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Spider-Man 2: Activity Center (Windows)/Unused Code

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This is a sub-page of Spider-Man 2: Activity Center (Windows).

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