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-rw-r--r--engines/bladerunner/script/script.h646
1 files changed, 566 insertions, 80 deletions
diff --git a/engines/bladerunner/script/script.h b/engines/bladerunner/script/script.h
index 8f38657ae0..20ed8456ca 100644
--- a/engines/bladerunner/script/script.h
+++ b/engines/bladerunner/script/script.h
@@ -42,7 +42,7 @@ public:
protected:
void Preload(int animationId);
- void Actor_Put_In_Set(int id, int set);
+ void Actor_Put_In_Set(int actorId, int set);
void Actor_Set_At_XYZ(int actorId, float x, float y, float z, int direction);
void Actor_Set_At_Waypoint(int actorId, int waypointId, int angle);
bool Region_Check(int left, int top, int right, int down);
@@ -55,7 +55,7 @@ protected:
void Actor_Face_Waypoint(int actorId, int waypointId, bool animate);
void Actor_Face_XYZ(int actorId, float x, float y, float z, bool animate);
void Actor_Face_Current_Camera(int actorId, bool animate);
- void Actor_Face_Heading(int actorId, int heading);
+ void Actor_Face_Heading(int actorId, int heading, bool animate);
int Actor_Query_Friendliness_To_Other(int actorId, int otherActorId);
void Actor_Modify_Friendliness_To_Other(int actorId, int otherActorId, signed int change);
void Actor_Set_Friendliness_To_Other(int actorId, int otherActorId, int friendliness);
@@ -101,16 +101,16 @@ protected:
int Slice_Animation_Query_Number_Of_Frames(int animationId);
void Actor_Change_Animation_Mode(int actorId, int animationMode);
int Actor_Query_Animation_Mode(int actorId);
- // Loop_Actor_Walk_To_Actor
- // Loop_Actor_Walk_To_Item
- bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, int a4, int a5);
- // Loop_Actor_Walk_To_Waypoint
- void Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a4, int a5, int a6, int a7);
- // Async_Actor_Walk_To_Waypoint
- // Async_Actor_Walk_To_XYZ
- // Actor_Force_Stop_Walking
- // Loop_Actor_Travel_Stairs
- // Loop_Actor_Travel_Ladder
+ bool Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool running);
+ bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4, bool running);
+ bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, int a4, bool running);
+ bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int a4, bool running);
+ bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a4, int a5, bool running, int a7);
+ void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int running);
+ void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a5, bool running);
+ void Actor_Force_Stop_Walking(int actorId);
+ bool Loop_Actor_Travel_Stairs(int actorId, int a2, int a3, int a4);
+ bool Loop_Actor_Travel_Ladder(int actorId, int a2, int a3, int a4);
void Actor_Clue_Add_To_Database(int actorId, int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId);
void Actor_Clue_Acquire(int actorId, int clueId, byte unknownFlag, int fromActorId);
void Actor_Clue_Lose(int actorId, int clueId);
@@ -119,12 +119,12 @@ protected:
void Actor_Clues_Transfer_New_From_Mainframe(int actorId);
void Actor_Set_Invisible(int actorId, bool isInvisible);
void Actor_Set_Immunity_To_Obstacles(int actorId, bool isImmune);
- // Item_Add_To_World
- // Item_Remove_From_World
- // Item_Spin_In_World
- // Item_Flag_As_Target
- // Item_Flag_As_Non_Target
- // Item_Pickup_Spin_Effect
+ void Item_Add_To_World(int itemId, int animationId, int sceneIndex, float x, float y, float z, signed int angle, int height, int width, bool isTargetable, bool isObstacle, bool isPoliceMazeEnemy, bool updateOnly);
+ void Item_Remove_From_World(int itemId);
+ void Item_Spin_In_World(int itemId);
+ void Item_Flag_As_Target(int itemId);
+ void Item_Flag_As_Non_Target(int itemId);
+ void Item_Pickup_Spin_Effect(int a1, int a2, int a3);
int Animation_Open();
int Animation_Close();
int Animation_Start();
@@ -153,92 +153,92 @@ protected:
int Global_Variable_Decrement(int, int);
int Random_Query(int min, int max);
void Sound_Play(int id, int volume, int panFrom, int panTo, int priority);
- // Sound_Play_Speech_Line
+ void Sound_Play_Speech_Line(int actorId, int speechId, int a3, int a4, int a5);
// Sound_Left_Footstep_Walk
// Sound_Right_Footstep_Walk
// Sound_Left_Footstep_Run
// Sound_Right_Footstep_Run
// Sound_Walk_Shuffle_Stop
- // Footstep_Sounds_Set
- // Footstep_Sound_Override_On
- // Footstep_Sound_Override_Off
- // Music_Play
- // Music_Adjust
- // Music_Stop
- // Music_Is_Playing
- // Overlay_Play
- // Overlay_Remove
+ void Footstep_Sounds_Set(int index, int value);
+ void Footstep_Sound_Override_On(int footstepSoundOverride);
+ void Footstep_Sound_Override_Off();
+ bool Music_Play(int a1, int a2, int a3, int a4, int a5, int a6, int a7);
+ void Music_Adjust(int a1, int a2, int a3);
+ void Music_Stop(int a1);
+ bool Music_Is_Playing();
+ void Overlay_Play(const char *overlay, int a2, int a3, int a4, int a5);
+ void Overlay_Remove(const char *overlay);
void Scene_Loop_Set_Default(int);
void Scene_Loop_Start_Special(int, int, int);
void Outtake_Play(int id, int noLocalization = false, int container = -1);
void Ambient_Sounds_Add_Sound(int id, int time1, int time2, int volume1, int volume2, int pan1begin, int pan1end, int pan2begin, int pan2end, int priority, int unk);
- // Ambient_Sounds_Remove_Sound
- // Ambient_Sounds_Add_Speech_Sound
+ void Ambient_Sounds_Remove_Sound(int id, bool a2);
+ void Ambient_Sounds_Add_Speech_Sound(int id, int unk1, int time1, int time2, int volume1, int volume2, int pan1begin, int pan1end, int pan2begin, int pan2end, int priority, int unk2);
// Ambient_Sounds_Remove_Speech_Sound
- // Ambient_Sounds_Play_Sound
+ int Ambient_Sounds_Play_Sound(int a1, int a2, int a3, int a4, int a5);
// Ambient_Sounds_Play_Speech_Sound
void Ambient_Sounds_Remove_All_Non_Looping_Sounds(int time);
void Ambient_Sounds_Add_Looping_Sound(int id, int volume, int pan, int fadeInTime);
- // Ambient_Sounds_Adjust_Looping_Sound
- // Ambient_Sounds_Remove_Looping_Sound
+ void Ambient_Sounds_Adjust_Looping_Sound(int id, int panBegin, int panEnd, int a4);
+ void Ambient_Sounds_Remove_Looping_Sound(int id, bool a2);
void Ambient_Sounds_Remove_All_Looping_Sounds(int time);
void Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing);
- // Dialogue_Menu_Appear
- // Dialogue_Menu_Disappear
- // Dialogue_Menu_Clear_List
- // Dialogue_Menu_Add_To_List
- // Dialogue_Menu_Add_DONE_To_List
+ bool Dialogue_Menu_Appear(int x, int y);
+ bool Dialogue_Menu_Disappear();
+ bool Dialogue_Menu_Clear_List();
+ bool Dialogue_Menu_Add_To_List(int answer);
+ bool Dialogue_Menu_Add_DONE_To_List(int answer);
// Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected
- // DM_Add_To_List
- // DM_Add_To_List_Never_Repeat_Once_Selected
- // Dialogue_Menu_Remove_From_List
- // Dialogue_Menu_Query_Input
- // Dialogue_Menu_Query_List_Size
+ bool DM_Add_To_List(int answer, int a2, int a3, int a4);
+ bool DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int a2, int a3, int a4);
+ void Dialogue_Menu_Remove_From_List(int answer);
+ int Dialogue_Menu_Query_Input();
+ int Dialogue_Menu_Query_List_Size();
void Scene_Exit_Add_2D_Exit(int index, int left, int top, int right, int down, int type);
void Scene_Exit_Remove(int index);
void Scene_Exits_Disable();
void Scene_Exits_Enable();
void Scene_2D_Region_Add(int index, int left, int top, int right, int down);
void Scene_2D_Region_Remove(int index);
- // World_Waypoint_Set
+ void World_Waypoint_Set(int waypointId, int sceneId, float x, float y, float z);
// World_Waypoint_Reset
- // World_Waypoint_Query_X
- // World_Waypoint_Query_Y
- // World_Waypoint_Query_Z
- // Combat_Cover_Waypoint_Set_Data
- // Combat_Flee_Waypoint_Set_Data
- // Police_Maze_Target_Track_Add
+ float World_Waypoint_Query_X(int waypointId);
+ float World_Waypoint_Query_Y(int waypointId);
+ float World_Waypoint_Query_Z(int waypointId);
+ void Combat_Cover_Waypoint_Set_Data(int combatCoverId, int a2, int sceneId, int a4, float x, float y, float z);
+ void Combat_Flee_Waypoint_Set_Data(int combatFleeWaypointId, int a2, int sceneId, int a4, float x, float y, float z, int a8);
+ void Police_Maze_Target_Track_Add(int itemId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, signed int data[], bool a10);
// Police_Maze_Query_Score
// Police_Maze_Zero_Score
// Police_Maze_Increment_Score
// Police_Maze_Decrement_Score
// Police_Maze_Set_Score
- // Police_Maze_Set_Pause_State
- // CDB_Set_Crime
- // CDB_Set_Clue_Asset_Type
- // SDB_Set_Actor
- // SDB_Add_Photo_Clue
- // SDB_Set_Name
- // SDB_Set_Sex
- // SDB_Add_Identity_Clue
- // SDB_Add_MO_Clue
- // SDB_Add_Whereabouts_Clue
- // SDB_Add_Replicant_Clue
- // SDB_Add_Non_Replicant_Clue
- // SDB_Add_Other_Clue
- // Spinner_Set_Selectable_Destination_Flag
+ void Police_Maze_Set_Pause_State(int a1);
+ void CDB_Set_Crime(int crimeId, int value);
+ void CDB_Set_Clue_Asset_Type(int assetId, int type);
+ void SDB_Set_Actor(int actorId, int a2);
+ void SDB_Add_Photo_Clue(int actorId, int a2, int a3);
+ void SDB_Set_Name(int actorId);
+ void SDB_Set_Sex(int actorId, int a2);
+ void SDB_Add_Identity_Clue(int actorId, int a2);
+ void SDB_Add_MO_Clue(int actorId, int a2);
+ void SDB_Add_Whereabouts_Clue(int actorId, int a2);
+ void SDB_Add_Replicant_Clue(int actorId, int a2);
+ void SDB_Add_Non_Replicant_Clue(int actorId, int a2);
+ void SDB_Add_Other_Clue(int actorId, int a2);
+ void Spinner_Set_Selectable_Destination_Flag(int a1, int a2);
// Spinner_Query_Selectable_Destination_Flag
- // Spinner_Interface_Choose_Dest
- // ESPER_Flag_To_Activate
- // Voight_Kampff_Activate
- // Elevator_Activate
- // View_Score_Board
+ int Spinner_Interface_Choose_Dest(int a1, int a2);
+ void ESPER_Flag_To_Activate();
+ bool Voight_Kampff_Activate(int a1, int a2);
+ int Elevator_Activate(int elevator);
+ void View_Score_Board();
// Query_Score
void Set_Score(int a0, int a1);
void Give_McCoy_Ammo(int ammoType, int ammo);
void Assign_Player_Gun_Hit_Sounds(int row, int soundId1, int soundId2, int soundId3);
void Assign_Player_Gun_Miss_Sounds(int row, int soundId1, int soundId2, int soundId3);
- void Disable_Shadows(int *animationsIdsList, int listSize);
+ void Disable_Shadows(int animationsIdsList[], int listSize);
bool Query_System_Currently_Loading_Game();
void Actor_Retired_Here(int actorId, int width, int height, int retired, int retiredByActorId);
void Clickable_Object(const char *objectName);
@@ -252,12 +252,35 @@ protected:
void Set_Fade_Density(float density);
void Set_Fog_Color(char* fogName, float r, float g, float b);
void Set_Fog_Density(char* fogName, float density);
- // ADQ_Flush
- // ADQ_Add
- // ADQ_Add_Pause
+ void ADQ_Flush();
+ void ADQ_Add(int a1, int a2, int a3);
+ void ADQ_Add_Pause(int delay);
bool Game_Over();
void Autosave_Game(int textId);
void I_Sez(const char *str);
+
+ void AI_Countdown_Timer_Start(int actorId, signed int timer, int seconds);
+ void AI_Countdown_Timer_Reset(int actorId, int timer);
+ void AI_Movement_Track_Unpause(int actorId);
+ void AI_Movement_Track_Pause(int actorId);
+ void AI_Movement_Track_Repeat(int actorId);
+ void AI_Movement_Track_Append_Run_With_Facing(int actorId, int waypointId, int delay, int angle);
+ void AI_Movement_Track_Append_With_Facing(int actorId, int waypointId, int delay, int angle);
+ void AI_Movement_Track_Append_Run(int actorId, int waypointId, int delay);
+ void AI_Movement_Track_Append(int actorId, int waypointId, int delay);
+ void AI_Movement_Track_Flush(int actorId);
+
+ void ESPER_Add_Photo(const char* fileName, int a2, int a3);
+ void ESPER_Define_Special_Region(int a1, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12, int a13, const char *name);
+
+ void KIA_Play_Actor_Dialogue(int a1, int a2);
+ void KIA_Play_Slice_Model(int a1);
+ void KIA_Play_Photograph(int a1);
+
+ void VK_Play_Speech_Line(int actorIndex, int a2, float a3);
+ void VK_Add_Question(int a1, int a2, int a3);
+ void VK_Subject_Reacts(int a1, int a2, int a3, int a4);
+ void VK_Eye_Animates(int a1);
};
class SceneScriptBase : public ScriptBase {
@@ -268,11 +291,17 @@ public:
virtual void InitializeScene() = 0;
virtual void SceneLoaded() = 0;
- virtual bool ClickedOn3DObject(const char *objectName) = 0;
+ virtual bool MouseClick(int x, int y) = 0;
+ virtual bool ClickedOn3DObject(const char *objectName, bool a2) = 0;
+ virtual bool ClickedOnActor(int actorId) = 0;
+ virtual bool ClickedOnItem(int itemId, bool a2) = 0;
+ virtual bool ClickedOnExit(int exitId) = 0;
virtual bool ClickedOn2DRegion(int region) = 0;
virtual void SceneFrameAdvanced(int frame) = 0;
- virtual void SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) = 0;
+ virtual void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) = 0;
virtual void PlayerWalkedIn() = 0;
+ virtual void PlayerWalkedOut() = 0;
+ virtual void DialogueQueueFlushed(int a1) = 0;
};
/*
@@ -296,11 +325,17 @@ public:
void InitializeScene();
void SceneLoaded();
- bool ClickedOn3DObject(const char *objectName);
- bool ClickedOn2DRegion(int region);
+ bool MouseClick(int x, int y);
+ bool ClickedOn3DObject(const char *objectName, bool a2);
+ bool ClickedOnActor(int actorId);
+ bool ClickedOnItem(int itemId, bool a2);
+ bool ClickedOnExit(int exitId);
+ bool ClickedOn2DRegion(int region);
void SceneFrameAdvanced(int frame);
- void SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet);
+ void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet);
void PlayerWalkedIn();
+ void PlayerWalkedOut();
+ void DialogueQueueFlushed(int a1);
};
#define DECLARE_SCRIPT(name) \
@@ -311,16 +346,467 @@ public: \
{} \
void InitializeScene(); \
void SceneLoaded(); \
- bool ClickedOn3DObject(const char *objectName); \
+ bool MouseClick(int x, int y); \
+ bool ClickedOn3DObject(const char *objectName, bool a2); \
+ bool ClickedOnActor(int actorId); \
+ bool ClickedOnItem(int itemId, bool a2); \
+ bool ClickedOnExit(int exitId); \
bool ClickedOn2DRegion(int region); \
void SceneFrameAdvanced(int frame); \
- void SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); \
+ void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); \
void PlayerWalkedIn(); \
+ void PlayerWalkedOut(); \
+ void DialogueQueueFlushed(int a1); \
private:
#define END_SCRIPT };
+DECLARE_SCRIPT(AR01)
+END_SCRIPT
+
+DECLARE_SCRIPT(AR02)
+ void sub_402694();
+ void sub_402AE0();
+ void sub_402CE4();
+END_SCRIPT
+
+DECLARE_SCRIPT(BB01)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB02)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB03)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB04)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB05)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB06)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB07)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB08)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB09)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB10)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB11)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB12)
+END_SCRIPT
+
+DECLARE_SCRIPT(BB51)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT01)
+ void sub_40269C();
+END_SCRIPT
+
+DECLARE_SCRIPT(CT02)
+ void sub_401ACC();
+END_SCRIPT
+
+DECLARE_SCRIPT(CT03)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT04)
+ void sub_401D4C();
+END_SCRIPT
+
+DECLARE_SCRIPT(CT05)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT06)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT07)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT08)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT09)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT10)
+ void sub_401844();
+END_SCRIPT
+
+DECLARE_SCRIPT(CT11)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT12)
+END_SCRIPT
+
+DECLARE_SCRIPT(CT51)
+END_SCRIPT
+
+DECLARE_SCRIPT(DR01)
+END_SCRIPT
+
+DECLARE_SCRIPT(DR02)
+END_SCRIPT
+
+DECLARE_SCRIPT(DR03)
+ void sub_401B18();
+END_SCRIPT
+
+DECLARE_SCRIPT(DR04)
+ bool sub_401160();
+END_SCRIPT
+
+DECLARE_SCRIPT(DR05)
+END_SCRIPT
+
+DECLARE_SCRIPT(DR06)
+END_SCRIPT
+
+DECLARE_SCRIPT(HC01)
+ void sub_402384();
+ void sub_40346C();
+END_SCRIPT
+
+DECLARE_SCRIPT(HC02)
+END_SCRIPT
+
+DECLARE_SCRIPT(HC03)
+END_SCRIPT
+
+DECLARE_SCRIPT(HC04)
+ void sub_401B90();
+END_SCRIPT
+
+DECLARE_SCRIPT(HF01)
+ void sub_4026B4();
+ void sub_4032DC();
+ void sub_403484();
+END_SCRIPT
+
+DECLARE_SCRIPT(HF02)
+END_SCRIPT
+
+DECLARE_SCRIPT(HF03)
+ void sub_401C80();
+END_SCRIPT
+
+DECLARE_SCRIPT(HF04)
+END_SCRIPT
+
+DECLARE_SCRIPT(HF05)
+ void sub_402370();
+ void sub_402970();
+ void sub_402AE4();
+ void sub_403738();
+ void sub_403A34(int actorId);
+ void sub_403F0C();
+ void sub_40410C();
+ void sub_4042E4();
+ void sub_404474();
+ int sub_404858();
+ int sub_4048C0();
+END_SCRIPT
+
+DECLARE_SCRIPT(HF06)
+ void sub_401EF4();
+ void sub_4023E0();
+END_SCRIPT
+
+DECLARE_SCRIPT(HF07)
+ int sub_401864();
+END_SCRIPT
+
+DECLARE_SCRIPT(KP01)
+END_SCRIPT
+
+DECLARE_SCRIPT(KP02)
+END_SCRIPT
+
+DECLARE_SCRIPT(KP03)
+ void sub_401E54();
+END_SCRIPT
+
+DECLARE_SCRIPT(KP04)
+END_SCRIPT
+
+DECLARE_SCRIPT(KP05)
+END_SCRIPT
+
+DECLARE_SCRIPT(KP06)
+END_SCRIPT
+
+DECLARE_SCRIPT(KP07)
+END_SCRIPT
+
+DECLARE_SCRIPT(MA01)
+END_SCRIPT
+
+DECLARE_SCRIPT(MA02)
+ void sub_401E4C();
+ bool sub_401F7C();
+ void sub_402044();
+END_SCRIPT
+
+//MA03 does not exists
+
+DECLARE_SCRIPT(MA04)
+ bool sub_402758();
+ bool sub_402820();
+ bool sub_402888();
+ void sub_4028A8();
+ void sub_402F2C();
+ void sub_4032A0();
+ void sub_4034D8();
+ void sub_403864();
+ void sub_403DA8();
+END_SCRIPT
+
+DECLARE_SCRIPT(MA05)
+ bool sub_401990();
+END_SCRIPT
+
+DECLARE_SCRIPT(MA06)
+ bool sub_4012C0();
+ void sub_4014E4();
+END_SCRIPT
+
+DECLARE_SCRIPT(MA07)
+END_SCRIPT
+
+DECLARE_SCRIPT(MA08)
+END_SCRIPT
+
+DECLARE_SCRIPT(NR01)
+END_SCRIPT
+
+DECLARE_SCRIPT(NR02)
+ void sub_402134();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR03)
+ void sub_40259C(int frame);
+ void sub_402994();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR04)
+ void sub_401DB0();
+ void sub_402860(int frame);
+ void sub_402960();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR05)
+ void sub_401F74(int frame);
+ void sub_4020B4();
+ void sub_4022DC();
+ void sub_402A48(int actorId);
+ void sub_402B9C();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR06)
+ void sub_401BAC();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR07)
+ void sub_4018D4();
+ void sub_401A10();
+ void sub_401C60();
+ void sub_401EF4();
+ void sub_4020F0();
+ void sub_402284();
+ void sub_402510();
+ void sub_402614();
+ void sub_402738();
+ void sub_4028FC();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR08)
+ void sub_4021B4();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR09)
+ void sub_40172C();
+END_SCRIPT
+
+DECLARE_SCRIPT(NR10)
+END_SCRIPT
+
+DECLARE_SCRIPT(NR11)
+ void sub_4027D0(int actorId, signed int frame);
+ void sub_4028EC();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS01)
+END_SCRIPT
+
+DECLARE_SCRIPT(PS02)
+ void sub_4018BC();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS03)
+END_SCRIPT
+
+DECLARE_SCRIPT(PS04)
+ void sub_4017E4();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS05)
+ void sub_401B34();
+ void sub_401C30();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS06)
+END_SCRIPT
+
+DECLARE_SCRIPT(PS07)
+ void sub_401D60();
+END_SCRIPT
+
+// PS08 does not exits
+
+DECLARE_SCRIPT(PS09)
+ void sub_402090();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS10)
+ void sub_402238();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS11)
+ void sub_402744();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS12)
+ void sub_4028C4();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS13)
+ void sub_40267C();
+END_SCRIPT
+
+DECLARE_SCRIPT(PS14)
+END_SCRIPT
+
+DECLARE_SCRIPT(PS15)
+END_SCRIPT
+
DECLARE_SCRIPT(RC01)
void sub_403850();
+ void sub_4037AC();
+END_SCRIPT
+
+DECLARE_SCRIPT(RC02)
+ void sub_402A7C();
+END_SCRIPT
+
+DECLARE_SCRIPT(RC03)
+ void sub_402834();
+END_SCRIPT
+
+DECLARE_SCRIPT(RC04)
+ void sub_401DF4();
+END_SCRIPT
+
+DECLARE_SCRIPT(RC51)
+END_SCRIPT
+
+DECLARE_SCRIPT(TB02)
+ void sub_402644();
+ void sub_402B50();
+END_SCRIPT
+
+DECLARE_SCRIPT(TB03)
+END_SCRIPT
+
+DECLARE_SCRIPT(TB05)
+END_SCRIPT
+
+DECLARE_SCRIPT(TB06)
+END_SCRIPT
+
+DECLARE_SCRIPT(TB07)
+ void sub_401B0C();
+END_SCRIPT
+
+DECLARE_SCRIPT(UG01)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG02)
+ bool sub_402354();
+END_SCRIPT
+
+DECLARE_SCRIPT(UG03)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG04)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG05)
+ int sub_4021B0();
+ void sub_402218();
+END_SCRIPT
+
+DECLARE_SCRIPT(UG06)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG07)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG08)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG09)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG10)
+END_SCRIPT
+
+// UG11 does not exists
+
+DECLARE_SCRIPT(UG12)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG13)
+ void sub_40223C();
+ void sub_4023D8();
+ void sub_4025E0();
+ void sub_402960();
+ int sub_402AD0();
+ void sub_402AD4();
+ void sub_402E24();
+END_SCRIPT
+
+DECLARE_SCRIPT(UG14)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG15)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG16)
+ void sub_401D78();
+END_SCRIPT
+
+DECLARE_SCRIPT(UG17)
+END_SCRIPT
+
+DECLARE_SCRIPT(UG18)
+ void sub_402734();
+ void sub_402DE8();
+ void sub_402F8C();
+ void sub_403114();
+ void sub_403278();
+ void sub_403588();
+END_SCRIPT
+
+DECLARE_SCRIPT(UG19)
END_SCRIPT
#undef DECLARE_SCRIPT