Microsoft-3D-Movie-Maker/SRC/STUDIO/TBHTACTR.CHT

2556 lines
159 KiB
Plaintext

/* 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