Add scripts file for C64 verisons, ready for future changes.
svn-id: r18151
This commit is contained in:
parent
50abcb6683
commit
a8106f8c16
4 changed files with 416 additions and 1 deletions
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@ -376,6 +376,30 @@ protected:
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byte VAR_BACKUP_VERB;
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};
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/**
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* Engine for version 2 SCUMM games.
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*/
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class ScummEngine_c64 : public ScummEngine_v2 {
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protected:
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typedef void (ScummEngine_c64::*OpcodeProcC64)();
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struct OpcodeEntryC64 {
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OpcodeProcC64 proc;
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const char *desc;
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};
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const OpcodeEntryC64 *_opcodesC64;
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public:
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ScummEngine_c64(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16]);
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protected:
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virtual void setupOpcodes();
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virtual void executeOpcode(byte i);
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virtual const char *getOpcodeDesc(byte i);
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/* Version 2 script opcodes */
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};
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class ScummEngine_v6 : public ScummEngine {
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friend class Insane;
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@ -36,6 +36,7 @@ MODULE_OBJS := \
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scumm/room.o \
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scumm/saveload.o \
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scumm/script.o \
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scumm/script_c64.o \
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scumm/script_v2.o \
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scumm/script_v5.o \
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scumm/script_v6.o \
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382
scumm/script_c64.cpp
Normal file
382
scumm/script_c64.cpp
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@ -0,0 +1,382 @@
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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/intern.h"
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#include "scumm/object.h"
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#include "scumm/scumm.h"
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#include "scumm/util.h"
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#include "scumm/verbs.h"
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namespace Scumm {
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#define OPCODE(x) _OPCODE(ScummEngine_c64, x)
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void ScummEngine_c64::setupOpcodes() {
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static const OpcodeEntryC64 opcodes[256] = {
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/* 00 */
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OPCODE(o5_stopObjectCode),
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OPCODE(o2_putActor),
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OPCODE(o5_startMusic),
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OPCODE(o5_getActorRoom),
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/* 04 */
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OPCODE(o2_isGreaterEqual),
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OPCODE(o2_drawObject),
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OPCODE(o2_getActorElevation),
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OPCODE(o2_setState08),
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/* 08 */
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OPCODE(o5_isNotEqual),
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OPCODE(o5_faceActor),
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OPCODE(o2_assignVarWordIndirect),
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OPCODE(o2_setObjPreposition),
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/* 0C */
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OPCODE(o2_resourceRoutines),
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OPCODE(o5_walkActorToActor),
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OPCODE(o2_putActorAtObject),
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OPCODE(o2_ifNotState08),
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/* 10 */
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OPCODE(o5_getObjectOwner),
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OPCODE(o2_animateActor),
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OPCODE(o2_panCameraTo),
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OPCODE(o2_actorOps),
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/* 14 */
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OPCODE(o5_print),
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OPCODE(o2_actorFromPos),
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OPCODE(o5_getRandomNr),
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OPCODE(o2_clearState02),
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/* 18 */
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OPCODE(o5_jumpRelative),
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OPCODE(o2_doSentence),
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OPCODE(o5_move),
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OPCODE(o2_setBitVar),
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/* 1C */
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OPCODE(o5_startSound),
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OPCODE(o2_ifClassOfIs),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifState02),
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/* 20 */
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OPCODE(o5_stopMusic),
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OPCODE(o2_putActor),
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OPCODE(o5_saveLoadGame),
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OPCODE(o2_getActorY),
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/* 24 */
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OPCODE(o2_loadRoomWithEgo),
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OPCODE(o2_drawObject),
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OPCODE(o5_setVarRange),
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OPCODE(o2_setState04),
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/* 28 */
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OPCODE(o5_equalZero),
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OPCODE(o2_setOwnerOf),
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OPCODE(o2_addIndirect),
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OPCODE(o5_delayVariable),
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/* 2C */
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OPCODE(o2_assignVarByte),
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OPCODE(o5_putActorInRoom),
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OPCODE(o2_delay),
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OPCODE(o2_ifNotState04),
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/* 30 */
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OPCODE(o2_setBoxFlags),
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OPCODE(o2_getBitVar),
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OPCODE(o2_setCameraAt),
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OPCODE(o2_roomOps),
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/* 34 */
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OPCODE(o5_getDist),
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OPCODE(o2_findObject),
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OPCODE(o2_walkActorToObject),
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OPCODE(o2_setState01),
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/* 38 */
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OPCODE(o2_isLessEqual),
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OPCODE(o2_doSentence),
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OPCODE(o2_subtract),
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OPCODE(o2_waitForActor),
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/* 3C */
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OPCODE(o5_stopSound),
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OPCODE(o2_setActorElevation),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifNotState01),
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/* 40 */
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OPCODE(o2_cutscene),
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OPCODE(o2_putActor),
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OPCODE(o2_startScript),
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OPCODE(o2_getActorX),
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/* 44 */
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OPCODE(o2_isLess),
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OPCODE(o2_drawObject),
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OPCODE(o5_increment),
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OPCODE(o2_clearState08),
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/* 48 */
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OPCODE(o5_isEqual),
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OPCODE(o5_faceActor),
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OPCODE(o2_chainScript),
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OPCODE(o2_setObjPreposition),
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/* 4C */
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OPCODE(o2_waitForSentence),
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OPCODE(o5_walkActorToActor),
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OPCODE(o2_putActorAtObject),
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OPCODE(o2_ifState08),
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/* 50 */
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OPCODE(o2_pickupObject),
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OPCODE(o2_animateActor),
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OPCODE(o5_actorFollowCamera),
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OPCODE(o2_actorOps),
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/* 54 */
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OPCODE(o5_setObjectName),
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OPCODE(o2_actorFromPos),
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OPCODE(o5_getActorMoving),
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OPCODE(o2_setState02),
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/* 58 */
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OPCODE(o2_beginOverride),
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OPCODE(o2_doSentence),
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OPCODE(o2_add),
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OPCODE(o2_setBitVar),
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/* 5C */
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OPCODE(o2_dummy),
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OPCODE(o2_ifClassOfIs),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifNotState02),
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/* 60 */
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OPCODE(o2_cursorCommand),
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OPCODE(o2_putActor),
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OPCODE(o2_stopScript),
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OPCODE(o5_getActorFacing),
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/* 64 */
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OPCODE(o2_loadRoomWithEgo),
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OPCODE(o2_drawObject),
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OPCODE(o5_getClosestObjActor),
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OPCODE(o2_clearState04),
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/* 68 */
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OPCODE(o5_isScriptRunning),
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OPCODE(o2_setOwnerOf),
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OPCODE(o2_subIndirect),
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OPCODE(o2_dummy),
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/* 6C */
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OPCODE(o2_getObjPreposition),
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OPCODE(o5_putActorInRoom),
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OPCODE(o2_dummy),
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OPCODE(o2_ifState04),
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/* 70 */
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OPCODE(o2_lights),
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OPCODE(o5_getActorCostume),
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OPCODE(o5_loadRoom),
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OPCODE(o2_roomOps),
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/* 74 */
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OPCODE(o5_getDist),
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OPCODE(o2_findObject),
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OPCODE(o2_walkActorToObject),
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OPCODE(o2_clearState01),
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/* 78 */
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OPCODE(o2_isGreater),
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OPCODE(o2_doSentence),
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OPCODE(o2_verbOps),
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OPCODE(o2_getActorWalkBox),
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/* 7C */
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OPCODE(o5_isSoundRunning),
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OPCODE(o2_setActorElevation),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifState01),
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/* 80 */
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OPCODE(o5_breakHere),
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OPCODE(o2_putActor),
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OPCODE(o5_startMusic),
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OPCODE(o5_getActorRoom),
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/* 84 */
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OPCODE(o2_isGreaterEqual),
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OPCODE(o2_drawObject),
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OPCODE(o2_getActorElevation),
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OPCODE(o2_setState08),
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/* 88 */
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OPCODE(o5_isNotEqual),
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OPCODE(o5_faceActor),
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OPCODE(o2_assignVarWordIndirect),
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OPCODE(o2_setObjPreposition),
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/* 8C */
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OPCODE(o2_resourceRoutines),
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OPCODE(o5_walkActorToActor),
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OPCODE(o2_putActorAtObject),
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OPCODE(o2_ifNotState08),
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/* 90 */
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OPCODE(o5_getObjectOwner),
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OPCODE(o2_animateActor),
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OPCODE(o2_panCameraTo),
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OPCODE(o2_actorOps),
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/* 94 */
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OPCODE(o5_print),
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OPCODE(o2_actorFromPos),
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OPCODE(o5_getRandomNr),
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OPCODE(o2_clearState02),
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/* 98 */
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OPCODE(o2_restart),
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OPCODE(o2_doSentence),
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OPCODE(o5_move),
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OPCODE(o2_setBitVar),
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/* 9C */
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OPCODE(o5_startSound),
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OPCODE(o2_ifClassOfIs),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifState02),
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/* A0 */
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OPCODE(o5_stopObjectCode),
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OPCODE(o2_putActor),
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OPCODE(o5_saveLoadGame),
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OPCODE(o2_getActorY),
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/* A4 */
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OPCODE(o2_loadRoomWithEgo),
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OPCODE(o2_drawObject),
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OPCODE(o5_setVarRange),
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OPCODE(o2_setState04),
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/* A8 */
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OPCODE(o5_notEqualZero),
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OPCODE(o2_setOwnerOf),
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OPCODE(o2_addIndirect),
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OPCODE(o2_switchCostumeSet),
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/* AC */
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OPCODE(o2_drawSentence),
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OPCODE(o5_putActorInRoom),
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OPCODE(o2_waitForMessage),
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OPCODE(o2_ifNotState04),
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/* B0 */
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OPCODE(o2_setBoxFlags),
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OPCODE(o2_getBitVar),
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OPCODE(o2_setCameraAt),
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OPCODE(o2_roomOps),
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/* B4 */
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OPCODE(o5_getDist),
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OPCODE(o2_findObject),
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OPCODE(o2_walkActorToObject),
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OPCODE(o2_setState01),
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/* B8 */
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OPCODE(o2_isLessEqual),
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OPCODE(o2_doSentence),
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OPCODE(o2_subtract),
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OPCODE(o2_waitForActor),
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/* BC */
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OPCODE(o5_stopSound),
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OPCODE(o2_setActorElevation),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifNotState01),
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/* C0 */
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OPCODE(o2_endCutscene),
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OPCODE(o2_putActor),
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OPCODE(o2_startScript),
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OPCODE(o2_getActorX),
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/* C4 */
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OPCODE(o2_isLess),
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OPCODE(o2_drawObject),
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OPCODE(o5_decrement),
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OPCODE(o2_clearState08),
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/* C8 */
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OPCODE(o5_isEqual),
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OPCODE(o5_faceActor),
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OPCODE(o2_chainScript),
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OPCODE(o2_setObjPreposition),
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/* CC */
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OPCODE(o5_pseudoRoom),
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OPCODE(o5_walkActorToActor),
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OPCODE(o2_putActorAtObject),
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OPCODE(o2_ifState08),
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/* D0 */
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OPCODE(o2_pickupObject),
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OPCODE(o2_animateActor),
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OPCODE(o5_actorFollowCamera),
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OPCODE(o2_actorOps),
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/* D4 */
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OPCODE(o5_setObjectName),
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OPCODE(o2_actorFromPos),
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OPCODE(o5_getActorMoving),
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OPCODE(o2_setState02),
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/* D8 */
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OPCODE(o5_printEgo),
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OPCODE(o2_doSentence),
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OPCODE(o2_add),
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OPCODE(o2_setBitVar),
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/* DC */
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OPCODE(o2_dummy),
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OPCODE(o2_ifClassOfIs),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifNotState02),
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/* E0 */
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OPCODE(o2_cursorCommand),
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OPCODE(o2_putActor),
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OPCODE(o2_stopScript),
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OPCODE(o5_getActorFacing),
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/* E4 */
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OPCODE(o2_loadRoomWithEgo),
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OPCODE(o2_drawObject),
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OPCODE(o5_getClosestObjActor),
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OPCODE(o2_clearState04),
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/* E8 */
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OPCODE(o5_isScriptRunning),
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OPCODE(o2_setOwnerOf),
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OPCODE(o2_subIndirect),
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OPCODE(o2_dummy),
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/* EC */
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OPCODE(o2_getObjPreposition),
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OPCODE(o5_putActorInRoom),
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OPCODE(o2_dummy),
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OPCODE(o2_ifState04),
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/* F0 */
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OPCODE(o2_lights),
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OPCODE(o5_getActorCostume),
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OPCODE(o5_loadRoom),
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OPCODE(o2_roomOps),
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/* F4 */
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OPCODE(o5_getDist),
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OPCODE(o2_findObject),
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OPCODE(o2_walkActorToObject),
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OPCODE(o2_clearState01),
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/* F8 */
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OPCODE(o2_isGreater),
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OPCODE(o2_doSentence),
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OPCODE(o2_verbOps),
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OPCODE(o2_getActorWalkBox),
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/* FC */
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OPCODE(o5_isSoundRunning),
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OPCODE(o2_setActorElevation),
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OPCODE(o2_walkActorTo),
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OPCODE(o2_ifState01)
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};
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_opcodesC64 = opcodes;
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}
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#define SENTENCE_SCRIPT 2
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#define PARAM_1 0x80
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#define PARAM_2 0x40
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#define PARAM_3 0x20
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void ScummEngine_c64::executeOpcode(byte i) {
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OpcodeProcC64 op = _opcodesC64[i].proc;
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(this->*op) ();
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}
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const char *ScummEngine_c64::getOpcodeDesc(byte i) {
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return _opcodesC64[i].desc;
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}
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#undef PARAM_1
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#undef PARAM_2
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#undef PARAM_3
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} // End of namespace Scumm
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@ -1266,6 +1266,10 @@ ScummEngine_v2::ScummEngine_v2(GameDetector *detector, OSystem *syst, const Scum
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: ScummEngine_v3old(detector, syst, gs, md5sum) {
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}
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ScummEngine_c64::ScummEngine_c64(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16])
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: ScummEngine_v2(detector, syst, gs, md5sum) {
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}
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ScummEngine_v6::ScummEngine_v6(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16])
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: ScummEngine(detector, syst, gs, md5sum) {
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_blastObjectQueuePos = 0;
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@ -2874,7 +2878,11 @@ Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst) {
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switch (game.version) {
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case 1:
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case 2:
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engine = new ScummEngine_v2(detector, syst, game, md5sum);
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// Limit to C64 MM?
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if (game.platform == Common::kPlatformC64)
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engine = new ScummEngine_c64(detector, syst, game, md5sum);
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else
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engine = new ScummEngine_v2(detector, syst, game, md5sum);
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break;
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case 3:
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if (game.features & GF_OLD_BUNDLE)
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