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- 0401:
- 00A102000000 Set Objective Bits (02000000)
- 017400 Return value loop when button is pressed 0174 (00)
- 011100CF Prerecorded camera: movement, rotation, and special fx info Chicago Prerecorded Fx Intro
- 017D2F Change Music To Track # (Chicago intro)
- 00A7F800000400 Set Tags for Guard ID# (Joanna [player 1]) Hide Guard id (Show if Unset)
- 011600 Show 16-Object (Chicago Hovertaxi)
- 00AD0004000000 Set Tags 2 for 16-Object (Chicago Hovertaxi)
- 01180000000010 Set Tags 3 for 16-Object (Chicago Hovertaxi)
- 011200D60004FFFF 16-Object Does Animation (Chicago Hovertaxi)
- 011601 Show 16-Object (Chicago Hovertaxi)
- 00AD0104000000 Set Tags 2 for 16-Object (Chicago Hovertaxi)
- 01180100000010 Set Tags 3 for 16-Object (Chicago Hovertaxi)
- 011200D70104FFFF 16-Object Does Animation (Chicago Hovertaxi)
- 011602 Show 16-Object (Chicago Hovertaxi)
- 00AD0204000000 Set Tags 2 for 16-Object (Chicago Hovertaxi)
- 01180200000010 Set Tags 3 for 16-Object (Chicago Hovertaxi)
- 011200D80204FFFF 16-Object Does Animation (Chicago Hovertaxi)
- 011603 Show 16-Object (Chicago Intro Police hovercar)
- 00AD0304000000 Set Tags 2 for 16-Object (Chicago Intro Police hovercar)
- 01180300000010 Set Tags 3 for 16-Object (Chicago Intro Police hovercar)
- 011200D50304FFFF 16-Object Does Animation (Chicago Intro Police hovercar) Chicago Intro, Joanna (hops fence)
- 00A71A00000400 Set Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 01CB000000FF0000 Fade In/Out 01CB (000000FF0000)
- 01CB00000000005A Fade In/Out 01CB (00000000005A)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 011303 If Prerecorded camera not finished, Return Value Loop 0113 (03)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017404 Return value loop when button is pressed 0174 (04)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A8F800000400 Unset Tags for Guard ID# (Joanna [player 1]) Hide Guard id (Show if Unset)
- 011700 Hide 16-Object (Chicago Hovertaxi)
- 011701 Hide 16-Object (Chicago Hovertaxi)
- 011702 Hide 16-Object (Chicago Hovertaxi)
- 011703 Hide 16-Object (Chicago Intro Police hovercar)
- 00A81A00000400 Unset Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 000200 Resume If Return Value Loop Met 0002 (00)
- 0008 Jump to Return Subroutine
- 0004 Terminator
- 0402:
- 00A7F500000400 Set Tags for Guard ID# (Velvet Dark [player 2]) Hide Guard id (Show if Unset)
- 00A7F400000400 Set Tags for Guard ID# (Counter-operative [player 2]) Hide Guard id (Show if Unset)
- 017400 Return value loop when button is pressed 0174 (00)
- 011100D0 Prerecorded camera: movement, rotation, and special fx info Chicago Prerecorded Fx Intro
- 00A7F800000400 Set Tags for Guard ID# (Joanna [player 1]) Hide Guard id (Show if Unset)
- 011600 Show 16-Object (Chicago Hovertaxi)
- 00AD0004000000 Set Tags 2 for 16-Object (Chicago Hovertaxi)
- 01180000000010 Set Tags 3 for 16-Object (Chicago Hovertaxi)
- 011200DC0004FFFF 16-Object Does Animation (Chicago Hovertaxi)
- 011601 Show 16-Object (Chicago Hovertaxi)
- 00AD0104000000 Set Tags 2 for 16-Object (Chicago Hovertaxi)
- 01180100000010 Set Tags 3 for 16-Object (Chicago Hovertaxi)
- 011200DD0104FFFF 16-Object Does Animation (Chicago Hovertaxi)
- 011603 Show 16-Object (Chicago Intro Police hovercar)
- 00AD0304000000 Set Tags 2 for 16-Object (Chicago Intro Police hovercar)
- 01180300000010 Set Tags 3 for 16-Object (Chicago Intro Police hovercar)
- 011200D90304FFFF 16-Object Does Animation (Chicago Intro Police hovercar)
- 011605 Show 16-Object (Chicago Intro Police hovercar)
- 00AD0504000000 Set Tags 2 for 16-Object (Chicago Intro Police hovercar)
- 01180500000010 Set Tags 3 for 16-Object (Chicago Intro Police hovercar)
- 011200DB0504FFFF 16-Object Does Animation (Chicago Intro Police hovercar)
- 00A71A00000400 Set Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 011303 If Prerecorded camera not finished, Return Value Loop 0113 (03)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017404 Return value loop when button is pressed 0174 (04)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A8F800000400 Unset Tags for Guard ID# (Joanna [player 1]) Hide Guard id (Show if Unset)
- 011700 Hide 16-Object (Chicago Hovertaxi)
- 011701 Hide 16-Object (Chicago Hovertaxi)
- 011703 Hide 16-Object (Chicago Intro Police hovercar)
- 011705 Hide 16-Object (Chicago Intro Police hovercar)
- 00A81A00000400 Unset Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 000200 Resume If Return Value Loop Met 0002 (00)
- 0008 Jump to Return Subroutine
- 0004 Terminator
- 0403:
- 017400 Return value loop when button is pressed 0174 (00)
- 011100D1 Prerecorded camera: movement, rotation, and special fx info Chicago Prerecorded Fx Intro
- 00A7F800000400 Set Tags for Guard ID# (Joanna [player 1]) Hide Guard id (Show if Unset)
- 011603 Show 16-Object (Chicago Intro Police hovercar)
- 00AD0304000000 Set Tags 2 for 16-Object (Chicago Intro Police hovercar)
- 01180300000010 Set Tags 3 for 16-Object (Chicago Intro Police hovercar)
- 011200DE0304FFFF 16-Object Does Animation (Chicago Intro Police hovercar)
- 00A71A00000400 Set Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 01CAF80000 Set Guard's Weapon (cutscene) (Joanna [player 1]) ( 00 Nothing Right Gun, 00 Nothing left gun)
- 0003 Sleep For One Frame
- 01CAF80400 Set Guard's Weapon (cutscene) (Joanna [player 1]) ( 04 Falcon 2 (Scope) Right Gun, 00 Nothing left gun)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 011303 If Prerecorded camera not finished, Return Value Loop 0113 (03)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017404 Return value loop when button is pressed 0174 (04)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A8F800000400 Unset Tags for Guard ID# (Joanna [player 1]) Hide Guard id (Show if Unset)
- 011703 Hide 16-Object (Chicago Intro Police hovercar)
- 00A81A00000400 Unset Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 000200 Resume If Return Value Loop Met 0002 (00)
- 0008 Jump to Return Subroutine
- 0004 Terminator
- 0404:
- 011621 Show 16-Object (Chicago Wire fence)
- 00AD2104000000 Set Tags 2 for 16-Object (Chicago Wire fence)
- 01182100000010 Set Tags 3 for 16-Object (Chicago Wire fence)
- 011204702101FFFF 16-Object Does Animation (Chicago Wire fence)
- 017400 Return value loop when button is pressed 0174 (00)
- 011100E0 Prerecorded camera: movement, rotation, and special fx info Chicago Prerecorded Fx Intro
- 00A7F800800000 Set Tags for Guard ID# (Joanna [player 1])
- 011BF800020000 Set guard flag Tags 3 (Joanna [player 1])
- 000B00E1FFFFFFFF0600F804 Guard Plays Animation (Joanna [player 1]) Chicago Intro, Civilian (looks up)
- 00A71A00000400 Set Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 011303 If Prerecorded camera not finished, Return Value Loop 0113 (03)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017404 Return value loop when button is pressed 0174 (04)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A81A00000400 Unset Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 00A8F800800000 Unset Tags for Guard ID# (Joanna [player 1])
- 000200 Resume If Return Value Loop Met 0002 (00)
- 0008 Jump to Return Subroutine
- 0004 Terminator
- 0405:
- 011100D2 Prerecorded camera: movement, rotation, and special fx info Chicago Prerecorded Fx Intro
- 01753C Set Frames to Move Camera to Jo's head 0175 (3C)
- 017400 Return value loop when button is pressed 0174 (00)
- 00A7F800800000 Set Tags for Guard ID# (Joanna [player 1])
- 011BF800020000 Set guard flag Tags 3 (Joanna [player 1])
- 000B00DFFFFFFFFF0600F804 Guard Plays Animation (Joanna [player 1])
- 00A71A00000400 Set Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 00B6 Reset Cycle Counter And Enable It
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 01742F Return value loop when button is pressed 0174 (2F)
- 00BD0001E004 Check if Cycle Counter > Value, Return Value Loop 00BD (0001E004)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 01CAF80000 Set Guard's Weapon (cutscene) (Joanna [player 1]) ( 00 Nothing Right Gun, 00 Nothing left gun)
- 0003 Sleep For One Frame
- 01CAF80000 Set Guard's Weapon (cutscene) (Joanna [player 1]) ( 00 Nothing Right Gun, 00 Nothing left gun)
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- 017404 Return value loop when button is pressed 0174 (04)
- 00BD00038E04 Check if Cycle Counter > Value, Return Value Loop 00BD (00038E04)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 011303 If Prerecorded camera not finished, Return Value Loop 0113 (03)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017404 Return value loop when button is pressed 0174 (04)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000200 Resume If Return Value Loop Met 0002 (00)
- 00A8F500000400 Unset Tags for Guard ID# (Velvet Dark [player 2]) Hide Guard id (Show if Unset)
- 00A8F400000400 Unset Tags for Guard ID# (Counter-operative [player 2]) Hide Guard id (Show if Unset)
- 00D307 Turn off Sound in Slot 00D3 (07)
- 00A81A00000400 Unset Tags for Guard ID# (CIA Agent) Hide Guard id (Show if Unset)
- 00A8F800800000 Unset Tags for Guard ID# (Joanna [player 1])
- 011BF800020000 Set guard flag Tags 3 (Joanna [player 1])
- 000B00DFFFFEFFFF0600F802 Guard Plays Animation (Joanna [player 1])
- 017E Restart Default Music, Play from Beginning
- 0180 Restart Default Ambiance
- 00A120000000 Set Objective Bits (20000000)
- 00DD Switch Control to Joanna, Return from Camera
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 0406:
- 0006FD0407 Set Return Subroutine (for 0008 Command) (Guard [whatever called it]) (JAL TO: 0407)
- 0005FD0402 Jump To Function (Guard [whatever called it]) (JAL TO: 0402)
- 0004 Terminator
- 0407:
- 0006FD0408 Set Return Subroutine (for 0008 Command) (Guard [whatever called it]) (JAL TO: 0408)
- 0005FD0403 Jump To Function (Guard [whatever called it]) (JAL TO: 0403)
- 0004 Terminator
- 0408:
- 0006FD0409 Set Return Subroutine (for 0008 Command) (Guard [whatever called it]) (JAL TO: 0409)
- 0005FD0404 Jump To Function (Guard [whatever called it]) (JAL TO: 0404)
- 0004 Terminator
- 0409:
- 0005FD0405 Jump To Function (Guard [whatever called it]) (JAL TO: 0405)
- 0004 Terminator
- 040A:
- 0006FD0406 Set Return Subroutine (for 0008 Command) (Guard [whatever called it]) (JAL TO: 0406)
- 0005FD0401 Jump To Function (Guard [whatever called it]) (JAL TO: 0401)
- 0004 Terminator
- 040B:
- 01110178 Prerecorded camera: movement, rotation, and special fx info Chicago Prerecorded Fx Outro
- 017D2B Change Music To Track # (Chicago outro)
- 00A7F400000400 Set Tags for Guard ID# (Counter-operative [player 2]) Hide Guard id (Show if Unset)
- 00A7F100000400 Set Tags for Guard ID# (F1 Special Guard?) Hide Guard id (Show if Unset)
- 0005F20000 Jump To Function (Player 1 and Player 2) (JAL TO: 0000) Do Nothing (Ends Routine)
- 00E810 Immediately Open 16-Door Object (Chicago Unopened fire door)
- 00E811 Immediately Open 16-Door Object (Chicago Unopened fire door)
- 01170A Hide 16-Object (Chicago Hovertaxi)
- 01170C Hide 16-Object (Chicago dataDyne limo)
- 01150D Hide Guard ID (G5 Guard)
- 01150E Hide Guard ID (G5 Guard)
- 01150F Hide Guard ID (G5 Guard)
- 011510 Hide Guard ID (G5 Guard)
- 00A7F200800000 Set Tags for Guard ID# (Player 1 and Player 2)
- 00A8F200000400 Unset Tags for Guard ID# (Player 1 and Player 2) Hide Guard id (Show if Unset)
- 011BF200020000 Set guard flag Tags 3 (Player 1 and Player 2)
- 000B0179FFFFFFFF0600F204 Guard Plays Animation (Player 1 and Player 2) Chicago Outro, Joanna (walks, spins)
- 00B6 Reset Cycle Counter And Enable It
- 01CAF2FFFF Set Guard's Weapon (cutscene) (Player 1 and Player 2) (Hold nothing right hand, nothing in cinema)
- 0003 Sleep For One Frame
- 01CAF2FF02 Set Guard's Weapon (cutscene) (Player 1 and Player 2) (Continue same gun right hand, 02 Falcon 2 in cinema)
- 01D500 Hide/Show Non-Essential Actors 01D5 (00)
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00001E04 Check if Cycle Counter > Value, Return Value Loop 00BD (00001E04)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016107 Play Sound - Foot print on stone?
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00004604 Check if Cycle Counter > Value, Return Value Loop 00BD (00004604)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016207 Play Sound - Footstep
- 000230 Resume If Return Value Loop Met 0002 (30)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 000130 Go To Beginning, Then Return Value Loop 0001 (30)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016307 Play Sound - Footstep
- 000231 Resume If Return Value Loop Met 0002 (31)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000AE04 Check if Cycle Counter > Value, Return Value Loop 00BD (0000AE04)
- 000131 Go To Beginning, Then Return Value Loop 0001 (31)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016407 Play Sound - Footstep
- 000232 Resume If Return Value Loop Met 0002 (32)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000D004 Check if Cycle Counter > Value, Return Value Loop 00BD (0000D004)
- 000132 Go To Beginning, Then Return Value Loop 0001 (32)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE046D06 Play Sound - [empty 0-sized]
- 000233 Resume If Return Value Loop Met 0002 (33)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000D204 Check if Cycle Counter > Value, Return Value Loop 00BD (0000D204)
- 000133 Go To Beginning, Then Return Value Loop 0001 (33)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016107 Play Sound - Foot print on stone?
- 000234 Resume If Return Value Loop Met 0002 (34)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000EE04 Check if Cycle Counter > Value, Return Value Loop 00BD (0000EE04)
- 000134 Go To Beginning, Then Return Value Loop 0001 (34)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016207 Play Sound - Footstep
- 000235 Resume If Return Value Loop Met 0002 (35)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00011804 Check if Cycle Counter > Value, Return Value Loop 00BD (00011804)
- 000135 Go To Beginning, Then Return Value Loop 0001 (35)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017107 Play Sound - Metal grate footstep
- 000236 Resume If Return Value Loop Met 0002 (36)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00015E04 Check if Cycle Counter > Value, Return Value Loop 00BD (00015E04)
- 000136 Go To Beginning, Then Return Value Loop 0001 (36)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017307 Play Sound - Metal grate footstep
- 000237 Resume If Return Value Loop Met 0002 (37)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0001CA04 Check if Cycle Counter > Value, Return Value Loop 00BD (0001CA04)
- 000137 Go To Beginning, Then Return Value Loop 0001 (37)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017207 Play Sound - Metal grate footstep
- 000238 Resume If Return Value Loop Met 0002 (38)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0001FA04 Check if Cycle Counter > Value, Return Value Loop 00BD (0001FA04)
- 000138 Go To Beginning, Then Return Value Loop 0001 (38)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017107 Play Sound - Metal grate footstep
- 000239 Resume If Return Value Loop Met 0002 (39)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00021C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00021C04)
- 000139 Go To Beginning, Then Return Value Loop 0001 (39)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 006D10 Close 16-Object Door (Chicago Unopened fire door)
- 006D11 Close 16-Object Door (Chicago Unopened fire door)
- 00023A Resume If Return Value Loop Met 0002 (3A)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00022104 Check if Cycle Counter > Value, Return Value Loop 00BD (00022104)
- 00013A Go To Beginning, Then Return Value Loop 0001 (3A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017107 Play Sound - Metal grate footstep
- 00023B Resume If Return Value Loop Met 0002 (3B)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00024C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00024C04)
- 00013B Go To Beginning, Then Return Value Loop 0001 (3B)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017207 Play Sound - Metal grate footstep
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 011303 If Prerecorded camera not finished, Return Value Loop 0113 (03)
- 00002E Return Value Loop 0000 (2E)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01742E Return value loop when button is pressed 0174 (2E)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 00022E Resume If Return Value Loop Met 0002 (2E)
- 00D307 Turn off Sound in Slot 00D3 (07)
- 00D30A Turn off Sound in Slot 00D3 (0A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00DC Exit Level
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 040C:
- 00770103 If Difficulty < Value, Return Value Loop 0077 (0103)
- 0096FD86A0 Set Guard Health (Guard [whatever called it])
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0096FDFFB0 Set Guard Health (Guard [whatever called it])
- 00D504 Hover Car begin path 00D5 (04)
- 00D600000000 Set Hover Car Speed 00D6 (00000000)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00A3001000000104 Compare Objective Bits, Return Value Loop are True (00100000)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00620A03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago Hovertaxi)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017C800000 Set Sound to Slot (Does not play) - Door open
- 016B000A000109600C80 Play Sound from 16-Object (Chicago Hovertaxi)
- 011201680A04FFFF 16-Object Does Animation (Chicago Hovertaxi)
- 00AD0A04000000 Set Tags 2 for 16-Object (Chicago Hovertaxi)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 00A3002000000104 Compare Objective Bits, Return Value Loop are True (00200000)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00620A03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago Hovertaxi)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A180000000 Set Objective Bits (80000000)
- 000207 Resume If Return Value Loop Met 0002 (07)
- 0003 Sleep For One Frame
- 00A3000000400104 Compare Objective Bits, Return Value Loop are True (00000040)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000238 Resume If Return Value Loop Met 0002 (38)
- B5474F20464F522043524153480A = GO FOR CRASH
- 00A100000020 Set Objective Bits (00000020)
- 0003 Sleep For One Frame
- 00D300 Turn off Sound in Slot 00D3 (00)
- 011201690A04FFFF 16-Object Does Animation (Chicago Hovertaxi)
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 040D:
- 00D502 Hover Car begin path 00D5 (02)
- 00D600000000 Set Hover Car Speed 00D6 (00000000)
- 00770103 If Difficulty < Value, Return Value Loop 0077 (0103)
- 0096FD86A0 Set Guard Health (Guard [whatever called it])
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0096FDFFB0 Set Guard Health (Guard [whatever called it])
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A3000400000104 Compare Objective Bits, Return Value Loop are True (00040000)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 005BF200000203 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0002)
- 005BF200001003 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0010)
- 005BF200001203 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0012)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00AD0C04000000 Set Tags 2 for 16-Object (Chicago dataDyne limo)
- 01180C00000010 Set Tags 3 for 16-Object (Chicago dataDyne limo)
- 011202D60C04FFFF 16-Object Does Animation (Chicago dataDyne limo)
- 017C01B401 Set Sound to Slot (Does not play) - HoverBike Drive
- 016B010C000109600C80 Play Sound from 16-Object (Chicago dataDyne limo)
- 00A3000010000103 Compare Objective Bits, Return Value Loop are True (If True: Objective #2) (00001000)
- 00770203 If Difficulty < Value, Return Value Loop 0077 (0203)
- 00A104000000 Set Objective Bits (If False: Objective #2) (04000000)
- 00CBF8321C Display Text Preset Lower (Joanna [player 1]) - DataDyne limo has escaped.*
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 040E:
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 0004 Terminator
- 040F:
- 00770103 If Difficulty < Value, Return Value Loop 0077 (0103)
- 01C6020A 01C6 (020A)
- 009A14 Set Character Accuracy 009A (14)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 0004 Terminator
- 0410:
- 01C6020A 01C6 (020A)
- 009A0E Set Character Accuracy 009A (0E)
- 009814 Set Character Reaction Speed 0098 (14)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 0004 Terminator
- 0411:
- 00A400020000 Set Guard Bits
- 01C6020A 01C6 (020A)
- 009A0E Set Character Accuracy 009A (0E)
- 009814 Set Character Reaction Speed 0098 (14)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009928 Set Character Injury Recovery Speed 0099 (28)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 0005FD041D Jump To Function (Guard [whatever called it]) (JAL TO: 041D) TRACK PLAYERCREATED WEAPCREATED WEAP
- 0004 Terminator
- 0412:
- 0006FD0412 Set Return Subroutine (for 0008 Command) (Guard [whatever called it]) (JAL TO: 0412) DURINGTALKNOT A PATROLLERPAT RETLIMO READY TO GO
- 00070412 Set Subroutine to Jump To, If Guard Shot/Hit (JAL TO: 0412) DURINGTALKNOT A PATROLLERPAT RETLIMO READY TO GO
- 0033FD04 If Guard ID Killed, Return Value Loop (Guard [whatever called it])
- 0034FD04 If Guard ID Finished Death Animation, Return Value Loop (Guard [whatever called it])
- 017BFD04 If Guard Body Disappeared, Return Value Loop (Guard [whatever called it])
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000C43 If Guard Wasting Time (Yawning), Return Value Loop 000C (43)
- 007D0110 If Guard Shot < Amount, Return Value Loop 007D (0110)
- 00020D Resume If Return Value Loop Met 0002 (0D)
- 0003 Sleep For One Frame
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 00010D Go To Beginning, Then Return Value Loop 0001 (0D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00000C Return Value Loop 0000 (0C)
- 00B6 Reset Cycle Counter And Enable It
- 000243 Resume If Return Value Loop Met 0002 (43)
- 0003 Sleep For One Frame
- 003E001D If You Kill Someone in Front of Guard, Return Value Loop 003E (001D)
- 003D001E If You Shoot Nearby Guard, Return Value Loop 003D (001E)
- B5445552494E4754414C4B0A = DURINGTALK
- 00BD0000B404 Check if Cycle Counter > Value, Return Value Loop 00BD (0000B404)
- 000143 Go To Beginning, Then Return Value Loop 0001 (43)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 009D00004000010054 Check Guard Object Flags 009D (00004000010054)
- B54E4F54204120504154524F4C4C45520A = NOT A PATROLLER
- 0009 Reset Animation
- 000010 Return Value Loop 0000 (10)
- 000254 Resume If Return Value Loop Met 0002 (54)
- B5504154205245540A = PAT RET
- 0022 Start Patrol Path
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 009D00004000010037 Check Guard Object Flags 009D (00004000010037)
- 0036 Seed Random Byte
- 00388037 If Random Byte > Value, Return Value Loop 0038 (8037)
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 00B6 Reset Cycle Counter And Enable It
- 000208 Resume If Return Value Loop Met 0002 (08)
- 0009 Reset Animation
- 009D00800000010103 Check Guard Object Flags 009D (00800000010103)
- 0036 Seed Random Byte
- 00388003 If Random Byte > Value, Return Value Loop 0038 (8003)
- 0036 Seed Random Byte
- 00374050 If Random Byte < Value, Return Value Loop 0037 (4050)
- 00378051 If Random Byte < Value, Return Value Loop 0037 (8051)
- 0037C452 If Random Byte < Value, Return Value Loop 0037 (C452)
- 009B0080000001 Set Guard Object Flags 009B (0080000001)
- 000B02070000FFFF100AFD02 Guard Plays Animation (Guard [whatever called it]) Smoking a cigarette, drops and puts out with foot
- 000036 Return Value Loop 0000 (36)
- 000250 Resume If Return Value Loop Met 0002 (50)
- 000B009B0000FFFF100AFD02 Guard Plays Animation (Guard [whatever called it]) Tilt Right, head scratch
- 000036 Return Value Loop 0000 (36)
- 000251 Resume If Return Value Loop Met 0002 (51)
- 000B009A0000FFFF100AFD02 Guard Plays Animation (Guard [whatever called it]) Yawn
- 000036 Return Value Loop 0000 (36)
- 000252 Resume If Return Value Loop Met 0002 (52)
- 000B009D0000FFFF100AFD02 Guard Plays Animation (Guard [whatever called it]) Crotch Grab
- 000036 Return Value Loop 0000 (36)
- 000253 Resume If Return Value Loop Met 0002 (53)
- 000B000100000064100AFD02 Guard Plays Animation (Guard [whatever called it]) Two gun hold
- 000036 Return Value Loop 0000 (36)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 009C0080000001 Unset Guard Object Flags 009C (0080000001)
- 0049003E04 If Room On Screen, Return Value Loop 0049 (003E04)
- 00B200BA Set Current Guard's 2328 Value To Preset (Pad: 00BA)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0036 Seed Random Byte
- 00374050 If Random Byte < Value, Return Value Loop 0037 (4050)
- 00378051 If Random Byte < Value, Return Value Loop 0037 (8051)
- 0037C452 If Random Byte < Value, Return Value Loop 0037 (C452)
- 00750803 Set Guards 2328 0075 (0803)
- 000250 Resume If Return Value Loop Met 0002 (50)
- 00750203 Set Guards 2328 0075 (0203)
- 000251 Resume If Return Value Loop Met 0002 (51)
- 00750403 Set Guards 2328 0075 (0403)
- 000252 Resume If Return Value Loop Met 0002 (52)
- 00750803 Set Guards 2328 0075 (0803)
- 000036 Return Value Loop 0000 (36)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 001E00 Guard Moves To Predefined Preset (2328) 001E (00)
- 000236 Resume If Return Value Loop Met 0002 (36)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 003E001D If You Kill Someone in Front of Guard, Return Value Loop 003E (001D)
- 003D001E If You Shoot Nearby Guard, Return Value Loop 003D (001E)
- 003504 If Jo In Sight, Return Value Loop 0035 (04)
- 003235 If Guard Not Moving, Return Value Loop 0032 (35)
- 000136 Go To Beginning, Then Return Value Loop 0001 (36)
- 000235 Resume If Return Value Loop Met 0002 (35)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000237 Resume If Return Value Loop Met 0002 (37)
- 003E001D If You Kill Someone in Front of Guard, Return Value Loop 003E (001D)
- 003D001E If You Shoot Nearby Guard, Return Value Loop 003D (001E)
- 003504 If Jo In Sight, Return Value Loop 0035 (04)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 003E001D If You Kill Someone in Front of Guard, Return Value Loop 003E (001D)
- 003D001E If You Shoot Nearby Guard, Return Value Loop 003D (001E)
- 0060F20103 If Specified Weapon Out, Return Value Loop (Player 1 and Player 2) (01 Unarmed)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 009D00002000010003 Check Guard Object Flags 009D (00002000010003)
- 0053002D03 If Guard ID not Within Units of Joanna, Return Value Loop 0053 (002D03)
- 009B0000200000 Set Guard Object Flags 009B (0000200000)
- 0006FD0412 Set Return Subroutine (for 0008 Command) (Guard [whatever called it]) (JAL TO: 0412) DURINGTALKNOT A PATROLLERPAT RETLIMO READY TO GO
- 0005FD0010 Jump To Function (Guard [whatever called it]) (JAL TO: 0010) Guard Greets Disguised Jo (Subroutine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00BC00025803 Check if Cycle Counter < Value, Return Value Loop 00BC (00025803)
- 009C0000200000 Unset Guard Object Flags 009C (0000200000)
- 000203 Resume If Return Value Loop Met 0002 (03)
- B54C494D4F20524541445920544F20474F0A = LIMO READY TO GO
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 00021E Resume If Return Value Loop Met 0002 (1E)
- 00B6 Reset Cycle Counter And Enable It
- 00180200000009 Guard Constantly Angles To Face, Return Value Loop
- 000209 Resume If Return Value Loop Met 0002 (09)
- 0003 Sleep For One Frame
- 004D0A04 If Actor and Player CCW Angle < Value, Return Value Loop 004D (0A04)
- 00BD00002804 Check if Cycle Counter > Value, Return Value Loop 00BD (00002804)
- 000109 Go To Beginning, Then Return Value Loop 0001 (09)
- 00021D Resume If Return Value Loop Met 0002 (1D)
- 00B6 Reset Cycle Counter And Enable It
- 000B025F000000C11010FD02 Guard Plays Animation (Guard [whatever called it]) Frantic looking left, looking right
- 00021E Resume If Return Value Loop Met 0002 (1E)
- 0003 Sleep For One Frame
- 00BD00005A0C Check if Cycle Counter > Value, Return Value Loop 00BD (00005A0C)
- 00011E Go To Beginning, Then Return Value Loop 0001 (1E)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 013164 Set Same Group Guards' Alertness to # 0131 (64)
- 000238 Resume If Return Value Loop Met 0002 (38)
- 0003 Sleep For One Frame
- 01371504 0137 (1504)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 00023A Resume If Return Value Loop Met 0002 (3A)
- 0003 Sleep For One Frame
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 00013A Go To Beginning, Then Return Value Loop 0001 (3A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 009B0000008000 Set Guard Object Flags 009B (0000008000)
- 013B03 Add Current Guard to Group # 013B (03)
- 000138 Go To Beginning, Then Return Value Loop 0001 (38)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0145 Setup Guard/Simulant AI (Part 1)
- 0146 Setup Guard/Simulant AI (Part 2)
- 01321500 0132 (1500)
- 0130F818FF00FF810000 Random Sound Play From Set of 3 Sound 1) Oh my god! Sound 2) I don't want any trouble Sound 3) Here take the wallet
- 000B002E000000C11010FD02 Guard Plays Animation (Guard [whatever called it]) Arms up, surrender
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0003 Sleep For One Frame
- 00BD0000780C Check if Cycle Counter > Value, Return Value Loop 00BD (0000780C)
- 00010A Go To Beginning, Then Return Value Loop 0001 (0A)
- 00020C Resume If Return Value Loop Met 0002 (0C)
- 01320100 0132 (0100)
- 009D00000080000003 Check Guard Object Flags 009D (00000080000003)
- 013B04 Add Current Guard to Group # 013B (04)
- 0145 Setup Guard/Simulant AI (Part 1)
- 0146 Setup Guard/Simulant AI (Part 2)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 010BFD10 Make Guard Ally (10)/Foe (02) (Guard [whatever called it])
- 0145 Setup Guard/Simulant AI (Part 1)
- 0146 Setup Guard/Simulant AI (Part 2)
- 013A000004 013A (000004)
- 00000B Return Value Loop 0000 (0B)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 010BFD80 Make Guard Ally (10)/Foe (02) (Guard [whatever called it])
- 0145 Setup Guard/Simulant AI (Part 1)
- 0146 Setup Guard/Simulant AI (Part 2)
- 0031FC06 Run To Character Position, Return Value Loop On Arrival (Writable Actor ID Value)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 005600FC1E03 If Current Guard Within X Units of Guard ID, Return Value Loop (G5 Guard)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0045FC04 If Current Guard Has Line of Sight to Guard ID, Return Value Loop (Writable Actor ID Value)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 013164 Set Same Group Guards' Alertness to # 0131 (64)
- 0130F819FF00FF810000 Random Sound Play From Set of 3 Sound 1) There's a maniac on the loose Sound 2) Quick down there, she's got a gun Sound 3) Help get me out of here
- 00020B Resume If Return Value Loop Met 0002 (0B)
- 010BFD80 Make Guard Ally (10)/Foe (02) (Guard [whatever called it])
- 0145 Setup Guard/Simulant AI (Part 1)
- 0146 Setup Guard/Simulant AI (Part 2)
- 009D0000200001002D Check Guard Object Flags 009D (0000200001002D)
- 009D0000400001002F Check Guard Object Flags 009D (0000400001002F)
- 002000C8 Guard Runs to Pad (Pad: 00C8)
- 000007 Return Value Loop 0000 (07)
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0020005A Guard Runs to Pad (Pad: 005A)
- 000007 Return Value Loop 0000 (07)
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 00200026 Guard Runs to Pad (Pad: 0026)
- 000207 Resume If Return Value Loop Met 0002 (07)
- 0003 Sleep For One Frame
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00020E Resume If Return Value Loop Met 0002 (0E)
- 000B0229FFFFFFFF100AFD02 Guard Plays Animation (Guard [whatever called it]) Head down praying/clutching chest
- 00020F Resume If Return Value Loop Met 0002 (0F)
- 0003 Sleep For One Frame
- 003203 If Guard Not Moving, Return Value Loop 0032 (03)
- 00010F Go To Beginning, Then Return Value Loop 0001 (0F)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00010E Go To Beginning, Then Return Value Loop 0001 (0E)
- 0004 Terminator
- 0413:
- 008AFF Set Guard Alertness to value 008A (FF)
- 00070413 Set Subroutine to Jump To, If Guard Shot/Hit (JAL TO: 0413)
- 0033FD04 If Guard ID Killed, Return Value Loop (Guard [whatever called it])
- 0034FD04 If Guard ID Finished Death Animation, Return Value Loop (Guard [whatever called it])
- 017BFD04 If Guard Body Disappeared, Return Value Loop (Guard [whatever called it])
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 003504 If Jo In Sight, Return Value Loop 0035 (04)
- 00A300040000010D Compare Objective Bits, Return Value Loop are True (00040000)
- 00A300001000010D Compare Objective Bits, Return Value Loop are True (If True: Objective #2) (00001000)
- 00A380000000010D Compare Objective Bits, Return Value Loop are True (80000000)
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 00000D Return Value Loop 0000 (0D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 00180200000004 Guard Constantly Angles To Face, Return Value Loop
- 000209 Resume If Return Value Loop Met 0002 (09)
- 0003 Sleep For One Frame
- 004D0A04 If Actor and Player CCW Angle < Value, Return Value Loop 004D (0A04)
- 00BD00002804 Check if Cycle Counter > Value, Return Value Loop 00BD (00002804)
- 000109 Go To Beginning, Then Return Value Loop 0001 (09)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0060F20103 If Specified Weapon Out, Return Value Loop (Player 1 and Player 2) (01 Unarmed)
- 0060F20003 If Specified Weapon Out, Return Value Loop (Player 1 and Player 2) (00 Nothing)
- 0130F81AFF0AFF810000 Random Sound Play From Set of 3 Sound 1) Guns don't scare me Sound 2) Keep away from this car Sound 3) Keep away from this car
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0130F817FF0AFF810000 Random Sound Play From Set of 3 Sound 1) How's it going Sound 2) Whoa take it easy there lady Sound 3) [Whistle come on]
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000B00A30000FFFF0010FD02 Guard Plays Animation (Guard [whatever called it]) Left arm forward, moving a bit (as if talking)
- 000208 Resume If Return Value Loop Met 0002 (08)
- 0003 Sleep For One Frame
- 00A300040000010D Compare Objective Bits, Return Value Loop are True (00040000)
- 00A380000000010D Compare Objective Bits, Return Value Loop are True (80000000)
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 00000D Return Value Loop 0000 (0D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 003503 If Jo In Sight, Return Value Loop 0035 (03)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 003503 If Jo In Sight, Return Value Loop 0035 (03)
- 00000A Return Value Loop 0000 (0A)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A300000080010A Compare Objective Bits, Return Value Loop are True (00000080)
- 00A3000010000104 Compare Objective Bits, Return Value Loop are True (If True: Objective #2) (00001000)
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 00BD0001F403 Check if Cycle Counter > Value, Return Value Loop 00BD (0001F403)
- 000108 Go To Beginning, Then Return Value Loop 0001 (08)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A300001000010D Compare Objective Bits, Return Value Loop are True (If True: Objective #2) (00001000)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000B00A30000FFFF0010FD02 Guard Plays Animation (Guard [whatever called it]) Left arm forward, moving a bit (as if talking)
- 017C044A06 Set Sound to Slot (Does not play) - Hey I saw that
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 00A100000008 Set Objective Bits (If False: Objective #2) (00000008)
- 00CBF83243 Display Text Preset Lower (Joanna [player 1]) - Tracer Bug has been spotted.*
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00A300040000010D Compare Objective Bits, Return Value Loop are True (00040000)
- 00A380000000010D Compare Objective Bits, Return Value Loop are True (80000000)
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 00000D Return Value Loop 0000 (0D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 013A000004 013A (000004)
- 00000B Return Value Loop 0000 (0B)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0031FC06 Run To Character Position, Return Value Loop On Arrival (Writable Actor ID Value)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 00A300040000010D Compare Objective Bits, Return Value Loop are True (00040000)
- 00A380000000010D Compare Objective Bits, Return Value Loop are True (80000000)
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 00000D Return Value Loop 0000 (0D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0045FC04 If Current Guard Has Line of Sight to Guard ID, Return Value Loop (Writable Actor ID Value)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 013164 Set Same Group Guards' Alertness to # 0131 (64)
- 017C046706 Set Sound to Slot (Does not play) - Security, security, she's over there
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 00020B Resume If Return Value Loop Met 0002 (0B)
- 01360202 Guard Moves to Edge of a Room 0136 (0202)
- 000207 Resume If Return Value Loop Met 0002 (07)
- 0003 Sleep For One Frame
- 00A300040000010D Compare Objective Bits, Return Value Loop are True (00040000)
- 00A380000000010D Compare Objective Bits, Return Value Loop are True (80000000)
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 00000D Return Value Loop 0000 (0D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00410000001E03 If Jo Has Partial Visibility to Guard, Return Value Loop 0041 (0000001E03)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00410000001E03 If Jo Has Partial Visibility to Guard, Return Value Loop 0041 (0000001E03)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 00020E Resume If Return Value Loop Met 0002 (0E)
- 0003 Sleep For One Frame
- 00BD00000A03 Check if Cycle Counter > Value, Return Value Loop 00BD (00000A03)
- 00010E Go To Beginning, Then Return Value Loop 0001 (0E)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00410000001E03 If Jo Has Partial Visibility to Guard, Return Value Loop 0041 (0000001E03)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A500100000 Unset Guard Bits
- 009B0000200000 Set Guard Object Flags 009B (0000200000)
- 0003 Sleep For One Frame
- 0025 Guard Set To Move Fades And Disappear (Drops Gun)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 00020D Resume If Return Value Loop Met 0002 (0D)
- 001D004F Guard Jogs to Pad (Pad: 004F)
- 00020E Resume If Return Value Loop Met 0002 (0E)
- 0003 Sleep For One Frame
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 00010E Go To Beginning, Then Return Value Loop 0001 (0E)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0009 Reset Animation
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 0414:
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 002107 Set Patrol Path 0021 (07)
- 0022 Start Patrol Path
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000104 Go To Beginning, Then Return Value Loop 0001 (04)
- 0004 Terminator
- 0415:
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 002108 Set Patrol Path 0021 (08)
- 0022 Start Patrol Path
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000104 Go To Beginning, Then Return Value Loop 0001 (04)
- 0004 Terminator
- 0416:
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 002109 Set Patrol Path 0021 (09)
- 0022 Start Patrol Path
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000104 Go To Beginning, Then Return Value Loop 0001 (04)
- 0004 Terminator
- 0417:
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 00210A Set Patrol Path 0021 (0A)
- 0022 Start Patrol Path
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000104 Go To Beginning, Then Return Value Loop 0001 (04)
- 0004 Terminator
- 0418:
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 00210B Set Patrol Path 0021 (0B)
- 0022 Start Patrol Path
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000104 Go To Beginning, Then Return Value Loop 0001 (04)
- 0004 Terminator
- 0419:
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00210C Set Patrol Path 0021 (0C)
- 0022 Start Patrol Path
- 0005FD0412 Jump To Function (Guard [whatever called it]) (JAL TO: 0412) DURINGTALKNOT A PATROLLERPAT RETLIMO READY TO GO
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000104 Go To Beginning, Then Return Value Loop 0001 (04)
- 0004 Terminator
- 041D:
- 0007041D Set Subroutine to Jump To, If Guard Shot/Hit (JAL TO: 041D) TRACK PLAYERCREATED WEAPCREATED WEAP
- 0033FD04 If Guard ID Killed, Return Value Loop (Guard [whatever called it])
- 0034FD04 If Guard ID Finished Death Animation, Return Value Loop (Guard [whatever called it])
- 017BFD04 If Guard Body Disappeared, Return Value Loop (Guard [whatever called it])
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 007D0119 If Guard Shot < Amount, Return Value Loop 007D (0119)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000017 Return Value Loop 0000 (17)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0130F81BFF00FF810000 Random Sound Play From Set of 3 Sound 1) Base we have an intruder Sound 2) We have a code 2 situation Sound 3) Request backup immediately
- 013164 Set Same Group Guards' Alertness to # 0131 (64)
- 000016 Return Value Loop 0000 (16)
- 000219 Resume If Return Value Loop Met 0002 (19)
- 01320101 0132 (0101)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 008E640004 Compare Guard Alertness Value, Return Value Loop If So 008E (640004)
- 000016 Return Value Loop 0000 (16)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 003518 If Jo In Sight, Return Value Loop 0035 (18)
- 004B18 If Fired a Bullet Near But Missed Guard, Return Value Loop 004B (18)
- 007E0018 If Guard Shot > Amount, Return Value Loop 007E (0018)
- 003C16 If Guard Heard Gunfire, Return Value Loop 003C (16)
- 003D0016 If You Shoot Nearby Guard, Return Value Loop 003D (0016)
- 003E0016 If You Kill Someone in Front of Guard, Return Value Loop 003E (0016)
- 004C16 If Guard Is Dying, Return Value Loop 004C (16)
- 000119 Go To Beginning, Then Return Value Loop 0001 (19)
- 000216 Resume If Return Value Loop Met 0002 (16)
- 00A3004000000004 Compare Objective Bits, Return Value Loop are False (00400000)
- 000217 Resume If Return Value Loop Met 0002 (17)
- 00C800F8081000000003 Spawn Weapon (DY357 Magnum) (08 DY357 Magnum)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0007 Jump To Function (Guard [whatever called it]) (JAL TO: 0007) Run to Jo and Attack
- 000204 Resume If Return Value Loop Met 0002 (04)
- B5545241434B20504C415945520A = TRACK PLAYER
- 002B06 Jog To Jo, Return Loop When Reached Jo 002B (06)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 0052003218 If Guard ID Within Units of Joanna, Return Value Loop 0052 (003218)
- 003518 If Jo In Sight, Return Value Loop 0035 (18)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 003518 If Jo In Sight, Return Value Loop 0035 (18)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000218 Resume If Return Value Loop Met 0002 (18)
- 00A3004000000004 Compare Objective Bits, Return Value Loop are False (00400000)
- 00C800F8081000000003 Spawn Weapon (DY357 Magnum) (08 DY357 Magnum)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0007 Jump To Function (Guard [whatever called it]) (JAL TO: 0007) Run to Jo and Attack
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 0018020000000D Guard Constantly Angles To Face, Return Value Loop
- 00020D Resume If Return Value Loop Met 0002 (0D)
- 0003 Sleep For One Frame
- 004D0A04 If Actor and Player CCW Angle < Value, Return Value Loop 004D (0A04)
- 00BD00002804 Check if Cycle Counter > Value, Return Value Loop 00BD (00002804)
- 00010D Go To Beginning, Then Return Value Loop 0001 (0D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0130F81BFF00FF810000 Random Sound Play From Set of 3 Sound 1) Base we have an intruder Sound 2) We have a code 2 situation Sound 3) Request backup immediately
- 000B0266000000C10010FD02 Guard Plays Animation (Guard [whatever called it]) Covering mouth looking
- 00020E Resume If Return Value Loop Met 0002 (0E)
- 0003 Sleep For One Frame
- 00770103 If Difficulty < Value, Return Value Loop 0077 (0103)
- 01A7FD04 01A7 (FD04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 00010E Go To Beginning, Then Return Value Loop 0001 (0E)
- 000204 Resume If Return Value Loop Met 0002 (04)
- B54352454154454420574541500A = CREATED WEAP
- 00C800F8081000000004 Spawn Weapon (DY357 Magnum) (08 DY357 Magnum)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 00A100400000 Set Objective Bits (00400000)
- 0028 Activate Alarm
- B54352454154454420574541500A = CREATED WEAP
- 0005FD0007 Jump To Function (Guard [whatever called it]) (JAL TO: 0007) Run to Jo and Attack
- 0004 Terminator
- 041C:
- 00A71E00000400 Set Tags for Guard ID# (G5 Guard) Hide Guard id (Show if Unset)
- 00A71E00000010 Set Tags for Guard ID# (G5 Guard) Invincible
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 041E:
- 01C6020A 01C6 (020A)
- 009A04 Set Character Accuracy 009A (04)
- 00981E Set Character Reaction Speed 0098 (1E)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 00070000 Set Subroutine to Jump To, If Guard Shot/Hit (JAL TO: 0000) Do Nothing (Ends Routine)
- 000219 Resume If Return Value Loop Met 0002 (19)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00A3000000100103 Compare Objective Bits, Return Value Loop are True (00000010)
- 008E640004 Compare Guard Alertness Value, Return Value Loop If So 008E (640004)
- 000018 Return Value Loop 0000 (18)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 003518 If Jo In Sight, Return Value Loop 0035 (18)
- 004B18 If Fired a Bullet Near But Missed Guard, Return Value Loop 004B (18)
- 007E0018 If Guard Shot > Amount, Return Value Loop 007E (0018)
- 003C18 If Guard Heard Gunfire, Return Value Loop 003C (18)
- 003D0018 If You Shoot Nearby Guard, Return Value Loop 003D (0018)
- 003E0018 If You Kill Someone in Front of Guard, Return Value Loop 003E (0018)
- 004C18 If Guard Is Dying, Return Value Loop 004C (18)
- 000119 Go To Beginning, Then Return Value Loop 0001 (19)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 011CFD00000400 Unset guard flag Tags 3 (Guard [whatever called it])
- 001D00C4 Guard Jogs to Pad (Pad: 00C4)
- 00050E0420 Jump To Function (G5 Guard) (JAL TO: 0420)
- 00050F0420 Jump To Function (G5 Guard) (JAL TO: 0420)
- 0005100420 Jump To Function (G5 Guard) (JAL TO: 0420)
- 00020D Resume If Return Value Loop Met 0002 (0D)
- 0003 Sleep For One Frame
- 008E630103 Compare Guard Alertness Value, Return Value Loop If So 008E (630103)
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 00010D Go To Beginning, Then Return Value Loop 0001 (0D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 00020C Resume If Return Value Loop Met 0002 (0C)
- 0003 Sleep For One Frame
- 008E630103 Compare Guard Alertness Value, Return Value Loop If So 008E (630103)
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 00010C Go To Beginning, Then Return Value Loop 0001 (0C)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000204 Resume If Return Value Loop Met 0002 (04)
- 017C814B06 Set Sound to Slot (Does not play) - 'What the hell was that?'
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 000B0098FFFFFFFF0200FD02 Guard Plays Animation (Guard [whatever called it]) Left arm shake, head move
- 00B6 Reset Cycle Counter And Enable It
- 000207 Resume If Return Value Loop Met 0002 (07)
- 0003 Sleep For One Frame
- 008E630104 Compare Guard Alertness Value, Return Value Loop If So 008E (630104)
- 00BD00007803 Check if Cycle Counter > Value, Return Value Loop 00BD (00007803)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017C044F06 Set Sound to Slot (Does not play) - What a mess
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 000B0231FFFFFFFF02000D02 Guard Plays Animation (G5 Guard) Left arm up then down
- 000B0001FFFFFFFF0200FD02 Guard Plays Animation (Guard [whatever called it]) Two gun hold
- 000208 Resume If Return Value Loop Met 0002 (08)
- 0003 Sleep For One Frame
- 008E630104 Compare Guard Alertness Value, Return Value Loop If So 008E (630104)
- 01380603 Return value loop when sound is finished 0138 (0603)
- 000108 Go To Beginning, Then Return Value Loop 0001 (08)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017C045006 Set Sound to Slot (Does not play) - I never liked that robot anyways
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 000B0233FFFFFFFF02000F02 Guard Plays Animation (G5 Guard) Right arm move, head up and down (as if talking)
- 000B0001FFFFFFFF02000D02 Guard Plays Animation (G5 Guard) Two gun hold
- 00B6 Reset Cycle Counter And Enable It
- 000209 Resume If Return Value Loop Met 0002 (09)
- 0003 Sleep For One Frame
- 008E630104 Compare Guard Alertness Value, Return Value Loop If So 008E (630104)
- 00BD0000B403 Check if Cycle Counter > Value, Return Value Loop 00BD (0000B403)
- 000109 Go To Beginning, Then Return Value Loop 0001 (09)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017C045106 Set Sound to Slot (Does not play) - The boss ain't gonna be pleased
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 000B0232FFFFFFFF02000D02 Guard Plays Animation (G5 Guard) Right arm forward (as if talking)
- 000B0001FFFFFFFF02000F02 Guard Plays Animation (G5 Guard) Two gun hold
- 00B6 Reset Cycle Counter And Enable It
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0003 Sleep For One Frame
- 008E630104 Compare Guard Alertness Value, Return Value Loop If So 008E (630104)
- 00BD00007803 Check if Cycle Counter > Value, Return Value Loop 00BD (00007803)
- 00010A Go To Beginning, Then Return Value Loop 0001 (0A)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 017C045206 Set Sound to Slot (Does not play) - We can always get another one
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 000B0234FFFFFFFF02000F02 Guard Plays Animation (G5 Guard) Both arms out, moving a little (as if talking)
- 000B0001FFFFFFFF02000D02 Guard Plays Animation (G5 Guard) Two gun hold
- 00020B Resume If Return Value Loop Met 0002 (0B)
- 0003 Sleep For One Frame
- 008E630104 Compare Guard Alertness Value, Return Value Loop If So 008E (630104)
- 003D0004 If You Shoot Nearby Guard, Return Value Loop 003D (0004)
- 01380604 Return value loop when sound is finished 0138 (0604)
- 00010B Go To Beginning, Then Return Value Loop 0001 (0B)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 000218 Resume If Return Value Loop Met 0002 (18)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 006D10 Close 16-Object Door (Chicago Unopened fire door)
- 006D11 Close 16-Object Door (Chicago Unopened fire door)
- 00701002 Set Lock 16-Object Door (Chicago Unopened fire door)
- 00701102 Set Lock 16-Object Door (Chicago Unopened fire door)
- 00A110000000 Set Objective Bits (If False: Objective #5) (10000000)
- 017C046906 Set Sound to Slot (Does not play) - The door's are closed
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 00CBF83221 Display Text Preset Lower (Joanna [player 1]) - Elevator access sealed.*
- 000B00AF000000C11010FD02 Guard Plays Animation (Guard [whatever called it]) Low right arm, moving a little (as if talking)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD0007 Jump To Function (Guard [whatever called it]) (JAL TO: 0007) Run to Jo and Attack
- 0004 Terminator
- 041F:
- 009B0008000001 Set Guard Object Flags 009B (0008000001)
- 009B8000000000 Set Guard Object Flags 009B (8000000000)
- 01C6020A 01C6 (020A)
- 009A0E Set Character Accuracy 009A (0E)
- 009814 Set Character Reaction Speed 0098 (14)
- 0096FD0028 Set Guard Health (Guard [whatever called it])
- 00970000 Set Guard Armor Amount 0097 (0000)
- 009900 Set Character Injury Recovery Speed 0099 (00)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 00C800F8080000000004 Spawn Weapon (DY357 Magnum) (08 DY357 Magnum)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 010BFD20 Make Guard Ally (10)/Foe (02) (Guard [whatever called it])
- 013B09 Add Current Guard to Group # 013B (09)
- 009B0000200000 Set Guard Object Flags 009B (0000200000)
- 009B0000800000 Set Guard Object Flags 009B (0000800000)
- 008A5A Set Guard Alertness to value 008A (5A)
- 00A400000200 Set Guard Bits
- 0145 Setup Guard/Simulant AI (Part 1)
- 0146 Setup Guard/Simulant AI (Part 2)
- 0005FD001D Jump To Function (Guard [whatever called it]) (JAL TO: 001D) Guard Searches Around for Jo
- 0004 Terminator
- 0420:
- 011CFD00000400 Unset guard flag Tags 3 (Guard [whatever called it])
- 000203 Resume If Return Value Loop Met 0002 (03)
- 001E01 Guard Moves To Predefined Preset (2328) 001E (01)
- 00020D Resume If Return Value Loop Met 0002 (0D)
- 0005FD0006 Jump To Function (Guard [whatever called it]) (JAL TO: 0006) Seated Guard
- 0003 Sleep For One Frame
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 00010D Go To Beginning, Then Return Value Loop 0001 (0D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0004 Terminator
- 041A:
- 00A400040000 Set Guard Bits
- 0096FD0001 Set Guard Health (Guard [whatever called it])
- 0033FD0C If Guard ID Killed, Return Value Loop (Guard [whatever called it])
- 002100 Set Patrol Path 0021 (00)
- 0022 Start Patrol Path
- 000202 Resume If Return Value Loop Met 0002 (02)
- 0003 Sleep For One Frame
- 01061E0000 Set F6 Guard ID (Primary Player) to Guard ID (G5 Guard)
- 012B03 012B (03)
- 00A200800000 Unset Objective Bits (00800000)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A100800000 Set Objective Bits (00800000)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00A3000000200101 Compare Objective Bits, Return Value Loop are True (00000020)
- 003508 If Jo In Sight, Return Value Loop 0035 (08)
- 0036 Seed Random Byte
- 00380503 If Random Byte > Value, Return Value Loop 0038 (0503)
- 01380504 Return value loop when sound is finished 0138 (0504)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0036 Seed Random Byte
- 00375606 If Random Byte < Value, Return Value Loop 0037 (5606)
- 0037AC07 If Random Byte < Value, Return Value Loop 0037 (AC07)
- 017C046A05 Set Sound to Slot (Does not play) - Walkie talkie/robotic sound
- 017905FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (05FD00010BB8177001)
- 000003 Return Value Loop 0000 (03)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 017C046B05 Set Sound to Slot (Does not play) - Walkie talkie/robotic sound
- 017905FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (05FD00010BB8177001)
- 000003 Return Value Loop 0000 (03)
- 000207 Resume If Return Value Loop Met 0002 (07)
- 017C046C05 Set Sound to Slot (Does not play) - Walkie talkie/robotic sound
- 017905FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (05FD00010BB8177001)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 002303 If Guard Patrolling on Path, Return Value Loop 0023 (03)
- 0022 Start Patrol Path
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000102 Go To Beginning, Then Return Value Loop 0001 (02)
- 000208 Resume If Return Value Loop Met 0002 (08)
- 00B6 Reset Cycle Counter And Enable It
- 0009 Reset Animation
- 009D00002000010005 Check Guard Object Flags 009D (00002000010005)
- 00CE1AEBFF Play Sound - Stop where you are (g5 bot)
- 009B0000200000 Set Guard Object Flags 009B (0000200000)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0168FD03 (Guard [whatever called it])
- 000005 Return Value Loop 0000 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 009D00004000010005 Check Guard Object Flags 009D (00004000010005)
- 00CE1AECFF Play Sound - Alert, under attack (g5 bot)
- 009B0000400000 Set Guard Object Flags 009B (0000400000)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 01061E0000 Set F6 Guard ID (Primary Player) to Guard ID (G5 Guard)
- 012B03 012B (03)
- 00A200800000 Unset Objective Bits (00800000)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A100800000 Set Objective Bits (00800000)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00A3000000200101 Compare Objective Bits, Return Value Loop are True (00000020)
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 009D0000200000002A Check Guard Object Flags 009D (0000200000002A)
- 003503 If Jo In Sight, Return Value Loop 0035 (03)
- 00022A Resume If Return Value Loop Met 0002 (2A)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00B6 Reset Cycle Counter And Enable It
- 00150200000009 Guard Targets Guard, Return Value Loop
- 000102 Go To Beginning, Then Return Value Loop 0001 (02)
- 000209 Resume If Return Value Loop Met 0002 (09)
- 0003 Sleep For One Frame
- 00A200800000 Unset Objective Bits (00800000)
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 00A3000000200101 Compare Objective Bits, Return Value Loop are True (00000020)
- 00BD00003C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00003C04)
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 000109 Go To Beginning, Then Return Value Loop 0001 (09)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 009B0000200000 Set Guard Object Flags 009B (0000200000)
- 0022 Start Patrol Path
- 000102 Go To Beginning, Then Return Value Loop 0001 (02)
- 00020C Resume If Return Value Loop Met 0002 (0C)
- 017C1AEC06 Set Sound to Slot (Does not play) - Alert, under attack (g5 bot)
- 017906FD00010BB8177001 Play sound in Slot (By Guard)? 0179 (06FD00010BB8177001)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000201 Resume If Return Value Loop Met 0002 (01)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000238 Resume If Return Value Loop Met 0002 (38)
- 00A71F00800000 Set Tags for Guard ID# (G5 Sentry Bot (Don't use as player))
- 00A81F00000400 Unset Tags for Guard ID# (G5 Sentry Bot (Don't use as player)) Hide Guard id (Show if Unset)
- 011B1F00020000 Set guard flag Tags 3 (G5 Sentry Bot (Don't use as player))
- 00A400000010 Set Guard Bits Invincible
- 011CFD10000000 Unset guard flag Tags 3 (Guard [whatever called it])
- 00051F0000 Jump To Function (G5 Sentry Bot (Don't use as player)) (JAL TO: 0000) Do Nothing (Ends Routine)
- 010E0000 Set Guard Shield Amount 010E (0000)
- 000B016A0000FFFF0600FD04 Guard Plays Animation (Guard [whatever called it])
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- B55041525420340A = PART 4
- 003204 If Guard Not Moving, Return Value Loop 0032 (04)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 041B:
- 009A28 Set Character Accuracy 009A (28)
- 010E0064 Set Guard Shield Amount 010E (0064)
- 011BFD10000000 Set guard flag Tags 3 (Guard [whatever called it])
- 0005FD041A Jump To Function (Guard [whatever called it]) (JAL TO: 041A) PART 4
- 0004 Terminator
- 0C00:
- 0006FD0406 Set Return Subroutine (for 0008 Command) (Guard [whatever called it]) (JAL TO: 0406)
- 0005FD0401 Jump To Function (Guard [whatever called it]) (JAL TO: 0401)
- 0004 Terminator
- 0C01:
- 01110178 Prerecorded camera: movement, rotation, and special fx info Chicago Prerecorded Fx Outro
- 017D2B Change Music To Track # (Chicago outro)
- 00A7F400000400 Set Tags for Guard ID# (Counter-operative [player 2]) Hide Guard id (Show if Unset)
- 00A7F100000400 Set Tags for Guard ID# (F1 Special Guard?) Hide Guard id (Show if Unset)
- 0005F20000 Jump To Function (Player 1 and Player 2) (JAL TO: 0000) Do Nothing (Ends Routine)
- 00E810 Immediately Open 16-Door Object (Chicago Unopened fire door)
- 00E811 Immediately Open 16-Door Object (Chicago Unopened fire door)
- 01170A Hide 16-Object (Chicago Hovertaxi)
- 01170C Hide 16-Object (Chicago dataDyne limo)
- 01150D Hide Guard ID (G5 Guard)
- 01150E Hide Guard ID (G5 Guard)
- 01150F Hide Guard ID (G5 Guard)
- 011510 Hide Guard ID (G5 Guard)
- 00A7F200800000 Set Tags for Guard ID# (Player 1 and Player 2)
- 00A8F200000400 Unset Tags for Guard ID# (Player 1 and Player 2) Hide Guard id (Show if Unset)
- 011BF200020000 Set guard flag Tags 3 (Player 1 and Player 2)
- 000B0179FFFFFFFF0600F204 Guard Plays Animation (Player 1 and Player 2) Chicago Outro, Joanna (walks, spins)
- 00B6 Reset Cycle Counter And Enable It
- 01CAF2FFFF Set Guard's Weapon (cutscene) (Player 1 and Player 2) (Hold nothing right hand, nothing in cinema)
- 0003 Sleep For One Frame
- 01CAF2FF02 Set Guard's Weapon (cutscene) (Player 1 and Player 2) (Continue same gun right hand, 02 Falcon 2 in cinema)
- 01D500 Hide/Show Non-Essential Actors 01D5 (00)
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00001E04 Check if Cycle Counter > Value, Return Value Loop 00BD (00001E04)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016107 Play Sound - Foot print on stone?
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00004604 Check if Cycle Counter > Value, Return Value Loop 00BD (00004604)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016207 Play Sound - Footstep
- 000230 Resume If Return Value Loop Met 0002 (30)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 000130 Go To Beginning, Then Return Value Loop 0001 (30)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016307 Play Sound - Footstep
- 000231 Resume If Return Value Loop Met 0002 (31)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000AE04 Check if Cycle Counter > Value, Return Value Loop 00BD (0000AE04)
- 000131 Go To Beginning, Then Return Value Loop 0001 (31)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016407 Play Sound - Footstep
- 000232 Resume If Return Value Loop Met 0002 (32)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000D004 Check if Cycle Counter > Value, Return Value Loop 00BD (0000D004)
- 000132 Go To Beginning, Then Return Value Loop 0001 (32)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE046D06 Play Sound - [empty 0-sized]
- 000233 Resume If Return Value Loop Met 0002 (33)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000D204 Check if Cycle Counter > Value, Return Value Loop 00BD (0000D204)
- 000133 Go To Beginning, Then Return Value Loop 0001 (33)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016107 Play Sound - Foot print on stone?
- 000234 Resume If Return Value Loop Met 0002 (34)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0000EE04 Check if Cycle Counter > Value, Return Value Loop 00BD (0000EE04)
- 000134 Go To Beginning, Then Return Value Loop 0001 (34)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016207 Play Sound - Footstep
- 000235 Resume If Return Value Loop Met 0002 (35)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00011804 Check if Cycle Counter > Value, Return Value Loop 00BD (00011804)
- 000135 Go To Beginning, Then Return Value Loop 0001 (35)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017107 Play Sound - Metal grate footstep
- 000236 Resume If Return Value Loop Met 0002 (36)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00015E04 Check if Cycle Counter > Value, Return Value Loop 00BD (00015E04)
- 000136 Go To Beginning, Then Return Value Loop 0001 (36)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017307 Play Sound - Metal grate footstep
- 000237 Resume If Return Value Loop Met 0002 (37)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0001CA04 Check if Cycle Counter > Value, Return Value Loop 00BD (0001CA04)
- 000137 Go To Beginning, Then Return Value Loop 0001 (37)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017207 Play Sound - Metal grate footstep
- 000238 Resume If Return Value Loop Met 0002 (38)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD0001FA04 Check if Cycle Counter > Value, Return Value Loop 00BD (0001FA04)
- 000138 Go To Beginning, Then Return Value Loop 0001 (38)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017107 Play Sound - Metal grate footstep
- 000239 Resume If Return Value Loop Met 0002 (39)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00021C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00021C04)
- 000139 Go To Beginning, Then Return Value Loop 0001 (39)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 006D10 Close 16-Object Door (Chicago Unopened fire door)
- 006D11 Close 16-Object Door (Chicago Unopened fire door)
- 00023A Resume If Return Value Loop Met 0002 (3A)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00022104 Check if Cycle Counter > Value, Return Value Loop 00BD (00022104)
- 00013A Go To Beginning, Then Return Value Loop 0001 (3A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017107 Play Sound - Metal grate footstep
- 00023B Resume If Return Value Loop Met 0002 (3B)
- 0003 Sleep For One Frame
- 01742E Return value loop when button is pressed 0174 (2E)
- 00BD00024C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00024C04)
- 00013B Go To Beginning, Then Return Value Loop 0001 (3B)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE017207 Play Sound - Metal grate footstep
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 011303 If Prerecorded camera not finished, Return Value Loop 0113 (03)
- 00002E Return Value Loop 0000 (2E)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01742E Return value loop when button is pressed 0174 (2E)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 00022E Resume If Return Value Loop Met 0002 (2E)
- 00D307 Turn off Sound in Slot 00D3 (07)
- 00D30A Turn off Sound in Slot 00D3 (0A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00DC Exit Level
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1400:
- 0003 Sleep For One Frame
- 010BF420 Make Guard Ally (10)/Foe (02) (Counter-operative [player 2])
- 00A70700004000 Set Tags for Guard ID# (G5 Guard)
- 00A70700000020 Set Tags for Guard ID# (G5 Guard)
- 00A70A00000020 Set Tags for Guard ID# (G5 Guard)
- 00770203 If Difficulty < Value, Return Value Loop 0077 (0203)
- 006A0FF8 Give Guard 16-Object (Joanna [player 1]) (Briefcase)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 006A1BF8 Give Guard 16-Object (Joanna [player 1]) (Briefcase)
- 0034F503 If Guard ID Finished Death Animation, Return Value Loop (Velvet Dark [player 2])
- 00770204 If Difficulty < Value, Return Value Loop 0077 (0204)
- 006A1DF5 Give Guard 16-Object (Velvet Dark [player 2]) (Briefcase)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 006A1EF5 Give Guard 16-Object (Velvet Dark [player 2]) (Briefcase)
- 0005FD0017 Jump To Function (Guard [whatever called it]) (JAL TO: 0017) Guard/Simulant Initialization (0145/0146), Then End
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01170F Hide 16-Object (Briefcase)
- 01171D Hide 16-Object (Briefcase)
- 01171E Hide 16-Object (Briefcase)
- 0005FD0017 Jump To Function (Guard [whatever called it]) (JAL TO: 0017) Guard/Simulant Initialization (0145/0146), Then End
- 0004 Terminator
- 1001:
- 0003 Sleep For One Frame
- 00A71A04000000 Set Tags for Guard ID# (CIA Agent)
- 00A71B04000000 Set Tags for Guard ID# (CIA Agent)
- 00A71C04000000 Set Tags for Guard ID# (CIA Agent)
- 00A71D04000000 Set Tags for Guard ID# (CIA Agent)
- 0005FD0016 Jump To Function (Guard [whatever called it]) (JAL TO: 0016) Periodically Show Objectives Failed Message
- 0004 Terminator
- 1002:
- 0005FD0017 Jump To Function (Guard [whatever called it]) (JAL TO: 0017) Guard/Simulant Initialization (0145/0146), Then End
- 0004 Terminator
- 1003:
- 0005FD040A Jump To Function (Guard [whatever called it]) (JAL TO: 040A)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1004:
- 00B0F8 Sets To Guard ID FC Current Guard (Joanna [player 1])
- 00770254 If Difficulty < Value, Return Value Loop 0077 (0254)
- 000004 Return Value Loop 0000 (04)
- 000254 Resume If Return Value Loop Met 0002 (54)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000211 Resume If Return Value Loop Met 0002 (11)
- 0003 Sleep For One Frame
- B54255472043310A = BUG C1
- 0106F80000 Set F6 Guard ID (Primary Player) to Guard ID (Joanna [player 1])
- 0034F82F If Guard ID Finished Death Animation, Return Value Loop (Joanna [player 1])
- 0033F82F If Guard ID Killed, Return Value Loop (Joanna [player 1])
- 017BF82F If Guard Body Disappeared, Return Value Loop (Joanna [player 1])
- 00EBF8180103 If Player ID#'s Ammo Value In Type < Value, Return Value Loop (Joanna [player 1]) (Ammo: 18 - Target Amplifier)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000111 Go To Beginning, Then Return Value Loop 0001 (11)
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- B542554720444F0A = BUG DO
- 0106F80000 Set F6 Guard ID (Primary Player) to Guard ID (Joanna [player 1])
- 0034F830 If Guard ID Finished Death Animation, Return Value Loop (Joanna [player 1])
- 0033F830 If Guard ID Killed, Return Value Loop (Joanna [player 1])
- 017BF830 If Guard Body Disappeared, Return Value Loop (Joanna [player 1])
- 000231 Resume If Return Value Loop Met 0002 (31)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 000111 Go To Beginning, Then Return Value Loop 0001 (11)
- 000230 Resume If Return Value Loop Met 0002 (30)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000203 Resume If Return Value Loop Met 0002 (03)
- B54255472043320A = BUG C2
- 0003 Sleep For One Frame
- 005E3E04 If Specified Weapon Deposited, Return Value Loop (3E Tracer Bug)
- 000103 Go To Beginning, Then Return Value Loop 0001 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00620C04 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- B54255472043330A = BUG C3
- 005F3E0C06 If Specified Weapon Deposited On 16-Object, Return Value Loop (3E Tracer Bug) (Chicago dataDyne limo)
- 00BD00007807 Check if Cycle Counter > Value, Return Value Loop 00BD (00007807)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 00A100001000 Set Objective Bits (If True: Objective #2) (00001000)
- 00A200002000 Unset Objective Bits (If False: Objective #2) (00002000)
- 00CBF83217 Display Text Preset Lower (Joanna [player 1]) - Tracer Bug placed correctly.*
- 00B6 Reset Cycle Counter And Enable It
- 000208 Resume If Return Value Loop Met 0002 (08)
- 0003 Sleep For One Frame
- B54255472043340A = BUG C4
- 00BD00012C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00012C04)
- 000108 Go To Beginning, Then Return Value Loop 0001 (08)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100000080 Set Objective Bits (00000080)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000207 Resume If Return Value Loop Met 0002 (07)
- B557524F4E47310A = WRONG1
- 00A3000001000103 Compare Objective Bits, Return Value Loop are True (00000100)
- B557524F4E47320A = WRONG2
- 00A100000100 Set Objective Bits (00000100)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- B557524F4E47330A = WRONG3
- 00A100002000 Set Objective Bits (If False: Objective #2) (00002000)
- 00CBF83218 Display Text Preset Lower (Joanna [player 1]) - Tracer Bug placed incorrectly.*
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1005:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00A3000040000103 Compare Objective Bits, Return Value Loop are True (If False: Objective #2) (00004000)
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 00A100004000 Set Objective Bits (If False: Objective #2) (00004000)
- 00D301 Turn off Sound in Slot 00D3 (01)
- 00770103 If Difficulty < Value, Return Value Loop 0077 (0103)
- 00CBF83219 Display Text Preset Lower (Joanna [player 1]) - Mission critical vehicle destroyed.*
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A3400000000103 Compare Objective Bits, Return Value Loop are True (If True: Objective #4) (40000000)
- 00A3000080000103 Compare Objective Bits, Return Value Loop are True (If False: Objective #4) (00008000)
- 00620A03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago Hovertaxi)
- 00D300 Turn off Sound in Slot 00D3 (00)
- 00A100008000 Set Objective Bits (If False: Objective #4) (00008000)
- 00CBF83219 Display Text Preset Lower (Joanna [player 1]) - Mission critical vehicle destroyed.*
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A3400000000103 Compare Objective Bits, Return Value Loop are True (If True: Objective #4) (40000000)
- 00A3000100000103 Compare Objective Bits, Return Value Loop are True (If False: Objective #4) (00010000)
- 00331F04 If Guard ID Killed, Return Value Loop (G5 Sentry Bot (Don't use as player))
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100010000 Set Objective Bits (If False: Objective #4) (00010000)
- 00CBF83219 Display Text Preset Lower (Joanna [player 1]) - Mission critical vehicle destroyed.*
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 0004 Terminator
- 1006:
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 00730003 If Objective Succeeded, Return Value Loop 0073 (0003)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00730303 If Objective Succeeded, Return Value Loop 0073 (0303)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0077010A If Difficulty < Value, Return Value Loop 0077 (010A)
- 00730203 If Objective Succeeded, Return Value Loop 0073 (0203)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0077020A If Difficulty < Value, Return Value Loop 0077 (020A)
- 0073010A If Objective Succeeded, Return Value Loop 0073 (010A)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 00020A Resume If Return Value Loop Met 0002 (0A)
- B550414420434845434B0A = PAD CHECK
- 0054F2002300A704 If Guard ID Within Units of Preset, Return Value Loop (Player 1 and Player 2)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100020000 Set Objective Bits (If True: Objective #5) (00020000)
- B5494E2054484520454C455641544F520A = IN THE ELEVATOR
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00F3F8 Make Guard Invincible (F8 Jo) (Joanna [player 1])
- 00E0F804 Lose Control/Movement of Player (ID F8) (Joanna [player 1])
- 00BF Hide Timer
- 00C1 Stop Timer
- 00F705 If All Objectives Complete, Return Value Loop 00F7 (05)
- 00CBF2321A Display Text Preset Lower (Player 1 and Player 2) - MISSION FAILED*
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00B6 Reset Cycle Counter And Enable It
- 000213 Resume If Return Value Loop Met 0002 (13)
- 0003 Sleep For One Frame
- 00BD00011812 Check if Cycle Counter > Value, Return Value Loop 00BD (00011812)
- 000113 Go To Beginning, Then Return Value Loop 0001 (13)
- 000212 Resume If Return Value Loop Met 0002 (12)
- 00DC Exit Level
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0034F803 If Guard ID Finished Death Animation, Return Value Loop (Joanna [player 1])
- 0033F803 If Guard ID Killed, Return Value Loop (Joanna [player 1])
- 017BF803 If Guard Body Disappeared, Return Value Loop (Joanna [player 1])
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0034F503 If Guard ID Finished Death Animation, Return Value Loop (Velvet Dark [player 2])
- 0033F503 If Guard ID Killed, Return Value Loop (Velvet Dark [player 2])
- 017BF503 If Guard Body Disappeared, Return Value Loop (Velvet Dark [player 2])
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00DC Exit Level
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD040B Jump To Function (Guard [whatever called it]) (JAL TO: 040B)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1007:
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00A3000008000104 Compare Objective Bits, Return Value Loop are True (00000800)
- 00A3010000000103 Compare Objective Bits, Return Value Loop are True (01000000)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A3000010000104 Compare Objective Bits, Return Value Loop are True (If True: Objective #2) (00001000)
- 00780107 If Difficulty > Value, Return Value Loop 0078 (0107)
- 00780006 If Difficulty > Value, Return Value Loop 0078 (0006)
- 00BD002A3004 Check if Cycle Counter > Value, Return Value Loop 00BD (002A3004)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 00BD001C2004 Check if Cycle Counter > Value, Return Value Loop 00BD (001C2004)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000207 Resume If Return Value Loop Met 0002 (07)
- 00BD001C2004 Check if Cycle Counter > Value, Return Value Loop 00BD (001C2004)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100040000 Set Objective Bits (00040000)
- B54C494D4F20524541445920544F20474F0A = LIMO READY TO GO
- 00B6 Reset Cycle Counter And Enable It
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0003 Sleep For One Frame
- 00BD00038404 Check if Cycle Counter > Value, Return Value Loop 00BD (00038404)
- 00010A Go To Beginning, Then Return Value Loop 0001 (0A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100080000 Set Objective Bits (00080000)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1008:
- 000207 Resume If Return Value Loop Met 0002 (07)
- 0003 Sleep For One Frame
- 00A3010000000103 Compare Objective Bits, Return Value Loop are True (01000000)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A3000008000103 Compare Objective Bits, Return Value Loop are True (00000800)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00BD0000C804 Check if Cycle Counter > Value, Return Value Loop 00BD (0000C804)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100100000 Set Objective Bits (00100000)
- 00B6 Reset Cycle Counter And Enable It
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 00BD00025804 Check if Cycle Counter > Value, Return Value Loop 00BD (00025804)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100200000 Set Objective Bits (00200000)
- 00AE0A04000000 Unset Tags 2 for 16-Object (Chicago Hovertaxi)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1009:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00331A05 If Guard ID Killed, Return Value Loop (CIA Agent)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 00A108000000 Set Objective Bits (If False: Objective #5) (08000000)
- 00CBF8321D Display Text Preset Lower (Joanna [player 1]) - Mission failed - unacceptable civilian casualties.*
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 100A:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00A01B000020000003 If Guard ID#'s Object Flags Match, Return Value Loop (CIA Agent)
- 00331B05 If Guard ID Killed, Return Value Loop (CIA Agent)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 00A108000000 Set Objective Bits (If False: Objective #5) (08000000)
- 00CBF8321D Display Text Preset Lower (Joanna [player 1]) - Mission failed - unacceptable civilian casualties.*
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 100B:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00331C05 If Guard ID Killed, Return Value Loop (CIA Agent)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 00A108000000 Set Objective Bits (If False: Objective #5) (08000000)
- 00CBF8321D Display Text Preset Lower (Joanna [player 1]) - Mission failed - unacceptable civilian casualties.*
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 100C:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00331D05 If Guard ID Killed, Return Value Loop (CIA Agent)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 00A108000000 Set Objective Bits (If False: Objective #5) (08000000)
- 00CBF8321D Display Text Preset Lower (Joanna [player 1]) - Mission failed - unacceptable civilian casualties.*
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 100D:
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00A3004000000103 Compare Objective Bits, Return Value Loop are True (00400000)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00B6 Reset Cycle Counter And Enable It
- 00CE7AF0FF Play Sound - Attention all personnel (echo)
- 00021D Resume If Return Value Loop Met 0002 (1D)
- 0003 Sleep For One Frame
- 00BD0000C803 Check if Cycle Counter > Value, Return Value Loop 00BD (0000C803)
- 00011D Go To Beginning, Then Return Value Loop 0001 (1D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00B6 Reset Cycle Counter And Enable It
- 00CE7AF1FF Play Sound - Locate and apprehend the fugitive (echo)
- 00021E Resume If Return Value Loop Met 0002 (1E)
- 0003 Sleep For One Frame
- 00BD00007803 Check if Cycle Counter > Value, Return Value Loop 00BD (00007803)
- 00011E Go To Beginning, Then Return Value Loop 0001 (1E)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00F9010A3C Plays x-theme slot# =0-3; play for x/y seconds 00F9 (010A3C)
- 000004 Return Value Loop 0000 (04)
- 000207 Resume If Return Value Loop Met 0002 (07)
- 00711404 Unset Lock 16-Object Door (Chicago Metal shutter)
- 00B6 Reset Cycle Counter And Enable It
- 00A3000000010108 Compare Objective Bits, Return Value Loop are True (00000001)
- 00C681FF0067041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF0067041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF0067041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF0067041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000006 Return Value Loop 0000 (06)
- 000208 Resume If Return Value Loop Met 0002 (08)
- 00711504 Unset Lock 16-Object Door (Chicago Metal shutter)
- 00711604 Unset Lock 16-Object Door (Chicago Metal shutter)
- 00A3000000020109 Compare Objective Bits, Return Value Loop are True (00000002)
- 00C681FF00C2041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C2041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C2041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C2041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000006 Return Value Loop 0000 (06)
- 000209 Resume If Return Value Loop Met 0002 (09)
- 00711704 Unset Lock 16-Object Door (Chicago Metal shutter)
- 00711804 Unset Lock 16-Object Door (Chicago Metal shutter)
- 00A300000004010A Compare Objective Bits, Return Value Loop are True (00000004)
- 00C681FF00C3041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C3041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C3041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C3041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000006 Return Value Loop 0000 (06)
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 00711904 Unset Lock 16-Object Door (Chicago Metal shutter)
- 00C681FF00C1041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C1041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C1041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 00C681FF00C1041F0000020004 Spawn Guard (G5 SWAT Guard) (Random Head)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000006 Return Value Loop 0000 (06)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 01470904 0147 (0904)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A3000000010104 Compare Objective Bits, Return Value Loop are True (00000001)
- 00A100000001 Set Objective Bits (00000001)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A3000000020104 Compare Objective Bits, Return Value Loop are True (00000002)
- 00A100000002 Set Objective Bits (00000002)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A3000000040104 Compare Objective Bits, Return Value Loop are True (00000004)
- 00A100000004 Set Objective Bits (00000004)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00B6 Reset Cycle Counter And Enable It
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 00BD00038404 Check if Cycle Counter > Value, Return Value Loop 00BD (00038404)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000107 Go To Beginning, Then Return Value Loop 0001 (07)
- 0004 Terminator
- 100F:
- 0077010A If Difficulty < Value, Return Value Loop 0077 (010A)
- 0003 Sleep For One Frame
- 000208 Resume If Return Value Loop Met 0002 (08)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 005DF20603 If 16-Object # Collected, Return Value Loop (Player 1 and Player 2) (Briefcase)
- 000108 Go To Beginning, Then Return Value Loop 0001 (08)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0106F20000 Set F6 Guard ID (Primary Player) to Guard ID (Player 1 and Player 2)
- 000211 Resume If Return Value Loop Met 0002 (11)
- 0003 Sleep For One Frame
- B54D41494E0A = MAIN
- 0034F629 If Guard ID Finished Death Animation, Return Value Loop (Currently Active Player)
- 0033F629 If Guard ID Killed, Return Value Loop (Currently Active Player)
- 017BF629 If Guard Body Disappeared, Return Value Loop (Currently Active Player)
- 00EBF60C0103 If Player ID#'s Ammo Value In Type < Value, Return Value Loop (Currently Active Player) (Ammo: 0C - Remote mines)
- 000111 Go To Beginning, Then Return Value Loop 0001 (11)
- 000229 Resume If Return Value Loop Met 0002 (29)
- 000254 Resume If Return Value Loop Met 0002 (54)
- 0003 Sleep For One Frame
- B5444541440A = DEAD
- 0034F628 If Guard ID Finished Death Animation, Return Value Loop (Currently Active Player)
- 0033F628 If Guard ID Killed, Return Value Loop (Currently Active Player)
- 017BF628 If Guard Body Disappeared, Return Value Loop (Currently Active Player)
- 0003 Sleep For One Frame
- B54E4F54444541440A = NOTDEAD
- 00EBF80C0129 If Player ID#'s Ammo Value In Type < Value, Return Value Loop (Joanna [player 1]) (Ammo: 0C - Remote mines)
- 000108 Go To Beginning, Then Return Value Loop 0001 (08)
- 000229 Resume If Return Value Loop Met 0002 (29)
- 00EBF50C0129 If Player ID#'s Ammo Value In Type < Value, Return Value Loop (Velvet Dark [player 2]) (Ammo: 0C - Remote mines)
- 000108 Go To Beginning, Then Return Value Loop 0001 (08)
- 000229 Resume If Return Value Loop Met 0002 (29)
- B54E4F414D4D4F0A = NOAMMO
- 000228 Resume If Return Value Loop Met 0002 (28)
- B55354494C4C444541440A = STILLDEAD
- 000154 Go To Beginning, Then Return Value Loop 0001 (54)
- 000203 Resume If Return Value Loop Met 0002 (03)
- B54641494C0A = FAIL
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 005E2204 If Specified Weapon Deposited, Return Value Loop (22 Remote Mine)
- 000111 Go To Beginning, Then Return Value Loop 0001 (11)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 005F220806 If Specified Weapon Deposited On 16-Object, Return Value Loop (22 Remote Mine) (G5 Building Upper hole-in-wall unexploded)
- 005F220908 If Specified Weapon Deposited On 16-Object, Return Value Loop (22 Remote Mine) (G5 Building Lower hole-in-wall unexploded)
- 00BD00007807 Check if Cycle Counter > Value, Return Value Loop 00BD (00007807)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000208 Resume If Return Value Loop Met 0002 (08)
- 01913F Unmask EEPROM Value 0191 (3F)
- 000003 Return Value Loop 0000 (03)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 01903F Mask EEPROM Value 0190 (3F)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A100000200 Set Objective Bits (If True: Objective #3) (00000200)
- 00CBF2320F Display Text Preset Lower (Player 1 and Player 2) - Mine placed correctly.*
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 005F220803 If Specified Weapon Deposited On 16-Object, Return Value Loop (22 Remote Mine) (G5 Building Upper hole-in-wall unexploded)
- 005F220903 If Specified Weapon Deposited On 16-Object, Return Value Loop (22 Remote Mine) (G5 Building Lower hole-in-wall unexploded)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100000400 Set Objective Bits (If False: Objective #3) (00000400)
- 00CBF23248 Display Text Preset Lower (Player 1 and Player 2) - Remote Mine has been wasted.*
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000207 Resume If Return Value Loop Met 0002 (07)
- 00A100000400 Set Objective Bits (If False: Objective #3) (00000400)
- 00CBF23210 Display Text Preset Lower (Player 1 and Player 2) - Mine placed incorrectly.*
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1010:
- 0003 Sleep For One Frame
- 006C10 Open 16-Object Door (Chicago Unopened fire door)
- 006C11 Open 16-Object Door (Chicago Unopened fire door)
- 0003 Sleep For One Frame
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0063F20E03 If Tagged 16-Object Activated, Return Value Loop (Player 1 and Player 2) (G5 Building Laser switch)
- 00A3100000000104 Compare Objective Bits, Return Value Loop are True (If False: Objective #5) (10000000)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 006D10 Close 16-Object Door (Chicago Unopened fire door)
- 006D11 Close 16-Object Door (Chicago Unopened fire door)
- 00701002 Set Lock 16-Object Door (Chicago Unopened fire door)
- 00701102 Set Lock 16-Object Door (Chicago Unopened fire door)
- 00A3100000000104 Compare Objective Bits, Return Value Loop are True (If False: Objective #5) (10000000)
- 00CBF23221 Display Text Preset Lower (Player 1 and Player 2) - Elevator access sealed.*
- 00A110000000 Set Objective Bits (If False: Objective #5) (10000000)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CBF23230 Display Text Preset Lower (Player 1 and Player 2) - Elevator door cannot be reopened.*
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 0004 Terminator
- 1011:
- 0003 Sleep For One Frame
- 0034F503 If Guard ID Finished Death Animation, Return Value Loop (Velvet Dark [player 2])
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A100000100 Set Objective Bits (00000100)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B0F5 Sets To Guard ID FC Current Guard (Velvet Dark [player 2])
- 00770254 If Difficulty < Value, Return Value Loop 0077 (0254)
- 000004 Return Value Loop 0000 (04)
- 000254 Resume If Return Value Loop Met 0002 (54)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0003 Sleep For One Frame
- 000211 Resume If Return Value Loop Met 0002 (11)
- 0003 Sleep For One Frame
- B54255472043310A = BUG C1
- 0106FC0000 Set F6 Guard ID (Primary Player) to Guard ID (Writable Actor ID Value)
- 0034F52F If Guard ID Finished Death Animation, Return Value Loop (Velvet Dark [player 2])
- 0033F52F If Guard ID Killed, Return Value Loop (Velvet Dark [player 2])
- 017BF52F If Guard Body Disappeared, Return Value Loop (Velvet Dark [player 2])
- 00EBF5180103 If Player ID#'s Ammo Value In Type < Value, Return Value Loop (Velvet Dark [player 2]) (Ammo: 18 - Target Amplifier)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000111 Go To Beginning, Then Return Value Loop 0001 (11)
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- B542554720444F0A = BUG DO
- 0106FC0000 Set F6 Guard ID (Primary Player) to Guard ID (Writable Actor ID Value)
- 0034F530 If Guard ID Finished Death Animation, Return Value Loop (Velvet Dark [player 2])
- 0033F530 If Guard ID Killed, Return Value Loop (Velvet Dark [player 2])
- 017BF530 If Guard Body Disappeared, Return Value Loop (Velvet Dark [player 2])
- 000231 Resume If Return Value Loop Met 0002 (31)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 000111 Go To Beginning, Then Return Value Loop 0001 (11)
- 000230 Resume If Return Value Loop Met 0002 (30)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000203 Resume If Return Value Loop Met 0002 (03)
- B54255472043320A = BUG C2
- 0003 Sleep For One Frame
- 005E3E04 If Specified Weapon Deposited, Return Value Loop (3E Tracer Bug)
- 000103 Go To Beginning, Then Return Value Loop 0001 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00620C04 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- B54255472043330A = BUG C3
- 005F3E0C06 If Specified Weapon Deposited On 16-Object, Return Value Loop (3E Tracer Bug) (Chicago dataDyne limo)
- 00BD00007807 Check if Cycle Counter > Value, Return Value Loop 00BD (00007807)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 00A100001000 Set Objective Bits (If True: Objective #2) (00001000)
- 00A200002000 Unset Objective Bits (If False: Objective #2) (00002000)
- 00CBF53217 Display Text Preset Lower (Velvet Dark [player 2]) - Tracer Bug placed correctly.*
- 00B6 Reset Cycle Counter And Enable It
- 000208 Resume If Return Value Loop Met 0002 (08)
- 0003 Sleep For One Frame
- B54255472043340A = BUG C4
- 00BD00012C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00012C04)
- 000108 Go To Beginning, Then Return Value Loop 0001 (08)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100000080 Set Objective Bits (00000080)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000207 Resume If Return Value Loop Met 0002 (07)
- B557524F4E47310A = WRONG1
- 00A3000001000103 Compare Objective Bits, Return Value Loop are True (00000100)
- B557524F4E47320A = WRONG2
- 00A100000100 Set Objective Bits (00000100)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- B557524F4E47330A = WRONG3
- 00A100002000 Set Objective Bits (If False: Objective #2) (00002000)
- 00CBF53218 Display Text Preset Lower (Velvet Dark [player 2]) - Tracer Bug placed incorrectly.*
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1012:
- 000202 Resume If Return Value Loop Met 0002 (02)
- 0003 Sleep For One Frame
- 00A3008000000003 Compare Objective Bits, Return Value Loop are False (00800000)
- 00541F001400D404 If Guard ID Within Units of Preset, Return Value Loop (G5 Sentry Bot (Don't use as player))
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A200000040 Unset Objective Bits (00000040)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A100000040 Set Objective Bits (00000040)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00551F00B400D904 If Guard ID not Within Units of Preset, Return Value Loop (G5 Sentry Bot (Don't use as player))
- 00A201000000 Unset Objective Bits (01000000)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00A101000000 Set Objective Bits (01000000)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000102 Go To Beginning, Then Return Value Loop 0001 (02)
- 0004 Terminator
- 1014:
- 000202 Resume If Return Value Loop Met 0002 (02)
- 0003 Sleep For One Frame
- 00A3000000200104 Compare Objective Bits, Return Value Loop are True (00000020)
- 000102 Go To Beginning, Then Return Value Loop 0001 (02)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 000209 Resume If Return Value Loop Met 0002 (09)
- 0003 Sleep For One Frame
- 00BD0000E604 Check if Cycle Counter > Value, Return Value Loop 00BD (0000E604)
- 000109 Go To Beginning, Then Return Value Loop 0001 (09)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 006B120029 Move 16-Object to Pad (Pad: 0029) (Remote Mine)
- 006612 Explode 16-Object (Remote Mine)
- 00A140000000 Set Objective Bits (If True: Objective #4) (40000000)
- 00CBF83236 Display Text Preset Lower (Joanna [player 1]) - Diversion has been created.*
- 00660A Explode 16-Object (Chicago Hovertaxi)
- 00B6 Reset Cycle Counter And Enable It
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0003 Sleep For One Frame
- 00BD0000B404 Check if Cycle Counter > Value, Return Value Loop 00BD (0000B404)
- 00010A Go To Beginning, Then Return Value Loop 0001 (0A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 006B13001C Move 16-Object to Pad (Pad: 001C) (Remote Mine)
- 006613 Explode 16-Object (Remote Mine)
- 00A100000010 Set Objective Bits (00000010)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1415:
- 00022B Resume If Return Value Loop Met 0002 (2B)
- 00A302000000012C Compare Objective Bits, Return Value Loop are True (02000000)
- 0003 Sleep For One Frame
- 00012B Go To Beginning, Then Return Value Loop 0001 (2B)
- 00022C Resume If Return Value Loop Met 0002 (2C)
- 00A202000000 Unset Objective Bits (02000000)
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- B54355545343454E4520535441525445440A = CUTSCENE STARTED
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00B6 Reset Cycle Counter And Enable It
- B54355545343454E4520535441525445440A = CUTSCENE STARTED
- 000255 Resume If Return Value Loop Met 0002 (55)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00001E04 Check if Cycle Counter > Value, Return Value Loop 00BD (00001E04)
- 000155 Go To Beginning, Then Return Value Loop 0001 (55)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CDF8324474080705 Display Text Preset and Play Sound (Joanna [player 1]) - We suspect the G5 Corporation is just a *front for dataDyne and whoever else is *involved in this plot. I know Cassandra *de Vries is going to be here, but I need *to know who else is attending and what *they discuss. By the time you get out, *the help I requested should have arrived.* - We suspect the G5 Corporation is just a *front for dataDyne and whoever else is *involved in this plot. I know Cassandra *de Vries is going to be here but I need *to know who else is attending and what *they discuss. By the time you get out *the help I requested should have arrived. // Ap7_01_caM
- 000256 Resume If Return Value Loop Met 0002 (56)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00042404 Check if Cycle Counter > Value, Return Value Loop 00BD (00042404)
- 000156 Go To Beginning, Then Return Value Loop 0001 (56)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CDF8324574090709 Display Text Preset and Play Sound (Joanna [player 1]) - Just who is this help you keep *referring to?* - Just who is this help you keep *referring to? // Ap7_02_joM
- 000257 Resume If Return Value Loop Met 0002 (57)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0004EC04 Check if Cycle Counter > Value, Return Value Loop 00BD (0004EC04)
- 000157 Go To Beginning, Then Return Value Loop 0001 (57)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CDF83246740A0705 Display Text Preset and Play Sound (Joanna [player 1]) - Not now, Joanna. Time for radio silence. *Good luck!* - Not now Joanna. Time for radio silence. *Good luck! // Ap7_03_caM
- 000258 Resume If Return Value Loop Met 0002 (58)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0005D004 Check if Cycle Counter > Value, Return Value Loop 00BD (0005D004)
- 000158 Go To Beginning, Then Return Value Loop 0001 (58)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CDF83247740B0709 Display Text Preset and Play Sound (Joanna [player 1]) - Thanks a lot.* - Thanks a lot. // Ap7_04_joM
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0005BC04 Check if Cycle Counter > Value, Return Value Loop 00BD (0005BC04)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016103 Play Sound - Foot print on stone?
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0005EF04 Check if Cycle Counter > Value, Return Value Loop 00BD (0005EF04)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016203 Play Sound - Footstep
- 000230 Resume If Return Value Loop Met 0002 (30)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00061E04 Check if Cycle Counter > Value, Return Value Loop 00BD (00061E04)
- 000130 Go To Beginning, Then Return Value Loop 0001 (30)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE046D04 Play Sound - [empty 0-sized]
- 000231 Resume If Return Value Loop Met 0002 (31)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00067104 Check if Cycle Counter > Value, Return Value Loop 00BD (00067104)
- 000131 Go To Beginning, Then Return Value Loop 0001 (31)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE046D03 Play Sound - [empty 0-sized]
- 000233 Resume If Return Value Loop Met 0002 (33)
- 000234 Resume If Return Value Loop Met 0002 (34)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0006DE04 Check if Cycle Counter > Value, Return Value Loop 00BD (0006DE04)
- 000134 Go To Beginning, Then Return Value Loop 0001 (34)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016404 Play Sound - Footstep
- 000235 Resume If Return Value Loop Met 0002 (35)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0006F804 Check if Cycle Counter > Value, Return Value Loop 00BD (0006F804)
- 000135 Go To Beginning, Then Return Value Loop 0001 (35)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016303 Play Sound - Footstep
- 000236 Resume If Return Value Loop Met 0002 (36)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00071604 Check if Cycle Counter > Value, Return Value Loop 00BD (00071604)
- 000136 Go To Beginning, Then Return Value Loop 0001 (36)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016203 Play Sound - Footstep
- 000237 Resume If Return Value Loop Met 0002 (37)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00073F04 Check if Cycle Counter > Value, Return Value Loop 00BD (00073F04)
- 000137 Go To Beginning, Then Return Value Loop 0001 (37)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016103 Play Sound - Foot print on stone?
- 000238 Resume If Return Value Loop Met 0002 (38)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00076904 Check if Cycle Counter > Value, Return Value Loop 00BD (00076904)
- 000138 Go To Beginning, Then Return Value Loop 0001 (38)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE047003 Play Sound - [empty 0-sized]
- 00023A Resume If Return Value Loop Met 0002 (3A)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0007E104 Check if Cycle Counter > Value, Return Value Loop 00BD (0007E104)
- 00013A Go To Beginning, Then Return Value Loop 0001 (3A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016503 Play Sound - Footstep
- 00023B Resume If Return Value Loop Met 0002 (3B)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0007EC04 Check if Cycle Counter > Value, Return Value Loop 00BD (0007EC04)
- 00013B Go To Beginning, Then Return Value Loop 0001 (3B)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE046E04 Play Sound - Grunt
- 00023C Resume If Return Value Loop Met 0002 (3C)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00080204 Check if Cycle Counter > Value, Return Value Loop 00BD (00080204)
- 00013C Go To Beginning, Then Return Value Loop 0001 (3C)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE047203 Play Sound - Mechanical sliding
- 00023D Resume If Return Value Loop Met 0002 (3D)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00087F04 Check if Cycle Counter > Value, Return Value Loop 00BD (00087F04)
- 00013D Go To Beginning, Then Return Value Loop 0001 (3D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE047304 Play Sound - Mechanical sliding
- 00023E Resume If Return Value Loop Met 0002 (3E)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0008BF04 Check if Cycle Counter > Value, Return Value Loop 00BD (0008BF04)
- 00013E Go To Beginning, Then Return Value Loop 0001 (3E)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE047403 Play Sound - Mechanical sliding
- 00023F Resume If Return Value Loop Met 0002 (3F)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0008DD04 Check if Cycle Counter > Value, Return Value Loop 00BD (0008DD04)
- 00013F Go To Beginning, Then Return Value Loop 0001 (3F)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE047504 Play Sound - Mechanical sliding
- 000241 Resume If Return Value Loop Met 0002 (41)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0008E604 Check if Cycle Counter > Value, Return Value Loop 00BD (0008E604)
- 000141 Go To Beginning, Then Return Value Loop 0001 (41)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016603 Play Sound - Footstep
- 000240 Resume If Return Value Loop Met 0002 (40)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD0008E804 Check if Cycle Counter > Value, Return Value Loop 00BD (0008E804)
- 000140 Go To Beginning, Then Return Value Loop 0001 (40)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE046F04 Play Sound - Grunt
- 000242 Resume If Return Value Loop Met 0002 (42)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00091304 Check if Cycle Counter > Value, Return Value Loop 00BD (00091304)
- 000142 Go To Beginning, Then Return Value Loop 0001 (42)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016503 Play Sound - Footstep
- 000243 Resume If Return Value Loop Met 0002 (43)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00092304 Check if Cycle Counter > Value, Return Value Loop 00BD (00092304)
- 000143 Go To Beginning, Then Return Value Loop 0001 (43)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016603 Play Sound - Footstep
- 000244 Resume If Return Value Loop Met 0002 (44)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00093404 Check if Cycle Counter > Value, Return Value Loop 00BD (00093404)
- 000144 Go To Beginning, Then Return Value Loop 0001 (44)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016703 Play Sound - Footstep
- 000245 Resume If Return Value Loop Met 0002 (45)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00094504 Check if Cycle Counter > Value, Return Value Loop 00BD (00094504)
- 000145 Go To Beginning, Then Return Value Loop 0001 (45)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016803 Play Sound - Footstep
- 000246 Resume If Return Value Loop Met 0002 (46)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00095204 Check if Cycle Counter > Value, Return Value Loop 00BD (00095204)
- 000146 Go To Beginning, Then Return Value Loop 0001 (46)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016503 Play Sound - Footstep
- 000247 Resume If Return Value Loop Met 0002 (47)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00095404 Check if Cycle Counter > Value, Return Value Loop 00BD (00095404)
- 000147 Go To Beginning, Then Return Value Loop 0001 (47)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000248 Resume If Return Value Loop Met 0002 (48)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00096204 Check if Cycle Counter > Value, Return Value Loop 00BD (00096204)
- 000148 Go To Beginning, Then Return Value Loop 0001 (48)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00D304 Turn off Sound in Slot 00D3 (04)
- 00CE016603 Play Sound - Footstep
- 00024A Resume If Return Value Loop Met 0002 (4A)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00096404 Check if Cycle Counter > Value, Return Value Loop 00BD (00096404)
- 00014A Go To Beginning, Then Return Value Loop 0001 (4A)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE008004 Play Sound - Shot
- 000249 Resume If Return Value Loop Met 0002 (49)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00097804 Check if Cycle Counter > Value, Return Value Loop 00BD (00097804)
- 000149 Go To Beginning, Then Return Value Loop 0001 (49)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016703 Play Sound - Footstep
- 00024C Resume If Return Value Loop Met 0002 (4C)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD00098204 Check if Cycle Counter > Value, Return Value Loop 00BD (00098204)
- 00014C Go To Beginning, Then Return Value Loop 0001 (4C)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE047603 Play Sound - Mr. Blonde breathing
- 00024B Resume If Return Value Loop Met 0002 (4B)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD000A1804 Check if Cycle Counter > Value, Return Value Loop 00BD (000A1804)
- 00014B Go To Beginning, Then Return Value Loop 0001 (4B)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CE016105 Play Sound - Foot print on stone?
- 00024D Resume If Return Value Loop Met 0002 (4D)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD000A3E04 Check if Cycle Counter > Value, Return Value Loop 00BD (000A3E04)
- 00014D Go To Beginning, Then Return Value Loop 0001 (4D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00D305 Turn off Sound in Slot 00D3 (05)
- 00CE016204 Play Sound - Footstep
- 00024E Resume If Return Value Loop Met 0002 (4E)
- 0003 Sleep For One Frame
- 00A320000000012E Compare Objective Bits, Return Value Loop are True (20000000)
- 00BD000A6404 Check if Cycle Counter > Value, Return Value Loop 00BD (000A6404)
- 00014E Go To Beginning, Then Return Value Loop 0001 (4E)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00D305 Turn off Sound in Slot 00D3 (05)
- 00CE016306 Play Sound - Footstep
- 00022E Resume If Return Value Loop Met 0002 (2E)
- 00D305 Turn off Sound in Slot 00D3 (05)
- 00D307 Turn off Sound in Slot 00D3 (07)
- 00012B Go To Beginning, Then Return Value Loop 0001 (2B)
- 0004 Terminator
- 1416:
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 018B02 Trigger Rain Effect 018B (02)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 00B6 Reset Cycle Counter And Enable It
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0003 Sleep For One Frame
- 00BD00003C03 Check if Cycle Counter > Value, Return Value Loop 00BD (00003C03)
- 000106 Go To Beginning, Then Return Value Loop 0001 (06)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0036 Seed Random Byte
- 00370C03 If Random Byte < Value, Return Value Loop 0037 (0C03)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 0036 Seed Random Byte
- 0038C00A If Random Byte > Value, Return Value Loop 0038 (C00A)
- 00388009 If Random Byte > Value, Return Value Loop 0038 (8009)
- 00384008 If Random Byte > Value, Return Value Loop 0038 (4008)
- 018B02 Trigger Rain Effect 018B (02)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000208 Resume If Return Value Loop Met 0002 (08)
- 018B01 Trigger Rain Effect 018B (01)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000209 Resume If Return Value Loop Met 0002 (09)
- 018B02 Trigger Rain Effect 018B (02)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 018B03 Trigger Rain Effect 018B (03)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 0004 Terminator
- 1017:
- 00A71100000400 Set Tags for Guard ID# (G5 Guard) Hide Guard id (Show if Unset)
- 00A71200000400 Set Tags for Guard ID# (G5 Guard) Hide Guard id (Show if Unset)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00730003 If Objective Succeeded, Return Value Loop 0073 (0003)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A81100000400 Unset Tags for Guard ID# (G5 Guard) Hide Guard id (Show if Unset)
- 00A81200000400 Unset Tags for Guard ID# (G5 Guard) Hide Guard id (Show if Unset)
- 011B1100400000 Set guard flag Tags 3 (G5 Guard)
- 011B1200400000 Set guard flag Tags 3 (G5 Guard)
- 0005110007 Jump To Function (G5 Guard) (JAL TO: 0007) Run to Jo and Attack
- 0005120007 Jump To Function (G5 Guard) (JAL TO: 0007) Run to Jo and Attack
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1018:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 006E1A0503 Check 16-Object Door State, Return Value Loop if Match (Chicago Metal shutter)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 006C1A Open 16-Object Door (Chicago Metal shutter)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 0004 Terminator
- 1019:
- 01A00705 Set Special Death Animation (G5 Guard)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 101A:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 005BF200001403 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0014)
- 005BF200002603 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0026)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00CDF2323C81790609 Display Text Preset and Play Sound (Player 1 and Player 2) - The only place we could secure the *equipment was a storm drain.* - Female Bodyguards, withdraw
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 101B:
- 0077010A If Difficulty < Value, Return Value Loop 0077 (010A)
- 00B6 Reset Cycle Counter And Enable It
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00730005 If Objective Succeeded, Return Value Loop 0073 (0005)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 005BF200003A03 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 003A)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00CDF2323D73B10609 Display Text Preset and Play Sound (Player 1 and Player 2) - Either of those blocked-up doors will *do as an escape route.* - Either of those blocked-up doors will *do as an escape route. // Am3_l1_bM
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 101C:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00730005 If Objective Succeeded, Return Value Loop 0073 (0005)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00620A03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago Hovertaxi)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A300000800010A Compare Objective Bits, Return Value Loop are True (00000800)
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 005BF200004A03 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 004A)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00CDF2323E817A0609 Display Text Preset and Play Sound (Player 1 and Player 2) - Reprogram that taxi - it's a Mark 2 *and should be compatible.* - [empty 0-sized]
- 00020A Resume If Return Value Loop Met 0002 (0A)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 101D:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 005BF200005903 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0059)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00CDF2323F817B0609 Display Text Preset and Play Sound (Player 1 and Player 2) - That car park lift is your only *point of ingress.* - Female Bodyguards, spread out
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 101E:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00A3100000000106 Compare Objective Bits, Return Value Loop are True (If False: Objective #5) (10000000)
- 00330D03 If Guard ID Killed, Return Value Loop (G5 Guard)
- 00340D03 If Guard ID Finished Death Animation, Return Value Loop (G5 Guard)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00330E03 If Guard ID Killed, Return Value Loop (G5 Guard)
- 00340E03 If Guard ID Finished Death Animation, Return Value Loop (G5 Guard)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00330F03 If Guard ID Killed, Return Value Loop (G5 Guard)
- 00340F03 If Guard ID Finished Death Animation, Return Value Loop (G5 Guard)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00331003 If Guard ID Killed, Return Value Loop (G5 Guard)
- 00341003 If Guard ID Finished Death Animation, Return Value Loop (G5 Guard)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A3400000000103 Compare Objective Bits, Return Value Loop are True (If True: Objective #4) (40000000)
- 00CBF83242 Display Text Preset Lower (Joanna [player 1]) - An alternative diversion has been created!*
- 00A200008000 Unset Objective Bits (If False: Objective #4) (00008000)
- 00A200010000 Unset Objective Bits (If False: Objective #4) (00010000)
- 00A140000000 Set Objective Bits (If True: Objective #4) (40000000)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 101F:
- 01D9021F80B9FFFF000002 Play Sound from 16-Object (Briefcase)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1020:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00A3100000000103 Compare Objective Bits, Return Value Loop are True (If False: Objective #5) (10000000)
- 006E100504 Check 16-Object Door State, Return Value Loop if Match (Chicago Unopened fire door)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 006C10 Open 16-Object Door (Chicago Unopened fire door)
- 006C11 Open 16-Object Door (Chicago Unopened fire door)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 006D10 Close 16-Object Door (Chicago Unopened fire door)
- 006D11 Close 16-Object Door (Chicago Unopened fire door)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1021:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 016AF201F40003 Compare Guard POV Height Elevation, Return Value Loop If So (Player 1 and Player 2) < 500 (01F4)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 005507001900B504 If Guard ID not Within Units of Preset, Return Value Loop (G5 Guard)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 01A00700 Set Special Death Animation (G5 Guard)
- 00A80700004000 Unset Tags for Guard ID# (G5 Guard)
- 009F070000100001 Unset Guard ID#'s Object Flags (G5 Guard)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1022:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00A300040000012F Compare Objective Bits, Return Value Loop are True (00040000)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 005BF200000203 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0002)
- 005BF200001003 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0010)
- 005BF200001203 If Stepped In Room/Preset, Return Value Loop (Player 1 and Player 2) (Room 0012)
- 000004 Return Value Loop 0000 (04)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00B6 Reset Cycle Counter And Enable It
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 00620C03 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago dataDyne limo)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00BD00025403 Check if Cycle Counter > Value, Return Value Loop 00BD (00025403)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01170C Hide 16-Object (Chicago dataDyne limo)
- 00AA0C00020000 Set Tags for 16-Object (Chicago dataDyne limo) Immune to Explosives
- 00AD0C00080000 Set Tags 2 for 16-Object (Chicago dataDyne limo)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1423:
- 0003 Sleep For One Frame
- 01D600000000 Affect Room Lighting (Sets 00 to 8006AE18)
- 01D600000100 Affect Room Lighting (Sets 00 to 8006AE1C)
- 01D600000200 Affect Room Lighting (Sets 00 to 8006AE20)
- 01D600000300 Affect Room Lighting (Sets 00 to 8006AE24)
- 01D600000400 Affect Room Lighting (Sets 00 to 8006AE28)
- 01D600020501 Affect Room Lighting (Enables Ambient Background Track in Room 0002)
- 01D600030501 Affect Room Lighting (Enables Ambient Background Track in Room 0003)
- 01D6000F0501 Affect Room Lighting (Enables Ambient Background Track in Room 000F)
- 01D600100501 Affect Room Lighting (Enables Ambient Background Track in Room 0010)
- 01D600110501 Affect Room Lighting (Enables Ambient Background Track in Room 0011)
- 01D600120501 Affect Room Lighting (Enables Ambient Background Track in Room 0012)
- 01D600130501 Affect Room Lighting (Enables Ambient Background Track in Room 0013)
- 01D600140501 Affect Room Lighting (Enables Ambient Background Track in Room 0014)
- 01D600150501 Affect Room Lighting (Enables Ambient Background Track in Room 0015)
- 01D600170501 Affect Room Lighting (Enables Ambient Background Track in Room 0017)
- 01D600180501 Affect Room Lighting (Enables Ambient Background Track in Room 0018)
- 01D600190501 Affect Room Lighting (Enables Ambient Background Track in Room 0019)
- 01D6001A0501 Affect Room Lighting (Enables Ambient Background Track in Room 001A)
- 01D6001C0501 Affect Room Lighting (Enables Ambient Background Track in Room 001C)
- 01D6001D0501 Affect Room Lighting (Enables Ambient Background Track in Room 001D)
- 01D6001F0501 Affect Room Lighting (Enables Ambient Background Track in Room 001F)
- 01D600210501 Affect Room Lighting (Enables Ambient Background Track in Room 0021)
- 01D600220501 Affect Room Lighting (Enables Ambient Background Track in Room 0022)
- 01D600250501 Affect Room Lighting (Enables Ambient Background Track in Room 0025)
- 01D600260501 Affect Room Lighting (Enables Ambient Background Track in Room 0026)
- 01D600270501 Affect Room Lighting (Enables Ambient Background Track in Room 0027)
- 01D600280501 Affect Room Lighting (Enables Ambient Background Track in Room 0028)
- 01D6002C0501 Affect Room Lighting (Enables Ambient Background Track in Room 002C)
- 01D6002D0501 Affect Room Lighting (Enables Ambient Background Track in Room 002D)
- 01D6002E0501 Affect Room Lighting (Enables Ambient Background Track in Room 002E)
- 01D600310501 Affect Room Lighting (Enables Ambient Background Track in Room 0031)
- 01D600320501 Affect Room Lighting (Enables Ambient Background Track in Room 0032)
- 01D600370501 Affect Room Lighting (Enables Ambient Background Track in Room 0037)
- 01D600380501 Affect Room Lighting (Enables Ambient Background Track in Room 0038)
- 01D600390501 Affect Room Lighting (Enables Ambient Background Track in Room 0039)
- 01D6003A0501 Affect Room Lighting (Enables Ambient Background Track in Room 003A)
- 01D6003D0501 Affect Room Lighting (Enables Ambient Background Track in Room 003D)
- 01D6003E0501 Affect Room Lighting (Enables Ambient Background Track in Room 003E)
- 01D6003F0501 Affect Room Lighting (Enables Ambient Background Track in Room 003F)
- 01D600430501 Affect Room Lighting (Enables Ambient Background Track in Room 0043)
- 01D600440501 Affect Room Lighting (Enables Ambient Background Track in Room 0044)
- 01D600450501 Affect Room Lighting (Enables Ambient Background Track in Room 0045)
- 01D6004A0501 Affect Room Lighting (Enables Ambient Background Track in Room 004A)
- 01D6004B0501 Affect Room Lighting (Enables Ambient Background Track in Room 004B)
- 01D6004C0501 Affect Room Lighting (Enables Ambient Background Track in Room 004C)
- 01D6004E0501 Affect Room Lighting (Enables Ambient Background Track in Room 004E)
- 01D600500501 Affect Room Lighting (Enables Ambient Background Track in Room 0050)
- 01D600510501 Affect Room Lighting (Enables Ambient Background Track in Room 0051)
- 01D600520501 Affect Room Lighting (Enables Ambient Background Track in Room 0052)
- 01D600590501 Affect Room Lighting (Enables Ambient Background Track in Room 0059)
- 01D6005A0501 Affect Room Lighting (Enables Ambient Background Track in Room 005A)
- 01D6005B0501 Affect Room Lighting (Enables Ambient Background Track in Room 005B)
- 01D6005C0501 Affect Room Lighting (Enables Ambient Background Track in Room 005C)
- 01D6005D0501 Affect Room Lighting (Enables Ambient Background Track in Room 005D)
- 01D6005F0501 Affect Room Lighting (Enables Ambient Background Track in Room 005F)
- 01D600600501 Affect Room Lighting (Enables Ambient Background Track in Room 0060)
- 01D600610501 Affect Room Lighting (Enables Ambient Background Track in Room 0061)
- 01D600620501 Affect Room Lighting (Enables Ambient Background Track in Room 0062)
- 01D600640501 Affect Room Lighting (Enables Ambient Background Track in Room 0064)
- 01D600660501 Affect Room Lighting (Enables Ambient Background Track in Room 0066)
- 01D600670501 Affect Room Lighting (Enables Ambient Background Track in Room 0067)
- 01D600680501 Affect Room Lighting (Enables Ambient Background Track in Room 0068)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1024:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00A3001000000103 Compare Objective Bits, Return Value Loop are True (00100000)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A71A00000010 Set Tags for Guard ID# (CIA Agent) Invincible
- 00A71B00000010 Set Tags for Guard ID# (CIA Agent) Invincible
- 00A71C00000010 Set Tags for Guard ID# (CIA Agent) Invincible
- 00A71D00000010 Set Tags for Guard ID# (CIA Agent) Invincible
- 00022D Resume If Return Value Loop Met 0002 (2D)
- 0003 Sleep For One Frame
- 00A3400000000103 Compare Objective Bits, Return Value Loop are True (If True: Objective #4) (40000000)
- 00012D Go To Beginning, Then Return Value Loop 0001 (2D)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00B6 Reset Cycle Counter And Enable It
- 00022F Resume If Return Value Loop Met 0002 (2F)
- 0003 Sleep For One Frame
- 00BD00012C03 Check if Cycle Counter > Value, Return Value Loop 00BD (00012C03)
- 00012F Go To Beginning, Then Return Value Loop 0001 (2F)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A81A00000010 Unset Tags for Guard ID# (CIA Agent) Invincible
- 00A81B00000010 Unset Tags for Guard ID# (CIA Agent) Invincible
- 00A81C00000010 Unset Tags for Guard ID# (CIA Agent) Invincible
- 00A81D00000010 Unset Tags for Guard ID# (CIA Agent) Invincible
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1025:
- 0003 Sleep For One Frame
- 01182200000800 Set Tags 3 for 16-Object (Falcon 2) R-Tracked Blue
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- 1026:
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 01B3FD Player 2 (Co-op) Can Activate (Guard [whatever called it])
- 0063F20A03 If Tagged 16-Object Activated, Return Value Loop (Player 1 and Player 2) (Chicago Hovertaxi)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00A3000008000004 Compare Objective Bits, Return Value Loop are False (00000800)
- 00CBF23211 Display Text Preset Lower (Player 1 and Player 2) - Virus already downloaded into NavComp.*
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 0060F23603 If Specified Weapon Out, Return Value Loop (Player 1 and Player 2) (36 Data Uplink)
- 00CBF23212 Display Text Preset Lower (Player 1 and Player 2) - Hovcab is unresponsive - need Reprogrammer.*
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 00CBF23213 Display Text Preset Lower (Player 1 and Player 2) - Accessing hovercab navigation systems.*
- 017C045607 Set Sound to Slot (Does not play) - Phone ring
- 00CF070A0001 Play Sound in Slot from 16-Object (Chicago Hovertaxi)
- 00B6 Reset Cycle Counter And Enable It
- 000205 Resume If Return Value Loop Met 0002 (05)
- 0003 Sleep For One Frame
- 00BD00012C04 Check if Cycle Counter > Value, Return Value Loop 00BD (00012C04)
- 0055F2002300A306 If Guard ID not Within Units of Preset, Return Value Loop (Player 1 and Player 2)
- 000105 Go To Beginning, Then Return Value Loop 0001 (05)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00CBF23214 Display Text Preset Lower (Player 1 and Player 2) - Virus downloaded successfully.*
- 0003 Sleep For One Frame
- 00CBF23215 Display Text Preset Lower (Player 1 and Player 2) - Hovercab navigation systems reprogrammed.*
- 00D307 Turn off Sound in Slot 00D3 (07)
- 017C01C107 Set Sound to Slot (Does not play) - Data Uplink Lost Connection
- 00CF070A0001 Play Sound in Slot from 16-Object (Chicago Hovertaxi)
- 0003 Sleep For One Frame
- 00A100000800 Set Objective Bits (00000800)
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 000206 Resume If Return Value Loop Met 0002 (06)
- 00CBF23216 Display Text Preset Lower (Player 1 and Player 2) - Connection to hovercab broken.*
- 00D307 Turn off Sound in Slot 00D3 (07)
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 0003 Sleep For One Frame
- 017C045704 Set Sound to Slot (Does not play) - Phone button
- 016B040A0001012C0190 Play Sound from 16-Object (Chicago Hovertaxi)
- 00B6 Reset Cycle Counter And Enable It
- 00021D Resume If Return Value Loop Met 0002 (1D)
- 0003 Sleep For One Frame
- 00BD00007804 Check if Cycle Counter > Value, Return Value Loop 00BD (00007804)
- 00011D Go To Beginning, Then Return Value Loop 0001 (1D)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 00D304 Turn off Sound in Slot 00D3 (04)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 0004 Terminator
- 1027:
- 0003 Sleep For One Frame
- 000210 Resume If Return Value Loop Met 0002 (10)
- 0003 Sleep For One Frame
- 00622504 If Specified 16-Object Not Destroyed, Return Value Loop (Chicago Dumpster)
- 000003 Return Value Loop 0000 (03)
- 000204 Resume If Return Value Loop Met 0002 (04)
- 000110 Go To Beginning, Then Return Value Loop 0001 (10)
- 000203 Resume If Return Value Loop Met 0002 (03)
- 01192500000800 Unset Tags 3 for 16-Object (Chicago Dumpster) R-Tracked Blue
- 0005FD0000 Jump To Function (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
- 0004 Terminator
- Listing of Commands:
- 00 Return Value Loop [3]
- 01 Go To Beginning, Then Return Value Loop [3]
- 02 Resume If Return Value Loop Met [3]
- 03 Sleep For One Frame [2]
- 04 Terminator [2]
- 05 Jump To Function [5]
- 06 Set Return Subroutine (for 0008 Command) [5]
- 07 Set Subroutine to Jump To, If Guard Shot/Hit [4]
- 08 Jump to Return Subroutine [2]
- 09 Reset Animation [2]
- 0A Guard Kneels [2]
- 0B Guard Plays Animation [C]
- 0C If Guard Wasting Time (Yawning), Return Value Loop [3]
- 0D Guard Points [2]
- 0E Guard Moves Head Side-to-Side [2]
- 0F Guard Steps Sideways, Return Value Loop [3]
- 10 Guard Hops Sideways, Return Value Loop [3]
- 11 Guard Runs Sideways, Return Value Loop [3]
- 12 Guard Walks Firing, Return Value Loop [3]
- 13 Guard Runs Firing, Return Value Loop [3]
- 14 Guard Rolls Firing, Return Value Loop [3]
- 15 Guard Targets Guard, Return Value Loop [7]
- 16 Guard Kneels Targets Guard Fires, Return Value Loop [7]
- 17 Guard Shoots Guard, Return Value Loop [7]
- 18 Guard Constantly Angles To Face, Return Value Loop [7]
- 19 Damage Guard in Part by Weapon [8]
- 1A Guard ID1 Shoots Guard ID2 In Style [5]
- 1B Throw Grenade (If Random Number < Action 0094 value) [7]
- 1C Drop Weapon Inventory [6]
- 1D Guard Jogs to Pad [4]
- 1E Guard Moves To Predefined Preset (2328) [3]
- 1F Guard Walks to Pad [4]
- 20 Guard Runs to Pad [4]
- 21 Set Patrol Path [3]
- 22 Start Patrol Path [2]
- 23 If Guard Patrolling on Path, Return Value Loop [3]
- 24 Guard Surrenders [2]
- 25 Guard Set To Move Fades And Disappear (Drops Gun) [2]
- 26 Remove Guard ID [3]
- 27 Activate Object At Pad, Return Value Loop If Successful [5]
- 28 Activate Alarm [2]
- 29 Deactivate Alarm [2]
- 2A Guard Moves a Little Randomly, Return Value Loop [3]
- 2B Jog To Jo, Return Loop When Reached Jo [3]
- 2C Walk To Jo, Return Loop When Reached Jo [3]
- 2D Run To Jo, Return Loop When Reached Jo [3]
- 2E [3]
- 2F Jog To Character Position, Return Loop On Arrival [4]
- 30 Walk To Character Position, Return Value Loop On Arrival [4]
- 31 Run To Character Position, Return Value Loop On Arrival [4]
- 32 If Guard Not Moving, Return Value Loop [3]
- 33 If Guard ID Killed, Return Value Loop [4]
- 34 If Guard ID Finished Death Animation, Return Value Loop [4]
- 35 If Jo In Sight, Return Value Loop [3]
- 36 Seed Random Byte [2]
- 37 If Random Byte < Value, Return Value Loop [4]
- 38 If Random Byte > Value, Return Value Loop [4]
- 39 If Alarm Activated, Return Value Loop (Plus Stack) [3]
- 3A If Alarm Activated, Return Value Loop [3]
- 3B If Toxic Gas Released, Return Value Loop [3]
- 3C If Guard Heard Gunfire, Return Value Loop [3]
- 3D If You Shoot Nearby Guard, Return Value Loop [4]
- 3E If You Kill Someone in Front of Guard, Return Value Loop [4]
- 3F If Joanna in Line of Sight, Return Value Loop [3]
- 40 If Guard Has Partial Visibility to Jo, Return Value Loop [7]
- 41 If Jo Has Partial Visibility to Guard, Return Value Loop [7]
- 42 If Joanna Not in Line of Sight, Return Value Loop [3]
- 43 If Guard Shot and Done Recoiling, Return Value Loop [3]
- 44 If Shot Guard at Point Blank Range, Return Value Loop [3]
- 45 If Current Guard Has Line of Sight to Guard ID, Return Value Loop [4]
- 46 If Current Guard Has Not Been Loaded, Return Value Loop [3]
- 47 If Guard On Screen, Return Value Loop [3]
- 48 If Guard ID is in a Loaded Room, Return Value Loop [4]
- 49 If Room On Screen, Return Value Loop [5]
- 4A If Jo is Aiming at Guard, Return Value Loop [3]
- 4B If Fired a Bullet Near But Missed Guard, Return Value Loop [3]
- 4C If Guard Is Dying, Return Value Loop [3]
- 4D If Actor and Player CCW Angle < Value, Return Value Loop [4]
- 4E [6]
- 4F If Actor and Player CCW Angle > Value, Return Value Loop [4]
- 50 If Jo within angle [X] of guard, Return Value Loop [4]
- 51 If Jo not within angle [X] of guard, Return Value Loop [4]
- 52 If Guard ID Within Units of Joanna, Return Value Loop [5]
- 53 If Guard ID not Within Units of Joanna, Return Value Loop [5]
- 54 If Guard ID Within Units of Preset, Return Value Loop [8]
- 55 If Guard ID not Within Units of Preset, Return Value Loop [8]
- 56 If Current Guard Within X Units of Guard ID, Return Value Loop [6]
- 57 If Current Guard Not Within X Units of Guard ID, Return Value Loop [6]
- 58 Set Closest Guard Within Units as Guard ID FC, Return Value Loop If Successful [5]
- 59 If Jo Within X Units of Pad, Return Value Loop [7]
- 5A If Not Within X Units of Pad, Return Value Loop [7]
- 5B If Stepped In Room/Preset, Return Value Loop [7]
- 5C If Jo Steps In Room, Return Value Loop [5]
- 5D If 16-Object # Collected, Return Value Loop [5]
- 5E If Specified Weapon Deposited, Return Value Loop [4]
- 5F If Specified Weapon Deposited On 16-Object, Return Value Loop [5]
- 60 If Specified Weapon Out, Return Value Loop [5]
- 61 If 16-Object Loaded, Return Value Loop [5]
- 62 If Specified 16-Object Not Destroyed, Return Value Loop [4]
- 63 If Tagged 16-Object Activated, Return Value Loop [5]
- 64 [1]
- 65 Activate 16-Object [3]
- 66 Explode 16-Object [3]
- 67 Guard Drops 16-Object [3]
- 68 Guard Drops Concealed Items [3]
- 69 Guard Drops Held Items/Weapons [3]
- 6A Give Guard 16-Object [4]
- 6B Move 16-Object to Pad [5]
- 6C Open 16-Object Door [3]
- 6D Close 16-Object Door [3]
- 6E Check 16-Object Door State, Return Value Loop if Match [5]
- 6F If 16-Object Door Transitioned From Fully Closed, Return Value Loop [4]
- 70 Set Lock 16-Object Door [4]
- 71 Unset Lock 16-Object Door [4]
- 72 If Tagged Locked Door 16 Objects Toggled, Return Value Loop [5]
- 73 If Objective Succeeded, Return Value Loop [4]
- 74 If Objective Failed, Return Value Loop [4]
- 75 Set Guards 2328 [4]
- 76 Set Guards 2328 [4]
- 77 If Difficulty < Value, Return Value Loop [4]
- 78 If Difficulty > Value, Return Value Loop [4]
- 79 If Time < Value, Return Value Loop [5]
- 7A If Time > Value, Return Value Loop [5]
- 7B If Stage ID < Value, Return Value Loop [4]
- 7C If Stage ID > Value, Return Value Loop [4]
- 7D If Guard Shot < Amount, Return Value Loop [4]
- 7E If Guard Shot > Amount, Return Value Loop [4]
- 7F If Number Near-Miss Gunshots < Value, Return Value Loop [4]
- 80 If Number Near-Miss Gunshots > Value, Return Value Loop [4]
- 81 If Guard Health < Value, Return Value Loop [5]
- 82 If Guard Health > Value, Return Value Loop [5]
- 83 If Guard Shot (while recoiling), Return Value Loop [4]
- 84 Set Action Block Variable To Value [3]
- 85 Add Value To Block Variable [3]
- 86 Add Value To GuardID#'s Block Variable. [4]
- 87 Subtract Action Value from Block Variable [3]
- 88 If Action Block Variable < Value, Return Value Loop [4]
- 89 If Action Block Variable < Random Byte, Return Value Loop [3]
- 8A Set Guard Alertness to value [3]
- 8B Add value to Guard Alertness [3]
- 8C Add Value to GuardID#'s Alertness. [4]
- 8D Subtract value from Guard Alertness [3]
- 8E Compare Guard Alertness Value, Return Value Loop If So [5]
- 8F If Guard ID's Alertness < Value, Return Value Loop If So [5]
- 90 If Guard Alertness < Random Byte, Return Value Loop [3]
- 91 [2]
- 92 Set Guard Hearing Distance [4]
- 93 Set Guard Visible Distance [3]
- 94 Set Grenade Probability [3]
- 95 Set Guard ID [3]
- 96 Set Guard Health [5]
- 97 Set Guard Armor Amount [4]
- 98 Set Character Reaction Speed [3]
- 99 Set Character Injury Recovery Speed [3]
- 9A Set Character Accuracy [3]
- 9B Set Guard Object Flags [7]
- 9C Unset Guard Object Flags [7]
- 9D Check Guard Object Flags [9]
- 9E Set Guard ID#'s Object Flags [8]
- 9F Unset Guard ID#'s Object Flags [8]
- A0 If Guard ID#'s Object Flags Match, Return Value Loop [9]
- A1 Set Objective Bits [6]
- A2 Unset Objective Bits [6]
- A3 Compare Objective Bits, Return Value Loop [8]
- A4 Set Guard Bits [6]
- A5 Unset Guard Bits [6]
- A6 Check if Guard Bits Same, Return Value Loop [7]
- A7 Set Tags for Guard ID# [7]
- A8 Unset Tags for Guard ID# [7]
- A9 If Tags for Guard ID#, Return Value Loop [8]
- AA Set Tags for 16-Object [7]
- AB Unset Tags for 16-Object [7]
- AC Check Tags for 16-Object, Return Value Loop if Same [8]
- AD Set Tags 2 for 16-Object [7]
- AE Unset Tags 2 for 16-Object [7]
- AF Check Tags 2 for 16-Object, Return Value Loop if Same [8]
- B0 Sets To Guard ID FC Current Guard [3]
- B1 Sets FC Value For Guard ID To Guard ID [4]
- B2 Set Current Guard's 2328 Value To Preset [4]
- B3 Set Guard ID #'S 2328 Value To Preset [5]
- B4 [4]
- B5 Debug Comment [0]
- B6 Reset Cycle Counter And Enable It [2]
- B7 Reset Cycle Counter [2]
- B8 Disable Cycle Counter [2]
- B9 Enable Cycle Counter [2]
- BA Check Cycle Counter Disabled [3]
- BB Check Cycle Counter Enabled [3]
- BC Check if Cycle Counter < Value, Return Value Loop [6]
- BD Check if Cycle Counter > Value, Return Value Loop [6]
- BE Show Timer [2]
- BF Hide Timer [2]
- C0 Set Timer X Seconds (Doesn't Show Timer Yet) [4]
- C1 Stop Timer [2]
- C2 Start Timer [2]
- C3 If Timer Stopped, Return Value Loop [3]
- C4 If Timer < Value, Return Value Loop [5]
- C5 If Timer > Value, Return Value Loop [5]
- C6 Spawn Guard [D]
- C7 Spawn Guard Near Guard ID [C]
- C8 Spawn Weapon [A]
- C9 Spawn Hat [9]
- CA Spawn Clone of Guard ID [A]
- CB Display Text Preset Lower [5]
- CC Display Text Top Middle [6]
- CD Display Text Preset and Play Sound [9]
- CE Play Sound [5]
- CF Play Sound in Slot from 16-Object [6]
- D0 Play Sound at Preset [7]
- D1 Set Sound Slot's Distance Interpolation Time to X [7]
- D2 [7]
- D3 Turn off Sound in Slot [3]
- D4 If Sound Slot's Volume < X, Return Value Loop [6]
- D5 Hover Car begin path [3]
- D6 Set Hover Car Speed [6]
- D7 (Remnant of Set Speed Aircraft Rotor from GE?) [6]
- D8 [3]
- D9 [3]
- DA Change screen [5]
- DB [3]
- DC Exit Level [2]
- DD Switch Control to Joanna, Return from Camera [2]
- DE Switch Control to Camera, Move Camera to Preset [4]
- DF Switch Control to Camera, Move Camera to 16 Object (2E) [7]
- E0 Lose Control/Movement of Player (ID F8) [4]
- E1 Give Control/Movement back to Player (ID F8) [3]
- E2 Move Guard ID to Pad, Return Value Loop if Successful [7]
- E3 Fade Guard ID#'s Screen to Black [3]
- E4 Fade in All Players' Screens From Black [3]
- E5 If Fade Complete for Guard ID#, Return Value Loop [4]
- E6 [1]
- E7 [1]
- E8 Immediately Open 16-Door Object [3]
- E9 Remove Guard ID#'s Weapon [4]
- EA If Number of Players < Value, Return Value Loop [4]
- EB If Player ID#'s Ammo Value In Type < Value, Return Value Loop [6]
- EC Force Player to Equip Weapon (1st person) [4]
- ED Force Player to Equip Weapon (3rd person) [4]
- EE Set Player ID#'s Speed Offset [5]
- EF If 16-Object in Room #, Return Value Loop [6]
- F0 [3]
- F1 If Guard in Standing/Kneeling Firing Anim, Return Value Loop [3]
- F2 Switch To Alternate Sky [2]
- F3 Make Guard Invincible (F8 Jo) [3]
- F4 Cuba Circular Camera (leftover from GE) [E]
- F5 [2]
- F6 [3]
- F7 If All Objectives Complete, Return Value Loop [3]
- F8 If Player ID # Invincible, Return Value Loop [4]
- F9 Plays x-theme slot# =0-3; play for x/y seconds [5]
- FA Turn Off Music In Slot # (0-3) [3]
- FB Explosions surround/kill player (ID F8) [3]
- FC If Civilians Killed > Value, Return Value Loop [4]
- FD If GuardID 00200000 Flag Set, Unset & Return [4]
- FE Cause player death swirl [2]
- FF Guard raises then lowers arms [2]
- 100 [3]
- 101 [3]
- 102 Turn on/off lights at Room # [B]
- 103 [3]
- 104 [2]
- 105 [5]
- 106 Set F6 Guard ID (Primary Player) to Guard ID [5]
- 107 [3]
- 108 [6]
- 109 [6]
- 10A [8]
- 10B Make Guard Ally (10)/Foe (02) [4]
- 10C Check Current Guard's Team in Relation to Jo (01 Ally/02 Foe), Return If Match [4]
- 10D [2]
- 10E Set Guard Shield Amount [4]
- 10F If Guard ID's Shield < Value, Return Value Loop [6]
- 110 If Guard ID's Shield > Value, Return Value Loop [6]
- 111 Prerecorded camera: movement, rotation, and special fx info [4]
- 112 16-Object Does Animation [8]
- 113 If Prerecorded camera not finished, Return Value Loop [3]
- 114 Show Guard ID [3]
- 115 Hide Guard ID [3]
- 116 Show 16-Object [3]
- 117 Hide 16-Object [3]
- 118 Set Tags 3 for 16-Object [7]
- 119 Unset Tags 3 for 16-Object [7]
- 11A Check Tags 3 for 16-Object, Return Value Loop if Same [8]
- 11B Set guard flag Tags 3 [7]
- 11C Unset guard flag Tags 3 [7]
- 11D Return value loop if guard flag set Tags 3 [8]
- 11E If Guard ID is Human Body, Return Value Loop [4]
- 11F If Guard ID is Skedar Body, Return Value Loop [4]
- 120 [4]
- 121 Guard Scans for Cover Pad, Return and Apply If Success [5]
- 122 [9]
- 123 [9]
- 124 Guard Moves to Active Cover Pad [3]
- 125 [3]
- 126 [3]
- 127 [3]
- 128 If Guard In Proximity of Jo and Line of Sight, Return Value Loop [4]
- 129 [4]
- 12A [4]
- 12B [3]
- 12C [3]
- 12D [1]
- 12E [1]
- 12F [2]
- 130 Random Sound Play From Set of 3 [A]
- 131 Set Same Group Guards' Alertness to # [3]
- 132 [4]
- 133 [4]
- 134 [5]
- 135 [3]
- 136 Guard Moves to Edge of a Room [4]
- 137 [4]
- 138 Return value loop when sound is finished [4]
- 139 [8]
- 13A [5]
- 13B Add Current Guard to Group # [3]
- 13C [3]
- 13D [4]
- 13E [2]
- 13F [3]
- 140 Compare Hover Vehicle's Point in Patrol, Return Value Loop If So [5]
- 141 Remap First 2 16-objects from next 4 [9]
- 142 [4]
- 143 [2]
- 144 [2]
- 145 Setup Guard/Simulant AI (Part 1) [2]
- 146 Setup Guard/Simulant AI (Part 2) [2]
- 147 [4]
- 148 [4]
- 149 [6]
- 14A [6]
- 14B [3]
- 14C [1]
- 14D [1]
- 14E [1]
- 14F [1]
- 150 [1]
- 151 [1]
- 152 If Group Y Has Greater Than X Members, Return Value Loop [5]
- 153 [1]
- 154 [1]
- 155 [1]
- 156 [1]
- 157 Tint All Tinted Glass [3]
- 158 [1]
- 159 [1]
- 15A [1]
- 15B Play Music Track [3]
- 15C Restart Current Music, Play from Beginning [2]
- 15D [1]
- 15E [1]
- 15F [1]
- 160 [1]
- 161 [1]
- 162 [1]
- 163 [1]
- 164 [1]
- 165 If Guard ID's Shot Hit Target, Return Value Loop [4]
- 166 [4]
- 167 Hovercopter Rocket Fire [3]
- 168 [4]
- 169 [4]
- 16A Compare Guard POV Height Elevation, Return Value Loop If So [7]
- 16B Play Sound from 16-Object [A]
- 16C [Unused - Skipped] [2]
- 16D Blur Guard's Vision [5]
- 16E Damage Guard [5]
- 16F If Guard ID Not Disarmed, Return Value Loop [5]
- 170 Current Guard Runs to/Checks Dropped Weapon, Return Value If Success [4]
- 171 If Distance to Dropped Weapon < X, Return Value Loop [5]
- 172 Guard's Dropped Weapon is Added Back to Hand, Return Value Loop [4]
- 173 Inherit properties from Guard ID [4]
- 174 Return value loop when button is pressed [3]
- 175 Set Frames to Move Camera to Jo's head [3]
- 176 [3]
- 177 Guard ID (Human) forcibly walks in straight line [9]
- 178 Don't Attack Player Who Is Not in Control, Return Value Loop [4]
- 179 Play sound in Slot (By Guard)? [B]
- 17A If Joanna in Disarm Range, Return Value Loop [3]
- 17B If Guard Body Disappeared, Return Value Loop [4]
- 17C Set Sound to Slot (Does not play) [5]
- 17D Change Music To Track # [3]
- 17E Restart Default Music, Play from Beginning [2]
- 17F Change Ambiance To Track # [3]
- 180 Restart Default Ambiance [2]
- 181 If Player Stares at 16-Object, Return Value Loop [5]
- 182 Guard punches/kicks, Return Value Loop if Can (Guard alive) [4]
- 183 [3]
- 184 [4]
- 185 Initialize Simulants [2]
- 186 [6]
- 187 If Guard Saw Camspy (any type), Return Value Loop [3]
- 188 If 16-Tagged Elevator Lift is Not Moving, Return Value Loop [4]
- 189 16-Tagged Elevator Lift Goes to Stop X [4]
- 18A [5]
- 18B Trigger Rain Effect [3]
- 18C Remove Cassandra's necklace [4]
- 18D Activate Lift [4]
- 18E [7]
- 18F If 16-Object Within Units of Pad, Return Value Loop [8]
- 190 Mask EEPROM Value [3]
- 191 Unmask EEPROM Value [3]
- 192 Check EEPROM Value Set, Return Value Loop if Met [4]
- 193 Check EEPROM Value Not Set, Return Value Loop if Met [4]
- 194 [1]
- 195 [1]
- 196 [1]
- 197 [1]
- 198 [1]
- 199 [1]
- 19A [1]
- 19B [1]
- 19C [1]
- 19D [1]
- 19E If 16-Object Damage, Return Value Loop [6]
- 19F [5]
- 1A0 Set Special Death Animation [4]
- 1A1 [2]
- 1A2 Play Carrington Sound [4]
- 1A3 Character Moves Hands (Talking) [3]
- 1A4 Display Text Preset Top Middle [6]
- 1A5 [3]
- 1A6 [4]
- 1A7 [4]
- 1A8 [1]
- 1A9 [1]
- 1AA [3]
- 1AB Check if Guard Subdued [5]
- 1AC [1]
- 1AD Player Lets Go of Hover Attached Object [3]
- 1AE Remove All Items From Inventory [3]
- 1AF Player Holds Onto Hover Object [4]
- 1B0 [1]
- 1B1 Remap 3 16-objects randomly from Set 1 and 2 [12]
- 1B2 Set Cloud Movement Speed [3]
- 1B3 Player 2 (Co-op) Can Activate [3]
- 1B4 [3]
- 1B5 [4]
- 1B6 Toggle Snow Effect [3]
- 1B7 Set Guard ID's Cloak State [5]
- 1B8 Set Autogun Target [4]
- 1B9 Remap 16-Objects for Pelagic II Screens [2]
- 1BA [7]
- 1BB [4]
- 1BC [4]
- 1BD If Holograph Objective 16-Object is Holographed, Return Value Loop [3]
- 1BE If Guard Using Weapon's Digit (ex X-Ray 2F), Return Value Loop [5]
- 1BF Trigger Warp Effect/End Warp Effect [5]
- 1C0 If Warp Effect Complete, Return Value Loop [4]
- 1C1 [4]
- 1C2 [4]
- 1C3 [4]
- 1C4 [4]
- 1C5 Current Guard Dodges in Surprise [2]
- 1C6 [4]
- 1C7 [3]
- 1C8 [3]
- 1C9 [3]
- 1CA Set Guard's Weapon (cutscene) [5]
- 1CB Fade In/Out [8]
- 1CC If Fade Complete, Return Value Loop [3]
- 1CD Toggle Joanna's HUD model [4]
- 1CE Disable ability to fight [3]
- 1CF Guard Fires Weapon in Cinema [4]
- 1D0 Set Portal Flag [5]
- 1D1 Show/Hide 16-Object Part [5]
- 1D2 Emit Sparks from Guard [3]
- 1D3 Change Dr. Caroll's Screen Images [5]
- 1D4 Improve Misalignment Portals in Room # [6]
- 1D5 Hide/Show Non-Essential Actors [3]
- 1D6 Affect Room Lighting [6]
- 1D7 [5]
- 1D8 [5]
- 1D9 Play Sound from 16-Object [B]
- 1DA [3]
- 1DB Kill Guard ID [3]
- 1DC Remove Weapon ID from Inventory [3]
- 1DD [4]
- 1DE If in Cooperative Mode, Return Value Loop [3]
- 1DF If Guard ID Within Units of Pad, Return Value Loop [8]
- 1E0 [2]
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