Spider-Man 2: Activity Center (Windows)/Unused Code
This is a sub-page of Spider-Man 2: Activity Center (Windows).
Contents
- 1 Unused Code
- 1.1 Level Unlocked Variables
- 1.2 Menu Script
- 1.3 Debug Script
- 1.4 Wall Crawler
- 1.5 Catch The Crook
- 1.6 Warehouse Infiltration
- 1.7 Cafe Attack
- 1.8 Lab Work 101
- 1.9 Mug Shot
- 1.10 Web Slinger
- 1.11 Sneak (Secret Hideout Cut Bonus Mini-Game)
- 1.12 Print Center
- 1.13 Cursor Script
- 1.14 Miss Script
- 1.15 Common Script
- 1.16 UI Script
Unused Code
Level Unlocked Variables
The variables storing the values showing if a mini-game is unlocked are still in the scripts of the game (including the one that was removed). The scripts look like they don't use them in any way, so setting them to 0 doesn't help.
VARGLOBAL FLOAT gBonusUnlocked VARGLOBAL FLOAT gCrawlUnlocked VARGLOBAL FLOAT gCrookUnlocked VARGLOBAL FLOAT gHeistUnlocked VARGLOBAL FLOAT gLabUnlocked VARGLOBAL FLOAT gMugShotUnlocked VARGLOBAL FLOAT gWareUnlocked VARGLOBAL FLOAT gWebSlingUnlocked
Menu Script
Some unused lines can be seen in the menu.txt script:
*HOTSPOTAREA WAREHOUSE -130 -50 210 180
*CANLOOP CUBank over
*CANLOOP CUpolice over
*CANLOOP CUcollege over
*CANLOOP CUCafe over
*CANLOOP CUOscorp over
*CANLOOP CUWarehouse over
*CANLOOP CUDowntown over
*CANLOOP CUBugle over
Debug Script
There's a debug.txt script in the files of the game. It's unclear how to make it work exactly and what it should do at all.
* DEBUG_OFF - Turn off everything (no other bits can be set) * DEBUG_FUNCTIONCALLS - All function calls * DEBUG_DISABLECODE - disables the code lines (only function calls and prints are shown) * DEBUG_DEBUGOBJECTSONLY - only shows info on debug objects set to 1 set object^debug = 1 * DEBUG_DISABLEEXTRA - disable extra info (comparisons, dereferences, etc.) * DEBUG_DISABLETOUCH - Disable Touches * DEBUG_DISABLEROLLOVER - Disable Rollovers * DEBUG_DISABLEANIMEND - Disable AnimEnds, AnimEndReverses * DEBUG_DISABLEARRIVED - Disable AnimEnds, AnimEndReverses * DEBUG_BYPASSOFF - Turn off bypassed lines only show executed lines VARGLOBAL FLOAT gDEBUG_FUNCTIONCALLS VARGLOBAL FLOAT gDEBUG_DISABLECODE VARGLOBAL FLOAT gDEBUG_DEBUGOBJECTSONLY VARGLOBAL FLOAT gDEBUG_DISABLEEXTRA VARGLOBAL FLOAT gDEBUG_DISABLETOUCH VARGLOBAL FLOAT gDEBUG_DISABLEROLLOVER VARGLOBAL FLOAT gDEBUG_DISABLEANIMEND VARGLOBAL FLOAT gDEBUG_DISABLEARRIVED VARGLOBAL FLOAT gDEBUG_BYPASSOFF SET gDEBUG_FUNCTIONCALLS = 1 SET gDEBUG_DISABLECODE = 2 SET gDEBUG_DEBUGOBJECTSONLY = 4 SET gDEBUG_DISABLEEXTRA = 8 SET gDEBUG_DISABLETOUCH = 16 SET gDEBUG_DISABLEROLLOVER = 32 SET gDEBUG_DISABLEANIMEND = 64 SET gDEBUG_DISABLEARRIVED = 128 SET gDEBUG_BYPASSOFF = 256 *Example usage: *VAR FLOAT DebugVal SET SPIDEY^debug = 1 SET GAME^debug = 1 *SET debugval = gDEBUG_DEBUGOBJECTSONLY *SET debugval += gDEBUG_DISABLEEXTRA *SET debugval += gDEBUG_DISABLETOUCH *SET debugval += gDEBUG_DISABLEROLLOVER *SET debugval += gDEBUG_DISABLEANIMEND *SET debugval += gDEBUG_DISABLEARRIVED *SET debugval += gDEBUG_BYPASSOFF *DEBUGLEVEL DebugVal
Wall Crawler
In the crawl.txt script we can see this line:
STORE EndTheLevel TOUCH SOUND sounds\crawl\attop.wav
However, there's no sound with this name in the folder.
Also there are some unused lines of code:
*PLAYANIM Spidey Crawlup
*STORE Spidey ANIMEND IF bDizzy > 0 EXECUTE Spidey Move
*STORE Spidey DebrisHit SET Spidey^MOVING = 0
*STORE Spidey DebrisHit SET bRetouch = 1
*STORE Spidey TOUCH EXECUTE spidey Move
*STORE game CLICK EXECUTE Spidey Stop *STORE game CLICK EXECUTE game SetMouseToSpidey
*STORE game HideStuff CANDRAWTEXT FALSE
************************************ * SetMouseToSpidey ************************************ *VAR FLOAT fTempX *VAR FLOAT fTempY *VAR FLOAT fPX *VAR FLOAT fPY *STORE game SetMouseToSpidey SET fTempY = Spidey^CENTERY *STORE game SetMouseToSpidey SET fTempY += GAME_fWorldY *STORE game SetMouseToSpidey SET fTempY -= 15 *STORE game SetMouseToSpidey SET fTempX = Spidey^CENTERX *STORE game SetMouseToSpidey SET fTempX += 45 *STORE game SetMouseToSpidey SET fTempY += 45 *STORE game SetMouseToSpidey LOG ----X---- *STORE game SetMouseToSpidey PRINT fTempX *STORE game SetMouseToSpidey PRINT CURSOR^CENTERY *STORE game SetMouseToSpidey PRINT fTempY *STORE game SetMouseToSpidey LOG ----Y---- *STORE game SetMouseToSpidey SETPOSITION CURSOR fTempX fTempY 0 *STORE game SetMouseToSpidey SET fPX = CURSOR^CENTERX *STORE game SetMouseToSpidey SET fPX -= fTempX *STORE game SetMouseToSpidey SET fPY = CURSOR^CENTERY *STORE game SetMouseToSpidey SET fPY -= fTempY *STORE game SetMouseToSpidey LOG - *STORE game SetMouseToSpidey LOG --------- *STORE game SetMouseToSpidey PRINT fPX *STORE game SetMouseToSpidey PRINT fPY *STORE game SetMouseToSpidey PRINT CURSOR^CENTERX *STORE game SetMouseToSpidey PRINT fTempX *STORE game SetMouseToSpidey PRINT CURSOR^CENTERY *STORE game SetMouseToSpidey PRINT fTempY *STORE game SetMouseToSpidey LOG --------- *STORE game SetMouseToSpidey LOG - *STORE game SetMouseToSpidey PRINT CURSOR^CENTERX *STORE game SetMouseToSpidey PRINT CURSOR^CENTERY *STORE game SetMouseToSpidey PRINT Spidey^CENTERX *STORE game SetMouseToSpidey PRINT fTempY
*STORE game PlayLevel PLAYANIM CURSOR PIXEL
*EXECUTE game CreateFrameBlocker cables 393 63 art\WallCrawl\BuildingAFluff\Layerobjects\cables.bmp cables *SET cables^Type = 0 *EXECUTE game CreateFrameBlocker line 404 358 art\WallCrawl\BuildingAFluff\Layerobjects\line.bmp line *SET line^Type = 0
*EXECUTE game CreateBlocker LEFTSIDE 0 72 121 997 *STORE LEFTSIDE TOUCH BLOCK Spidey LEFTSIDE
*EXECUTE game CreateBlocker LEFTSIDEBYBIRD 0 1160 140 511 *STORE LEFTSIDEBYBIRD TOUCH BLOCK Spidey LEFTSIDEBYBIRD
*EXECUTE game CreateBlocker LOWERLEFTSIDE 0 1693 120 161 *STORE LOWERLEFTSIDE TOUCH BLOCK Spidey LOWERLEFTSIDE
*EXECUTE game CreateBinkBlocker washer 305 469 art\WallCrawl\BuildingAFluff\windowwasher\washer.bik wash *STORE washer TOUCH BLOCK Spidey washer *HOTSPOTAREA washer 0 0 100 100
*STORE octop TOUCH BLOCK Spidey octop
There's also one interesting dev comment:
* This class is declared here for proper sorting with the art and its functionality is fleshed out in crawl.txt SPRITENAME Spidey
More unused lines:
*EXECUTE game CreateBinkBlocker Cat 329 1955 Art\WallCrawl\BuildingBFluff\People\cat.bik Cat *STORE Cat TOUCH BLOCK Spidey Cat *HOTSPOTAREA Cat 16 -28 66 83
*STORE octop TOUCH BLOCK Spidey octop
Catch The Crook
These lines of code are commented and never used:
*********************************** * * RestartGame is called from scripts\toolbar.txt * *STORE game restartgame fadein EXECUTE game resetgame
*STORE game BadGuyPop SHOW ShotHelp
*STORE game badgone IF bClickTwo = 0 THEN *STORE game badgone EXECUTE game AddMiss 1 *STORE game badgone IF bClickTwo = 0 IF fNumMisses = fMaxMisses IF fNumLives < 1 RETURN *STORE game badgone RANDOMEXCLUDE fWhichWav 1 3 *STORE game badgone IF fWhichWav = 1 PLAYSOUND sndSpidey sounds\catchcrook\ccppmiss.wav FALSE *STORE game badgone IF fWhichWav = 2 PLAYSOUND sndSpidey sounds\catchcrook\wism001.wav FALSE *STORE game badgone IF fWhichWav = 3 PLAYSOUND sndSpidey sounds\catchcrook\wism007.wav FALSE *STORE game badgone SET bOutPicture = 1 *STORE game badgone ENDIF
Warehouse Infiltration
There are two unused commented lines of code in the guards script:
*store game patrolvert set guardstate = param1^value *store game CreateGuard LOADFRAMES param1 art\Ware\thug\WebShakeL Webbed
Lasers.txt script has some unused lines as well:
*store game CreateLaserVertBlink store param1 blink Hide param1
*store game CreateLaserHorizBlink store param1 blink Hide param1
*store game CreateLaserHorizBlinkShort store param1 blink Hide param1
*store game CreateLaserHorizBlinkF store param1 blink HIDE PARAM1
*store game CreateLaserHorizBlinkFShort store param1 blink HIDE PARAM1
*store game CreateLaserSweepLR canloop param1 rotate true
Other warehouse scripts have unused lines too:
*STORE Spidey ANIMEND IF bDizzy > 0 EXECUTE Spidey Move
*STORE Spidey ANIMEND IF bDizzy > 0 EXECUTE Spidey Stop
*STORE Spidey DebrisHit SET gbReadyForUser = 0
*STORE Spidey DebrisHit SET bSpideyInvul = 1 *STORE Spidey DebrisHit ANTIALIAS Spidey FALSE *STORE Spidey DebrisHit ALPHACHANNEL Spidey 50 *STORE Spidey DebrisHit TIMER game fInvulTime tInvul SET bSpideyInvul = 0 *STORE Spidey DebrisHit TIMER game fInvulTime tInvul1 ALPHACHANNEL Spidey 100 *STORE Spidey DebrisHit TIMER game fInvulTime tInvul2 ANTIALIAS Spidey TRUE
*EXECUTE game CreateBlocker WIN70 81 761 43 42
*store guard4 animend if param1 isstring catchR timer guard4 2 guardtimer execute game ResetGuard guard4
*store guard4 animend if param1 isstring catchL timer guard4 2 guardtimer execute game ResetGuard guard4
*store guard6 animend if param1 isstring catchR execute game ResetGuard guard6
*store guard6 animend if param1 isstring catchL execute game ResetGuard guard6
*store check6 touchnop SETSCROLLOBJECT Spidey 2 -200 -20
*EXECUTE game CreateBlocker COLI14 1333 1285 217 90
*store guard4 animend if param1 isstring catchR execute game ResetGuard guard4
*store guard4 animend if param1 isstring catchL execute game ResetGuard guard4
*store guard5 animend if param1 isstring catchR execute game ResetGuard guard5
*store guard5 animend if param1 isstring catchL execute game ResetGuard guard5
*store check10 touchnop SETSCROLLOBJECT Spidey 2 -100 0
Cafe Attack
There are five different StickyWeb blocks of code. However, each of them has "HOTSPOTAREA" line commented. Here are these lines:
*HOTSPOTAREA StickyWeb1 16 16 16 16 *HOTSPOTAREA StickyWeb2 16 16 16 16 *HOTSPOTAREA StickyWeb3 16 16 16 16 *HOTSPOTAREA StickyWeb4 16 16 16 16 *HOTSPOTAREA StickyWeb5 16 16 16 16
There's even more different commented blocks of code:
*STORE WebCatch ANIMEND HIDE CaughtDebris *STORE WebCatch ANIMEND SETPOSITION CaughtDebris -50 -50 0 *STORE WebCatch ANIMEND SET CaughtDebris = 0
*STORE game ShowTaunt EXECUTE game ResetDebris *STORE game ShowTaunt HIDE SpideyTorso *STORE game ShowTaunt HIDE CURSOR *STORE game ShowTaunt IF gfCurLevel = 3 SET fOcClimbX = 844
And here we can see that they changed the position of Spidey, but decided to comment the previous position instead of just removing the line:
*SETPOSITION SpideyTorso 220 387 0 SETPOSITION SpideyTorso 220 480 0
Heist3.txt script (that's for the last third level of this mini-game) has many huge commented unused blocks of code:
*STORE Ped1A BINKEND IF PARAM1 ISSTRING Jump1 SHOW Ped1B *STORE Ped1A BINKEND IF PARAM1 ISSTRING Jump1 PLAYBINK Ped1B Idle2 *STORE Ped1A BINKEND IF PARAM1 ISSTRING Jump1 SET bPed1AHit = 0 *SPRITENAME Ped1B *ADDBINK Ped1B Art/jewel/Binks/1AidleB.bik Idle2 *ADDBINK Ped1B Art/jewel/Binks/1AjumpB.bik Jump2 *SETPOSITION Ped1B 78 346 0 *HIDE Ped1B *SPRITEFPS Ped1B 12 *HOTSPOTAREA Ped1B 61 -50 50 60 *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris1 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris2 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris3 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris4 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris5 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris6 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris7 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped1B TOUCHING Debris8 EXECUTE Ped1B Dodge *STORE Ped1B BINKEND IF PARAM1 ISSTRING Idle2 IF bPed1BHit = 0 PLAYBINK Ped1B Idle2 *STORE Ped1B Dodge SET bPed1BHit = 1 *STORE Ped1B Dodge PLAYBINK Ped1B Jump2 *STORE Ped1B BINKEND IF PARAM1 ISSTRING Jump2 HIDE Ped1B *STORE Ped1B BINKEND IF PARAM1 ISSTRING Jump2 SHOW Ped1A *STORE Ped1B BINKEND IF PARAM1 ISSTRING Jump2 PLAYBINK Ped1A Idle1 *STORE Ped1B BINKEND IF PARAM1 ISSTRING Jump2 SET bPed1BHit = 0
*STORE Ped3A BINKEND IF PARAM1 ISSTRING Jump1 SHOW Ped3B *STORE Ped3A BINKEND IF PARAM1 ISSTRING Jump1 PLAYBINK Ped3B Idle2 *STORE Ped3A BINKEND IF PARAM1 ISSTRING Jump1 SET bPed3AHit = 0 *SPRITENAME Ped3B *ADDBINK Ped3B Art/jewel/Binks/3CidleB.bik Idle2 *ADDBINK Ped3B Art/jewel/Binks/3CjumpB.bik Jump2 *SETPOSITION Ped3B 1120 321 0 *HIDE Ped3B *SPRITEFPS Ped3B 12 *HOTSPOTAREA Ped3B 61 -50 50 60 *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris1 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris2 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris3 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris4 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris5 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris6 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris7 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF Ped3B TOUCHING Debris8 EXECUTE Ped3B Dodge *STORE Ped3B BINKEND IF PARAM1 ISSTRING Idle2 IF bPed3BHit = 0 PLAYBINK Ped3B Idle2 *STORE Ped3B Dodge SET bPed3BHit = 1 *STORE Ped3B Dodge PLAYBINK Ped3B Jump2 *STORE Ped3B BINKEND IF PARAM1 ISSTRING Jump2 HIDE Ped3B *STORE Ped3B BINKEND IF PARAM1 ISSTRING Jump2 SHOW Ped3A *STORE Ped3B BINKEND IF PARAM1 ISSTRING Jump2 PLAYBINK Ped3A Idle1 *STORE Ped3B BINKEND IF PARAM1 ISSTRING Jump2 SET bPed3BHit = 0
Lab Work 101
Many lines of code in different places are commented and so unused:
*STORE game UNCLICK IF sCurrentSelected ISSTRING HEATDRAG SET gbReadyForUser = 1
*STORE TARGETBEAKER ROLLOVER EXECUTE game CLICK sCurrentSelected
*STORE TARGETBEAKER PlaceCol0 IF gfCurLevel = 3 IF sCurrentSelected ISSTRING Beaker1 SET bTriedOne = 1
*STORE TARGETBEAKER PlaceColor IF sCurrentSelected ISSTRING HEATDRAG SET gbReadyForUser = 1
*STORE TARGETBEAKER Heat EXECUTE TARGETBEAKER checkifcorrect 0 *STORE TARGETBEAKER Heat IF Result = 0 RETURN
*STORE TARGETBEAKER DetermineNewColor EXECUTE TARGETBEAKER checkifcorrect 0
*STORE TARGETBEAKER KaBoom SET fCurFrameNeeded = fCurNumNeeded *STORE TARGETBEAKER KaBoom SET fCurFrameNeeded -= 1 *STORE TARGETBEAKER KaBoom SETFRAME listnum Numbers fCurFrameNeeded *STORE TARGETBEAKER KaBoom TIMER TARGETBEAKER 2.5 resettimer1 EXECUTE targetbeaker playstepaudio
*STORE TARGETBEAKER RESETBEAKER IF PARAM1 = 0 HIDE item7 *STORE TARGETBEAKER RESETBEAKER IF PARAM1 = 0 HIDE item8 *STORE TARGETBEAKER RESETBEAKER IF PARAM1 = 0 HIDE item9
*STORE game endtime IF fCurExpNum <= 0 EXECUTE game NextRound *STORE game endtime IF fCurExpNum <= 0 EXECUTE TARGETBEAKER RESETBEAKER 0
*STORE game ResetLevel RANDOMEXCLUDE fCurrentFormula 3 6
*STORE game ResetLevel RANDOMEXCLUDE fCurrentFormula 9 13
*STORE game ResetRound IF fFailedFormula != 0 SET fCurrentFormula = fFailedFormula
*STORE L2BURNER ANIMENDREVERSE IF PARAM1 ISSTRING On IF fFillState = 1 SHOW HALFBEAKERGLO *STORE L2BURNER ANIMENDREVERSE IF PARAM1 ISSTRING On IF fFillState = 1 SETFRAME HALFBEAKERGLO sCurrentColor 0 *STORE L2BURNER ANIMENDREVERSE IF PARAM1 ISSTRING On IF fFillState = 2 SHOW FULLBEAKERGLO *STORE L2BURNER ANIMENDREVERSE IF PARAM1 ISSTRING On IF fFillState = 2 SETFRAME FULLBEAKERGLO sCurrentColor 0
*STORE Thermometer Cool SET fCurTemp -= 1
*STORE SINK UNROLLOVER SETFRAME SINK def 0
Mug Shot
Some unused lines of the script:
*ALPHACHANNEL mouth 99
*ALPHACHANNEL hair 99
*STORE matchbutton CLICK SET fPointsLost -= fMatchBtnPts
*STORE game HideScoreAndBook CANDRAWTEXT FALSE
*STORE Playbutton CLICK SET fPointsLost += fMatchBtnPts
*STORE game StartGame RANDOMEXCLUDE fBadGuy 0 2 *STORE game StartGame SET fCrook1 = fBadGuy *STORE game StartGame RANDOMEXCLUDE fCrook2 0 2 fCrook1 *STORE game StartGame RANDOMEXCLUDE fCrook3 0 2 fCrook1 fCrook2 *STORE game StartGame SET fBGExclude1 = fBadGuy
Web Slinger
Unused lines of the code of this mini-game:
*STORE game MoveLine IF bNoMoveLine = 1 RETURN *STORE game MoveLine SHOW Line
*STORE BinkPlayer BINKEND IF fCurStep != 10 IF gbReadyForUser = 0 EXECUTE game CheckItem sQueuedBink
*STORE BinkPlayer BINKEND SHOW Line
*STORE BinkPlayer2 BINKEND IF fCurStep != 10 IF gbReadyForUser = 0 EXECUTE game CheckItem sQueuedBink
*STORE BinkPlayer2 BINKEND SHOW Line
*STORE BinkPlayer3 BINKEND IF fCurStep != 10 IF gbReadyForUser = 0 EXECUTE game CheckItem sQueuedBink
*STORE BinkPlayer3 BINKEND SHOW Line
*ADDFRAME Line art\webslinger\line.bmp Line
*STORE StagePlayer CLICK HIDE StagePlayer *STORE StagePlayer CLICK EXECUTE game StartSlinging
*STORE game MissedItem RANDOMEXCLUDE fWhichWav 1 6 *STORE game MissedItem IF fWhichWav = 1 PLAYSOUND sndSpidey1 sounds\webslinger\wssm017.wav FALSE *STORE game MissedItem IF fWhichWav = 2 PLAYSOUND sndSpidey1 sounds\webslinger\wssm018.wav FALSE *STORE game MissedItem IF fWhichWav = 3 PLAYSOUND sndSpidey1 sounds\webslinger\wssm019.wav FALSE
*STORE game StartSlinging SHOW Line
Sneak (Secret Hideout Cut Bonus Mini-Game)
This script is most likely the one for that 8th removed mini-game. It's fair to assume it really wasn't created at all, because that's the whole script:
*BACKGROUND ???? APPENDLOAD scripts\global.txt SET gCurrentGame = Sneak set gsGameFileName = scripts\Sneak.txt set GAME_fCurrentHigh = gSneakHigh LOAD scripts\menu.txt
Also there's no mmsm003.wav file in the Sounds/Menu folder, which supposed to be Tobey pronouncing something related to this mission.
Print Center
Unused lines of the script code:
*STORE game ShowPageTwo SETFRAME picover1 def framenum *STORE game ShowPageTwo SETFRAME picover2 def framenum *STORE game ShowPageTwo SETFRAME picover3 def framenum
*STORE game CheckScores GETFRAME gamechoice default framenum
*SETFRAME threepics def 0
*HOTSPOTAREA picover1 18 255 219 134
*HOTSPOTAREA picover2 210 112 219 134
*HOTSPOTAREA picover3 401 264 219 134
*hotspotarea gamechoice2 118 153 498 214
*STORE gamechoice2 UNROLLOVER SETFRAME gamechoice2 default GameFrame
*STORE gamechoice2 CLICK SETFRAME threepics def framenum *STORE gamechoice2 CLICK SETFRAME threepics def GameFrame
Cursor Script
This line is commented and unused:
*ADDFRAME CURSOR art\global\cursor\web_01.bmp WEB
This cursor isn't called in any other script, so this one is unused.
Miss Script
This script is used when you miss in any mini-game and it has some unused lines as well:
*STORE game gShowHUD IF bStickyLife = 0 HIDE Life3
*STORE game gShowHUD IF fHUDState != 3 IF fHUDState != 1 IF fNumLives > 2 SHOW Life3
*STORE game gShowHUD HIDE Life3
Common Script
There are some commented lines of code, but they doesn't look like actual code, more like some hint (documentation):
*EXECUTE game CreateSprite Spritename XPos YPos Filename(.bmp) AminName
*EXECUTE game CreateSpriteCenter SpriteName, XPos, YPos, CenterOffX, CenterOffY
*EXECUTE game CreateSpriteSeq Spritename XPos YPos Filename AminName
*EXECUTE game CreateBinkSprite Spritename XPos YPos Filename(.bik) AnimName
*EXECUTE game CreateBlocker Spritename XPos YPos Width Height
*EXECUTE game CreateBinkBlocker Spritename XPos YPos Filename(.bik) AnimName
*EXECUTE game CreateFrameBlocker Spritename XPos YPos Filename(.bmp) AnimName
*EXECUTE game CreateFrameBlockerSeq Spritename XPos YPos Filename() AnimName
UI Script
More unused lines of code:
*store game hidemenu PLAYSOUND sndUI sounds\click001.wav FALSE *store game hidemenu SHOW btnBook
*STORE game newesc HIDE btnBook
*HOTSPOTAREA btnResume 231 100 185 50
*HOTSPOTAREA btnRestart 231 157 185 50
*HOTSPOTAREA btnHelp 231 210 185 50
*STORE btnhelp CLICK PLAYONESOUND sndUI sounds\click001.wav FALSE
*HOTSPOTAREA btnMainMenu 231 271 185 50