --unlocked
- end
- end
- function getEnemyByID(pos)
- if (pos == "1") then
- return 0x0F --hunter
- end
- if (pos == "2") then
- return 0x10 --chimera
- end
- if (pos == "3") then
- return 0x12 --tyrant
- end
- if (pos == "4") then
- return 0x09 --dog
- end
- if (pos == "5") then
- return 0x1B --shark
- end
- if (pos == "6") then
- return 0x14 --zombie
- end
- if (pos == "7") then
- return 0x1A --yawn
- end
- if (pos == "8") then
- return 0x18 --spider
- end
- if (pos == "9") then
- return 0x0C --bee
- end
- if (pos == "10") then
- return 0x13 --lisa
- end
- if (pos == "11") then
- return 0x31 --slow tyrant
- end
- if (pos == "12") then
- --print("SPAWNINGCRIMSONTRUESET")
- spawningcrimson = true
- return 0x22 --elder crimson head
- end
- end
- function getItemByID(pos)
- --print('requesting ItembyID:' .. pos)
- if (pos == "0") then
- if (playingas == "chris") then
- return 0x0003000F --jill handgun
- else
- return 0x004D0001 --lighter
- end
- end
- if (pos == "1" or pos == "12" or pos == "22" or pos == "27" or pos == "86" or pos == "111" or pos == "135" or pos == "156" or pos == "175") then
- return 0x00440003 --ink ribbon
- end
- if (pos == "2") then
- return 0x00490001 --blue gemstone
- end
- if (pos == "3") then
- return 0x002F0001 --shield key
- end
- if (pos == "4" or pos == "8" or pos == "21" or pos == "39" or pos == "52" or pos == "72" or pos == "73" or pos == "83" or pos == "98" or pos == "113" or pos == "115" or pos == "127" or pos == "138" or pos == "146") then
- return 0x0011000F --handgun magazine
- end
- if (pos == "5" or pos == "6" or pos == "25" or pos == "29" or pos == "30" or pos == "50" or pos == "53" or pos == "54" or pos == "64" or pos == "65" or pos == "68" or pos == "69" or pos == "70" or pos == "71" or pos == "81" or pos == "87" or pos == "108" or pos == "112" or pos == "124" or pos == "131" or pos == "140" or pos == "141" or pos == "151" or pos == "157" or pos == "158") then
- return 0x00220001 --green herb
- end
- if (pos == "7" or pos == "10" or pos == "35" or pos == "42" or pos == "44" or pos == "58" or pos == "75" or pos == "128" or pos == "136" or pos == "171" or pos == "173" or pos == "179") then
- if (playingas == "chris") then
- return 0x00710001 --flash grenade
- else
- if (pos == "75") then --all are batteries except this one
- return 0x00500001 --empty bottle #2
- else
- return 0x00720001 --battery pack
- end
- end
- end
- if (pos == "9" or pos == "32" or pos == "37" or pos == "85" or pos == "94") then
- if (playingas == "chris") then
- return 0x002C0001 --old key
- else
- if (pos == "9") then
- return 0x00720001 --battery pack
- end
- if (pos == "32") then
- return 0x00700001 --dagger
- end
- if (pos == "37") then
- return 0x00070006 --grenade launcher
- end
- if (pos == "85") then
- return 0x00500001 -- empty bottle #4
- end
- if (pos == "94") then
- return 0x00500001 --empty bottle #1
- end
- end
- end
- if (pos == "11") then
- return 0x004B0001 --broken shotgun
- end
- if (pos == "13" or pos == "17" or pos == "33" or pos == "40" or pos == "41" or pos == "46" or pos == "56" or pos == "57" or pos == "60" or pos == "76" or pos == "99" or pos == "101" or pos == "117" or pos == "144" or pos == "153" or pos == "162" or pos == "174" or pos == "177") then
- if (difficulty == "hard") then --shotgunshells / grenade shells replaced in hard mode
- if (pos == "46") then
- return 0x00700001 --dagger
- end
- if (pos == "57" or pos == "153") then
- return 0x00190006 --magnum rounds
- end
- if (pos == "60" or pos == "101" or pos == "117") then
- return 0x0011000F --handgun magazine
- end
- if (playingas == "jill" and pos == "177") then
- return 0x00140006 --incendiary shells
- end
- end
- if (playingas == "chris") then
- return 0x00120006 --shotgun shells
- else
- if (pos == "40") then
- return 0x00140006 --incendiary shells
- elseif (pos == "46" or pos == "60" or pos == "177") then
- return 0x00100006 --grenade shells
- elseif (pos == "57") then
- return 0x00130006 --acid shells
- elseif (pos == "76") then
- return 0x00500001 --empty bottle #3
- else
- return 0x00120006 --shotgun shells
- end
- end
- end
- if (pos == "14") then
- return 0x005D0001 --MO Disk 1
- end
- if (pos == "15") then
- return 0x00200001 --Missing Music
- end
- if (pos == "16") then
- return 0x007E0001 --Mask without eyes
- end
- if (pos == "18") then
- return 0x00800001 --Mask without mouth
- end
- if (pos == "19" or pos == "20" or pos == "23" or pos == "26" or pos == "49" or pos == "63" or pos == "67" or pos == "80" or pos == "93" or pos == "97" or pos == "169") then
- return 0x00700001 -- dagger
- end
- if (pos == "24") then
- return 0x00660001 --Jewelry Box / Spencer Key (needs red gemstone to open!)
- end
- if (pos == "28") then
- return 0x004C0001 --herbicide
- end
- if (pos == "31" or pos == "55" or pos == "88" or pos == "95" or pos == "110" or pos == "125" or pos == "149") then
- if (difficulty == "hard" and pos == "125") then
- return 0x00220001 --green herb
- end
- return 0x00230001 --red herb
- end
- if (pos == "34") then
- return 0x00410001 --metal object
- end
- if (pos == "36") then
- return 0x001B0000 --fuel canteen
- end
- if (pos == "38" or pos == "43" or pos == "45" or pos == "160" or pos == "176") then
- if (difficulty == "hard" and pos == "45") then --change this particular spray into shotgun shells in hard mode
- return 0x00120006 --shotgun shells
- else
- return 0x00210001 --first aid spray
- end
- end
- if (pos == "47") then
- return 0x005B0001 --Last book vol 1 containing Medal of Eagle
- end
- if (pos == "48") then
- return 0x00180001 --collar / imitation key / armor key access
- end
- if (pos == "51") then
- return 0x00150001 --arrowhead
- end
- if (pos == "59") then
- return 0x00430001 --battery
- end
- if (pos == "61") then
- return 0x00480001 --red gemstone
- end
- if (pos == "62") then
- return 0x004A0001 --yellow gemstone
- end
- if (pos == "66") then
- return 0x005C0001 -- last book vol 2 containing Medal of Wolf
- end
- if (pos == "74") then
- return 0x00810001 -- Music, mid pages
- end
- if (pos == "77") then
- return 0x007F0001 -- Mask without nose
- end
- if (pos == "78") then
- return 0x006C0001 -- wooden mount
- end
- if (pos == "79") then
- return 0x00670001 -- jewelry box containing Mask without all
- end
- if (pos == "82") then
- return 0x00600001 -- dog whistle
- end
- if (pos == "84" or pos == "121") then
- return 0x00650001 -- first aid box containing first aid spray
- end
- if (pos == "89") then
- return 0x00750001 -- fish hook
- end
- if (pos == "90") then
- --REMOVED FOR NOW DUE TO BUG return 0x00730001 -- bee specimen
- end
- if (pos == "91") then
- --REMOVED FOR NOW DUE TO BUG return 0x00740001 -- lure without hook
- end
- if (pos == "92") then
- return 0x00390001 -- wind crest
- end
- if (pos == "96" or pos == "109" or pos == "119" or pos == "120" or pos == "130" or pos == "132" or pos == "133" or pos == "134") then
- return 0x00240001 -- blue herb
- end
- if (pos == "100") then
- return 0x00160001 -- book of curses containing sword key
- end
- if (pos == "102") then
- return 0x00350001 -- stone & metal object
- end
- if (pos == "103") then
- return 0x003B0001 -- moon crest
- end
- if (pos == "104") then
- return 0x00380001 -- star crest
- end
- if (pos == "105") then
- return 0x003A0001 -- sun crest
- end
- if (pos == "106") then
- return 0x000B0006 -- magnum revolver
- end
- if (pos == "107") then
- return 0x003C0001 -- square crank
- end
- if (pos == "114") then
- --REMOVED FOR NOW DUE TO BUG return 0x007A0001 -- shaft
- end
- if (pos == "116") then
- return 0x003D0001 -- hexagonal crank
- end
- if (pos == "118") then
- return 0x00020001 -- survival knife
- end
- if (pos == "122") then
- return 0x007B0001 -- cylinder
- end
- if (pos == "123") then
- --removed as this needs to be in specific area return 0x006B0001 -- broken flamethrower
- end
- if (pos == "126" or pos == "155" or pos == "165" or pos == "170") then
- if (difficulty == "hard" and pos == "165") then
- return 0x0011000F --handgun magazine
- end
- if (playingas == "chris") then
- return 0x00190006 -- magnum rounds
- else
- if (pos == "165") then
- return 0x00140006 --incendiary rounds
- else
- return 0x00190006 -- magnum rounds
- end
- end
- end
- if (pos == "129") then
- return 0x00630001 -- jewelry box / stone ring
- end
- if (pos == "137") then
- return 0x00040001 -- self defense gun
- end
- if (pos == "139") then
- return 0x006E0001 -- control room key
- end
- if (pos == "142") then
- return 0x005A0001 -- unprinted book
- end
- if (pos == "143") then
- return 0x00830001 -- first aid box with mixed g and b herbs
- end
- if (pos == "145") then
- return 0x00310001 -- room 001 key
- end
- if (pos == "147") then
- return 0x00640001 -- insecticide spray
- end
- if (pos == "148") then
- return 0x00320001 -- room 003 key
- end
- if (pos == "150") then
- return 0x00300004 -- helmet key
- end
- if (pos == "152" or pos == "164") then
- if (difficulty == "hard" and pos == "164") then
- return 0x00680001 --first aid box with 1 green herb
- end
- return 0x00840001 -- first aid box with mixed g and g herbs
- end
- if (pos == "154") then
- return 0x001E0001 -- gallery key
- end
- if (pos == "159") then
- return 0x005E0001 -- MO Disk 2
- end
- if (pos == "161") then
- return 0x005F0001 -- MO Disk 3
- end
- if (pos == "163") then
- return 0x00360002 -- Power area key
- end
- if (pos == "166") then
- return 0x006D0001 -- slide filter
- end
- if (pos == "167") then
- return 0x00770001 -- clark xray
- end
- if (pos == "168") then
- return 0x00780001 -- gail xray
- end
- if (pos == "172") then
- return 0x00680001 -- first aid box with 1 green herb
- end
- if (pos == "178") then
- return 0x006F0001 -- empty fuel supply capsule
- end
- if (pos == "180") then
- return 0x001F0001 -- full fuel supply capsule
- end
- if (pos == "181") then
- return 0x00060006 -- shotgun
- end
- return 0x000E0001 -- the "you fucked up" rocket launcher
- end
- function debugger_onBreakpoint()
- local add=EIP
- local value=EAX
- if (canrandomize == false) then
- debug_continueFromBreakpoint(co_run)
- return true
- end
- if (add == 0x0041DAC4) then --door rando, changed from 0x0041DAB4
- local doorID = EBX;
- if (doorrando == true) then
- --print("DOOR RANDO DOOR RANDO YEAH")
- --print("room: " .. room)
- --print("stage: " .. stage)
- --print("door: " .. EBX)
- if (stage == 1) then
- if (room == 0) then --medical storage room
- setDoorByID(lines[236]) -- ->west wing inner stairway
- end
- if (room == 1) then --west wing inner stairway
- if (doorID == 0) then -- ->medical storage room
- setDoorByID(lines[237])
- end
- if (doorID == 1) then -- ->small storeroom
- setDoorByID(lines[238])
- end
- if (doorID == 2) then -- ->northern corridor
- setDoorByID(lines[239])
- end
- if (doorID == 3) then -- ->dining room 2f
- setDoorByID(lines[240])
- end
- if (doorID == 4) then -- ->outside balcony
- setDoorByID(lines[241])
- end
- if (doorID == 5) then -- ->mirror corridor
- setDoorByID(lines[242])
- end
- if (doorID == 6) then -- ->trophy room
- setDoorByID(lines[243])
- end
- end
- if (room == 2) then --small storeroom
- setDoorByID(lines[244]) -- ->west wing inner stairway
- end
- if (room == 3) then --northern corridor / tea room
- if (doorID == 0) then -- ->dining room
- setDoorByID(lines[245])
- end
- if (doorID == 1) then -- ->tea room
- setDoorByID(lines[246])
- end
- if (doorID == 2) then -- ->northern corridor
- setDoorByID(lines[247])
- end
- if (doorID == 3) then -- ->west wing inner stairway
- setDoorByID(lines[248])
- end
- if (doorID == 4) then -- ->greenhouse
- setDoorByID(lines[249])
- end
- if (doorID == 5) then -- ->tiger eye room
- setDoorByID(lines[250])
- end
- if (doorID == 6) then -- ->bar
- setDoorByID(lines[251])
- end
- if (doorID == 7) then -- ->kitchen
- setDoorByID(lines[252])
- end
- if (doorID == 8) then -- ->researcher's bedroom
- setDoorByID(lines[253])
- end
- if (doorID == 9) then -- ->west wing outer stairway
- setDoorByID(lines[254])
- end
- end
- if (room == 5) then --dining room
- if (doorID == 0) then -- ->main hall
- setDoorByID(lines[255])
- end
- if (doorID == 1) then -- ->tea room
- setDoorByID(lines[256])
- end
- end
- if (room == 6) then --main hall
- if (doorID == 0) then -- ->Dining Room
- setDoorByID(lines[257])
- end
- if (doorID == 1) then -- ->Art Room
- setDoorByID(lines[258])
- end
- if (doorID == 2) then -- ->Dining Room 2F
- setDoorByID(lines[259])
- end
- if (doorID == 3) then -- ->C Corridor
- setDoorByID(lines[260])
- end
- if (doorID == 4) then -- ->Outside Patio
- setDoorByID(lines[261])
- end
- if (doorID == 5) then -- ->Large Art Room
- setDoorByID(lines[262])
- end
- if (doorID == 6) then -- ->Outside Balcony
- setDoorByID(lines[263])
- end
- if (doorID == 7) then -- ->Stairway Passage
- setDoorByID(lines[264])
- end
- if (doorID == 8) then -- ->Graveyard / Crypt
- setDoorByID(lines[265])
- end
- end
- if (room == 7) then --art room
- if (doorID == 0) then -- ->Main Hall
- setDoorByID(lines[266])
- end
- if (doorID == 1) then -- ->L Corridor
- setDoorByID(lines[267])
- end
- if (doorID == 2) then -- ->Hidden Wardrobe
- setDoorByID(lines[268])
- end
- end
- if (room == 8) then --L Corridor
- if (doorID == 0) then -- ->Art Room
- setDoorByID(lines[269])
- end
- if (doorID == 1) then -- ->Winding Corridor
- setDoorByID(lines[270])
- end
- end
- if (room == 9) then --winding corridor / bathroom
- if (doorID == 0) then -- ->Dark Corridor
- setDoorByID(lines[271])
- end
- if (doorID == 1) then -- ->Winding Corridor
- setDoorByID(lines[272])
- end
- if (doorID == 2) then -- ->L Corridor
- setDoorByID(lines[273])
- end
- if (doorID == 3) then -- ->Bathroom
- setDoorByID(lines[274])
- end
- if (doorID == 4) then -- ->Marble Room
- setDoorByID(lines[275])
- end
- if (doorID == 5) then -- ->Outside Boiler
- setDoorByID(lines[276])
- end
- end
- if (room == 10) then --dark corridor
- if (doorID == 0) then -- ->Large Gallery
- setDoorByID(lines[277])
- end
- if (doorID == 1) then -- ->Courtyard Study
- setDoorByID(lines[278])
- end
- if (doorID == 2) then -- ->East Wing Stairway
- setDoorByID(lines[279])
- end
- if (doorID == 3) then -- ->Winding Corridor
- setDoorByID(lines[280])
- end
- if (doorID == 4) then -- ->Roofed Passage
- setDoorByID(lines[281])
- end
- end
- if (room == 11) then --graveyard/crypt
- if (doorID == 0) then -- ->Main Hall
- setDoorByID(lines[282])
- end
- if (doorID == 1) then -- ->Large Gallery
- setDoorByID(lines[283])
- end
- end
- if (room == 12) then --greenhouse
- setDoorByID(lines[284]) -- -> Northern Corridor / Tea Room
- end
- if (room == 13) then --tiger statue room
- setDoorByID(lines[285]) -- -> Northern Corridor / Tea Room
- end
- if (room == 14) then --researcher's bedroom
- if (doorID == 1) then -- ->Northern Corridor / Tea Room
- setDoorByID(lines[286])
- end
- end
- if (room == 15) then --bar
- setDoorByID(lines[287]) -- -> Northern Corridor / Tea Room
- end
- if (room == 17) then --Large Art Room / Mirror Room
- if (doorID == 1) then -- ->Main Hall
- setDoorByID(lines[288])
- end
- if (doorID == 2) then -- ->Large Art Room / Mirror Room
- setDoorByID(lines[289])
- end
- if (doorID == 3) then -- ->Large Art Room / Mirror Room
- setDoorByID(lines[290])
- end
- end
- if (room == 18) then --west wing outer stairway
- if (doorID == 0) then -- ->Northern Corridor / Tea Room
- setDoorByID(lines[291])
- end
- if (doorID == 1) then -- ->Mirror Corridor
- setDoorByID(lines[292])
- end
- end
- if (room == 20) then --outside boiler
- setDoorByID(lines[293]) -- ->Winding Corridor
- end
- if (room == 21) then --marble room
- if (doorID == 0) then -- ->Winding Corridor
- setDoorByID(lines[294])
- end
- if (doorID == 1) then -- ->Living Room
- setDoorByID(lines[295])
- end
- end
- if (room == 22) then --living room
- setDoorByID(lines[296]) -- ->Marble Room
- end
- if (room == 23) then --large gallery
- if (doorID == 0) then -- ->Dark Corridor
- setDoorByID(lines[297])
- end
- if (doorID == 1) then -- ->Graveyard / Crypt
- setDoorByID(lines[298])
- end
- end
- if (room == 24) then --east wing storeroom
- if (doorID == 1) then -- ->East Wing Stairway
- setDoorByID(lines[299])
- end
- end
- if (room == 25) then --courtyard study
- setDoorByID(lines[300]) -- ->Dark Corridor
- end
- if (room == 26) then --roofed passage
- if (doorID == 0) then -- ->Dark Corridor
- setDoorByID(lines[301])
- end
- if (doorID == 1) then -- ->Garden Shed
- setDoorByID(lines[302])
- end
- end
- if (room == 27) then --garden shed
- if (doorID == 0) then -- ->Roofed Passage
- setDoorByID(lines[303])
- end
- if (doorID == 1) then -- ->Muddy Path
- setDoorByID(lines[304])
- end
- if (doorID == 2) then -- ->Main Garden
- setDoorByID(lines[305])
- end
- end
- if (room == 28) then --hidden wardrobe
- setDoorByID(lines[306])
- end
- end
- if (stage == 2) then
- if (room == 0) then --kitchen elevator
- if (doorID == 0) then -- ->Kitchen
- setDoorByID(lines[307])
- end
- if (doorID == 1) then -- ->Elevator Corridor
- setDoorByID(lines[308])
- end
- end
- if (room == 2) then --dining room 2f
- if (doorID == 0) then -- ->Main Hall
- setDoorByID(lines[309])
- end
- if (doorID == 1) then -- ->West Wing Inner Stairway
- setDoorByID(lines[310])
- end
- if (doorID == 2) then -- ->Mirror Corridor
- setDoorByID(lines[311])
- end
- end
- if (room == 3) then --outside balcony
- if (doorID == 0) then -- ->West Wing Inner Stairway
- setDoorByID(lines[312])
- end
- if (doorID == 1) then -- ->Main Hall
- setDoorByID(lines[313])
- end
- end
- if (room == 4) then --c corridor
- if (doorID == 0) then -- ->Pillar Room
- setDoorByID(lines[314])
- end
- if (doorID == 1) then -- ->East Wing Stairway
- setDoorByID(lines[315])
- end
- if (doorID == 2) then -- ->Small Library
- setDoorByID(lines[316])
- end
- if (doorID == 3) then -- ->Main Hall
- setDoorByID(lines[317])
- end
- if (doorID == 4) then -- ->Armor Room
- setDoorByID(lines[318])
- end
- end
- if (room == 5) then --armor room
- setDoorByID(lines[319])
- end
- if (room == 6) then --small library
- if (doorID == 0) then -- ->C Corridor
- setDoorByID(lines[320])
- end
- if (doorID == 1) then -- ->East Wing Stairway
- setDoorByID(lines[321])
- end
- end
- if (room == 7) then --east wing stairway
- if (doorID == 0) then -- ->Deer Room
- setDoorByID(lines[322])
- end
- if (doorID == 1) then -- ->Resting Room
- setDoorByID(lines[323])
- end
- if (doorID == 2) then -- ->East Wing Storeroom
- setDoorByID(lines[324])
- end
- if (doorID == 3) then -- ->C Corridor
- setDoorByID(lines[325])
- end
- if (doorID == 6) then -- ->Dark Corridor
- setDoorByID(lines[326])
- end
- end
- if (room == 8) then --deer room
- if (doorID == 0) then -- ->East Wing Stairway
- setDoorByID(lines[327])
- end
- if (doorID == 1) then -- ->Bedroom
- setDoorByID(lines[328])
- end
- if (doorID == 2) then -- ->Fish Tank Room
- setDoorByID(lines[329])
- end
- end
- if (room == 9) then --bedroom
- setDoorByID(lines[330])
- end
- if (room == 10) then --fish tank room
- setDoorByID(lines[346])
- end
- if (room == 11) then --resting room
- if (doorID == 0) then -- ->East Wing Stairway
- setDoorByID(lines[347])
- end
- if (doorID == 1) then -- ->Sliding Trap Room / Secret Passage
- setDoorByID(lines[348])
- end
- end
- if (room == 12) then --sliding trap room
- if (doorID == 1) then -- ->Concrete Passage 1
- setDoorByID(lines[349])
- end
- if (doorID == 2) then -- ->Resting Room
- setDoorByID(lines[350])
- end
- end
- if (room == 13) then --pillar room
- if (doorID == 0) then -- ->C Corridor
- setDoorByID(lines[351])
- end
- if (doorID == 1) then -- ->Attic Entry
- setDoorByID(lines[352])
- end
- end
- if (room == 14) then --attic entry
- if (doorID == 0) then -- ->Pillar Room
- setDoorByID(lines[353])
- end
- if (doorID == 1) then -- ->Attic
- setDoorByID(lines[354])
- end
- if (doorID == 2) then -- ->Small Dining Room
- setDoorByID(lines[355])
- end
- end
- if (room == 15) then --small dining room
- setDoorByID(lines[356]) -- -> Attic Entry
- end
- if (room == 16) then --attic
- setDoorByID(lines[331])
- end
- if (room == 18) then --outside patio
- setDoorByID(lines[332]) -- ->Main Hall
- end
- if (room == 19) then --elevator corridor
- if (doorID == 1) then -- ->Mirror Corridor
- setDoorByID(lines[333])
- end
- if (doorID == 3) then -- ->Materials Room
- setDoorByID(lines[334])
- end
- if (doorID == 4) then -- ->Kitchen Elevator
- setDoorByID(lines[335])
- end
- end
- if (room == 20) then --mirror corridor
- if (doorID == 0) then -- ->Elevator Corridor
- setDoorByID(lines[336])
- end
- if (doorID == 1) then -- ->West Wing Inner Stairway
- setDoorByID(lines[337])
- end
- if (doorID == 2) then -- ->Dining Room 2F
- setDoorByID(lines[338])
- end
- if (doorID == 3) then -- ->West Wing Outer Stairway
- setDoorByID(lines[339])
- end
- if (doorID == 4) then -- ->Death Passage
- setDoorByID(lines[340])
- end
- end
- if (room == 21) then --trophy room
- setDoorByID(lines[341])
- end
- if (room == 22) then --Library
- if (doorID == 1) then -- ->Death Passage
- setDoorByID(lines[342])
- end
- end
- if (room == 23) then --Death Passage
- if (doorID == 0) then -- ->Mirror Corridor
- setDoorByID(lines[343])
- end
- if (doorID == 1) then -- ->Library
- setDoorByID(lines[344])
- end
- end
- if (room == 25) then --materials room
- setDoorByID(lines[345])
- end
- if (room == 26) then --Concrete Passage 1
- if (doorID == 0) then -- ->Mirror Corridor
- setDoorByID(lines[357])
- end
- if (doorID == 1) then -- ->Library
- setDoorByID(lines[358])
- end
- end
- if (room == 27) then --Concrete Passage 2
- if (doorID == 1) then -- ->Kitchen
- setDoorByID(lines[359])
- end
- if (doorID == 2) then -- ->Concrete Passage 1
- setDoorByID(lines[360])
- end
- end
- if (room == 28) then --Kitchen
- if (doorID == 0) then -- ->Tea Room
- setDoorByID(lines[361])
- end
- if (doorID == 1) then -- ->Concrete Passage 2
- setDoorByID(lines[362])
- end
- if (doorID == 2) then -- ->Kitchen Elevator
- setDoorByID(lines[363])
- end
- end
- end
- if (stage == 3) then
- if (room == 0) then --Main Garden
- if (doorID == 0) then -- ->Garden Shed
- setDoorByID(lines[364])
- end
- if (doorID == 1) then -- ->Water Pool
- setDoorByID(lines[365])
- end
- if (doorID == 2) then -- ->Falls Area
- setDoorByID(lines[366])
- end
- end
- if (room == 1) then --Water Pool
- if (doorID == 0) then -- ->Main Garden
- setDoorByID(lines[367])
- end
- if (doorID == 1) then -- ->Falls Area
- setDoorByID(lines[368])
- end
- end
- if (room == 2) then --Falls Area
- if (doorID == 0) then -- ->Zig Zag Path
- setDoorByID(lines[369])
- end
- if (doorID == 1) then -- ->Main Garden
- setDoorByID(lines[370])
- end
- if (doorID == 2) then -- ->Water Pool
- setDoorByID(lines[371])
- end
- if (doorID == 3) then -- ->Entrance Passage
- setDoorByID(lines[372])
- end
- end
- if (room == 4) then --Zig Zag Path
- if (doorID == 0) then -- ->Falls Area
- setDoorByID(lines[373])
- end
- if (doorID == 1) then -- ->Entry Corridor
- setDoorByID(lines[374])
- end
- end
- if (room == 5) then --Fountain
- if (doorID == 0) then -- ->Jessica's Tomb
- setDoorByID(lines[375])
- end
- if (doorID == 1) then -- ->Laboratory Entrance
- setDoorByID(lines[376])
- end
- end
- if (room == 6) then --Underground Statue Room
- setDoorByID(lines[377])
- end
- if (room == 7) then --Entrance Passage
- if (doorID == 0) then -- ->Forked Passage
- setDoorByID(lines[378])
- end
- if (doorID == 1) then -- ->Falls Area
- setDoorByID(lines[379])
- end
- if (doorID == 2) then -- ->Boulder Passage 1
- setDoorByID(lines[380])
- end
- end
- if (room == 8) then --Forked Passage
- if (doorID == 0) then -- ->Entrance Passage
- setDoorByID(lines[381])
- end
- if (doorID == 1) then -- ->Generator Room
- setDoorByID(lines[382])
- end
- end
- if (room == 9) then --Generator Room
- if (doorID == 0) then -- ->Enrico Room
- setDoorByID(lines[383])
- end
- if (doorID == 1) then -- ->Garbage Compactor Room
- setDoorByID(lines[384])
- end
- if (doorID == 2) then -- ->Forked Passage
- setDoorByID(lines[385])
- end
- end
- if (room == 10) then --Enrico Room
- setDoorByID(lines[404])
- end
- if (room == 11) then --Boulder Passage 1
- if (doorID == 0) then -- ->Spider Room
- setDoorByID(lines[405])
- end
- if (doorID == 1) then -- ->Entrance Passage
- setDoorByID(lines[406])
- end
- end
- if (room == 12) then --Spider Room
- if (doorID == 0) then -- ->Boulder Passage 1
- setDoorByID(lines[407])
- end
- if (doorID == 1) then -- ->Straight Passage
- setDoorByID(lines[408])
- end
- end
- if (room == 13) then --Straight Passage
- if (doorID == 0) then -- ->Spider Room
- setDoorByID(lines[409])
- end
- if (doorID == 1) then -- ->Boulder Passage 2
- setDoorByID(lines[410])
- end
- end
- if (room == 15) then --Boulder Passage 2
- if (doorID == 0) then -- ->Straight Passage
- setDoorByID(lines[411])
- end
- if (doorID == 1) then -- ->Underground Statue Room
- setDoorByID(lines[412])
- end
- end
- if (room == 17) then --Muddy Path
- if (doorID == 0) then -- ->Entrance Passage
- setDoorByID(lines[386])
- end
- if (doorID == 1) then -- ->Small Headstone Area
- setDoorByID(lines[387])
- end
- end
- if (room == 18) then --Small Headstone Area
- if (doorID == 0) then -- ->Forest Pathway
- setDoorByID(lines[388])
- end
- if (doorID == 1) then -- ->Muddy Path
- setDoorByID(lines[389])
- end
- end
- if (room == 19) then --Forest Pathway
- if (doorID == 0) then -- ->Cabin
- setDoorByID(lines[390])
- end
- if (doorID == 1) then -- ->Small Headstone Area
- setDoorByID(lines[391])
- end
- end
- if (room == 20) then --Cabin
- if (doorID == 0) then -- ->Forest Path
- setDoorByID(lines[392])
- end
- if (doorID == 1) then -- ->Lisa's Room
- setDoorByID(lines[393])
- end
- end
- if (room == 21) then --Jessica's Tomb
- if (doorID == 0) then -- ->Stairway Passage
- setDoorByID(lines[394])
- end
- if (doorID == 1) then -- ->Fountain
- setDoorByID(lines[395])
- end
- end
- if (room == 22) then --Garbage Compactor Room
- if (doorID == 0) then -- ->Winding Underground Passage
- setDoorByID(lines[396])
- end
- if (doorID == 1) then -- ->Generator Room
- setDoorByID(lines[397])
- end
- end
- if (room == 23) then --Winding Underground Passage
- if (doorID == 0) then -- ->Garbage Compactor Room
- setDoorByID(lines[398])
- end
- if (doorID == 1) then -- ->Lisa's Room
- setDoorByID(lines[399])
- end
- if (doorID == 2) then -- ->Underground Storage
- setDoorByID(lines[400])
- end
- end
- if (room == 24) then --Underground Storage Room
- setDoorByID(lines[401])
- end
- if (room == 25) then --Lisa's Room
- if (doorID == 0) then -- ->Winding Underground Passage
- setDoorByID(lines[402])
- end
- if (doorID == 1) then -- ->Cabin
- setDoorByID(lines[403])
- end
- end
- if (room == 26) then --Stairway Passage
- if (doorID == 0) then -- ->Jessica's Tomb
- setDoorByID(lines[413])
- end
- if (doorID == 1) then -- ->Main Hall
- setDoorByID(lines[414])
- end
- end
- end
- if (stage == 4) then
- if (room == 0) then --Entry Corridor
- if (doorID == 0) then -- ->Zig Zag Path
- setDoorByID(lines[415])
- end
- if (doorID == 1) then -- ->Room 001
- setDoorByID(lines[416])
- end
- if (doorID == 2) then -- ->Central Corridor
- setDoorByID(lines[417])
- end
- if (doorID == 3) then -- ->Rec Room
- setDoorByID(lines[418])
- end
- if (doorID == 4) then -- ->Residence Storeroom
- setDoorByID(lines[419])
- end
- end
- if (room == 1) then --Room 001
- if (doorID == 1) then -- ->Entry Corridor
- setDoorByID(lines[420])
- end
- if (doorID == 2) then -- ->Room 001 Bathroom
- setDoorByID(lines[421])
- end
- end
- if (room == 2) then --Room 001 Bathroom
- setDoorByID(lines[422]) -- -> Entry Corridor
- end
- if (room == 3) then --residence storeroom
- setDoorByID(lines[423]) -- -> Entry Corridor
- end
- if (room == 4) then --Rec Room
- setDoorByID(lines[424]) -- -> Entry Corridor
- end
- if (room == 5) then --Central Corridor
- if (doorID == 0) then -- ->Entry Corridor
- setDoorByID(lines[425])
- end
- if (doorID == 1) then -- ->Gallery
- setDoorByID(lines[426])
- end
- if (doorID == 2) then -- ->Room 002
- setDoorByID(lines[427])
- end
- end
- if (room == 6) then --Room 002
- if (doorID == 0) then -- ->Central Corridor
- setDoorByID(lines[428])
- end
- if (doorID == 1) then -- ->Aqua Ring Entry
- setDoorByID(lines[429])
- end
- if (doorID == 2) then -- ->Room 002 Bathroom
- setDoorByID(lines[430])
- end
- end
- if (room == 7) then --Room 002 Bathroom
- setDoorByID(lines[431])
- end
- if (room == 8) then --Gallery
- if (doorID == 0) then -- ->Central Corridor
- setDoorByID(lines[432])
- end
- if (doorID == 1) then -- ->Residence Medical Room
- setDoorByID(lines[433])
- end
- if (doorID == 2) then -- ->Room 003
- setDoorByID(lines[434])
- end
- if (doorID == 3) then -- ->Plant 42 Room
- setDoorByID(lines[435])
- end
- end
- if (room == 9) then --Residence Medical Room
- setDoorByID(lines[436]) -- ->Gallery
- end
- if (room == 10) then --Room 003
- if (doorID == 1) then -- ->Gallery
- setDoorByID(lines[443])
- end
- if (doorID == 2) then -- ->Room 003 Bathroom
- setDoorByID(lines[444])
- end
- if (doorID == 3) then -- ->Plant 42 Room
- setDoorByID(lines[445])
- end
- end
- if (room == 11) then --Room 003 Bathroom
- setDoorByID(lines[446])
- end
- if (room == 12) then --Plant 42 Room
- if (doorID == 0) then -- ->Gallery
- setDoorByID(lines[447])
- end
- if (doorID == 1) then -- ->Room 003
- setDoorByID(lines[448])
- end
- end
- if (room == 13) then --Aqua Ring Entry
- if (doorID == 0) then -- ->Aqua Ring Walkway
- setDoorByID(lines[449])
- end
- if (doorID == 1) then -- ->Room 002
- setDoorByID(lines[450])
- end
- if (doorID == 2) then -- ->Aqua Ring Storage
- setDoorByID(lines[451])
- end
- end
- if (room == 14) then --Aqua Ring Walkway
- if (doorID == 0) then -- ->Aqua Ring Entry
- setDoorByID(lines[452])
- end
- if (doorID == 1) then -- ->Control Room
- setDoorByID(lines[453])
- end
- if (doorID == 2) then -- ->Guard Room
- setDoorByID(lines[454])
- end
- end
- if (room == 15) then --Guard Room
- setDoorByID(lines[455]) -- ->Aqua Ring Walkway
- end
- if (room == 16) then --Aqua Ring Storage
- if (doorID == 0) then -- ->Aqua Ring Water Tank
- setDoorByID(lines[437])
- end
- if (doorID == 1) then -- ->Control Room
- setDoorByID(lines[438])
- end
- if (doorID == 2) then -- ->Aqua Ring Entry
- setDoorByID(lines[439])
- end
- end
- if (room == 17) then --Control Room
- if (doorID == 0) then -- ->Aqua Ring Storage
- setDoorByID(lines[440])
- end
- if (doorID == 1) then -- ->Aqua Ring Walkway
- setDoorByID(lines[441])
- end
- end
- if (room == 18) then --Aqua Ring Water Tank
- setDoorByID(lines[442]) -- ->Aqua Ring Storage
- end
- end
- if (stage == 5) then
- if (room == 0) then --Laboratory Entrance
- if (doorID == 1) then -- ->Item Box Room
- setDoorByID(lines[469])
- end
- if (doorID == 2) then -- ->Fountain
- setDoorByID(lines[470])
- end
- if (doorID == 3) then -- ->Passage to Heliport
- setDoorByID(lines[468])
- end
- end
- if (room == 1) then --Passage To Heliport
- if (doorID == 0) then -- ->Laboratory Entrance
- setDoorByID(lines[471])
- end
- if (doorID == 1) then -- ->Elevator To Helipad
- setDoorByID(lines[472])
- end
- end
- if (room == 2) then --Item Box Room
- if (doorID == 1) then -- ->Laboratory Stairway
- setDoorByID(lines[473])
- end
- if (doorID == 2) then -- ->Laboratory Entrance
- setDoorByID(lines[474])
- end
- end
- if (room == 3) then --Laboratory Stairway
- if (doorID == 0) then -- ->Item Box Room
- setDoorByID(lines[475])
- end
- if (doorID == 1) then -- ->O Room
- setDoorByID(lines[476])
- end
- if (doorID == 2) then -- ->Visual Data Room
- setDoorByID(lines[477])
- end
- end
- if (room == 4) then --Visual Data Room
- setDoorByID(lines[478]) -- ->Laboratory Stairway
- end
- if (room == 5) then --O Room
- if (doorID == 0) then -- ->Laboratory Stairway
- setDoorByID(lines[479])
- end
- if (doorID == 1) then -- ->Pass Code Corridor
- setDoorByID(lines[480])
- end
- if (doorID == 2) then -- ->Elevator Entry
- setDoorByID(lines[481])
- end
- if (doorID == 3) then -- ->Operating Room
- setDoorByID(lines[482])
- end
- if (doorID == 4) then -- ->Morgue
- setDoorByID(lines[483])
- end
- end
- if (room == 6) then --Operating Room
- setDoorByID(lines[484]) -- ->O Room
- end
- if (room == 7) then --morgue
- if (doorID == 0) then -- ->O Room
- setDoorByID(lines[485])
- end
- end
- if (room == 8) then --Pass Code Corridor
- if (doorID == 0) then -- ->O Room
- setDoorByID(lines[486])
- end
- if (doorID == 1) then -- ->Cell Entrance
- setDoorByID(lines[487])
- end
- if (doorID == 2) then -- ->X-Ray Room B
- setDoorByID(lines[488])
- end
- if (doorID == 3) then -- ->X-Ray Room A
- setDoorByID(lines[489])
- end
- end
- if (room == 9) then --X-Ray Room A
- setDoorByID(lines[490]) -- ->Pass Code Corridor
- end
- if (room == 10) then --xray room b
- if (doorID == 1) then -- ->Aqua Ring Walkway
- setDoorByID(lines[456])
- end
- end
- if (room == 11) then --cell entrance
- if (doorID == 0) then -- ->Pass Code Corridor
- setDoorByID(lines[457])
- end
- if (doorID == 1) then -- ->Cell
- setDoorByID(lines[458])
- end
- end
- if (room == 12) then --elevator entry
- if (doorID == 0) then -- ->O Room
- setDoorByID(lines[459])
- end
- if (doorID == 1) then -- ->Power Maze A
- setDoorByID(lines[460])
- end
- if (doorID == 2) then -- ->Laboratory Elevator
- setDoorByID(lines[461])
- end
- if (doorID == 3) then -- ->Lab Lounge
- setDoorByID(lines[462])
- end
- end
- if (room == 13) then --elevator to helipad
- if (doorID == 0) then -- ->Helipad
- setDoorByID(lines[463])
- end
- if (doorID == 1) then -- ->Passage To Heliport
- setDoorByID(lines[464])
- end
- end
- if (room == 14) then --Laboratory Lounge Room
- setDoorByID(lines[465]) -- ->Elevator Entry
- end
- if (room == 15) then --power maze A
- if (doorID == 0) then -- ->Elevator Entry
- setDoorByID(lines[466])
- end
- if (doorID == 1) then -- ->Power Maze B
- setDoorByID(lines[467])
- end
- end
- if (room == 16) then --power maze B
- if (doorID == 0) then -- ->Power Maze A
- setDoorByID(lines[491])
- end
- if (doorID == 1) then -- ->Power Control Room
- setDoorByID(lines[492])
- end
- end
- if (room == 17) then --Power Control Room
- setDoorByID(lines[493]) -- ->Power Maze B
- end
- if (room == 18) then --Cell
- setDoorByID(lines[494]) -- ->Cell Entrance
- end
- if (room == 19) then --Main Laboratory
- setDoorByID(lines[495]) -- ->Main Laboratory Entrance
- end
- if (room == 20) then --Main Laboratory Entrance
- if (doorID == 0) then -- ->Main Laboratory
- setDoorByID(lines[496])
- end
- if (doorID == 1) then -- ->Laboratory Elevator
- setDoorByID(lines[497])
- end
- end
- if (room == 21) then -- Laboratory Elevator
- if (doorID == 0) then -- ->Elevator Entry
- setDoorByID(lines[498])
- end
- if (doorID == 1) then -- ->Main Laboratory Entrance
- setDoorByID(lines[499])
- end
- end
- end
- keytarget = EDX+0x43
- writeBytes(keytarget, 0x00);
- end
- if (lockrando == true) then
- pagetarget = EDX+0x44
- --print('stage:' .. stage)
- --print('room:' .. room)
- --print('door:' .. doorID)
- --print('page:' .. pagetarget)
- if (stage == 1) then
- if (room == 1) then --west wing inner stairway
- if (doorID == 1) then -- ->small storeroom
- setLockByID(lines[501], false)
- end
- if (doorID == 2) then -- ->northern corridor
- setLockByID(lines[502], false)
- end
- if (doorID == 3) then -- ->dining room 2f
- setLockByID(lines[503], false)
- writeBytes(pagetarget, 0x1C);
- end
- if (doorID == 4) then -- ->outside balcony
- setLockByID(lines[504], false)
- end
- if (doorID == 5) then -- ->mirror corridor
- setLockByID(lines[505], false)
- end
- if (doorID == 6) then -- ->trophy room
- setLockByID(lines[506], false)
- end
- end
- if (room == 3) then --northern corridor / tea room
- if (doorID == 1) then -- ->tea room, swapping with northern corridor
- setLockByID(lines[507], false)
- end
- if (doorID == 2) then -- ->northern corridor, swappign with tea room
- setLockByID(lines[507], true)
- end
- if (doorID == 3) then -- ->west wing inner stairway
- setLockByID(lines[502], true)
- writeBytes(pagetarget, 0x22);
- end
- if (doorID == 6) then -- ->bar
- setLockByID(lines[508], false)
- end
- if (doorID == 7) then -- ->kitchen
- setLockByID(lines[509], false)
- end
- if (doorID == 8) then -- ->researcher's bedroom
- setLockByID(lines[510], false)
- end
- end
- if (room == 6) then --main hall
- if (doorID == 3) then -- ->C Corridor
- setLockByID(lines[511], false)
- end
- if (doorID == 4) then -- ->Outside Patio
- setLockByID(lines[512], false)
- end
- if (doorID == 5) then -- ->Large Art Room
- setLockByID(lines[513], false)
- end
- if (doorID == 6) then -- ->Outside Balcony
- setLockByID(lines[514], false)
- end
- end
- if (room == 7) then --art room
- if (doorID == 1) then -- ->L Corridor
- setLockByID(lines[515], false)
- end
- end
- if (room == 8) then --L Corridor
- if (doorID == 0) then -- ->Art Room
- setLockByID(lines[515], true)
- end
- end
- if (room == 9) then --winding corridor / bathroom
- if (doorID == 0) then -- ->Dark Corridor
- setLockByID(lines[516], false)
- end
- if (doorID == 5) then -- ->Outside Boiler
- setLockByID(lines[517], false)
- end
- end
- if (room == 10) then --dark corridor
- if (doorID == 0) then -- ->Large Gallery
- setLockByID(lines[518], false)
- end
- if (doorID == 1) then -- ->Courtyard Study
- setLockByID(lines[519], false)
- end
- if (doorID == 3) then -- ->Winding Corridor
- setLockByID(lines[516], true)
- end
- end
- if (room == 11) then --graveyard/crypt
- if (doorID == 1) then -- ->Large Gallery
- setLockByID(lines[520], false)
- end
- end
- if (room == 23) then --large gallery
- if (doorID == 1) then -- ->Graveyard / Crypt
- setLockByID(lines[520], true)
- end
- end
- end
- if (stage == 2) then
- if (room == 2) then --dining room 2f
- if (doorID == 1) then -- ->West Wing Inner Stairway
- setLockByID(lines[503], true)
- end
- if (doorID == 2) then -- ->Mirror Corridor
- setLockByID(lines[521], false)
- end
- end
- if (room == 3) then --outside balcony
- if (doorID == 0) then -- ->West Wing Inner Stairway
- setLockByID(lines[504], true)
- writeBytes(pagetarget, 0x0D);
- end
- if (doorID == 1) then -- ->Main Hall
- setLockByID(lines[514], true)
- end
- end
- if (room == 4) then --c corridor
- if (doorID == 0) then -- ->Pillar Room
- setLockByID(lines[522], false)
- end
- if (doorID == 1) then -- ->East Wing Stairway
- setLockByID(lines[523], false)
- end
- if (doorID == 3) then -- ->Main Hall
- setLockByID(lines[511], true)
- end
- if (doorID == 4) then -- ->Armor Room
- setLockByID(lines[524], false)
- end
- end
- if (room == 7) then --east wing stairway
- if (doorID == 0) then -- ->Deer Room
- setLockByID(lines[525], false)
- end
- if (doorID == 3) then -- ->C Corridor
- setLockByID(lines[523], true)
- end
- end
- if (room == 8) then --deer room
- if (doorID == 2) then -- ->Fish Tank Room
- setLockByID(lines[526], false)
- end
- end
- if (room == 11) then --resting room
- if (doorID == 1) then -- ->Sliding Trap Room / Secret Passage
- setLockByID(lines[529], false)
- end
- end
- if (room == 14) then --attic entry
- if (doorID == 1) then -- ->Attic
- setLockByID(lines[530], false)
- end
- end
- if (room == 19) then --elevator corridor
- if (doorID == 1) then -- ->Mirror Corridor
- setLockByID(lines[527], false)
- end
- end
- if (room == 20) then --mirror corridor
- if (doorID == 0) then -- ->Elevator Corridor
- setLockByID(lines[527], true)
- end
- if (doorID == 1) then -- ->West Wing Inner Stairway
- setLockByID(lines[505], true)
- end
- if (doorID == 2) then -- ->Dining Room 2F
- setLockByID(lines[521], true)
- end
- end
- if (room == 23) then --Death Passage
- if (doorID == 1) then -- ->Library
- setLockByID(lines[528], false)
- end
- end
- if (room == 27) then --Concrete Passage 2
- if (doorID == 1) then -- ->Kitchen
- setLockByID(lines[531], false)
- end
- end
- if (room == 28) then --Kitchen
- if (doorID == 0) then -- ->Tea Room
- setLockByID(lines[509], true)
- end
- if (doorID == 1) then -- ->Concrete Passage 2
- setLockByID(lines[531], true)
- end
- end
- end
- if (stage == 4) then
- if (room == 0) then --entry corridor
- if (doorID == 1) then -- ->Room 001
- setLockByID(lines[532], false)
- end
- end
- if (room == 5) then --Central Corridor
- if (doorID == 1) then -- ->Gallery
- setLockByID(lines[533], false)
- end
- if (doorID == 2) then -- ->Room 002
- setLockByID(lines[534], false)
- end
- end
- if (room == 8) then --Gallery
- if (doorID == 2) then -- ->Room 003
- setLockByID(lines[535], false)
- end
- end
- if (room == 14) then --Aqua Ring Walkway
- if (doorID == 1) then -- ->Control Room
- setLockByID(lines[536], false)
- end
- end
- end
- if (stage == 5) then
- if (room == 5) then --O Room
- if (doorID == 2) then -- ->Elevator Entry
- setLockByID(lines[537], false)
- end
- if (doorID == 4) then -- ->Morgue
- setLockByID(lines[538], false)
- end
- end
- end
- end
- end
- if (add == 0x00420246) then --changed from 0x00420216
- local itemslot=EDX
- --print("Item place:" .. string.format("%x", value))
- --print("Item slot:" .. string.format("%x", itemslot))
- if (stage == 1) then
- if (room == 2) then --small storeroom
- if (itemslot == 0) then --broken shotgun
- EAX=getItemByID(lines[12])
- end
- if (itemslot == 2) then --ink ribbon
- EAX=getItemByID(lines[13])
- end
- if (itemslot == 1) then --flash grenade
- EAX=getItemByID(lines[11])
- end
- end
- if (room == 3) then --northern corridor
- if (itemslot == 1) then --flash grenade
- EAX=getItemByID(lines[8])
- end
- end
- if (room == 5) then --dining room
- if (itemslot == 4) then --ink ribbon
- EAX=getItemByID(lines[2])
- end
- if (itemslot == 0x0000000A) then --blue gemstone
- EAX=getItemByID(lines[3])
- end
- if (itemslot == 8) then --shield key
- EAX=getItemByID(lines[4])
- end
- end
- if (room == 6) then --main entry hall
- if (itemslot == 1) then --jill's handgun
- EAX=getItemByID(lines[1])
- end
- end
- if (room == 7) then --art room
- if (itemslot == 0) then --dagger
- EAX=getItemByID(lines[20])
- end
- end
- if (room == 8) then --L Corridor
- if (itemslot == 3) then --handgun magazine
- EAX=getItemByID(lines[22])
- end
- if (itemslot == 4) then --dagger
- EAX=getItemByID(lines[21])
- end
- end
- if (room == 9) then --bathroom
- if (itemslot == 8) then --old key
- EAX=getItemByID(lines[33])
- end
- end
- if (room == 11) then --graveyard/crypt
- if (itemslot == 4) then --book of curses/sword key
- EAX=getItemByID(lines[101])
- end
- if (itemslot == 0x0000001C) then --shotgun shells pre-masks
- EAX=getItemByID(lines[18])
- end
- if (itemslot == 0x0000001D) then --shotgun shells post-masks
- EAX=getItemByID(lines[102])
- end
- if (itemslot == 0x00000014) then --stone and metal object after dead crimson head man
- EAX=getItemByID(lines[103])
- end
- end
- if (room == 12) then --greenhouse
- if (itemslot == 8) then --mask without eyes
- EAX=getItemByID(lines[17])
- end
- end
- if (room == 13) then --tiger eye room
- if (itemslot == 7) then --MO Disk
- EAX=getItemByID(lines[15])
- end
- if (itemslot == 4) then --shotgun shells
- EAX=getItemByID(lines[14])
- end
- end
- if (room == 14) then --researcher's bedroom
- if (itemslot == 2) then --handgun magazine
- EAX=getItemByID(lines[9])
- end
- if (itemslot == 7) then --old key
- EAX=getItemByID(lines[10])
- end
- end
- if (room == 15) then --bar
- if (itemslot == 1) then --music with missing pages
- EAX=getItemByID(lines[16])
- end
- end
- if (room == 17) then --large art room / mirror room
- if (itemslot == 1) then --ink ribbon
- EAX=getItemByID(lines[23])
- end
- if (itemslot == 5) then --dagger
- EAX=getItemByID(lines[24])
- end
- if (itemslot == 0x0000000E) then --jewelry box / spencer key when mixed with red gemstone
- EAX=getItemByID(lines[25])
- end
- if (itemslot == 2) then --green herb
- EAX=getItemByID(lines[26])
- end
- end
- if (room == 18) then --west wing outer stairway
- if (itemslot == 1) then --handgun magazine
- EAX=getItemByID(lines[5])
- end
- if (itemslot == 2) then --green herb left
- EAX=getItemByID(lines[6])
- end
- if (itemslot == 3) then --green herb right
- EAX=getItemByID(lines[7])
- end
- end
- if (room == 20) then --outside boiler
- if (itemslot == 1) then --right green herb
- EAX=getItemByID(lines[30])
- end
- if (itemslot == 2) then --left green herb
- EAX=getItemByID(lines[31])
- end
- if (itemslot == 3) then --red herb
- EAX=getItemByID(lines[32])
- end
- if (itemslot == 0x0000000C) then --herbicide
- EAX=getItemByID(lines[29])
- end
- end
- if (room == 22) then --living room
- if (itemslot == 2) then --dagger
- EAX=getItemByID(lines[27])
- end
- if (itemslot == 8) then --ink ribbon
- EAX=getItemByID(lines[28])
- end
- end
- if (room == 23) then --large gallery
- if (itemslot == 7) then --mask without mouth
- EAX=getItemByID(lines[19])
- end
- end
- if (room == 24) then --east wing storeroom
- if (itemslot == 0) then --fuel canteen
- EAX=getItemByID(lines[37])
- end
- if (itemslot == 3) then --old key
- EAX=getItemByID(lines[38])
- end
- if (itemslot == 8) then --handgun magazine
- EAX=getItemByID(lines[40])
- end
- if (itemslot == 5) then --shotgun shells
- EAX=getItemByID(lines[41])
- end
- if (itemslot == 6) then --first aid spray
- EAX=getItemByID(lines[39])
- end
- end
- if (room == 25) then --courtyard study
- if (itemslot == 5) then --flash grenade
- EAX=getItemByID(lines[36])
- end
- if (itemslot == 1) then --shotgun shells
- EAX=getItemByID(lines[34])
- end
- if (itemslot == 4) then -- metal object
- EAX=getItemByID(lines[35])
- end
- end
- if (room == 27) then --garden shed
- if (itemslot == 1) then --shotgun shells
- EAX=getItemByID(lines[42])
- end
- if (itemslot == 2) then --first aid spray
- EAX=getItemByID(lines[44])
- end
- if (itemslot == 0) then --flash grenade
- EAX=getItemByID(lines[43])
- end
- if (itemslot == 5) then --flash grenade from wesker
- EAX=getItemByID(lines[45])
- end
- if (itemslot == 6) then --shotgun shells from wesker
- EAX=getItemByID(lines[47])
- end
- if (itemslot == 7) then --first aid spray
- EAX=getItemByID(lines[46])
- end
- end
- end
- if (stage == 2) then
- if (room == 2) then --dining room 2F
- if (itemslot == 3) then --dagger
- EAX=getItemByID(lines[50])
- end
- end
- if (room == 3) then --outside balcony
- if (itemslot == 0) then --dog collar / imitation key
- --EAX=getItemByID(lines[49]) taken out for now
- end
- end
- if (room == 4) then --C corridor
- if (itemslot == 5) then --wooden mount
- EAX=getItemByID(lines[79])
- end
- end
- if (room == 5) then -- armor room
- if (itemslot == 6) then --jewelry box / mask without all
- EAX=getItemByID(lines[80])
- end
- end
- if (room == 6) then --small library
- if (itemslot == 1) then --dog whistle
- EAX=getItemByID(lines[83])
- end
- if (itemslot == 6) then --handgun magazine
- EAX=getItemByID(lines[84])
- end
- if (itemslot == 0) then --lighter JILL ONLY
- EAX=getItemByID(lines[1])
- end
- end
- if (room == 8) then -- deer room
- if (itemslot == 1) then --red herb
- EAX=getItemByID(lines[89])
- end
- end
- if (room == 9) then -- bedroom
- if (itemslot == 6) then --first aid box (first aid spray)
- EAX=getItemByID(lines[85])
- end
- if (itemslot == 5) then --old key
- EAX=getItemByID(lines[86])
- end
- if (itemslot == 0) then --ink ribbon
- EAX=getItemByID(lines[87])
- end
- if (itemslot == 3) then --green herb
- EAX=getItemByID(lines[88])
- end
- end
- if (room == 10) then -- fish tank room
- if (itemslot == 0x0000000D) then --wind crest
- EAX=getItemByID(lines[93])
- end
- end
- if (room == 11) then --resting room
- if (itemslot == 0) then --green herb
- EAX=getItemByID(lines[82])
- end
- end
- if (room == 12) then --sliding trap room / secret passage
- if (itemslot == 0x00000010) then --dagger
- EAX=getItemByID(lines[81])
- end
- if (itemslot == 2) then --medal of eagle book
- EAX=getItemByID(lines[48])
- end
- end
- if (room == 13) then --pillar room
- if (itemslot == 0) then --green herb (right)
- EAX=getItemByID(lines[71])
- end
- if (itemslot == 1) then --green herb (left)
- EAX=getItemByID(lines[72])
- end
- end
- if (room == 14) then --attic entry
- if (itemslot == 3) then --flash grenade
- EAX=getItemByID(lines[76])
- end
- end
- if (room == 15) then --small dining room
- if (itemslot == 1) then --music mid pages
- EAX=getItemByID(lines[75])
- end
- if (itemslot == 4) then --handgun magazine (in cupboard)
- EAX=getItemByID(lines[73])
- end
- if (itemslot == 6) then --handgun magazine (on table)
- EAX=getItemByID(lines[74])
- end
- end
- if (room == 16) then --attic
- if (itemslot == 0) then --mask without nose
- EAX=getItemByID(lines[78])
- end
- if (itemslot == 4) then --shotgun shells
- EAX=getItemByID(lines[77])
- end
- end
- if (room == 18) then --outside patio
- if (itemslot == 1) then --dagger
- EAX=getItemByID(lines[68])
- end
- if (itemslot == 3) then --green herb (left)
- EAX=getItemByID(lines[69])
- end
- if (itemslot == 0x0000000E) then --green herb (right)
- EAX=getItemByID(lines[70])
- end
- if (itemslot == 0x0000000B) then --grenade launcher, jill only
- EAX=getItemByID(lines[38])
- end
- end
- if (room == 19) then --elevator corridor
- if (itemslot == 2) then --green herb (left)
- EAX=getItemByID(lines[54])
- end
- if (itemslot == 4) then --green herb (right)
- EAX=getItemByID(lines[55])
- end
- if (itemslot == 5) then --red herb
- EAX=getItemByID(lines[56])
- end
- end
- if (room == 20) then --mirror corridor
- if (itemslot == 0) then --handgun magazine
- EAX=getItemByID(lines[53])
- end
- if (itemslot == 1) then --arrowhead
- EAX=getItemByID(lines[52])
- end
- if (itemslot == 2) then --green herb
- EAX=getItemByID(lines[51])
- end
- end
- if (room == 21) then --trophy room
- if (itemslot == 1) then --shotgun shells
- EAX=getItemByID(lines[61])
- end
- --red and yellow gemstone should be here but aren't :(
- if (itemslot == 0) then --dagger
- EAX=getItemByID(lines[64])
- end
- end
- if (room == 22) then --library
- if (itemslot == 0x0000000B) then --green herb (right)
- EAX=getItemByID(lines[65])
- end
- if (itemslot == 0x0000000C) then --green herb (left)
- EAX=getItemByID(lines[66])
- end
- if (itemslot == 4) then --last book 2, medal of wolf
- EAX=getItemByID(lines[67])
- end
- end
- if (room == 25) then --materials room
- if (itemslot == 0) then --shotgun shells (left)
- EAX=getItemByID(lines[57])
- end
- if (itemslot == 1) then --shotgun shells (right)
- EAX=getItemByID(lines[58])
- end
- if (itemslot == 3) then --flash grenade
- EAX=getItemByID(lines[59])
- end
- if (itemslot == 2) then --battery
- EAX=getItemByID(lines[60])
- end
- end
- if (room == 26) then --concrete passage 1
- if (itemslot == 0) then --shotgun shells
- EAX=getItemByID(lines[100])
- end
- end
- if (room == 27) then --concrete passage 2
- if (itemslot == 3) then --red herb
- EAX=getItemByID(lines[96])
- end
- if (itemslot == 4) then --blue herb
- EAX=getItemByID(lines[97])
- end
- if (itemslot == 2) then --handgun magazine
- EAX=getItemByID(lines[99])
- end
- if (itemslot == 5) then --dagger
- EAX=getItemByID(lines[98])
- end
- end
- if (room == 28) then --kitchen
- if (itemslot == 3) then --dagger
- EAX=getItemByID(lines[94])
- end
- if (itemslot == 4) then --old key
- EAX=getItemByID(lines[95])
- end
- end
- end
- if (stage == 3) then
- if (room == 0) then --main garden
- if (itemslot == 4) then --blue herb
- EAX=getItemByID(lines[110])
- end
- if (itemslot == 5) then --green herb
- EAX=getItemByID(lines[109])
- end
- end
- if (room == 4) then --zig zag path
- if (itemslot == 3) then --red herb
- EAX=getItemByID(lines[111])
- end
- end
- if (room == 6) then --underground statue room
- if (itemslot == 5) then --cylinder
- EAX=getItemByID(lines[123])
- end
- end
- if (room == 7) then --entrance passage
- if (itemslot == 2) then --ink ribbon
- EAX=getItemByID(lines[112])
- end
- if (itemslot == 4) then --green herb
- EAX=getItemByID(lines[113])
- end
- end
- if (room == 9) then --generator room
- if (itemslot == 5) then --shaft / CANNOT DO THIS DUE TO DUPE CONFLICT
- --EAX=getItemByID(lines[115])
- end
- if (itemslot == 0x0000000C) then --handgun magazine near door
- EAX=getItemByID(lines[114])
- end
- if (itemslot == 0x0000000D) then --handgun magazine near elevator
- EAX=getItemByID(lines[116])
- end
- end
- if (room == 10) then --enrico room
- if (itemslot == 3) then --hex crank / removed due to enrico bug
- EAX=getItemByID(lines[117])
- end
- end
- if (room == 11) then --boulder passage 1
- if (itemslot == 1) then --shotgun shells
- EAX=getItemByID(lines[118])
- end
- end
- if (room == 12) then --spider room
- if (itemslot == 0) then --knife
- EAX=getItemByID(lines[119])
- end
- end
- if (room == 13) then --straight passage
- if (itemslot == 4) then --blue herb (right)
- EAX=getItemByID(lines[120])
- end
- if (itemslot == 5) then --blue herb (left)
- EAX=getItemByID(lines[121])
- end
- end
- if (room == 15) then --boulder passage 2
- if (itemslot == 5) then --first aid box (first aid spray)
- EAX=getItemByID(lines[122])
- end
- end
- if (room == 18) then --small headstone area
- if (itemslot == 7) then --magnum
- EAX=getItemByID(lines[107])
- end
- if (itemslot == 5) then --star crest
- EAX=getItemByID(lines[105])
- end
- if (itemslot == 6) then --moon crest
- EAX=getItemByID(lines[104])
- end
- if (itemslot == 4) then --sun crest
- EAX=getItemByID(lines[106])
- end
- end
- if (room == 20) then --cabin
- if (itemslot == 6) then --square crank
- EAX=getItemByID(lines[108])
- end
- end
- if (room == 22) then --garbage compactor room
- if (itemslot == 4) then --broken flamethrower -- taken out for now due to being required in it's area
- --EAX=getItemByID(lines[124])
- end
- end
- if (room == 23) then --winding underground passage
- if (itemslot == 7) then --green herb
- EAX=getItemByID(lines[125])
- end
- if (itemslot == 9 or itemslot == 8) then --red herb (green in hard)
- EAX=getItemByID(lines[126])
- end
- end
- if (room == 24) then --underground storage
- if (itemslot == 9) then --magnum rounds
- EAX=getItemByID(lines[127])
- end
- if (itemslot == 0x0000000A) then --handgun magazine
- EAX=getItemByID(lines[128])
- end
- if (itemslot == 8) then --flash grenade
- EAX=getItemByID(lines[129])
- end
- end
- if (room == 25) then --lisa's room
- if (itemslot == 3) then --jewelry box / stone ring
- EAX=getItemByID(lines[130])
- end
- if (itemslot == 0x0000000D) then --green herb
- EAX=getItemByID(lines[132])
- end
- if (itemslot == 0x0000000E) then --blue herb
- EAX=getItemByID(lines[131])
- end
- end
- end
- if (stage == 4) then
- if (room == 0) then --entry corridor
- if (itemslot == 2) then --blue herb (right)
- EAX=getItemByID(lines[133])
- end
- if (itemslot == 3) then --blue herb (middle)
- EAX=getItemByID(lines[134])
- end
- if (itemslot == 4) then --blue herb (left)
- EAX=getItemByID(lines[135])
- end
- end
- if (room == 1) then --room 001
- if (itemslot == 3) then -- handgun magazine
- EAX=getItemByID(lines[139])
- end
- if (itemslot == 2) then -- self defense gun
- EAX=getItemByID(lines[138])
- end
- end
- if (room == 2) then --room 001 bathroom
- if (itemslot == 0) then -- control room key
- EAX=getItemByID(lines[140])
- end
- end
- if (room == 3) then --residence storeroom
- if (itemslot == 0) then --ink ribbon
- EAX=getItemByID(lines[136])
- end
- if (itemslot == 3) then --flash grenade
- EAX=getItemByID(lines[137])
- end
- end
- if (room == 4) then --rec room
- if (itemslot == 0x0000000B) then --green herb
- EAX=getItemByID(lines[141])
- end
- if (itemslot == 0x0000000C) then --green herb
- EAX=getItemByID(lines[142])
- end
- if (itemslot == 0x0000000D) then --First Aid Box (Mixed Herbs G+B)
- EAX=getItemByID(lines[144])
- end
- if (itemslot == 0x0000000E) then --shotgun shells
- EAX=getItemByID(lines[145])
- end
- if (itemslot == 0x0000000A) then --unprinted book
- EAX=getItemByID(lines[143])
- end
- end
- if (room == 7) then --room 002 bathroom
- if (itemslot == 6) then --key for room 001
- EAX=getItemByID(lines[146])
- end
- end
- if (room == 8) then --gallery
- if (itemslot == 5) then --handgun magazine
- EAX=getItemByID(lines[147])
- end
- if (itemslot == 3) then --insecticide spray
- EAX=getItemByID(lines[148])
- end
- if (itemslot == 2) then --key for room 003
- EAX=getItemByID(lines[149])
- end
- if (itemslot == 9) then --red herb
- EAX=getItemByID(lines[150])
- end
- end
- if (playingas == "jill") then
- if (room == 9) then --residence medical room, JILL ONLY
- if (itemslot == 0) then --bottle
- EAX=getItemByID(lines[95])
- end
- if (itemslot == 1) then --bottle
- EAX=getItemByID(lines[76])
- end
- if (itemslot == 2) then --bottle
- EAX=getItemByID(lines[77])
- end
- if (itemslot == 3) then --bottle
- EAX=getItemByID(lines[86])
- end
- end
- end
- if (room == 12) then --plant 42 room
- if (itemslot == 0) then -- helmet key
- EAX=getItemByID(lines[151])
- end
- end
- if (room == 13) then --aqua ring entry / exit
- if (itemslot == 4) then --green herb
- EAX=getItemByID(lines[152])
- end
- if (itemslot == 5) then --magnum rounds
- EAX=getItemByID(lines[156])
- end
- end
- if (room == 16) then --aqua ring storage
- if (itemslot == 3) then --shotgun shells
- EAX=getItemByID(lines[154])
- end
- if (itemslot == 4) then --magnum rounds on hard, same slot as above intentionally
- EAX=getItemByID(lines[154])
- end
- end
- if (room == 17) then --control room
- if (itemslot == 0x0000000C) then --first aid box (green + green)
- EAX=getItemByID(lines[153])
- end
- end
- if (room == 18) then --aqua ring water tank
- if (itemslot == 5) then --gallery key
- EAX=getItemByID(lines[155])
- end
- end
- end
- if (stage == 5) then
- if (room == 2) then --item box room
- if (itemslot == 2) then --ink ribbon
- EAX=getItemByID(lines[157])
- end
- end
- if (room == 3) then --laboratory stairway
- if (itemslot == 0) then --MO Disk
- EAX=getItemByID(lines[160])
- end
- if (itemslot == 1) then --green herb (far)
- EAX=getItemByID(lines[158])
- end
- if (itemslot == 4) then --green herb (near)
- EAX=getItemByID(lines[159])
- end
- end
- if (room == 4) then --visual data room
- if (itemslot == 9) then --first aid spray
- EAX=getItemByID(lines[161])
- end
- if (itemslot == 2) then --MO Disk
- EAX=getItemByID(lines[162])
- end
- if (itemslot == 0x0000000C) then --shotgun shells
- EAX=getItemByID(lines[163])
- end
- if (itemslot == 5) then --power area key
- EAX=getItemByID(lines[164])
- end
- end
- if (room == 5) then --O room
- if (itemslot == 0) then --dagger
- EAX=getItemByID(lines[170])
- end
- end
- if (room == 6) then --operating room
- if (itemslot == 1) then --magnum rounds
- EAX=getItemByID(lines[171])
- end
- if (itemslot == 9) then --first aid box (1 green herb)
- EAX=getItemByID(lines[173])
- end
- if (itemslot == 0) then --flash grenade
- EAX=getItemByID(lines[172])
- end
- end
- if (room == 7) then --morgue
- if (itemslot == 0) then --flash grenade
- EAX=getItemByID(lines[174])
- end
- if (itemslot == 0x00000010) then --shotgun shells
- EAX=getItemByID(lines[175])
- end
- end
- if (room == 8) then --pass code corridor
- if (itemslot == 4) then --first aid box (green + green)
- EAX=getItemByID(lines[165])
- end
- end
- if (room == 9) then --xray room A
- if (itemslot == 0x00000010) then --Xray CLARK
- EAX=getItemByID(lines[168])
- end
- if (itemslot == 6) then --Xray GAIL
- EAX=getItemByID(lines[169])
- end
- end
- if (room == 10) then --xray room B
- if (itemslot == 3) then --slide filter
- EAX=getItemByID(lines[167])
- end
- if (itemslot == 2) then --magnum rounds
- EAX=getItemByID(lines[166])
- end
- end
- if (room == 14) then --lab lounge
- if (itemslot == 1) then --ink ribbon
- EAX=getItemByID(lines[176])
- end
- if (itemslot == 0) then --shotgun shells
- EAX=getItemByID(lines[178])
- end
- if (itemslot == 5) then --first aid spray
- EAX=getItemByID(lines[177])
- end
- end
- if (room == 16) then --Power Maze B
- if (itemslot == 4) then --flash grenade
- EAX=getItemByID(lines[180])
- end
- end
- end
- end
- if (add == 0x0043D3F3) then --enemy id, changed from 0x0043D2E3
- val = EAX
- slot = EDX
- if (slot == 0 and val > 0) then
- if (stage == 1) then
- if (room == 1) then --west wing inner stairway
- EAX=getEnemyByID(lines[231])
- end
- if (room == 3) then --northern corridor / tea room
- EAX=getEnemyByID(lines[229])
- end
- if (room == 5) then --dining room
- EAX=getEnemyByID(lines[193])
- end
- if (room == 6) then --main entry hall
- EAX=getEnemyByID(lines[209])
- end
- if (room == 7) then --art room
- EAX=getEnemyByID(lines[183])
- end
- if (room == 8) then --L Corridor
- EAX=getEnemyByID(lines[204])
- end
- if (room == 9) then --bathroom / winding corridor
- EAX=getEnemyByID(lines[186])
- end
- if (room == 10) then --dark corridor
- EAX=getEnemyByID(lines[192])
- end
- if (room == 11) then --graveyard/crypt
- EAX=getEnemyByID(lines[191])
- end
- if (room == 13) then --tiger eye room
- EAX=getEnemyByID(lines[230])
- end
- if (room == 14) then --researcher's bedroom
- EAX=getEnemyByID(lines[220])
- end
- if (room == 17) then --large art room / mirror room
- EAX=getEnemyByID(lines[212])
- end
- if (room == 18) then --west wing outer stairway
- EAX=getEnemyByID(lines[232])
- end
- if (room == 20) then --outside boiler
- EAX=getEnemyByID(lines[214])
- end
- if (room == 23) then --large gallery
- EAX=getEnemyByID(lines[206])
- end
- if (room == 26) then --roofed passage
- EAX=getEnemyByID(lines[221])
- end
- end
- if (stage == 2) then
- if (room == 2) then --dining room 2F
- EAX=getEnemyByID(lines[194])
- end
- if (room == 4) then --C corridor
- EAX=getEnemyByID(lines[188])
- end
- if (room == 6) then --small library
- EAX=getEnemyByID(lines[227])
- end
- if (room == 7) then --east wing stairway
- EAX=getEnemyByID(lines[195])
- end
- if (room == 13) then --pillar room
- EAX=getEnemyByID(lines[216])
- end
- if (room == 14) then --attic entry
- EAX=getEnemyByID(lines[185])
- end
- if (room == 15) then --small dining room
- EAX=getEnemyByID(lines[226])
- end
- if (room == 16) then --attic
- EAX=getEnemyByID(lines[184])
- end
- if (room == 18) then --Outside Patio
- EAX=getEnemyByID(lines[215])
- end
- if (room == 19) then --elevator corridor
- EAX=getEnemyByID(lines[196])
- end
- if (room == 20) then --mirror corridor
- EAX=getEnemyByID(lines[211])
- end
- if (room == 22) then --library
- EAX=getEnemyByID(lines[207])
- end
- if (room == 26) then --concrete passage 1
- EAX=getEnemyByID(lines[189])
- end
- if (room == 27) then --concrete passage 2
- EAX=getEnemyByID(lines[190])
- end
- if (room == 28) then --kitchen
- EAX=getEnemyByID(lines[203])
- end
- end
- if (stage == 3) then
- if (room == 0) then --main garden
- EAX=getEnemyByID(lines[208])
- end
- if (room == 8) then --forked passage
- EAX=getEnemyByID(lines[201])
- end
- if (room == 10) then --Enrico Room
- EAX=getEnemyByID(lines[198])
- end
- if (room == 11) then --boulder passage 1
- EAX=getEnemyByID(lines[187])
- end
- if (room == 19) then --forest pathway
- EAX=getEnemyByID(lines[200])
- end
- if (room == 21) then --jessica's tomb
- EAX=getEnemyByID(lines[202])
- end
- if (room == 23) then --winding underground passage
- EAX=getEnemyByID(lines[233])
- end
- end
- if (stage == 4) then
- if (room == 0) then --entry corridor
- EAX=getEnemyByID(lines[199])
- end
- if (room == 1) then --room 001
- EAX=getEnemyByID(lines[222])
- end
- if (room == 2) then --room 001 bathroom
- EAX=getEnemyByID(lines[223])
- end
- if (room == 6) then --room 002
- EAX=getEnemyByID(lines[224])
- end
- if (room == 7) then --room 002 bathroom
- EAX=getEnemyByID(lines[225])
- end
- if (room == 14) then --aqua ring walkway
- EAX=getEnemyByID(lines[182])
- end
- end
- if (stage == 5) then
- if (room == 3) then --laboratory stairway
- EAX=getEnemyByID(lines[205])
- end
- if (room == 5) then --O room
- EAX=getEnemyByID(lines[213])
- end
- if (room == 7) then --morgue / surgeon's room
- EAX=getEnemyByID(lines[228])
- end
- if (room == 10) then --xray room B
- EAX=getEnemyByID(lines[234])
- end
- if (room == 12) then --elevator entry
- EAX=getEnemyByID(lines[197])
- end
- if (room == 15) then --Power Maze A
- EAX=getEnemyByID(lines[218])
- end
- if (room == 16) then --Power Maze B
- EAX=getEnemyByID(lines[219])
- end
- if (room == 17) then --Power Control Room
- EAX=getEnemyByID(lines[217])
- end
- if (room == 19) then --Main Laboratory
- EAX=getEnemyByID(lines[210])
- end
- end
- end
- end
- if (add == 0x0041F2BC) then --animation, changed from 0x0041F22C
- shouldwrite = false
- if (stage == 1) then
- if (room == 1 or room == 3 or room == 5 or room == 6 or room == 7 or room == 8 or room == 9 or room == 10 or room == 11 or room == 13 or room == 14 or room == 17 or room == 18 or room == 20 or room == 23 or room == 26) then
- shouldwrite = true
- end
- end
- if (stage == 2) then
- if (room == 2 or room == 4 or room == 6 or room == 7 or room == 13 or room == 14 or room == 15 or room == 16 or room == 18 or room == 19 or room == 20 or room == 22 or room == 26 or room == 27 or room == 28) then
- shouldwrite = true
- end
- end
- if (stage == 3) then
- if (room == 0 or room == 8 or room == 10 or room == 11 or room == 19 or room == 21 or room == 23) then
- shouldwrite = true
- end
- end
- if (stage == 4) then
- if (room == 0 or room == 1 or room == 2 or room == 6 or room == 7 or room == 14) then
- shouldwrite = true
- end
- end
- if (stage == 5) then
- if (room == 3 or room == 5 or room == 7 or room == 10 or room == 12 or room == 15 or room == 16 or room == 17 or room == 19) then
- shouldwrite = true
- end
- end
- --print('anim ID is:' .. ESI+0x33)
- --print("setting anim to 0")
- if (shouldwrite == true) then
- target = ESI+0x33
- writeBytes(target, 0x00);
- end
- --print("CRIMSONTEST")
- if (spawningcrimson == true) then
- target = ESI+0x31
- writeBytes(target, 0x0B)
- writeBytes(target + 0x1, 0x02)
- writeBytes(target + 0x2, 0x0A)
- end
- end
- if (add == 0x00407D78) then --changed from 0x00407D88
- room = EAX
- stage = EDX
- --print("room: " .. room)
- --print("stage: " .. stage)
- spawningcrimson = false --reset crimson flag each time we change room
- --print("SPAWNINGCRIMSONFALSESET")
- if (stage == 0) then
- stage = 1
- end
- if (stage > 10) then --loaded game so the stage is garbage
- if (room == 24 or room == 5) then --east wing storeroom or dining room
- stage = 1
- end
- if (room == 20 or room == 7) then --cabin or entrance passage
- stage = 3
- end
- if (room == 2 or room == 14) then --lab entrance and lab lounge
- stage = 5
- end
- if (room == 3) then --residence storage room
- stage = 4
- end
- end
- end
- if (add == 0x004E823D) then --cutscene items, changed from 0x004E7E6D
- target = ECX+0x624C
- doswap = false
- itemtopos = 0x000E0001 --debug rocket launcher in case of errors
- if (stage == 2) then
- if (room == 10) then --Fish Tank Room
- cutsceneitem = readBytes(target, 1)
- if (cutsceneitem == 0x75) then--gotta check it's not the bees
- itemtopos = getItemByID(lines[90]) --fish hook
- doswap = true
- end
- end
- if (room == 18) then --Outside Patio
- itemtopos = getItemByID(lines[38]) --grenade launcher, jill only
- doswap = true
- end
- if (room == 21) then --Trophy Room
- cutsceneitem = readBytes(target, 1)
- if (cutsceneitem == 0x48) then
- itemtopos = getItemByID(lines[62]) --red gemstone
- doswap = true
- end
- if (cutsceneitem == 0x4A) then
- itemtopos = getItemByID(lines[63]) --yellow gemstone
- doswap = true
- end
- end
- end
- if (stage == 3) then
- if (room == 10) then --Enrico Room
- itemtopos = getItemByID(lines[117]) --hex crank
- doswap = true
- end
- end
- if (stage == 5) then
- if (room == 15) then --Power Maze A
- itemtopos = getItemByID(lines[179]) --fuel capsule
- doswap = true
- end
- end
- if (doswap == true) then
- --print("cutscene injection!")
- writeBytes(target, ((itemtopos & 0xFF0000) >> 16))
- writeBytes(target+8, (itemtopos & 0xFF))
- end
- end
- debug_continueFromBreakpoint(co_run)
- return 1
- end
- function FormClose(sender)
- closeCE()
- return caHide --Possible options: caHide, caFree, caMinimize, caNone
- end
- function CEButton1Click(sender) --jill
- playingas = "jill"
- setProperty(UDF1.CELabel8,"Caption", "Jill has been chosen on Normal difficulty")
- local file = TrainerOrigin..'\\ItemListJillNormal.txt'
- local lines = lines_from(file)
- local count = 0
- -- print all line numbers and their contents
- for k,v in pairs(lines) do
- count = count + 1
- --print('line[' .. k .. ']', v)
- end
- if (lines[200] ~= "-1") then
- enemyrando = true
- end
- if (lines[400] ~= "-1") then
- doorrando = true
- end
- if (count > 500) then
- lockrando = true
- end
- HookBHD()
- if (count == 0) then
- --print('ERROR: ItemList.txt not found, have you generated it using the generator exe?')
- setProperty(UDF1.CELabel6,"Caption", "NOT FOUND! Generate then relaunch this!")
- setProperty(UDF1.CELabel6,"Color", 0x0000FF)
- setProperty(UDF1.CELabel12,"Caption", "ERROR")
- setProperty(UDF1.CELabel12,"Color", 0x0000FF)
- canrandomize = false
- else
- --print('ItemList found and loaded!')
- setProperty(UDF1.CELabel6,"Caption", "FOUND!")
- setProperty(UDF1.CELabel6,"Color", 0x00FF00)
- setProperty(UDF1.CELabel12,"Caption", "ON")
- setProperty(UDF1.CELabel12,"Color", 0x00FF00)
- end
- setProperty(UDF1.CELabel13,"Caption", "OFF")
- setProperty(UDF1.CELabel13,"Color", 0x0000FF)
- setProperty(UDF1.CELabel14,"Caption", "OFF")
- setProperty(UDF1.CELabel14,"Color", 0x0000FF)
- setProperty(UDF1.CELabel16,"Caption", "OFF")
- setProperty(UDF1.CELabel16,"Color", 0x0000FF)
- if (enemyrando == true) then
- setProperty(UDF1.CELabel13,"Caption", "ON")
- setProperty(UDF1.CELabel13,"Color", 0x00FF00)
- end
- if (doorrando == true) then
- setProperty(UDF1.CELabel14,"Caption", "ON")
- setProperty(UDF1.CELabel14,"Color", 0x00FF00)
- end
- if (lockrando == true) then
- setProperty(UDF1.CELabel16,"Caption", "ON")
- setProperty(UDF1.CELabel16,"Color", 0x00FF00)
- end
- end
- function CEButton2Click(sender) --chris
- playingas = "chris"
- setProperty(UDF1.CELabel8,"Caption", "Chris has been chosen on Normal difficulty")
- local file = TrainerOrigin..'\\ItemListChrisNormal.txt'
- local lines = lines_from(file)
- local count = 0
- -- print all line numbers and their contents
- for k,v in pairs(lines) do
- count = count + 1
- --print('line[' .. k .. ']', v)
- end
- if (lines[200] ~= "-1") then
- enemyrando = true
- end
- if (lines[400] ~= "-1") then
- doorrando = true
- end
- if (count > 500) then
- lockrando = true
- end
- HookBHD()
- if (count == 0) then
- --print('ERROR: ItemList.txt not found, have you generated it using the generator exe?')
- setProperty(UDF1.CELabel6,"Caption", "NOT FOUND! Generate then relaunch this!")
- setProperty(UDF1.CELabel6,"Color", 0x0000FF)
- setProperty(UDF1.CELabel12,"Caption", "ERROR")
- setProperty(UDF1.CELabel12,"Color", 0x0000FF)
- canrandomize = false
- else
- --print('ItemList found and loaded!')
- setProperty(UDF1.CELabel6,"Caption", "FOUND!")
- setProperty(UDF1.CELabel6,"Color", 0x00FF00)
- setProperty(UDF1.CELabel12,"Caption", "ON")
- setProperty(UDF1.CELabel12,"Color", 0x00FF00)
- end
- setProperty(UDF1.CELabel13,"Caption", "OFF")
- setProperty(UDF1.CELabel13,"Color", 0x0000FF)
- setProperty(UDF1.CELabel14,"Caption", "OFF")
- setProperty(UDF1.CELabel14,"Color", 0x0000FF)
- setProperty(UDF1.CELabel16,"Caption", "OFF")
- setProperty(UDF1.CELabel16,"Color", 0x0000FF)
- if (enemyrando == true) then
- setProperty(UDF1.CELabel13,"Caption", "ON")
- setProperty(UDF1.CELabel13,"Color", 0x00FF00)
- end
- if (doorrando == true) then
- setProperty(UDF1.CELabel14,"Caption", "ON")
- setProperty(UDF1.CELabel14,"Color", 0x00FF00)
- end
- if (lockrando == true) then
- setProperty(UDF1.CELabel16,"Caption", "ON")
- setProperty(UDF1.CELabel16,"Color", 0x00FF00)
- end
- end
- function HookBHD()
- PROCESS_NAME = 'bhd.exe'
- if getProcessIDFromProcessName(PROCESS_NAME) ~= nil then
- openProcess(PROCESS_NAME) ---- Open the process
- local pickupitemadd = getAddress("bhd.exe+20246") --was bhd.exe+20216
- local dooradd = getAddress("bhd.exe+7D78") --was bhd.exe+7D88
- local cutsceneadd = getAddress("bhd.exe+E823D") --was bhd.exe+E7E6D
- local animadd = getAddress("bhd.exe+1F2BC") --was bhd.exe+1F22C
- local enemyadd = getAddress("bhd.exe+3D3F3") --was bhd.exe+3D2E3
- local randodooradd = getAddress("bhd.exe+1DAC4") --was bhd.exe+1DAB4
- debug_setBreakpoint(pickupitemadd)
- debug_setBreakpoint(dooradd)
- debug_setBreakpoint(cutsceneadd)
- if (enemyrando == true) then
- debug_setBreakpoint(animadd)
- debug_setBreakpoint(enemyadd)
- end
- if (doorrando == true or lockrando == true) then
- debug_setBreakpoint(randodooradd)
- end
- --print('bhd.exe successfully detected and hooked in!')
- setProperty(UDF1.CELabel4,"Caption", "Hooked in!")
- setProperty(UDF1.CELabel4,"Color", 0x00FF00)
- else
- --print('ERROR: Game not detected, launch game before launching this!')
- canrandomize = false
- setProperty(UDF1.CELabel4,"Caption", "Not Hooked in! Launch bhd.exe before this!")
- setProperty(UDF1.CELabel4,"Color", 0x0000FF)
- end
- setProperty(UDF1.CEButton1,"Enabled", false)
- setProperty(UDF1.CEButton2,"Enabled", false)
- setProperty(UDF1.CEButton3,"Enabled", false)
- setProperty(UDF1.CEButton4,"Enabled", false)
- end
- function CEButton3Click(sender)
- playingas = "jill"
- difficulty = "hard"
- setProperty(UDF1.CELabel8,"Caption", "Jill has been chosen on Hard difficulty")
- local file = TrainerOrigin..'\\ItemListJillHard.txt'
- local lines = lines_from(file)
- local count = 0
- -- print all line numbers and their contents
- for k,v in pairs(lines) do
- count = count + 1
- --print('line[' .. k .. ']', v)
- end
- if (lines[200] ~= "-1") then
- enemyrando = true
- end
- if (lines[400] ~= "-1") then
- doorrando = true
- end
- if (count > 500) then
- lockrando = true
- end
- HookBHD()
- if (count == 0) then
- --print('ERROR: ItemList.txt not found, have you generated it using the generator exe?')
- setProperty(UDF1.CELabel6,"Caption", "NOT FOUND! Generate then relaunch this!")
- setProperty(UDF1.CELabel6,"Color", 0x0000FF)
- setProperty(UDF1.CELabel12,"Caption", "ERROR")
- setProperty(UDF1.CELabel12,"Color", 0x0000FF)
- canrandomize = false
- else
- --print('ItemList found and loaded!')
- setProperty(UDF1.CELabel6,"Caption", "FOUND!")
- setProperty(UDF1.CELabel6,"Color", 0x00FF00)
- setProperty(UDF1.CELabel12,"Caption", "ON")
- setProperty(UDF1.CELabel12,"Color", 0x00FF00)
- end
- setProperty(UDF1.CELabel13,"Caption", "OFF")
- setProperty(UDF1.CELabel13,"Color", 0x0000FF)
- setProperty(UDF1.CELabel14,"Caption", "OFF")
- setProperty(UDF1.CELabel14,"Color", 0x0000FF)
- setProperty(UDF1.CELabel16,"Caption", "OFF")
- setProperty(UDF1.CELabel16,"Color", 0x0000FF)
- if (enemyrando == true) then
- setProperty(UDF1.CELabel13,"Caption", "ON")
- setProperty(UDF1.CELabel13,"Color", 0x00FF00)
- end
- if (doorrando == true) then
- setProperty(UDF1.CELabel14,"Caption", "ON")
- setProperty(UDF1.CELabel14,"Color", 0x00FF00)
- end
- if (lockrando == true) then
- setProperty(UDF1.CELabel16,"Caption", "ON")
- setProperty(UDF1.CELabel16,"Color", 0x00FF00)
- end
- end
- function CEButton4Click(sender)
- playingas = "chris"
- difficulty = "hard"
- setProperty(UDF1.CELabel8,"Caption", "Chris has been chosen on Hard difficulty")
- local file = TrainerOrigin..'\\ItemListChrisHard.txt'
- local lines = lines_from(file)
- local count = 0
- -- print all line numbers and their contents
- for k,v in pairs(lines) do
- count = count + 1
- --print('line[' .. k .. ']', v)
- end
- if (lines[200] ~= "-1") then
- enemyrando = true
- end
- if (lines[400] ~= "-1") then
- doorrando = true
- end
- if (count > 500) then
- lockrando = true
- end
- HookBHD()
- if (count == 0) then
- --print('ERROR: ItemList.txt not found, have you generated it using the generator exe?')
- setProperty(UDF1.CELabel6,"Caption", "NOT FOUND! Generate then relaunch this!")
- setProperty(UDF1.CELabel6,"Color", 0x0000FF)
- setProperty(UDF1.CELabel12,"Caption", "ERROR")
- setProperty(UDF1.CELabel12,"Color", 0x0000FF)
- canrandomize = false
- else
- --print('ItemList found and loaded!')
- setProperty(UDF1.CELabel6,"Caption", "FOUND!")
- setProperty(UDF1.CELabel6,"Color", 0x00FF00)
- setProperty(UDF1.CELabel12,"Caption", "ON")
- setProperty(UDF1.CELabel12,"Color", 0x00FF00)
- end
- setProperty(UDF1.CELabel13,"Caption", "OFF")
- setProperty(UDF1.CELabel13,"Color", 0x0000FF)
- setProperty(UDF1.CELabel14,"Caption", "OFF")
- setProperty(UDF1.CELabel14,"Color", 0x0000FF)
- setProperty(UDF1.CELabel16,"Caption", "OFF")
- setProperty(UDF1.CELabel16,"Color", 0x0000FF)
- if (enemyrando == true) then
- setProperty(UDF1.CELabel13,"Caption", "ON")
- setProperty(UDF1.CELabel13,"Color", 0x00FF00)
- end
- if (doorrando == true) then
- setProperty(UDF1.CELabel14,"Caption", "ON")
- setProperty(UDF1.CELabel14,"Color", 0x00FF00)
- end
- if (lockrando == true) then
- setProperty(UDF1.CELabel16,"Caption", "ON")
- setProperty(UDF1.CELabel16,"Color", 0x00FF00)
- end
- end
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