/* Copyright (c) Microsoft Corporation. Licensed under the MIT License. */ /////////////////////////////////////////////////////////// // How to actors tables, all sound tables are help dir /////////////////////////////////////////////////////////// ///////////////////////////////////// // how to actors callout sequence 1 ///////////////////////////////////// GOBCHUNK("HowTo Actors01 initializer", kidHowToActors01, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors01 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 3, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors01) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsBrowser) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsBrowser) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwVisible, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 5, cidBrowserVisible, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwOk|kFltrBrwCancel, ktpcHowToActors02) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidBrowserOk, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidBrowserCancel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreAll, fFalse, NotRel, NotRel, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrActorIn|kFltrActorOut, ktpcHowToActors03) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 3, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors04) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 2 ///////////////////////////////////// GOBCHUNK("HowTo Actors02 initializer", kidHowToActors02, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors02 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 3, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors05) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsPropBrowser) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsPropBrowser) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwVisible, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 5, cidBrowserVisible, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwOk|kFltrBrwCancel, ktpcHowToActors06) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidBrowserOk, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidBrowserCancel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreAll, fFalse, NotRel, NotRel, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrActorIn|kFltrActorOut, ktpcHowToActors07) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 3, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors08) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 3 ///////////////////////////////////// GOBCHUNK("HowTo Actors03 initializer", kidHowToActors03, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors03 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 3, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors09) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsSpletters) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsSpletters) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrEslVisible, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 5, cidEaselVisible, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrEslClosing|kFltrEslCancel, ktpcEaselHelp0B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 2, 6, cidEaselClosing, fTrue) PROJECT_TABLE(MatchGoto, fFalse, 2, 8, cidEaselClosing, fFalse) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidEaselCancel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreAll, fFalse, NotRel, NotRel, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrActorIn|kFltrActorOut, ktpcHowToActors0B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 3, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors0C) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 4 ///////////////////////////////////// GOBCHUNK("HowTo Actors04 initializer", kidHowToActors04, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors04 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallActorBorder1, kstBrowserEnabled) PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallActorBorder1, kstBrowserSelected) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors12) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 5, cidClicked, kidRollCallActorBorder1) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder1) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 6, cidClicked, kidRollCallActorBorder2) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder2) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 7, cidClicked, kidRollCallActorBorder3) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder3) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 8, cidClicked, kidRollCallActorBorder4) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder4) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallActorDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallActorUpArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorUpArrow) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder1, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder2, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder3, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder4, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, SimulateClick, kidActorsCompose) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorIn|kFltrActorOut|kFltrActorClicked, ktpcHowToActors13) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorClicked, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors14) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 5 ///////////////////////////////////// GOBCHUNK("HowTo Actors05 initializer", kidHowToActors05, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors05 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallPropBorder1, kstBrowserEnabled) PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallPropBorder1, kstBrowserSelected) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors15) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 5, cidClicked, kidRollCallPropBorder1) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder1) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 6, cidClicked, kidRollCallPropBorder2) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder2) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 7, cidClicked, kidRollCallPropBorder3) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder3) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 8, cidClicked, kidRollCallPropBorder4) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder4) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallPropDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallPropUpArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropUpArrow) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder1, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder2, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder3, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder4, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, SimulateClick, kidActorsCompose) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorIn|kFltrActorOut|kFltrActorClicked, ktpcHowToActors16) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorClicked, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors17) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 6 ///////////////////////////////////// GOBCHUNK("HowTo Actors06 initializer", kidHowToActors06, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors06 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 10, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors18) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsActionBrowser) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsActionBrowser) PROJECT_TABLE(MatchGoto, fFalse, 0, 10, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors19) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 10, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwVisible, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidBrowserVisible, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwOk|kFltrBrwCancel, ktpcEaselHelp2D) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidBrowserOk, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidBrowserCancel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 10, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreAll, fFalse, NotRel, NotRel, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors1B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 10, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors1C) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 10, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //10 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 7 ///////////////////////////////////// GOBCHUNK("HowTo Actors07 initializer", kidHowToActors07, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors07 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors1D) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsActionBrowser) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsActionBrowser) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors1E) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwVisible, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidBrowserVisible, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrBrwOk|kFltrBrwCancel, ktpcEaselHelp2D) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidBrowserOk, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidBrowserCancel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreAll, fFalse, NotRel, NotRel, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors1F) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //9 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 8 ///////////////////////////////////// GOBCHUNK("HowTo Actors08 initializer", kidHowToActors08, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors08 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors20) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsCompose) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCompose) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors21) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors22) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //7 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 9 ///////////////////////////////////// GOBCHUNK("HowTo Actors09 initializer", kidHowToActors09, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors09 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 5, kidActorsContinue, kstSelected) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors23) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsContinue) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsContinue) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors23) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidMouseDown, kidActorsContinue) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors24) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors25) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 10 ///////////////////////////////////// GOBCHUNK("HowTo Actors10 initializer", kidHowToActors10, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors10 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors2A) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsRecordMode) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRecordMode) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors91) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsContinue) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsContinue) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors2B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors2C) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 11 ///////////////////////////////////// GOBCHUNK("HowTo Actors11 initializer", kidHowToActors11, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors11 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, OpenAllDoors, NotRel) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors30) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsSooner) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsSooner) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors31) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors32) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidActorsSoonerButton) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsSoonerButton) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidActorsLaterButton) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsLaterButton) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidClicked, kidPlay) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidPlay) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth|kFltrMoviePlaying, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 2, 8, cidMviePlaying, fFalse) PROJECT_TABLE(IgnoreMatch, fFalse, 2, NotRel, cidMviePlaying, fTrue) PROJECT_TABLE(MatchAllGoto, fTrue, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors33) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //9 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 12 ///////////////////////////////////// GOBCHUNK("HowTo Actors12 initializer", kidHowToActors12, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors12 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, OpenAllDoors, NotRel) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors34) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsSooner) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsSooner) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors35) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors36) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidActorsSoonerButton) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsSoonerButton) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidActorsLaterButton) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsLaterButton) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidClicked, kidPlay) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidPlay) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth|kFltrMoviePlaying, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 2, 8, cidMviePlaying, fFalse) PROJECT_TABLE(IgnoreMatch, fFalse, 2, NotRel, cidMviePlaying, fTrue) PROJECT_TABLE(MatchAllGoto, fTrue, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors37) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //9 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 13 ///////////////////////////////////// GOBCHUNK("HowTo Actors13 initializer", kidHowToActors13, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors13 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors38) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidCutCopyPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCutCopyPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors39) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidCCPCopyRoute) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCCPCopyRoute) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors3A) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors3B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidClicked, kidCutCopyPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCutCopyPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors3C) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidClicked, kidCCPPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCCPPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors3D) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors3E) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 14 ///////////////////////////////////// GOBCHUNK("HowTo Actors14 initializer", kidHowToActors14, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors14 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors3F) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidCutCopyPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCutCopyPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors40) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidCCPCopy) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCCPCopy) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClickedDown, ktpcHowToActors41) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClickedDown, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors42) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidClicked, kidCutCopyPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCutCopyPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors43) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidClicked, kidCCPPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCCPPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrActorIn|kFltrActorOut, ktpcHowToActors44) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors45) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 15 ///////////////////////////////////// GOBCHUNK("HowTo Actors15 initializer", kidHowToActors15, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors15 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors46) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidCutCopyPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCutCopyPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors47) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidCCPCut) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCCPCut) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClickedDown, ktpcHowToActors48) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClickedDown, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors49) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidClicked, kidCutCopyPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCutCopyPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors4A) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 9, cidClicked, kidCCPPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCCPPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrActorIn|kFltrActorOut, ktpcHowToActors4B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors4C) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 16 ///////////////////////////////////// GOBCHUNK("HowTo Actors16 initializer", kidHowToActors16, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors16 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors4D) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidCutCopyPaste) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCutCopyPaste) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors4E) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidCCPActorNuke) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidCCPActorNuke) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClickedDown, ktpcHowToActors4F) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClickedDown, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors50) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 17 ///////////////////////////////////// GOBCHUNK("HowTo Actors17 initializer", kidHowToActors17, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors17 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors51) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsRotate) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotate) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors52) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsRotateX) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotateX) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors53) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors54) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 18 ///////////////////////////////////// GOBCHUNK("HowTo Actors18 initializer", kidHowToActors18, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors18 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors55) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsRotate) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotate) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors56) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsRotateY) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotateY) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors57) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors58) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 19 ///////////////////////////////////// GOBCHUNK("HowTo Actors19 initializer", kidHowToActors19, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors19 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors59) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsRotate) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotate) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors5A) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsRotateZ) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotateZ) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors5B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors5C) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 20 ///////////////////////////////////// GOBCHUNK("HowTo Actors20 initializer", kidHowToActors20, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors20 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors5D) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsRotate) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotate) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors5E) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsRotateNorm) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsRotateNorm) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors5F) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors60) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 21 ///////////////////////////////////// GOBCHUNK("HowTo Actors21 initializer", kidHowToActors21, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors21 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors61) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsSelect) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsSelect) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors62) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors63) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 7, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //7 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 22 ///////////////////////////////////// GOBCHUNK("HowTo Actors22 initializer", kidHowToActors22, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors22 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallActorBorder1, kstBrowserEnabled) PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallActorBorder1, kstBrowserSelected) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors64) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 5, cidClicked, kidRollCallActorBorder1) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder1) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 6, cidClicked, kidRollCallActorBorder2) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder2) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 7, cidClicked, kidRollCallActorBorder3) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder3) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 8, cidClicked, kidRollCallActorBorder4) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorBorder4) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallActorDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallActorUpArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallActorUpArrow) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder1, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder2, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder3, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallActorBorder4, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, SimulateClick, kidActorsCompose) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorIn|kFltrActorOut|kFltrActorClicked, ktpcHowToActors13) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorClicked, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors65) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 23 ///////////////////////////////////// GOBCHUNK("HowTo Actors23 initializer", kidHowToActors23, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors23 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallPropBorder1, kstBrowserEnabled) PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 3, kidRollCallPropBorder1, kstBrowserSelected) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors66) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 5, cidClicked, kidRollCallPropBorder1) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder1) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 6, cidClicked, kidRollCallPropBorder2) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder2) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 7, cidClicked, kidRollCallPropBorder3) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder3) PROJECT_TABLE(MatchDescGoto, fFalse, 0, 8, cidClicked, kidRollCallPropBorder4) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropBorder4) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallPropDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropDownArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidClicked, kidRollCallPropUpArrow) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidRollCallPropUpArrow) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder1, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder2, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder3, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 11, kidRollCallPropBorder4, kstBrowserInvisible) PROJECT_TABLE(JumpToState, fTrue, NotRel, 9, NotRel, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, SimulateClick, kidActorsCompose) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorIn|kFltrActorOut|kFltrActorClicked, ktpcHowToActors16) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlaced, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorPlacedOutOfView, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidActorClicked, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors67) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 24 ///////////////////////////////////// GOBCHUNK("HowTo Actors24 initializer", kidHowToActors24, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors24 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, OpenAllDoors, NotRel) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors68) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsTransform) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsTransform) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors69) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsShrink) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsShrink) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors6A) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors6B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 25 ///////////////////////////////////// GOBCHUNK("HowTo Actors25 initializer", kidHowToActors25, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors25 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, OpenAllDoors, NotRel) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors6C) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsTransform) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsTransform) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors6D) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsSquash) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsSquash) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors6E) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors6F) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 26 ///////////////////////////////////// GOBCHUNK("HowTo Actors26 initializer", kidHowToActors26, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors26 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(SpecialInstr, fTrue, NotRel, NotRel, OpenAllDoors, NotRel) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors70) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsTransform) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsTransform) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors71) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 6, cidClicked, kidActorsTransformNorm) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsTransformNorm) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors72) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors73) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 8, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 8, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //8 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK ///////////////////////////////////// // how to actors callout sequence 27 ///////////////////////////////////// GOBCHUNK("HowTo Actors27 initializer", kidHowToActors27, kgokkNormal) DEFAULT_POSITION( 0, 0, 0) ENDCHUNK CREATE_ANIM("HowTo Actors27 Table") // Init the table, then fill it up the project INITIALIZE_TABLE() // inst return ID0 next st ID1 ID2 // ---- ------ --- ---- -- --- --- //1 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 2, kidBackground->fEnableSceneTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Scene) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //2 PROJECT_TABLE(BoolCondGoto, NotRel, NotRel, 3, kidBackground->fEnableActorTools, fTrue) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, No_Actor) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //3 PROJECT_TABLE(StateCondGoto, NotRel, NotRel, 4, kidActorsCover, kstOpen) PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors00) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 4, cidClicked, kidActorsCover) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCover) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //4 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouseBoth, ktpcHowToActors74) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidFrameBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidClicked, kidSceneBackground) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kidSceneBackground) PROJECT_TABLE(MatchGoto, fFalse, 0, 5, cidClicked, kidActorsCostume) PROJECT_TABLE(IgnoreMatch, fFalse, 0, NotRel, cidMouseDown, kidActorsCostume) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //5 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrActorClicked, ktpcHowToActors75) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 4, 8, cidActorClicked, 2) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 6, cidActorClicked, NotRel) PROJECT_TABLE(IgnoreChildren, fFalse, NotRel, NotRel, cidMouseDown, kidWorkspace) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //6 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrEslVisible, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 7, cidEaselVisible, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //7 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrEslOk|kFltrEslCancel, ktpcEaselHelp15) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidEaselOk, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidEaselCancel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreAll, fFalse, NotRel, NotRel, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //8 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrEslVisible, NoHelpHere) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 9, cidEaselVisible, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //9 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse|kFltrEslOk|kFltrEslCancel, ktpcEaselHelp0B) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 10, cidEaselOk, NotRel) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidEaselCancel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreAll, fFalse, NotRel, NotRel, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) //10 PROJECT_TABLE(InitState, NotRel, ParState2, NotRel, kFltrMouse, ktpcHowToActors77) PROJECT_TABLE(WaitEvent, NotRel, NotRel, NotRel, NotRel, NotRel) PROJECT_TABLE(MatchGoto, fFalse, 0, 11, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(IgnoreChildren, fFalse, 0, NotRel, cidMouseDown, kgobHowtoSequence) PROJECT_TABLE(MatchAllGoto, fFalse, NotRel, 11, cidMouseDown, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // Special(QuitHelp) //11 PROJECT_TABLE(SpecialInstr, fFalse, NotRel, NotRel, QuitHelp, NotRel) PROJECT_TABLE(EndState, NotRel, NotRel, NotRel, NotRel, NotRel) // *End of the table* PROJECT_TABLE(EndTable,0,0,0,0,0) // End of File // Calculate the states, build our NextState jump table, then run this thingy RunScriptGob(kidSequenceParent, kchidScript5); RunScriptGob(kidSequenceParent, kchidScript2); RunScriptGob(kidSequenceParent, kchidScript1); DestroyThis(); ENDCHUNK