; generated script [is_front_end] state sInitial { when always { goto goto_press_start bind "inputdev reset" bind "ui add front_end" bind "ui add fe_press_start" bind "ui ..front_end add fe_campaign_menu" bind "ui ..front_end add fe_multiplayer_unavailable" bind "sequence fe_intro" } } state goto_press_start { entry { bind "ui ..fe_press_start show" bind "sca mute 3d" } when always { goto press_start exitTime 1 bind "renderer fade restore 1" } } state press_start { when always { waitTime 30.0 goto goto_attract_mode exitTime 1 bind "renderer fade black 1" } when generalStart { goto goto_main_checkmemorycard exitTime 1 bind "renderer fade black 1" bind "sca play 8" } when actionButton { goto goto_main_checkmemorycard exitTime 1 bind "renderer fade black 1" bind "sca play 8" } } state goto_attract_mode { entry { bind "ui ..fe_press_start hide" } when always { goto attract_mode exitTime 1 bind "renderer fade restore 1" bind "sca unmute 3d" } } state attract_mode { entry { bind "ui add fe_attract_mode" bind "ui ..fe_attract_mode show" } when always { waitTime 90.00 goto goto_press_start exitTime 1 bind "renderer fade black 1" bind "ui ..fe_attract_mode hide" } when generalButtonInput { goto goto_press_start exitTime 1 bind "renderer fade black 1" bind "ui ..fe_attract_mode hide" } } state goto_main_checkmemorycard { entry { bind "ui ..fe_press_start hide" } when always { ifCommand "memorycard isSlotChanged" goto main_checkmemorycard exitTime 1 bind "ui add fe_memorycard_status" bind "ui ..fe_memorycard_status show" bind "renderer fade restore 1" bind "sca unmute 3d" gotoF main_menu exitTimeF 1 bindF "renderer fade restore 1" bindF "sca unmute 3d" } } state main_checkmemorycard { entry { entryTime 1.000 bind "ui ..fe_memorycard_status.message set localized_text fe_checkingmemorycard" } when LoadRequestSucceeded { exitTime 0.500 goto main_checkmemorycard_loadprofiles bind "ui ..fe_memorycard_status.message set localized_text fe_loading" } when LoadRequestFailed_NoMemoryCard { goto main_checkmemorycard_loadprofiles } when LoadRequestFailed_Unformatted { goto main_checkmemorycard_loadprofiles } when LoadRequestFailed_NoAvailableSpace { goto main_checkmemorycard_loadprofiles } when LoadRequestFailed_NoData { goto main_checkmemorycard_loadprofiles } when LoadRequestFailed_DataCorrupt { goto main_checkmemorycard_loadprofiles } } state main_checkmemorycard_loadprofiles { entry { entryTime 3.000 bind "gc load profiles" } when LoadRequestSucceeded { goto main_checkmemorycard_load_succeeded } when LoadRequestFailed_NoMemoryCard { goto main_checkmemorycard_failed_nomemorycard } when LoadRequestFailed_Unformatted { goto main_checkmemorycard_failed_unformatted } when LoadRequestFailed_NoAvailableSpace { goto main_checkmemorycard_failed_noavailablespace } when LoadRequestFailed_NoData { goto main_checkmemorycard_nodata } when LoadRequestFailed_DataCorrupt { goto main_checkmemorycard_failed_datacorrupt } } state main_checkmemorycard_load_succeeded { entry { bind "ui ..fe_memorycard_status.message set localized_text fe_loadsucceeded" } when always { waitTime 0.5000 goto main_menu bind "ui ..fe_memorycard_status hide" } } state main_checkmemorycard_nodata { when always { goto main_menu bind "ui ..fe_memorycard_status hide" } } state main_checkmemorycard_failed_nomemorycard { entry { bind "ui ..fe_memorycard_status.message set localized_text fe_failed_nomemorycard" bind "ui ..fe_memorycard_status.yes show" bind "ui ..fe_memorycard_status.no show" } when always { goto main_checkmemorycard_failed_nomemorycard.no } } state main_checkmemorycard_failed_nomemorycard.no { entry { bind "ui ..fe_memorycard_status.no select" } when generalLeft { waitTime 0.200 goto main_checkmemorycard_failed_nomemorycard.yes bind "ui ..fe_memorycard_status.no deselect" } when actionButton { goto main_checkmemorycard bind "ui ..fe_memorycard_status.no deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } when MemoryCardChanged { goto main_checkmemorycard bind "ui ..fe_memorycard_status.no deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } } state main_checkmemorycard_failed_nomemorycard.yes { entry { bind "ui ..fe_memorycard_status.yes select" } when generalRight { waitTime 0.200 goto main_checkmemorycard_failed_nomemorycard.no bind "ui ..fe_memorycard_status.yes deselect" } when actionButton { goto main_menu bind "ui ..fe_memorycard_status.yes deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" bind "ui ..fe_memorycard_status hide" } when MemoryCardChanged { goto main_checkmemorycard bind "ui ..fe_memorycard_status.yes deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } } state main_checkmemorycard_failed_unformatted { entry { bind "ui ..fe_memorycard_status.yes show" bind "ui ..fe_memorycard_status.no show" } when always { goto main_checkmemorycard_failed_unformatted.no bind "ui ..fe_memorycard_status.message set localized_text fe_failed_unformatted" } } state main_checkmemorycard_failed_unformatted.no { entry { bind "ui ..fe_memorycard_status.no select" } when generalLeft { waitTime 0.200 goto main_checkmemorycard_failed_unformatted.yes bind "ui ..fe_memorycard_status.no deselect" } when actionButton { goto main_checkmemorycard_failed_noavailablespace bind "ui ..fe_memorycard_status.no deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } when MemoryCardRemoved { goto main_checkmemorycard bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } } state main_checkmemorycard_failed_unformatted.yes { entry { bind "ui ..fe_memorycard_status.yes select" } when generalRight { waitTime 0.200 goto main_checkmemorycard_failed_unformatted.no bind "ui ..fe_memorycard_status.yes deselect" } when actionButton { goto main_formatting_card exitTime 0.500 bind "ui ..fe_memorycard_status.yes deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" bind "ui ..fe_memorycard_status.message set localized_text fe_formating" } when MemoryCardRemoved { goto main_checkmemorycard bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } } state main_formatting_card { entry { entryTime 3.000 bind "memorycard FormatCard" } when always { ifCommand "memorycard isCardFormatted" goto main_checkmemorycard_loadprofiles bind "ui ..fe_memorycard_status.message set localized_text fe_checkingmemorycard" gotoF main_format_failed } } state main_format_failed { entry { bind "ui ..fe_memorycard_status.message set localized_text fe_formatfailed" } when actionButton { goto main_menu bind "ui ..fe_memorycard_status hide" } when MemoryCardRemoved { waitTime 1.00 goto main_checkmemorycard } when MemoryCardChanged{ goto main_checkmemorycard } } state main_checkmemorycard_failed_noavailablespace { entry { bind "ui ..fe_memorycard_status.message set localized_text fe_failed_noavailablespace" } when always { goto main_checkmemorycard_failed_noavailablespace.no } } state main_checkmemorycard_failed_noavailablespace.no { entry { bind "ui ..fe_memorycard_status.no select" } when cancelButton { goto trap_state bind "inputdev launchdash" } when actionButton { goto main_menu bind "ui ..fe_memorycard_status hide" } } state main_checkmemorycard_failed_noavailablespace.yes { entry { bind "ui ..fe_memorycard_status.yes select" } when generalRight { waitTime 0.200 goto main_checkmemorycard_failed_noavailablespace.no bind "ui ..fe_memorycard_status.yes deselect" } when actionButton { goto main_menu bind "ui ..fe_memorycard_status.yes deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" bind "ui ..fe_memorycard_status hide" } when MemoryCardRemoved { goto main_checkmemorycard bind "ui ..fe_memorycard_status.yes deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } } state main_checkmemorycard_failed_datacorrupt { when always { goto main_checkmemorycard_failed_datacorrupt.no bind "ui ..fe_memorycard_status.message set localized_text fe_failed_datacorrupt" } } state main_checkmemorycard_failed_datacorrupt.no { entry { bind "ui ..fe_memorycard_status.no select" } when generalLeft { waitTime 0.200 goto main_checkmemorycard_failed_datacorrupt.yes bind "ui ..fe_memorycard_status.no deselect" } when actionButton { exitTime 0.500 goto main_delete_corrupt_save bind "ui ..fe_memorycard_status.message set localized_text fe_DeleteCorruptData" bind "ui ..fe_memorycard_status.yes deselect" bind "ui ..fe_memorycard_status.yes hide" bind "ui ..fe_memorycard_status.no hide" } } state main_delete_corrupt_save { when actionButton { exitTime 0.500 goto main_deleting_corrupt_save bind "ui ..fe_memorycard_status.message set localized_text fe_deletingcorruptsave" } when cancelButton { goto main_menu bind "ui ..fe_memorycard_status hide" } } state main_deleting_corrupt_save { entry { entryTime 3.000 bind "gc delete profiles" } when always { goto main_checkmemorycard } } state main_menu { when always { goto main bind "ui add front_end" bind "ui ..front_end show" bind "ui ..front_end add fe_buttons" } } state main { entry { entryTime 1.000 bind "sequence fe_main_open" } when always { goto main.campaign } } state main.campaign { entry { entryTime 0.000 bind "ui ..front_end.menuitem1 select" bind "inputdev reset" } when generalDown { waitTime 0.200 goto main.skirmish bind "ui ..front_end.menuitem1 deselect" } when generalUp { waitTime 0.200 goto main.credits bind "ui ..front_end.menuitem1 deselect" } when actionButton 1 { goto campaign exitTime 1.000 bind "ui ..front_end.menuitem1 deselect" bind "sequence fe_main_close" bind "inputdev SetPrimary 0" } when actionButton 2 { goto campaign exitTime 1.000 bind "ui ..front_end.menuitem1 deselect" bind "sequence fe_main_close" bind "inputdev SetPrimary 1" } when actionButton 3 { goto campaign exitTime 1.000 bind "ui ..front_end.menuitem1 deselect" bind "sequence fe_main_close" bind "inputdev SetPrimary 2" } when actionButton 4 { goto campaign exitTime 1.000 bind "ui ..front_end.menuitem1 deselect" bind "sequence fe_main_close" bind "inputdev SetPrimary 3" } } state main.skirmish { entry { entryTime 0.000 bind "ui ..front_end.menuitem2 select" } when generalDown { waitTime 0.200 goto main.options bind "ui ..front_end.menuitem2 deselect" } when generalUp { waitTime 0.200 goto main.campaign bind "ui ..front_end.menuitem2 deselect" } when actionButton { ifCommand "inputdev HaveMultiple" goto skirmish exitTime 1.000 bind "ui ..front_end.menuitem2 deselect" bind "sequence fe_main_close" gotoF multiplayer_unavailable exitTimeF 0.7500 bindF "ui ..front_end.menuitem2 deselect" bindF "sequence fe_main_close" } } state multiplayer_unavailable { entry { bind "ui ..front_end add fe_multiplayer_unavailable" bind "ui ..front_end.fe_multiplayer_unavailable show" } when actionButton { goto main.skirmish exitTime 1.000 bind "ui ..front_end.fe_multiplayer_unavailable hide" bind "sequence fe_main_open" } when cancelButton { goto main.skirmish exitTime 1.000 bind "ui ..front_end.fe_multiplayer_unavailable hide" bind "sequence fe_main_open" } } state main.options { entry { entryTime 0.000 bind "ui ..front_end.menuitem3 select" } when generalDown { waitTime 0.200 goto main.credits bind "ui ..front_end.menuitem3 deselect" } when generalUp { waitTime 0.200 goto main.skirmish bind "ui ..front_end.menuitem3 deselect" } when actionButton { goto options exitTime 1.000 bind "ui ..front_end.menuitem3 deselect" bind "sequence fe_main_close" } } state main.credits { entry { entryTime 0.000 bind "ui ..front_end.menuitem4 select" } when generalDown { waitTime 0.200 goto main.campaign bind "ui ..front_end.menuitem4 deselect" } when generalUp { waitTime 0.200 goto main.options bind "ui ..front_end.menuitem4 deselect" } when actionButton { goto credits exitTime 1.000 bind "ui ..front_end.menuitem4 deselect" bind "sequence fe_main_close" } } state campaign { when always { goto campaign_Open exitTime 0.200 } } state goto_checkmemorycard { when always { goto checkmemorycard exitTime 1 bind "ui ..front_end add fe_memorycard_status" bind "ui ..front_end.fe_memorycard_status show" bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_checkingmemorycard" } } state checkmemorycard { entry { entryTime 1.000 bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_checkingmemorycard" } when LoadRequestSucceeded { exitTime 0.500 goto checkmemorycard_loadprofiles bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_loading" } when LoadRequestFailed_NoMemoryCard { goto checkmemorycard_loadprofiles } when LoadRequestFailed_Unformatted { goto checkmemorycard_loadprofiles } when LoadRequestFailed_NoAvailableSpace { goto checkmemorycard_loadprofiles } when LoadRequestFailed_NoData { goto checkmemorycard_loadprofiles } when LoadRequestFailed_DataCorrupt { goto checkmemorycard_loadprofiles } } state checkmemorycard_loadprofiles { entry { entryTime 3.000 bind "gc load profiles" } when LoadRequestSucceeded { goto checkmemorycard_load_succeeded } when LoadRequestFailed_NoMemoryCard { goto checkmemorycard_failed_nomemorycard } when LoadRequestFailed_Unformatted { goto checkmemorycard_failed_unformatted } when LoadRequestFailed_NoAvailableSpace { goto checkmemorycard_failed_noavailablespace } when LoadRequestFailed_NoData { goto checkmemorycard_nodata } when LoadRequestFailed_DataCorrupt { goto checkmemorycard_failed_datacorrupt } } state checkmemorycard_load_succeeded { entry { bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_loadsucceeded" } when always { waitTime 0.5000 goto campaign_open bind "ui ..front_end.fe_memorycard_status hide" } } state checkmemorycard_nodata { when always { goto campaign_open bind "ui ..front_end.fe_memorycard_status hide" } } state checkmemorycard_failed_nomemorycard { entry { bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_failed_nomemorycard" bind "ui ..front_end.fe_memorycard_status.yes show" bind "ui ..front_end.fe_memorycard_status.no show" } when always { goto checkmemorycard_failed_nomemorycard.no } } state checkmemorycard_failed_nomemorycard.no { entry { bind "ui ..front_end.fe_memorycard_status.no select" } when generalLeft { waitTime 0.200 goto checkmemorycard_failed_nomemorycard.yes bind "ui ..front_end.fe_memorycard_status.no deselect" } when actionButton { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.no deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } when MemoryCardChanged { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.no deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state checkmemorycard_failed_nomemorycard.yes { entry { bind "ui ..front_end.fe_memorycard_status.yes select" } when generalRight { waitTime 0.200 goto checkmemorycard_failed_nomemorycard.no bind "ui ..front_end.fe_memorycard_status.yes deselect" } when actionButton { goto campaign_open bind "ui ..front_end.fe_memorycard_status.yes deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } when MemoryCardChanged { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.yes deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state checkmemorycard_failed_unformatted { entry { bind "ui ..front_end.fe_memorycard_status.yes show" bind "ui ..front_end.fe_memorycard_status.no show" } when always { goto checkmemorycard_failed_unformatted.no bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_failed_unformatted" } } state checkmemorycard_failed_unformatted.no { entry { bind "ui ..front_end.fe_memorycard_status.no select" } when generalLeft { waitTime 0.200 goto checkmemorycard_failed_unformatted.yes bind "ui ..front_end.fe_memorycard_status.no deselect" } when actionButton { goto checkmemorycard_failed_noavailablespace bind "ui ..front_end.fe_memorycard_status.no deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } when MemoryCardRemoved { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state checkmemorycard_failed_unformatted.yes { entry { bind "ui ..front_end.fe_memorycard_status.yes select" } when generalRight { waitTime 0.200 goto checkmemorycard_failed_unformatted.no bind "ui ..front_end.fe_memorycard_status.yes deselect" } when actionButton { goto formatting_card exitTime 0.500 bind "ui ..front_end.fe_memorycard_status.yes deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_formating" } when MemoryCardRemoved { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state formatting_card { entry { entryTime 3.000 bind "memorycard FormatCard" } when always { ifCommand "memorycard isCardFormatted" goto checkmemorycard_loadprofiles bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_checkingmemorycard" gotoF format_failed } } state format_failed { entry { bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_formatfailed" } when actionButton { goto campaign_open bind "ui ..front_end.fe_memorycard_status hide" } when MemoryCardRemoved { waitTime 1.00 goto checkmemorycard } when MemoryCardChanged{ goto checkmemorycard } } state checkmemorycard_failed_noavailablespace { entry { bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_failed_noavailablespace" bind "ui ..front_end.fe_memorycard_status.yes show" bind "ui ..front_end.fe_memorycard_status.no show" } when always { goto checkmemorycard_failed_noavailablespace.no } } state checkmemorycard_failed_noavailablespace.no { entry { bind "ui ..front_end.fe_memorycard_status.no select" } when generalLeft { waitTime 0.200 goto checkmemorycard_failed_noavailablespace.yes bind "ui ..front_end.fe_memorycard_status.no deselect" } when actionButton { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.no deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } when MemoryCardRemoved { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.no deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state checkmemorycard_failed_noavailablespace.yes { entry { bind "ui ..front_end.fe_memorycard_status.yes select" } when generalRight { waitTime 0.200 goto checkmemorycard_failed_noavailablespace.no bind "ui ..front_end.fe_memorycard_status.yes deselect" } when actionButton { goto campaign_open bind "ui ..front_end.fe_memorycard_status.yes deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" bind "ui ..front_end.fe_memorycard_status hide" } when MemoryCardRemoved { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.yes deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state checkmemorycard_failed_datacorrupt { entry { bind "ui ..front_end.fe_memorycard_status.yes show" bind "ui ..front_end.fe_memorycard_status.no show" } when always { goto checkmemorycard_failed_datacorrupt.no bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_failed_datacorrupt" } } state checkmemorycard_failed_datacorrupt.no { entry { bind "ui ..front_end.fe_memorycard_status.no select" } when generalLeft { waitTime 0.200 goto checkmemorycard_failed_datacorrupt.yes bind "ui ..front_end.fe_memorycard_status.no deselect" } when actionButton { goto campaign_open bind "ui ..front_end.fe_memorycard_status.no deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" bind "ui ..front_end.fe_memorycard_status hide" } } state checkmemorycard_failed_datacorrupt.yes { entry { bind "ui ..front_end.fe_memorycard_status.yes select" } when generalRight { waitTime 0.200 goto checkmemorycard_failed_datacorrupt.no bind "ui ..front_end.fe_memorycard_status.yes deselect" } when actionButton { exitTime 0.500 goto creating_save bind "ui ..front_end.fe_memorycard_status.message set localized_text fe_creatingsave" bind "ui ..front_end.fe_memorycard_status.yes deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state creating_save { entry { bind "gc save profiles" } when always { goto checkmemorycard bind "ui ..front_end.fe_memorycard_status.yes deselect" bind "ui ..front_end.fe_memorycard_status.yes hide" bind "ui ..front_end.fe_memorycard_status.no hide" } } state campaign_Open { when always { goto campaign.profile1 exitTime 1.000 bind "sequence fe_campaign_open" bind "ui ..front_end.profile1menuitem.profile1 configure" bind "ui ..front_end.profile2menuitem.profile2 configure" bind "ui ..front_end.profile3menuitem.profile3 configure" } } state campaign.profile1 { entry { entryTime 0.000 bind "ui ..front_end.profile1menuitem select" bind "ui ..front_end.profile1menuitem.profile1 configure" } when generalDown { waitTime 0.200 goto campaign.profile2 bind "ui ..front_end.profile1menuitem deselect" } when generalUp { waitTime 0.200 goto campaign.back bind "ui ..front_end.profile1menuitem deselect" } when cancelButton { goto campaign_back exitTime 1.000 bind "ui ..front_end.profile1menuitem deselect" bind "sequence fe_campaign_close" bind "inputdev reset" } when actionButton { goto campaign_profile1 bind "ui ..front_end.profile1menuitem deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "ui ..front_end.profile1menuitem deselect" bind "sequence fe_campaign_close" } } state campaign.profile2 { entry { entryTime 0.000 bind "ui ..front_end.profile2menuitem select" bind "ui ..front_end.profile2menuitem.profile2 configure" } when generalDown { waitTime 0.200 goto campaign.profile3 bind "ui ..front_end.profile2menuitem deselect" } when generalUp { waitTime 0.200 goto campaign.profile1 bind "ui ..front_end.profile2menuitem deselect" } when cancelButton { goto campaign_back exitTime 1.000 bind "ui ..front_end.profile2menuitem deselect" bind "sequence fe_campaign_close" bind "inputdev reset" } when actionButton { goto campaign_profile2 bind "ui ..front_end.profile2menuitem deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "ui ..front_end.profile2menuitem deselect" bind "sequence fe_campaign_close" } } state campaign.profile3 { entry { entryTime 0.000 bind "ui ..front_end.profile3menuitem select" bind "ui ..front_end.profile3menuitem.profile3 configure" } when generalDown { waitTime 0.200 goto campaign.back bind "ui ..front_end.profile3menuitem deselect" } when generalUp { waitTime 0.200 goto campaign.profile2 bind "ui ..front_end.profile3menuitem deselect" } when cancelButton { goto campaign_back exitTime 1.000 bind "ui ..front_end.profile3menuitem deselect" bind "sequence fe_campaign_close" bind "inputdev reset" } when actionButton { goto campaign_profile3 bind "ui ..front_end.profile3menuitem deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "ui ..front_end.profile3menuitem deselect" bind "sequence fe_campaign_close" } } state campaign.back { entry { entryTime 0.000 bind "ui ..front_end.menuitem4 select" bind "ui ..front_end.fe_buttons.cancelbutton hide" } when generalDown { waitTime 0.200 goto campaign.profile1 bind "ui ..front_end.menuitem4 deselect" bind "ui ..front_end.fe_buttons.cancelbutton show" } when generalUp { waitTime 0.200 goto campaign.profile3 bind "ui ..front_end.menuitem4 deselect" bind "ui ..front_end.fe_buttons.cancelbutton show" } when cancelButton { goto campaign_back exitTime 1.000 bind "ui ..front_end.menuitem4 deselect" bind "sequence fe_campaign_close" } when actionButton { goto campaign_back exitTime 1.000 bind "ui ..front_end.menuitem4 deselect" bind "sequence fe_campaign_close" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "ui ..front_end.menuitem4 deselect" bind "sequence fe_campaign_close" } } state campaign_back { entry { entryTime 1.000 bind "sequence fe_main_open" } when always { goto main.campaign } } state campaign_profile1 { when always { ifCommand "ui ..front_end.profile1menuitem.profile1 can_create" goto campaign_profile1_inputname exitTime 0.100 bind "sequence fe_campaign_inputname_open" gotoF campaign_profile1_menu exitTimeF 0.100 } } state campaign_profile1_menu { entry { bind "sca play 32768" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_open" } when always { waitTime 0.400 goto campaign_profile1_menu.selectmap bind "ui ..front_end.fe_campaign_menu show" } } state campaign_profile1_menu.selectmap { entry { bind "ui ..front_end.fe_campaign_menu.selectmap select" } when generalUp { waitTime 0.200 goto campaign_profile1_menu.back bind "ui ..front_end.fe_campaign_menu.selectmap deselect" } when generalDown { waitTime 0.200 goto campaign_profile1_menu.loadgame bind "ui ..front_end.fe_campaign_menu.selectmap deselect" } when actionButton { goto campaign_profile1_selectmap bind "sequence fe_campaign_selectmap_open" bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile1_menu_back bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile1_menu.loadgame { entry { bind "ui ..front_end.fe_campaign_menu.loadgame select" } when generalUp { waitTime 0.200 goto campaign_profile1_menu.selectmap bind "ui ..front_end.fe_campaign_menu.loadgame deselect" } when generalDown { waitTime 0.200 goto campaign_profile1_menu.deletecampaign bind "ui ..front_end.fe_campaign_menu.loadgame deselect" } when actionButton { goto campaign_profile1_load bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile1_menu_back bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile1_menu.deletecampaign { entry { bind "ui ..front_end.fe_campaign_menu.deletecampaign select" } when generalUp { waitTime 0.200 goto campaign_profile1_menu.loadgame bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" } when generalDown { waitTime 0.200 goto campaign_profile1_menu.back bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" } when actionButton { goto campaign_profile1_delete bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile1_menu_back bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile1_menu.back { entry { bind "ui ..front_end.fe_campaign_menu.back select" } when generalUp { waitTime 0.200 goto campaign_profile1_menu.deletecampaign bind "ui ..front_end.fe_campaign_menu.back deselect" } when generalDown { waitTime 0.200 goto campaign_profile1_menu.selectmap bind "ui ..front_end.fe_campaign_menu.back deselect" } when actionButton { goto campaign_profile1_menu_back bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile1_menu_back bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile1_menu_back { when always { waitTime 0.200 goto campaign.profile1 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "sca play 32769" } } state campaign_profile1_inputname { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.profilename set profile_index 0" bind "ui ..front_end.fe_inputname.profilename configure" } when always { goto campaign_inputname bind "ui ..front_end.fe_inputname.profilename configure" bind "ui ..front_end.fe_inputname.profilename addchar N" bind "ui ..front_end.fe_inputname.profilename addchar O" bind "ui ..front_end.fe_inputname.profilename addchar G" } } state campaign_profile1_selectmap { entry { entryTime 0.400 bind "ui ..front_end.fe_playerprofile set profile_index 0" bind "ui ..front_end.fe_playerprofile configure" } when generalDown { waitTime 0.200 goto bind "ui ..front_end.fe_playerprofile select_next_map" } when generalUp { waitTime 0.200 goto bind "ui ..front_end.fe_playerprofile select_prev_map" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_playerprofile select_prev_group" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_playerprofile select_next_group" } when cancelButton { goto campaign_profile1_selectmap_back } when actionButton { goto campaign_profile1_selectmap_go bind "ui ..front_end.fe_playerprofile commit_selection" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "sca play 32769" } } state campaign_profile1_delete { entry { entryTime 0.500 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close" bind "sequence fe_campaign_close" bind "sca play 32769" } when always { goto campaign_profile1_delete.no bind "ui ..front_end add fe_profile_delete" bind "ui ..front_end.fe_profile_delete show" } } state campaign_profile1_delete.yes { entry { entryTime 0.000 bind "ui ..front_end.fe_profile_delete.yes select" } when generalRight { waitTime 0.200 goto campaign_profile1_delete.no bind "ui ..front_end.fe_profile_delete.yes deselect" } when cancelButton { goto campaign_profile1_delete_no bind "ui ..front_end.fe_profile_delete.yes deselect" } when actionButton { goto campaign_profile1_delete_yes bind "ui ..front_end.fe_profile_delete.yes deselect" } when MemoryCardChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_profile_delete hide" } } state campaign_profile1_delete.no { entry { entryTime 0.000 bind "ui ..front_end.fe_profile_delete.no select" } when generalLeft { waitTime 0.200 goto campaign_profile1_delete.yes bind "ui ..front_end.fe_profile_delete.no deselect" } when cancelButton { goto campaign_profile1_delete_no bind "ui ..front_end.fe_profile_delete.no deselect" } when actionButton { goto campaign_profile1_delete_no bind "ui ..front_end.fe_profile_delete.no deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_profile_delete hide" } } state campaign_profile1_delete_yes { entry { entryTime 0.500 bind "ui ..front_end.profile1menuitem.profile1 destroy" bind "ui ..front_end.fe_profile_delete hide" } when always { goto DeleteProfile_CheckForChangedCard } } state campaign_profile1_delete_no { when always { goto campaign_profile1_menu exitTime 0.500 bind "ui ..front_end.fe_profile_delete hide" bind "sequence fe_campaign_open" } } state campaign_profile1_load { entry { entryTime 0.500 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close" bind "sequence fe_campaign_close" bind "sca play 32769" } when always { goto campaign_profile1_load_menu_configure bind "ui ..front_end add fe_loadmenu" bind "ui ..front_end.fe_loadmenu.menubackground show" } } state campaign_profile1_load_menu_configure { entry { bind "ui ..front_end.fe_loadmenu.message set localized_text fe_checkingmemorycard" bind "ui ..front_end.fe_loadmenu.message show" } when LoadRequestSucceeded { goto campaign_profile1_load_menu bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_hasdata" bind "ui ..front_end.fe_loadmenu.menu configure" } when LoadRequestFailed_NoMemoryCard { goto campaign_profile1_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nocard" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_Unformatted { goto campaign_profile1_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_NoAvailableSpace { goto campaign_profile1_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_NoData { goto campaign_profile1_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_DataCorrupt { goto campaign_profile1_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } } state campaign_profile1_load_menu { entry { entryTime 0.200 bind "ui ..front_end.fe_loadmenu.menu show" } when generalUp { waitTime 0.200 bind "ui ..front_end.fe_loadmenu.menu select_prev_save_game" } when generalDown { waitTime 0.200 bind "ui ..front_end.fe_loadmenu.menu select_next_save_game" } when actionButton { ifCommand "ui ..front_end.fe_loadmenu.menu has_data" goto DoLoadFixup bind "inputdev Ignore" gotoF campaign_profile1_load_menu } when cancelButton { goto campaign_profile1_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "sequence fe_campaign_open" } when MemoryCardRemoved { goto campaign_profile1_load_menu_configure } } state DoLoadFixup { entry { entryTime 3.0 bind "ui ..front_end.fe_loadmenu.message set localized_text fe_loadinggame" bind "ui ..front_end.fe_loadmenu.menu load_fixup" } when LoadRequestSucceeded { goto DoLoadGame } when LoadRequestFailed_NoMemoryCard { exitTime 3.00 goto campaign bind "ui ..front_end.fe_loadmenu.message set localized_text fe_failed_nomemorycard" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "inputdev IgnoreNo" } when LoadRequestFailed_Unformatted { exitTime 3.00 goto campaign bind "ui ..front_end.fe_loadmenu.message set localized_text fe_failed_unformatted" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "inputdev IgnoreNo" } when LoadRequestFailed_NoAvailableSpace { exitTime 3.00 goto campaign bind "ui ..front_end.fe_loadmenu.message set localized_text fe_failed_noavailablespace" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "inputdev IgnoreNo" } when LoadRequestFailed_NoData { exitTime 3.00 goto campaign bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "inputdev IgnoreNo" } when LoadRequestFailed_DataCorrupt { exitTime 3.00 goto LoadFailed_DataCorrupt_ToCampaign bind "ui ..front_end.fe_loadmenu.message set localized_text fe_failed_datacorrupt" bind "inputdev IgnoreNo" } } state LoadFailed_DataCorrupt_ToCampaign { when actionButton { goto campaign bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } } state DoLoadGame { entry { entryTime 1.0 bind "renderer fade black 1.0" } when always { goto trap_state bind "ui ..front_end.fe_loadmenu.menu load_game" } } state campaign_profile1_load_menu_nomemorycard { when cancelButton { goto campaign_profile1_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" bind "sequence fe_campaign_open" } when actionButton { goto campaign_profile1_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" bind "sequence fe_campaign_open" } when MemoryCardChanged { goto goto_checkmemorycard bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" } } state campaign_profile1_selectmap_go { entry { entryTime 1.000 bind "sequence FE_Campaign_SelectMap_Close" bind "renderer fade black 1" bind "inputdev Ignore" } when always { goto trap_state bind "gc load next" } } state campaign_profile1_selectmap_back { entry { bind "sequence FE_Campaign_SelectMap_Close" } when always { waitTime 0.200 goto campaign_profile1_menu } } state campaign_profile2 { when always { ifCommand "ui ..front_end.profile2menuitem.profile2 can_create" goto campaign_profile2_inputname exitTime 0.100 bind "sequence fe_campaign_inputname_open" gotoF campaign_profile2_menu exitTimeF 0.100 } } state campaign_profile2_menu { entry { bind "sca play 32768" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_open" } when always { waitTime 0.400 goto campaign_profile2_menu.selectmap bind "ui ..front_end.fe_campaign_menu show" } } state campaign_profile2_menu.selectmap { entry { bind "ui ..front_end.fe_campaign_menu.selectmap select" } when generalUp { waitTime 0.200 goto campaign_profile2_menu.back bind "ui ..front_end.fe_campaign_menu.selectmap deselect" } when generalDown { waitTime 0.200 goto campaign_profile2_menu.loadgame bind "ui ..front_end.fe_campaign_menu.selectmap deselect" } when actionButton { goto campaign_profile2_selectmap bind "sequence fe_campaign_selectmap_open" bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile2_menu_back bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile2_menu.loadgame { entry { bind "ui ..front_end.fe_campaign_menu.loadgame select" } when generalUp { waitTime 0.200 goto campaign_profile2_menu.selectmap bind "ui ..front_end.fe_campaign_menu.loadgame deselect" } when generalDown { waitTime 0.200 goto campaign_profile2_menu.deletecampaign bind "ui ..front_end.fe_campaign_menu.loadgame deselect" } when actionButton { goto campaign_profile2_load bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile2_menu_back bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile2_menu.deletecampaign { entry { bind "ui ..front_end.fe_campaign_menu.deletecampaign select" } when generalUp { waitTime 0.200 goto campaign_profile2_menu.loadgame bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" } when generalDown { waitTime 0.200 goto campaign_profile2_menu.back bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" } when actionButton { goto campaign_profile2_delete bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile2_menu_back bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile2_menu.back { entry { bind "ui ..front_end.fe_campaign_menu.back select" } when generalUp { waitTime 0.200 goto campaign_profile2_menu.deletecampaign bind "ui ..front_end.fe_campaign_menu.back deselect" } when generalDown { waitTime 0.200 goto campaign_profile2_menu.selectmap bind "ui ..front_end.fe_campaign_menu.back deselect" } when actionButton { goto campaign_profile2_menu_back bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile2_menu_back bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile2_menu_back { when always { waitTime 0.200 goto campaign.profile2 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "sca play 32769" } } state campaign_profile2_inputname { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.profilename set profile_index 1" } when always { goto campaign_inputname exitTime 0.400 bind "ui ..front_end.fe_inputname.profilename configure" bind "ui ..front_end.fe_inputname.profilename addchar G" bind "ui ..front_end.fe_inputname.profilename addchar R" bind "ui ..front_end.fe_inputname.profilename addchar O" bind "ui ..front_end.fe_inputname.profilename addchar P" } } state campaign_profile2_selectmap { entry { entryTime 0.400 bind "ui ..front_end.fe_playerprofile set profile_index 1" bind "ui ..front_end.fe_playerprofile configure" } when generalDown { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_next_map" } when generalUp { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_prev_map" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_prev_group" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_next_group" } when cancelButton { goto campaign_profile2_selectmap_back } when actionButton { goto campaign_profile2_selectmap_go bind "ui ..front_end.fe_playerprofile commit_selection" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "sca play 32769" } } state campaign_profile2_delete { entry { entryTime 0.500 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close" bind "sequence fe_campaign_close" bind "sca play 32769" } when always { goto campaign_profile2_delete.no bind "ui ..front_end add fe_profile_delete" bind "ui ..front_end.fe_profile_delete show" } } state campaign_profile2_delete.yes { entry { entryTime 0.000 bind "ui ..front_end.fe_profile_delete.yes select" } when generalRight { waitTime 0.200 goto campaign_profile2_delete.no bind "ui ..front_end.fe_profile_delete.yes deselect" } when cancelButton { goto campaign_profile2_delete_no bind "ui ..front_end.fe_profile_delete.yes deselect" } when actionButton { goto campaign_profile2_delete_yes bind "ui ..front_end.fe_profile_delete.yes deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_profile_delete hide" } } state campaign_profile2_delete.no { entry { entryTime 0.000 bind "ui ..front_end.fe_profile_delete.no select" } when generalLeft { waitTime 0.200 goto campaign_profile2_delete.yes bind "ui ..front_end.fe_profile_delete.no deselect" } when cancelButton { goto campaign_profile2_delete_no bind "ui ..front_end.fe_profile_delete.no deselect" } when actionButton { goto campaign_profile2_delete_no bind "ui ..front_end.fe_profile_delete.no deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_profile_delete hide" } } state campaign_profile2_delete_yes { entry { entryTime 0.500 bind "ui ..front_end.profile2menuitem.profile2 destroy" bind "ui ..front_end.fe_profile_delete hide" } when always { goto DeleteProfile_CheckForChangedCard } } state campaign_profile2_delete_no { when always { goto campaign_profile2_menu exitTime 0.500 bind "ui ..front_end.fe_profile_delete hide" bind "sequence fe_campaign_open" } } state campaign_profile2_load { entry { entryTime 0.500 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close" bind "sequence fe_campaign_close" bind "sca play 32769" } when always { goto campaign_profile2_load_menu_configure bind "ui ..front_end add fe_loadmenu" bind "ui ..front_end.fe_loadmenu.menubackground show" } } state campaign_profile2_load_menu_configure { entry { bind "ui ..front_end.fe_loadmenu.message set localized_text fe_checkingmemorycard" bind "ui ..front_end.fe_loadmenu.message show" } when LoadRequestSucceeded { goto campaign_profile2_load_menu bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_hasdata" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu show" } when LoadRequestFailed_NoMemoryCard { goto campaign_profile2_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nocard" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_Unformatted { goto campaign_profile2_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_NoAvailableSpace { goto campaign_profile2_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_NoData { goto campaign_profile2_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_DataCorrupt { goto campaign_profile2_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } } state campaign_profile2_load_menu { when generalUp { waitTime 0.200 bind "ui ..front_end.fe_loadmenu.menu select_prev_save_game" } when generalDown { waitTime 0.200 bind "ui ..front_end.fe_loadmenu.menu select_next_save_game" } when actionButton { ifCommand "ui ..front_end.fe_loadmenu.menu has_data" goto DoLoadFixup bind "inputdev Ignore" gotoF campaign_profile2_load_menu } when cancelButton { goto campaign_profile2_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "sequence fe_campaign_open" } when MemoryCardRemoved { goto campaign_profile2_load_menu_configure } } state campaign_profile2_load_menu_nomemorycard { when cancelButton { goto campaign_profile2_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" bind "sequence fe_campaign_open" } when actionButton { goto campaign_profile2_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" bind "sequence fe_campaign_open" } when MemoryCardChanged { goto goto_checkmemorycard bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" } } state campaign_profile2_selectmap_go { entry { entryTime 1.000 bind "sequence FE_Campaign_SelectMap_Close" bind "renderer fade black 1" bind "inputdev Ignore" } when always { goto trap_state bind "gc load next" } } state campaign_profile2_selectmap_back { entry { bind "sequence FE_Campaign_SelectMap_Close" } when always { waitTime 0.200 goto campaign_profile2_menu } } state campaign_profile3 { when always { ifCommand "ui ..front_end.profile3menuitem.profile3 can_create" goto campaign_profile3_inputname exitTime 0.100 bind "sequence fe_campaign_inputname_open" gotoF campaign_profile3_menu exitTimeF 0.100 } } state campaign_profile3_menu { entry { bind "sca play 32768" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_open" } when always { waitTime 0.400 goto campaign_profile3_menu.selectmap bind "ui ..front_end.fe_campaign_menu show" } } state campaign_profile3_menu.selectmap { entry { bind "ui ..front_end.fe_campaign_menu.selectmap select" } when generalUp { waitTime 0.200 goto campaign_profile3_menu.back bind "ui ..front_end.fe_campaign_menu.selectmap deselect" } when generalDown { waitTime 0.200 goto campaign_profile3_menu.loadgame bind "ui ..front_end.fe_campaign_menu.selectmap deselect" } when actionButton { goto campaign_profile3_selectmap bind "sequence fe_campaign_selectmap_open" bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile3_menu_back bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.selectmap deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile3_menu.loadgame { entry { bind "ui ..front_end.fe_campaign_menu.loadgame select" } when generalUp { waitTime 0.200 goto campaign_profile3_menu.selectmap bind "ui ..front_end.fe_campaign_menu.loadgame deselect" } when generalDown { waitTime 0.200 goto campaign_profile3_menu.deletecampaign bind "ui ..front_end.fe_campaign_menu.loadgame deselect" } when actionButton { goto campaign_profile3_load bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile3_menu_back bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.loadgame deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile3_menu.deletecampaign { entry { bind "ui ..front_end.fe_campaign_menu.deletecampaign select" } when generalUp { waitTime 0.200 goto campaign_profile3_menu.loadgame bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" } when generalDown { waitTime 0.200 goto campaign_profile3_menu.back bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" } when actionButton { goto campaign_profile3_delete bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile3_menu_back bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.deletecampaign deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile3_menu.back { entry { bind "ui ..front_end.fe_campaign_menu.back select" } when generalUp { waitTime 0.200 goto campaign_profile3_menu.deletecampaign bind "ui ..front_end.fe_campaign_menu.back deselect" } when generalDown { waitTime 0.200 goto campaign_profile3_menu.selectmap bind "ui ..front_end.fe_campaign_menu.back deselect" } when actionButton { goto campaign_profile3_menu_back bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" } when cancelButton { goto campaign_profile3_menu_back bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "ui ..front_end.fe_campaign_menu.back deselect" bind "ui ..front_end.fe_campaign_menu hide" bind "sca play 32769" } } state campaign_profile3_menu_back { when always { waitTime 0.200 goto campaign.profile3 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "sca play 32769" } } state campaign_profile3_inputname { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.profilename set profile_index 2" bind "ui ..front_end.fe_inputname.profilename configure" } when always { goto campaign_inputname bind "ui ..front_end.fe_inputname.profilename configure" bind "ui ..front_end.fe_inputname.profilename addchar K" bind "ui ..front_end.fe_inputname.profilename addchar L" bind "ui ..front_end.fe_inputname.profilename addchar O" bind "ui ..front_end.fe_inputname.profilename addchar P" bind "ui ..front_end.fe_inputname.profilename addchar P" } } state campaign_profile3_selectmap { entry { entryTime 0.400 bind "ui ..front_end.fe_playerprofile set profile_index 2" bind "ui ..front_end.fe_playerprofile configure" } when generalDown { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_next_map" } when generalUp { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_prev_map" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_prev_group" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_playerprofile select_next_group" } when cancelButton { goto campaign_profile3_selectmap_back } when actionButton { goto campaign_profile3_selectmap_go bind "ui ..front_end.fe_playerprofile commit_selection" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close bind "sca play 32769" } } state campaign_profile3_delete { entry { entryTime 0.500 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close" bind "sequence fe_campaign_close" bind "sca play 32769" } when always { goto campaign_profile3_delete.no bind "ui ..front_end add fe_profile_delete" bind "ui ..front_end.fe_profile_delete show" } } state campaign_profile3_delete.yes { entry { entryTime 0.000 bind "ui ..front_end.fe_profile_delete.yes select" } when generalRight { waitTime 0.200 goto campaign_profile3_delete.no bind "ui ..front_end.fe_profile_delete.yes deselect" } when cancelButton { goto campaign_profile3_delete_no bind "ui ..front_end.fe_profile_delete.yes deselect" } when actionButton { goto campaign_profile3_delete_yes bind "ui ..front_end.fe_profile_delete.yes deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_profile_delete hide" } } state campaign_profile3_delete.no { entry { entryTime 0.000 bind "ui ..front_end.fe_profile_delete.no select" } when generalLeft { waitTime 0.200 goto campaign_profile3_delete.yes bind "ui ..front_end.fe_profile_delete.no deselect" } when cancelButton { goto campaign_profile3_delete_no bind "ui ..front_end.fe_profile_delete.no deselect" } when actionButton { goto campaign_profile3_delete_no bind "ui ..front_end.fe_profile_delete.no deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_selectmap_close" bind "ui ..front_end.fe_profile_delete hide" } } state campaign_profile3_delete_yes { entry { entryTime 0.500 bind "ui ..front_end.profile3menuitem.profile3 destroy" bind "ui ..front_end.fe_profile_delete hide" } when always { goto DeleteProfile_CheckForChangedCard } } state campaign_profile3_delete_no { when always { goto campaign_profile3_menu exitTime 0.500 bind "ui ..front_end.fe_profile_delete hide" bind "sequence fe_campaign_open" } } state campaign_profile3_load { entry { entryTime 0.500 bind "ui ..front_end.fe_big_arm set idleanim FE_big_arm_close" bind "sequence fe_campaign_close" bind "sca play 32769" } when always { goto campaign_profile3_load_menu_configure bind "ui ..front_end add fe_loadmenu" bind "ui ..front_end.fe_loadmenu.menubackground show" } } state campaign_profile3_load_menu_configure { entry { bind "ui ..front_end.fe_loadmenu.message set localized_text fe_checkingmemorycard" bind "ui ..front_end.fe_loadmenu.message show" } when LoadRequestSucceeded { goto campaign_profile3_load_menu bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_hasdata" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu show" } when LoadRequestFailed_NoMemoryCard { goto campaign_profile3_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nocard" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_Unformatted { goto campaign_profile3_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_NoAvailableSpace { goto campaign_profile3_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_NoData { goto campaign_profile3_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } when LoadRequestFailed_DataCorrupt { goto campaign_profile3_load_menu_nomemorycard bind "ui ..front_end.fe_loadmenu.message set localized_text memorycard_nodata" bind "ui ..front_end.fe_loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui ..front_end.fe_loadmenu.info show" bind "ui ..front_end.fe_loadmenu.menu configure" bind "ui ..front_end.fe_loadmenu.menu hide" } } state campaign_profile3_load_menu { when generalUp { waitTime 0.200 bind "ui ..front_end.fe_loadmenu.menu select_prev_save_game" } when generalDown { waitTime 0.200 bind "ui ..front_end.fe_loadmenu.menu select_next_save_game" } when actionButton { ifCommand "ui ..front_end.fe_loadmenu.menu has_data" goto DoLoadFixup bind "inputdev Ignore" gotoF campaign_profile3_load_menu } when cancelButton { goto campaign_profile3_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "sequence fe_campaign_open" } when MemoryCardRemoved { goto campaign_profile3_load_menu_configure } } state campaign_profile3_load_menu_nomemorycard { when cancelButton { goto campaign_profile3_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" bind "sequence fe_campaign_open" } when actionButton { goto campaign_profile3_menu bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" bind "sequence fe_campaign_open" } when MemoryCardChanged { goto goto_checkmemorycard bind "ui ..front_end.fe_loadmenu.message hide" bind "ui ..front_end.fe_loadmenu.menu hide" bind "ui ..front_end.fe_loadmenu.menubackground hide" bind "ui ..front_end.fe_loadmenu.info hide" } } state campaign_profile3_selectmap_go { entry { entryTime 1.000 bind "sequence FE_Campaign_SelectMap_Close" bind "renderer fade black 1" bind "inputdev Ignore" } when always { goto trap_state bind "gc load next" } } state campaign_profile3_selectmap_back { entry { bind "sequence FE_Campaign_SelectMap_Close" } when always { waitTime 0.200 goto campaign_profile3_menu } } state skirmish { entry { entryTime 1.000 bind "sequence fe_skirmish_open" bind "sequence fe_skirmish_select_map_open" } when always { goto skirmish.start } } state skirmish.start { entry { entryTime 0.000 bind "ui ..front_end.menuitem1 select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_skirmish_map_select.mapselect select_prev_map" bind "ui ..front_end.fe_skirmish_map_select.mapselect commit_selection" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_skirmish_map_select.mapselect select_next_map" bind "ui ..front_end.fe_skirmish_map_select.mapselect commit_selection" } when generalDown { waitTime 0.200 goto skirmish.back bind "ui ..front_end.menuitem1 deselect" } when generalUp { waitTime 0.200 goto skirmish.back bind "ui ..front_end.menuitem1 deselect" } when cancelButton { goto skirmish_back bind "ui ..front_end.menuitem1 deselect" } when actionButton 1 { ifCommand "ui ..front_end.fe_skirmish_map_select.mapselect is_map_type_special" goto skirmish_load_map bind "inputdev SetPrimary 0" gotoF skirmish_player1 } when actionButton 2 { ifCommand "ui ..front_end.fe_skirmish_map_select.mapselect is_map_type_special" goto skirmish_load_map bind "inputdev SetPrimary 1" gotoF skirmish_player1 } when actionButton 3 { ifCommand "ui ..front_end.fe_skirmish_map_select.mapselect is_map_type_special" goto skirmish_load_map bind "inputdev SetPrimary 2" gotoF skirmish_player1 } when actionButton 4 { ifCommand "ui ..front_end.fe_skirmish_map_select.mapselect is_map_type_special" goto skirmish_load_map bind "inputdev SetPrimary 3" gotoF skirmish_player1 } } state skirmish.back { entry { entryTime 0.000 bind "ui ..front_end.menuitem2 select" bind "ui ..front_end.fe_buttons.cancelbutton hide" } when generalDown { waitTime 0.200 goto skirmish.start bind "ui ..front_end.menuitem2 deselect" bind "ui ..front_end.fe_buttons.cancelbutton show" } when generalUp { waitTime 0.200 goto skirmish.start bind "ui ..front_end.menuitem2 deselect" bind "ui ..front_end.fe_buttons.cancelbutton show" } when actionButton { goto skirmish_back bind "ui ..front_end.menuitem2 deselect" } when cancelButton { goto skirmish_back bind "ui ..front_end.menuitem2 deselect" } } state skirmish_back { entry { entryTime 1.000 bind "sequence fe_skirmish_close" bind "sequence fe_skirmish_select_map_close" } when always { goto main.skirmish exitTime 1.000 bind "sequence fe_main_open" } } state skirmish_player1 { entry { entryTime 0.500 bind "sequence fe_skirmish_select_map_close" bind "sequence fe_skirmish_player1_params_open" } when always { goto skirmish_player1.clan1 bind "ui ..front_end.fe_skirmish_player1_options.params configure" } } state skirmish_player1.clan1 { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 select" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 select_prev" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 select_next" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.clan2 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.titans bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype0 deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1.clan2 { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 select" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 select_prev" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 select_next" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.clan3 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.clan1 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype1 deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1.clan3 { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 select" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 select_prev" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 select_next" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.souls bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.clan2 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantype2 deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1.souls { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.souls select" bind "ui ..front_end.fe_skirmish_player1_options.params.souls select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.souls decrease 25" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.souls increase 25" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.gold bind "ui ..front_end.fe_skirmish_player1_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.souls deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.clan3 bind "ui ..front_end.fe_skirmish_player1_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.souls deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.souls deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.souls deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.souls deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.souls deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.souls deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1.gold { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.gold select" bind "ui ..front_end.fe_skirmish_player1_options.params.gold select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.gold decrease 25" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.gold increase 25" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.clantech bind "ui ..front_end.fe_skirmish_player1_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.gold deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.souls bind "ui ..front_end.fe_skirmish_player1_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.gold deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.gold deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.gold deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.gold deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.gold deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.gold deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1.clantech { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech select" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.clantech select_prev" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.clantech select_next" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.turrets bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.gold bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.clantech deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1.turrets { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable select" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable select_prev" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable select_next" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.titans bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.clantech bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.turretsenable deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1.titans { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable select" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable select_prev" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable select_next" bind "ui ..front_end.fe_skirmish_player1_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player1.clan1 bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable deselect" } when generalUp { waitTime 0.200 goto skirmish_player1.turrets bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable deselect" } when cancelButton { goto skirmish_player1_back bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable deselect" } when actionButton 1 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable deselect" bind "inputdev SetPrimary 0" } when actionButton 2 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable deselect" bind "inputdev SetPrimary 1" } when actionButton 3 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable deselect" bind "inputdev SetPrimary 2" } when actionButton 4 { goto skirmish_player1_commit bind "ui ..front_end.fe_skirmish_player1_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player1_options.params.titansenable deselect" bind "inputdev SetPrimary 3" } } state skirmish_player1_commit { when always { goto skirmish_player2 bind "ui ..front_end.fe_skirmish_player1_options.params commit_selection" bind "sequence fe_skirmish_player1_params_close" bind "inputdev onlySecondary" } } state skirmish_player1_back { entry { entryTime 0.500 bind "sequence fe_skirmish_select_map_open" bind "sequence fe_skirmish_player1_params_close" bind "inputdev reset" } when always { goto skirmish.start } } state skirmish_player2 { entry { entryTime 0.500 bind "sequence fe_skirmish_player2_params_open" } when always { goto skirmish_player2.clan1 bind "ui ..front_end.fe_skirmish_player2_options.params configure" } } state skirmish_player2.clan1 { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 select" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 select_prev" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 select_next" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.clan2 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.titans bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype0 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype0 deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2.clan2 { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 select" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 select_prev" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 select_next" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.clan3 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.clan1 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype1 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype1 deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2.clan3 { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 select" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 select_prev" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 select_next" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.souls bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.clan2 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantype2 deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantype2 deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2.souls { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.souls select" bind "ui ..front_end.fe_skirmish_player2_options.params.souls select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.souls decrease 25" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.souls increase 25" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.gold bind "ui ..front_end.fe_skirmish_player2_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.souls deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.clan3 bind "ui ..front_end.fe_skirmish_player2_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.souls deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.souls deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.souls deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.souls deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.souls deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.souls deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.souls deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2.gold { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.gold select" bind "ui ..front_end.fe_skirmish_player2_options.params.gold select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.gold decrease 25" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.gold increase 25" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.clantech bind "ui ..front_end.fe_skirmish_player2_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.gold deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.souls bind "ui ..front_end.fe_skirmish_player2_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.gold deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.gold deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.gold deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.gold deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.gold deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.gold deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.gold deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2.clantech { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech select" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.clantech select_prev" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.clantech select_next" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.turrets bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.gold bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.clantech deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.clantech deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2.turrets { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable select" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable select_prev" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable select_next" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.titans bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.clantech bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.turretsenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.turretsenable deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2.titans { entry { entryTime 0.000 bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable select" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable select" } when generalLeft { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable select_prev" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalRight { waitTime 0.200 goto bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable select_next" bind "ui ..front_end.fe_skirmish_player2_options.params update" } when generalDown { waitTime 0.200 goto skirmish_player2.clan1 bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable deselect" } when generalUp { waitTime 0.200 goto skirmish_player2.turrets bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable deselect" } when cancelButton { goto skirmish_player2_back bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable deselect" } when actionButton 1 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable deselect" bind "inputdev SetSecondary 0" } when actionButton 2 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable deselect" bind "inputdev SetSecondary 1" } when actionButton 3 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable deselect" bind "inputdev SetSecondary 2" } when actionButton 4 { goto skirmish_player2_commit bind "ui ..front_end.fe_skirmish_player2_options.menu.titansenable deselect" bind "ui ..front_end.fe_skirmish_player2_options.params.titansenable deselect" bind "inputdev SetSecondary 3" } } state skirmish_player2_commit { when always { goto skirmish_load_map bind "ui ..front_end.fe_skirmish_player2_options.params commit_selection" bind "inputdev normal" } } state skirmish_player2_back { entry { entryTime 0.500 bind "sequence fe_skirmish_player1_params_open" bind "sequence fe_skirmish_player2_params_close" } when always { goto skirmish_player1.clan1 bind "inputdev normal" } } state skirmish_load_map { entry { entryTime 1.0 bind "renderer fade black 1" bind "inputdev Ignore" } when always { goto trap_state bind "gc load next" } } state options { entry { entryTime 1.000 bind "sequence fe_options_open" } when always { goto options.audio } } state options.audio { entry { entryTime 0.000 bind "ui ..front_end.menuitem1 select" } when generalDown { waitTime 0.200 goto options.control bind "ui ..front_end.menuitem1 deselect" } when generalUp { waitTime 0.200 goto options.back bind "ui ..front_end.menuitem1 deselect" } when cancelButton { goto options_back exitTime 1.000 bind "ui ..front_end.menuitem1 deselect" bind "sequence fe_options_close" } when actionButton { goto options_audio } } state options.control { entry { entryTime 0.000 bind "ui ..front_end.menuitem2 select" } when generalDown { waitTime 0.200 goto options.back bind "ui ..front_end.menuitem2 deselect" } when generalUp { waitTime 0.200 goto options.audio bind "ui ..front_end.menuitem2 deselect" } when cancelButton { goto options_back exitTime 1.000 bind "ui ..front_end.menuitem2 deselect" bind "sequence fe_options_close" } when actionButton { goto options_control } } state options.back { entry { entryTime 0.000 bind "ui ..front_end.menuitem3 select" bind "ui ..front_end.fe_buttons.cancelbutton hide" } when generalDown { waitTime 0.200 goto options.audio bind "ui ..front_end.menuitem3 deselect" bind "ui ..front_end.fe_buttons.cancelbutton show" } when generalUp { waitTime 0.200 goto options.control bind "ui ..front_end.menuitem3 deselect" bind "ui ..front_end.fe_buttons.cancelbutton show" } when cancelButton { goto options_back exitTime 1.000 bind "ui ..front_end.menuitem3 deselect" bind "sequence fe_options_close" } when actionButton { goto options_back exitTime 1.000 bind "ui ..front_end.menuitem3 deselect" bind "sequence fe_options_close" } } state options_back { entry { entryTime 1.000 bind "sequence fe_main_open" } when always { goto main.options } } state options_audio { entry { entryTime 0.200 bind "sequence fe_options_audio_open" } when always { IfCommand "sca usingheadphones" goto options_audio.fx bind "ui ..front_end.fe_audio_options.fx_volume configure" bind "ui ..front_end.fe_audio_options.music_volume configure" bind "ui ..front_end.fe_audio_options.Yes select" bind "ui ..front_end.fe_audio_options.No deselect" gotoF options_audio.fx bindF "ui ..front_end.fe_audio_options.fx_volume configure" bindF "ui ..front_end.fe_audio_options.music_volume configure" bindF "ui ..front_end.fe_audio_options.Yes deselect" bindF "ui ..front_end.fe_audio_options.No select" } } state options_audio.fx { entry { entryTime 0.000 bind "ui ..front_end.fe_audio_options.fx_volume select" bind "ui ..front_end.fe_audio_options.fx_volume.fx_text select" } when generalDown { waitTime 0.200 goto options_audio.music bind "ui ..front_end.fe_audio_options.fx_volume deselect" bind "ui ..front_end.fe_audio_options.fx_volume.fx_text deselect" } when generalUp { waitTime 0.200 goto options_audio.usingheadphones bind "ui ..front_end.fe_audio_options.fx_volume deselect" bind "ui ..front_end.fe_audio_options.fx_volume.fx_text deselect" } when generalLeft { waitTime 0.150 goto options_audio.fx bind "ui ..front_end.fe_audio_options.fx_volume decrease 5.0f" } when generalRight { waitTime 0.150 goto options_audio.fx bind "ui ..front_end.fe_audio_options.fx_volume increase 5.0f" } when cancelButton { goto options_audio_cancel exitTime 0.200 bind "ui ..front_end.fe_audio_options.fx_volume deselect" bind "ui ..front_end.fe_audio_options.fx_volume.fx_text deselect" bind "sequence fe_options_audio_close" } when actionButton { goto options_audio_commit exitTime 0.200 bind "ui ..front_end.fe_audio_options.fx_volume deselect" bind "ui ..front_end.fe_audio_options.fx_volume.fx_text deselect" bind "sequence fe_options_audio_close" } } state options_audio.music { entry { entryTime 0.000 bind "ui ..front_end.fe_audio_options.music_volume select" bind "ui ..front_end.fe_audio_options.music_volume.music_text select" } when generalDown { waitTime 0.200 goto options_audio.usingheadphones bind "ui ..front_end.fe_audio_options.music_volume deselect" bind "ui ..front_end.fe_audio_options.music_volume.music_text deselect" } when generalUp { waitTime 0.200 goto options_audio.fx bind "ui ..front_end.fe_audio_options.music_volume deselect" bind "ui ..front_end.fe_audio_options.music_volume.music_text deselect" } when generalLeft { waitTime 0.150 goto options_audio.music bind "ui ..front_end.fe_audio_options.music_volume decrease 5.0f" } when generalRight { waitTime 0.150 goto options_audio.music bind "ui ..front_end.fe_audio_options.music_volume increase 5.0f" } when cancelButton { goto options_audio_cancel exitTime 0.200 bind "ui ..front_end.fe_audio_options.music_volume deselect" bind "ui ..front_end.fe_audio_options.music_volume.music_text deselect" bind "sequence fe_options_audio_close" } when actionButton { goto options_audio_commit exitTime 0.200 bind "ui ..front_end.fe_audio_options.music_volume deselect" bind "ui ..front_end.fe_audio_options.music_volume.music_text deselect" bind "sequence fe_options_audio_close" } } state options_audio.usingheadphones { entry { entryTime 0.000 bind "ui ..front_end.fe_audio_options.usingheadphones select" } when generalDown { waitTime 0.200 goto options_audio.fx bind "ui ..front_end.fe_audio_options.usingheadphones deselect" } when generalUp { waitTime 0.200 goto options_audio.music bind "ui ..front_end.fe_audio_options.usingheadphones deselect" } when generalLeft { waitTime 0.150 goto options_audio.usingheadphones bind "ui ..front_end.fe_audio_options.Yes select" bind "ui ..front_end.fe_audio_options.No deselect" } when generalRight { waitTime 0.150 goto options_audio.usingheadphones bind "ui ..front_end.fe_audio_options.Yes deselect" bind "ui ..front_end.fe_audio_options.No select" } when cancelButton { goto options_audio_cancel exitTime 0.200 bind "ui ..front_end.fe_audio_options.usingheadphones deselect" bind "sequence fe_options_audio_close" } when actionButton { goto options_audio_commit exitTime 0.200 bind "ui ..front_end.fe_audio_options.usingheadphones deselect" bind "sequence fe_options_audio_close" } } state options_audio_commit { when always { IfCommand "ui ..front_end.fe_audio_options.Yes selected" goto options_audio_back bind "ui ..front_end.fe_audio_options.fx_volume commit" bind "ui ..front_end.fe_audio_options.music_volume commit" bind "sca usingheadphones true" gotoF options_audio_back bindF "ui ..front_end.fe_audio_options.fx_volume commit" bindF "ui ..front_end.fe_audio_options.music_volume commit" bindF "sca usingheadphones false" } } state options_audio_cancel { when always { goto options_audio_back bind "ui ..front_end.fe_audio_options.fx_volume reset" bind "ui ..front_end.fe_audio_options.music_volume reset" } } state options_audio_back { when always { goto options.audio } } state options_control { entry { entryTime 0.200 bind "ui ..front_end add fe_control_options" bind "sequence fe_options_control_open" } when always { goto options_control_player1_vibrate_configure } } state options_control_player1_vibrate_configure { when always { ifCommand "inputdev vibration 0" goto options_control_player1_invert_configure bind "ui ..front_end.fe_control_options.player1.vibrate.on select" bind "ui ..front_end.fe_control_options.player1.vibrate.off deselect" gotoF options_control_player1_invert_configure bindF "ui ..front_end.fe_control_options.player1.vibrate.on deselect" bindF "ui ..front_end.fe_control_options.player1.vibrate.off select" } } state options_control_player1_invert_configure { when always { ifCommand "inputdev invert 0" goto options_control_player2_vibrate_configure bind "ui ..front_end.fe_control_options.player1.invert.on select" bind "ui ..front_end.fe_control_options.player1.invert.off deselect" gotoF options_control_player2_vibrate_configure bindF "ui ..front_end.fe_control_options.player1.invert.on deselect" bindF "ui ..front_end.fe_control_options.player1.invert.off select" } } state options_control_player2_vibrate_configure { when always { ifCommand "inputdev vibration 1" goto options_control_player2_invert_configure bind "ui ..front_end.fe_control_options.player2.vibrate.on select" bind "ui ..front_end.fe_control_options.player2.vibrate.off deselect" gotoF options_control_player2_invert_configure bindF "ui ..front_end.fe_control_options.player2.vibrate.on deselect" bindF "ui ..front_end.fe_control_options.player2.vibrate.off select" } } state options_control_player2_invert_configure { when always { ifCommand "inputdev invert 1" goto options_control_player1.vibration bind "ui ..front_end.fe_control_options.player2.invert.on select" bind "ui ..front_end.fe_control_options.player2.invert.off deselect" gotoF options_control_player1.vibration bindF "ui ..front_end.fe_control_options.player2.invert.on deselect" bindF "ui ..front_end.fe_control_options.player2.invert.off select" } } state options_control_player1_vibrate_confirm { when always { ifCommand "ui ..front_end.fe_control_options.player1.vibrate.on selected" goto options_control_player1_invert_confirm bind "inputdev vibration 0 on" gotoF options_control_player1_invert_confirm bindF "inputdev vibration 0 off" } } state options_control_player1_invert_confirm { when always { ifCommand "ui ..front_end.fe_control_options.player1.invert.on selected" goto options_control_player2_vibrate_confirm bind "inputdev invert 0 on" gotoF options_control_player2_vibrate_confirm bindF "inputdev invert 0 off" } } state options_control_player2_vibrate_confirm { when always { ifCommand "ui ..front_end.fe_control_options.player2.vibrate.on selected" goto options_control_player2_invert_confirm bind "inputdev vibration 1 on" gotoF options_control_player2_invert_confirm bindF "inputdev vibration 1 off" } } state options_control_player2_invert_confirm { when always { ifCommand "ui ..front_end.fe_control_options.player2.invert.on selected" goto options_control_back bind "inputdev invert 1 on" gotoF options_control_back bindF "inputdev invert 1 off" } } state options_control_player1.vibration { entry { entryTime 0.000 bind "ui ..front_end.fe_control_options.player1.vibrate.title select" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_control_options.player1.vibrate.on deselect" bind "ui ..front_end.fe_control_options.player1.vibrate.off select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_control_options.player1.vibrate.on select" bind "ui ..front_end.fe_control_options.player1.vibrate.off deselect" } when generalUp { waitTime 0.200 goto options_control_player2.invert bind "ui ..front_end.fe_control_options.player1.vibrate.title deselect" } when generalDown { waitTime 0.200 goto options_control_player1.invert bind "ui ..front_end.fe_control_options.player1.vibrate.title deselect" } when actionButton { goto options_control_player1_vibrate_confirm exitTime 0.200 bind "ui ..front_end.fe_control_options.player1.vibrate.title deselect" bind "inputdev vibration on" bind "sequence fe_options_control_close" } when cancelButton { goto options_control_back exitTime 0.200 bind "ui ..front_end.fe_control_options.player1.vibrate.title deselect" bind "sequence fe_options_control_close" } } state options_control_player1.invert { entry { entryTime 0.000 bind "ui ..front_end.fe_control_options.player1.invert.title select" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_control_options.player1.invert.on deselect" bind "ui ..front_end.fe_control_options.player1.invert.off select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_control_options.player1.invert.on select" bind "ui ..front_end.fe_control_options.player1.invert.off deselect" } when generalUp { waitTime 0.200 goto options_control_player1.vibration bind "ui ..front_end.fe_control_options.player1.invert.title deselect" } when generalDown { waitTime 0.200 goto options_control_player2.vibration bind "ui ..front_end.fe_control_options.player1.invert.title deselect" } when actionButton { goto options_control_player1_vibrate_confirm exitTime 0.200 bind "ui ..front_end.fe_control_options.player1.invert.title deselect" bind "inputdev invert on" bind "sequence fe_options_control_close" } when cancelButton { goto options_control_back exitTime 0.200 bind "ui ..front_end.fe_control_options.player1.invert.title deselect" bind "sequence fe_options_control_close" } } state options_control_player2.vibration { entry { entryTime 0.000 bind "ui ..front_end.fe_control_options.player2.vibrate.title select" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_control_options.player2.vibrate.on deselect" bind "ui ..front_end.fe_control_options.player2.vibrate.off select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_control_options.player2.vibrate.on select" bind "ui ..front_end.fe_control_options.player2.vibrate.off deselect" } when generalUp { waitTime 0.200 goto options_control_player1.invert bind "ui ..front_end.fe_control_options.player2.vibrate.title deselect" } when generalDown { waitTime 0.200 goto options_control_player2.invert bind "ui ..front_end.fe_control_options.player2.vibrate.title deselect" } when actionButton { goto options_control_player1_vibrate_confirm exitTime 0.200 bind "ui ..front_end.fe_control_options.player2.vibrate.title deselect" bind "inputdev vibration on" bind "sequence fe_options_control_close" } when cancelButton { goto options_control_back exitTime 0.200 bind "ui ..front_end.fe_control_options.player2.vibrate.title deselect" bind "sequence fe_options_control_close" } } state options_control_player2.invert { entry { entryTime 0.000 bind "ui ..front_end.fe_control_options.player2.invert.title select" } when generalRight { waitTime 0.200 bind "ui ..front_end.fe_control_options.player2.invert.on deselect" bind "ui ..front_end.fe_control_options.player2.invert.off select" } when generalLeft { waitTime 0.200 bind "ui ..front_end.fe_control_options.player2.invert.on select" bind "ui ..front_end.fe_control_options.player2.invert.off deselect" } when generalUp { waitTime 0.200 goto options_control_player2.vibration bind "ui ..front_end.fe_control_options.player2.invert.title deselect" } when generalDown { waitTime 0.200 goto options_control_player1.vibration bind "ui ..front_end.fe_control_options.player2.invert.title deselect" } when actionButton { goto options_control_player1_vibrate_confirm exitTime 0.200 bind "ui ..front_end.fe_control_options.player2.invert.title deselect" bind "inputdev invert on" bind "sequence fe_options_control_close" } when cancelButton { goto options_control_back exitTime 0.200 bind "ui ..front_end.fe_control_options.player2.invert.title deselect" bind "sequence fe_options_control_close" } } state options_control_back { when always { goto options.control } } state credits { entry { entryTime 0.250 bind "windowmgr credits_roll credits_gc" bind "ui ..front_end.fe_buttons.cancelbutton show" } when cancelButton { goto credits_back exitTime 0.250 bind "windowmgr creditsStop" bind "ui ..front_end.fe_buttons.cancelbutton hide" } } state credits_back { entry { entryTime 1.000 bind "sequence fe_main_open" } when always { goto main.credits } } state campaign_inputname { when always { exitTime 0.300 goto campaign_inputname_done_left } } state campaign_inputname_a { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.a select" } when generalDown { waitTime 0.200 goto campaign_inputname_i bind "ui ..front_end.fe_inputname.a deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_6 bind "ui ..front_end.fe_inputname.a deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_h bind "ui ..front_end.fe_inputname.a deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_b bind "ui ..front_end.fe_inputname.a deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.a deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar A" goto campaign_inputname_a gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.a deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_b { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.b select" } when generalDown { waitTime 0.200 goto campaign_inputname_j bind "ui ..front_end.fe_inputname.b deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_7 bind "ui ..front_end.fe_inputname.b deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_a bind "ui ..front_end.fe_inputname.b deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_c bind "ui ..front_end.fe_inputname.b deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.b deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar B" goto campaign_inputname_b gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.b deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_c { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.c select" } when generalDown { waitTime 0.200 goto campaign_inputname_k bind "ui ..front_end.fe_inputname.c deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_8 bind "ui ..front_end.fe_inputname.c deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_b bind "ui ..front_end.fe_inputname.c deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_d bind "ui ..front_end.fe_inputname.c deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.c deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar C" goto campaign_inputname_c gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.c deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_d { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.d select" } when generalDown { waitTime 0.200 goto campaign_inputname_l bind "ui ..front_end.fe_inputname.d deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_9 bind "ui ..front_end.fe_inputname.d deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_c bind "ui ..front_end.fe_inputname.d deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_e bind "ui ..front_end.fe_inputname.d deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.d deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar D" goto campaign_inputname_d gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.d deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_e { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.e select" } when generalDown { waitTime 0.200 goto campaign_inputname_m bind "ui ..front_end.fe_inputname.e deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_delete_left bind "ui ..front_end.fe_inputname.e deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_d bind "ui ..front_end.fe_inputname.e deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_f bind "ui ..front_end.fe_inputname.e deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.e deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar E" goto campaign_inputname_e gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.e deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_f { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.f select" } when generalDown { waitTime 0.200 goto campaign_inputname_n bind "ui ..front_end.fe_inputname.f deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_delete_right bind "ui ..front_end.fe_inputname.f deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_e bind "ui ..front_end.fe_inputname.f deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_g bind "ui ..front_end.fe_inputname.f deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.f deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar F" goto campaign_inputname_f gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.f deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_g { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.g select" } when generalDown { waitTime 0.200 goto campaign_inputname_o bind "ui ..front_end.fe_inputname.g deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_done_left bind "ui ..front_end.fe_inputname.g deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_f bind "ui ..front_end.fe_inputname.g deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_h bind "ui ..front_end.fe_inputname.g deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.g deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar G" goto campaign_inputname_g gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.g deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_h { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.h select" } when generalDown { waitTime 0.200 goto campaign_inputname_p bind "ui ..front_end.fe_inputname.h deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_done_right bind "ui ..front_end.fe_inputname.h deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_g bind "ui ..front_end.fe_inputname.h deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_a bind "ui ..front_end.fe_inputname.h deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.h deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar H" goto campaign_inputname_h gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.h deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_i { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.i select" } when generalDown { waitTime 0.200 goto campaign_inputname_q bind "ui ..front_end.fe_inputname.i deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_a bind "ui ..front_end.fe_inputname.i deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_p bind "ui ..front_end.fe_inputname.i deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_j bind "ui ..front_end.fe_inputname.i deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.i deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar I" goto campaign_inputname_i gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.i deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_j { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.j select" } when generalDown { waitTime 0.200 goto campaign_inputname_r bind "ui ..front_end.fe_inputname.j deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_b bind "ui ..front_end.fe_inputname.j deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_i bind "ui ..front_end.fe_inputname.j deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_k bind "ui ..front_end.fe_inputname.j deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.j deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar J" goto campaign_inputname_j gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.j deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_k { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.k select" } when generalDown { waitTime 0.200 goto campaign_inputname_s bind "ui ..front_end.fe_inputname.k deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_c bind "ui ..front_end.fe_inputname.k deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_j bind "ui ..front_end.fe_inputname.k deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_l bind "ui ..front_end.fe_inputname.k deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.k deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar K" goto campaign_inputname_k gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.k deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_l { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.l select" } when generalDown { waitTime 0.200 goto campaign_inputname_t bind "ui ..front_end.fe_inputname.l deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_d bind "ui ..front_end.fe_inputname.l deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_k bind "ui ..front_end.fe_inputname.l deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_m bind "ui ..front_end.fe_inputname.l deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.l deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar L" goto campaign_inputname_l gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.l deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_m { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.m select" } when generalDown { waitTime 0.200 goto campaign_inputname_u bind "ui ..front_end.fe_inputname.m deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_e bind "ui ..front_end.fe_inputname.m deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_l bind "ui ..front_end.fe_inputname.m deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_n bind "ui ..front_end.fe_inputname.m deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.m deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar M" goto campaign_inputname_m gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.m deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_n { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.n select" } when generalDown { waitTime 0.200 goto campaign_inputname_v bind "ui ..front_end.fe_inputname.n deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_f bind "ui ..front_end.fe_inputname.n deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_m bind "ui ..front_end.fe_inputname.n deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_o bind "ui ..front_end.fe_inputname.n deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.n deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar N" goto campaign_inputname_n gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.n deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_o { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.o select" } when generalDown { waitTime 0.200 goto campaign_inputname_w bind "ui ..front_end.fe_inputname.o deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_g bind "ui ..front_end.fe_inputname.o deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_n bind "ui ..front_end.fe_inputname.o deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_p bind "ui ..front_end.fe_inputname.o deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.o deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar O" goto campaign_inputname_o gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.o deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_p { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.p select" } when generalDown { waitTime 0.200 goto campaign_inputname_x bind "ui ..front_end.fe_inputname.p deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_h bind "ui ..front_end.fe_inputname.p deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_o bind "ui ..front_end.fe_inputname.p deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_i bind "ui ..front_end.fe_inputname.p deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.p deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar P" goto campaign_inputname_p gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.p deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_q { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.q select" } when generalDown { waitTime 0.200 goto campaign_inputname_y bind "ui ..front_end.fe_inputname.q deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_i bind "ui ..front_end.fe_inputname.q deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_x bind "ui ..front_end.fe_inputname.q deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_r bind "ui ..front_end.fe_inputname.q deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.q deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar Q" goto campaign_inputname_q gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.q deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_r { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.r select" } when generalDown { waitTime 0.200 goto campaign_inputname_z bind "ui ..front_end.fe_inputname.r deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_j bind "ui ..front_end.fe_inputname.r deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_q bind "ui ..front_end.fe_inputname.r deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_s bind "ui ..front_end.fe_inputname.r deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.r deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar R" goto campaign_inputname_r gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.r deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_s { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.s select" } when generalDown { waitTime 0.200 goto campaign_inputname_0 bind "ui ..front_end.fe_inputname.s deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_k bind "ui ..front_end.fe_inputname.s deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_r bind "ui ..front_end.fe_inputname.s deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_t bind "ui ..front_end.fe_inputname.s deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.s deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar S" goto campaign_inputname_s gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.s deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_t { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.t select" } when generalDown { waitTime 0.200 goto campaign_inputname_1 bind "ui ..front_end.fe_inputname.t deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_l bind "ui ..front_end.fe_inputname.t deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_s bind "ui ..front_end.fe_inputname.t deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_u bind "ui ..front_end.fe_inputname.t deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.t deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar T" goto campaign_inputname_t gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.t deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_u { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.u select" } when generalDown { waitTime 0.200 goto campaign_inputname_2 bind "ui ..front_end.fe_inputname.u deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_m bind "ui ..front_end.fe_inputname.u deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_t bind "ui ..front_end.fe_inputname.u deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_v bind "ui ..front_end.fe_inputname.u deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.u deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar U" goto campaign_inputname_u gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.u deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_v { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.v select" } when generalDown { waitTime 0.200 goto campaign_inputname_3 bind "ui ..front_end.fe_inputname.v deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_n bind "ui ..front_end.fe_inputname.v deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_u bind "ui ..front_end.fe_inputname.v deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_w bind "ui ..front_end.fe_inputname.v deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.v deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar V" goto campaign_inputname_v gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.v deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_w { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.w select" } when generalDown { waitTime 0.200 goto campaign_inputname_4 bind "ui ..front_end.fe_inputname.w deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_o bind "ui ..front_end.fe_inputname.w deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_v bind "ui ..front_end.fe_inputname.w deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_x bind "ui ..front_end.fe_inputname.w deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.w deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar W" goto campaign_inputname_w gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.w deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_x { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.x select" } when generalDown { waitTime 0.200 goto campaign_inputname_5 bind "ui ..front_end.fe_inputname.x deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_p bind "ui ..front_end.fe_inputname.x deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_w bind "ui ..front_end.fe_inputname.x deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_q bind "ui ..front_end.fe_inputname.x deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.x deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar X" goto campaign_inputname_x gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.x deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_y { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.y select" } when generalDown { waitTime 0.200 goto campaign_inputname_6 bind "ui ..front_end.fe_inputname.y deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_q bind "ui ..front_end.fe_inputname.y deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_5 bind "ui ..front_end.fe_inputname.y deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_z bind "ui ..front_end.fe_inputname.y deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.y deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar Y" goto campaign_inputname_y gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.y deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_z { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.z select" } when generalDown { waitTime 0.200 goto campaign_inputname_7 bind "ui ..front_end.fe_inputname.z deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_r bind "ui ..front_end.fe_inputname.z deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_y bind "ui ..front_end.fe_inputname.z deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_0 bind "ui ..front_end.fe_inputname.z deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.z deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar Z" goto campaign_inputname_z gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.z deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_0 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.0 select" } when generalDown { waitTime 0.200 goto campaign_inputname_8 bind "ui ..front_end.fe_inputname.0 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_s bind "ui ..front_end.fe_inputname.0 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_z bind "ui ..front_end.fe_inputname.0 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_1 bind "ui ..front_end.fe_inputname.0 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.0 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 0" goto campaign_inputname_0 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.0 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_1 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.1 select" } when generalDown { waitTime 0.200 goto campaign_inputname_9 bind "ui ..front_end.fe_inputname.1 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_t bind "ui ..front_end.fe_inputname.1 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_0 bind "ui ..front_end.fe_inputname.1 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_2 bind "ui ..front_end.fe_inputname.1 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.1 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 1" goto campaign_inputname_1 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.1 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_2 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.2 select" } when generalDown { waitTime 0.200 goto campaign_inputname_delete_left bind "ui ..front_end.fe_inputname.2 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_u bind "ui ..front_end.fe_inputname.2 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_1 bind "ui ..front_end.fe_inputname.2 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_3 bind "ui ..front_end.fe_inputname.2 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.2 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 2" goto campaign_inputname_2 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.2 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_3 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.3 select" } when generalDown { waitTime 0.200 goto campaign_inputname_delete_right bind "ui ..front_end.fe_inputname.3 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_v bind "ui ..front_end.fe_inputname.3 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_2 bind "ui ..front_end.fe_inputname.3 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_4 bind "ui ..front_end.fe_inputname.3 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.3 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 3" goto campaign_inputname_3 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.3 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_4 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.4 select" } when generalDown { waitTime 0.200 goto campaign_inputname_done_left bind "ui ..front_end.fe_inputname.4 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_w bind "ui ..front_end.fe_inputname.4 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_3 bind "ui ..front_end.fe_inputname.4 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_5 bind "ui ..front_end.fe_inputname.4 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.4 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 4" goto campaign_inputname_4 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.4 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_5 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.5 select" } when generalDown { waitTime 0.200 goto campaign_inputname_done_right bind "ui ..front_end.fe_inputname.5 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_x bind "ui ..front_end.fe_inputname.5 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_4 bind "ui ..front_end.fe_inputname.5 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_y bind "ui ..front_end.fe_inputname.5 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.5 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 5" goto campaign_inputname_5 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.5 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_6 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.6 select" } when generalDown { waitTime 0.200 goto campaign_inputname_a bind "ui ..front_end.fe_inputname.6 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_y bind "ui ..front_end.fe_inputname.6 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_done_right bind "ui ..front_end.fe_inputname.6 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_7 bind "ui ..front_end.fe_inputname.6 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.6 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 6" goto campaign_inputname_6 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.6 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_7 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.7 select" } when generalDown { waitTime 0.200 goto campaign_inputname_b bind "ui ..front_end.fe_inputname.7 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_z bind "ui ..front_end.fe_inputname.7 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_6 bind "ui ..front_end.fe_inputname.7 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_8 bind "ui ..front_end.fe_inputname.7 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.7 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 7" goto campaign_inputname_7 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.7 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_8 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.8 select" } when generalDown { waitTime 0.200 goto campaign_inputname_c bind "ui ..front_end.fe_inputname.8 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_0 bind "ui ..front_end.fe_inputname.8 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_7 bind "ui ..front_end.fe_inputname.8 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_9 bind "ui ..front_end.fe_inputname.8 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.8 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 8" goto campaign_inputname_8 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.8 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_9 { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.9 select" } when generalDown { waitTime 0.200 goto campaign_inputname_d bind "ui ..front_end.fe_inputname.9 deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_1 bind "ui ..front_end.fe_inputname.9 deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_8 bind "ui ..front_end.fe_inputname.9 deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_delete_left bind "ui ..front_end.fe_inputname.9 deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.9 deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename addchar 9" goto campaign_inputname_9 gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.9 deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_delete_right { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.delete select" } when generalDown { waitTime 0.200 goto campaign_inputname_f bind "ui ..front_end.fe_inputname.delete deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_3 bind "ui ..front_end.fe_inputname.delete deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_9 bind "ui ..front_end.fe_inputname.delete deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_done_right bind "ui ..front_end.fe_inputname.delete deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.delete deselect" } when actionButton { goto campaign_inputname_delete_right bind "ui ..front_end.fe_inputname.profilename deletechar" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_delete_left { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.delete select" } when generalDown { waitTime 0.200 goto campaign_inputname_e bind "ui ..front_end.fe_inputname.delete deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_2 bind "ui ..front_end.fe_inputname.delete deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_9 bind "ui ..front_end.fe_inputname.delete deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_done_right bind "ui ..front_end.fe_inputname.delete deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.delete deselect" } when actionButton { goto campaign_inputname_delete_left bind "ui ..front_end.fe_inputname.profilename deletechar" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_done_left { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.done select" } when generalDown { waitTime 0.200 goto campaign_inputname_g bind "ui ..front_end.fe_inputname.done deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_4 bind "ui ..front_end.fe_inputname.done deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_delete_right bind "ui ..front_end.fe_inputname.done deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_6 bind "ui ..front_end.fe_inputname.done deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.done deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename create" goto campaign_inputname_go gotoF campaign_inputname_done_left bindF "ui ..front_end.fe_inputname.done deselect" } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_done_right { entry { entryTime 0.000 bind "ui ..front_end.fe_inputname.done select" } when generalDown { waitTime 0.200 goto campaign_inputname_h bind "ui ..front_end.fe_inputname.done deselect" } when generalUp { waitTime 0.200 goto campaign_inputname_5 bind "ui ..front_end.fe_inputname.done deselect" } when generalLeft { waitTime 0.200 goto campaign_inputname_delete_right bind "ui ..front_end.fe_inputname.done deselect" } when generalRight { waitTime 0.200 goto campaign_inputname_6 bind "ui ..front_end.fe_inputname.done deselect" } when cancelButton { goto campaign_inputname_back bind "ui ..front_end.fe_inputname.done deselect" } when actionButton { ifCommand "ui ..front_end.fe_inputname.profilename create" goto campaign_inputname_go gotoF campaign_inputname_done_right } when MemoryStateChanged { goto goto_checkmemorycard exitTime 0.200 bind "sequence fe_campaign_close" bind "sequence fe_campaign_inputname_close" } } state campaign_inputname_go { entry { entryTime 0.600 bind "sequence fe_campaign_inputname_close" bind "sequence fe_campaign_close" } when always { goto CheckForChangedCard } } state campaign_inputname_back { entry { entryTime 0.400 bind "sequence fe_campaign_inputname_close" } when always { goto campaign.profile1 } } ; WARNING ; Auto Save state machine ; dublicated in victory.txt ; And in this file with prepended deleteprofile state CheckForChangedCard { entry { bind "ui 2 add autosave" bind "ui 2 capture" } when always { ifCommand "memorycard isSlotChanged" goto CheckHasData gotoF CheckNoCardNoChange } } state CheckHasData { when always { exitTime 1.00 goto CheckLoadData bind "ui 2..autosave show" bind "ui 2..autosave.status set localized_text memorycard_checking" } } state CheckLoadData { entry { entryTime 1.00 bind "gc load profiles false" } when LoadRequestSucceeded { goto HasData } when LoadRequestFailed_NoMemoryCard { goto NoMemoryCard } when LoadRequestFailed_Unformatted { goto Unformatted } when LoadRequestFailed_NoAvailableSpace { goto NoAvailableSpace } when LoadRequestFailed_NoData { goto DoSaveGame bind "inputdev Ignore" } when LoadRequestFailed_DataCorrupt { goto DoSaveGame bind "inputdev Ignore" } } state HasData { when always { bind "ui 2..autosave.status set localized_text memorycard_hasdata" bind "ui 2..autosave.question set localized_text memorycard_overwrite" bind "ui 2..autosave.question show" bind "ui 2..autosave.yes show" bind "ui 2..autosave.no show" goto HasData_Overwrite.no } } state HasData_Overwrite.yes { entry { bind "ui 2..autosave.yes select" } when generalRight { goto HasData_Overwrite.no bind "ui 2..autosave.yes deselect" } when cancelButton { goto ContinueWithoutSaving bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } when actionButton { exitTime 0.500 goto DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" bind "inputdev Ignore" } when MemoryCardRemoved { goto CheckHasData bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } } state HasData_Overwrite.no { entry { bind "ui 2..autosave.no select" } when generalLeft { goto HasData_Overwrite.yes bind "ui 2..autosave.no deselect" } when cancelButton { goto ContinueWithoutSaving bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } when actionButton { goto ContinueWithoutSaving bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } when MemoryCardRemoved { goto CheckHasData bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } } state NoMemoryCard { entry { bind "ui 2..autosave.status set localized_text memorycard_nocard" } when always { waitTime 3.000 goto ContinueWithoutSaving } when MemoryStateChanged { goto CheckHasData } } state Unformatted { entry { bind "ui 2..autosave.status set localized_text memorycard_unformatted" } when always { waitTime 3.000 goto ContinueWithoutSaving } when MemoryCardRemoved { goto CheckHasData } } state Unformatted { when always { goto Unformatted.no bind "ui 2..autosave.status set localized_text memorycard_unformatted" bind "ui 2..autosave.yes show" bind "ui 2..autosave.no show" } } state Unformatted.no { when generalLeft { waitTime 0.200 goto Unformatted.yes } when actionButton { goto ContinueWithoutSaving bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } when MemoryCardRemoved { goto CheckHasData bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } } state Unformatted.yes { when generalRight { waitTime 0.200 goto Unformatted.no } when actionButton { goto Formatting exitTime 0.500 bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } when MemoryCardRemoved { goto CheckHasData bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } } state Formatting { entry { entryTime 3.000 bind "memorycard FormatCard" } when always { ifCommand "memorycard isCardFormatted" exitTime 0.500 goto DoSaveGame bind "inputdev Ignore" gotoF FormatFailed } } state FormatFailed { when MemoryCardRemoved { waitTime 1.00 goto CheckHasData } when MemoryCardChanged{ goto CheckHasData } } state NoAvailableSpace { entry { bind "ui 2..autosave.status set localized_text memorycard_noavailablespace" } when always { waitTime 3.000 goto ContinueWithoutSaving } when MemoryCardRemoved { goto CheckHasData } } state CheckNoCardNoChange { when LoadRequestSucceeded { exitTime 0.500 goto DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" bind "ui 2..autosave show" bind "inputdev Ignore" } when LoadRequestFailed_NoMemoryCard { goto LoadNextLevel } when LoadRequestFailed_Unformatted { goto LoadNextLevel } when LoadRequestFailed_NoAvailableSpace { goto LoadNextLevel } when LoadRequestFailed_NoData { exitTime 0.500 goto DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" bind "ui 2..autosave show" bind "inputdev Ignore" } when LoadRequestFailed_DataCorrupt { goto LoadNextLevel } } state DoSaveGame { entry { entryTime 3.0 bind "ui 2..autosave.status set localized_text memorycard_saving" bind "gc save profiles" } when LoadRequestSucceeded { goto SaveSucceeded } when LoadRequestFailed_NoMemoryCard { goto SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_Unformatted { goto SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_NoAvailableSpace { goto SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_NoData { goto SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_DataCorrupt { goto SaveFailed bind "inputdev IgnoreNo" } } state SaveFailed { when always { waitTime 3.000 bind "ui 2..autosave.status set localized_text memorycard_savingfailed" goto ContinueWithoutSaving } } state SaveSucceeded { when always { waitTime 3.000 bind "ui 2..autosave.status set localized_text memorycard_savingsucceeded" goto LoadNextLevel } } state ContinueWithoutSaving { entry { bind "ui 2..autosave.question set localized_text memorycard_continuewithoutsaving" bind "ui 2..autosave.question show" } when actionButton { goto LoadNextLevel bind "ui 2..autosave.question hide" bind "inputdev Ignore" } when MemoryStateChanged { goto CheckHasData bind "ui 2..autosave.question hide" } } state LoadNextLevel { entry { entryTime 1.0 bind "renderer fade black 1" bind "inputdev Ignore" } when always { goto trap_state bind "ui 2 release" bind "gc load first" } } ; END Autosave state machine ; WARNING ; Auto Save state machine ; dublicated in victory.txt ; And in this file state DeleteProfile_CheckForChangedCard { entry { bind "ui 2 add autosave" bind "ui 2 capture" } when always { ifCommand "memorycard isSlotChanged" goto DeleteProfile_CheckHasData gotoF DeleteProfile_CheckNoCardNoChange } } state DeleteProfile_CheckHasData { when always { exitTime 1.00 goto DeleteProfile_CheckLoadData bind "ui 2..autosave show" bind "ui 2..autosave.status set localized_text memorycard_checking" } } state DeleteProfile_CheckLoadData { entry { entryTime 1.00 bind "gc load profiles false" } when LoadRequestSucceeded { goto DeleteProfile_HasData } when LoadRequestFailed_NoMemoryCard { goto DeleteProfile_NoMemoryCard } when LoadRequestFailed_Unformatted { goto DeleteProfile_Unformatted } when LoadRequestFailed_NoAvailableSpace { goto DeleteProfile_NoAvailableSpace } when LoadRequestFailed_NoData { exitTime 0.500 goto DeleteProfile_DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" } when LoadRequestFailed_DataCorrupt { exitTime 0.500 goto DeleteProfile_DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" } } state DeleteProfile_HasData { when always { bind "ui 2..autosave.status set localized_text memorycard_hasdata" bind "ui 2..autosave.question set localized_text memorycard_overwrite" bind "ui 2..autosave.question show" bind "ui 2..autosave.yes show" bind "ui 2..autosave.no show" goto DeleteProfile_HasData_Overwrite.no } } state DeleteProfile_HasData_Overwrite.yes { entry { bind "ui 2..autosave.yes select" } when generalRight { goto DeleteProfile_HasData_Overwrite.no bind "ui 2..autosave.yes deselect" } when cancelButton { goto DeleteProfile_ContinueWithoutSaving bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } when actionButton { exitTime 0.500 goto DeleteProfile_DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } when MemoryCardRemoved { goto DeleteProfile_CheckHasData bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } } state DeleteProfile_HasData_Overwrite.no { entry { bind "ui 2..autosave.no select" } when generalLeft { goto DeleteProfile_HasData_Overwrite.yes bind "ui 2..autosave.no deselect" } when cancelButton { goto DeleteProfile_ContinueWithoutSaving bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } when actionButton { goto DeleteProfile_ContinueWithoutSaving bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } when MemoryCardRemoved { goto DeleteProfile_CheckHasData bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" bind "ui 2..autosave.question hide" } } state DeleteProfile_NoMemoryCard { entry { bind "ui 2..autosave.status set localized_text memorycard_nocard" } when always { waitTime 3.000 goto DeleteProfile_ContinueWithoutSaving } when MemoryStateChanged { goto DeleteProfile_CheckHasData } } state DeleteProfile_Unformatted { entry { bind "ui 2..autosave.status set localized_text memorycard_unformatted" } when always { waitTime 3.000 goto DeleteProfile_ContinueWithoutSaving } when MemoryCardRemoved { goto DeleteProfile_CheckHasData } } state DeleteProfile_Unformatted { when always { goto DeleteProfile_Unformatted.no bind "ui 2..autosave.status set localized_text memorycard_unformatted" bind "ui 2..autosave.yes show" bind "ui 2..autosave.no show" } } state DeleteProfile_Unformatted.no { entry { bind "ui 2..autosave.no select" } when generalLeft { waitTime 0.200 goto DeleteProfile_Unformatted.yes bind "ui 2..autosave.no deselect" } when actionButton { goto DeleteProfile_ContinueWithoutSaving bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } when MemoryCardRemoved { goto DeleteProfile_CheckHasData bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } } state DeleteProfile_Unformatted.yes { entry { bind "ui 2..autosave.yes select" } when generalRight { waitTime 0.200 goto DeleteProfile_Unformatted.no bind "ui 2..autosave.yes deselect" } when actionButton { goto DeleteProfile_Formatting exitTime 0.500 bind "ui 2..autosave.status set localized_text memorycard_formatting" bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } when DeleteProfile_MemoryCardRemoved { goto DeleteProfile_CheckHasData bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } } state DeleteProfile_Formatting { entry { entryTime 3.000 bind "memorycard FormatCard" } when always { ifCommand "memorycard isCardFormatted" exitTime 0.500 goto DeleteProfile_DoSaveGame gotoF DeleteProfile_FormatFailed } } state DeleteProfile_FormatFailed { when MemoryCardRemoved { waitTime 1.00 goto DeleteProfile_CheckHasData } when MemoryCardChanged{ goto DeleteProfile_CheckHasData } } state DeleteProfile_NoAvailableSpace { entry { bind "ui 2..autosave.status set localized_text memorycard_noavailablespace" } when always { waitTime 3.000 goto DeleteProfile_ContinueWithoutSaving } when MemoryCardRemoved { goto DeleteProfile_CheckHasData } } state DeleteProfile_CheckNoCardNoChange { when LoadRequestSucceeded { exitTime 0.500 goto DeleteProfile_DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" bind "ui 2..autosave show" } when LoadRequestFailed_NoMemoryCard { goto DeleteProfile_LoadNextLevel } when LoadRequestFailed_Unformatted { goto DeleteProfile_LoadNextLevel } when LoadRequestFailed_NoAvailableSpace { goto DeleteProfile_LoadNextLevel } when LoadRequestFailed_NoData { exitTime 0.500 goto DeleteProfile_DoSaveGame bind "ui 2..autosave.status set localized_text memorycard_saving" bind "ui 2..autosave show" } when LoadRequestFailed_DataCorrupt { goto DeleteProfile_LoadNextLevel } } state DeleteProfile_DoSaveGame { entry { entryTime 3.0 bind "gc save profiles" } when LoadRequestSucceeded { goto DeleteProfile_SaveSucceeded } when LoadRequestFailed_NoMemoryCard { goto DeleteProfile_SaveFailed } when LoadRequestFailed_Unformatted { goto DeleteProfile_SaveFailed } when LoadRequestFailed_NoAvailableSpace { goto DeleteProfile_SaveFailed } when LoadRequestFailed_NoData { goto DeleteProfile_SaveFailed } when LoadRequestFailed_DataCorrupt { goto DeleteProfile_SaveFailed } } state DeleteProfile_SaveFailed { when always { waitTime 3.000 bind "ui 2..autosave.status set localized_text memorycard_savingfailed" goto DeleteProfile_ContinueWithoutSaving } } state DeleteProfile_SaveSucceeded { when always { waitTime 3.000 bind "ui 2..autosave.status set localized_text memorycard_savingsucceeded" goto DeleteProfile_LoadNextLevel } } state DeleteProfile_ContinueWithoutSaving { entry { bind "ui 2..autosave.question set localized_text memorycard_continuewithoutsaving" bind "ui 2..autosave.question show" } when actionButton { goto DeleteProfile_LoadNextLevel bind "ui 2..autosave.question hide" } when MemoryStateChanged { goto DeleteProfile_CheckHasData bind "ui 2..autosave.question hide" } } state DeleteProfile_LoadNextLevel { when always { goto campaign.profile1 bind "ui 2..autosave hide" bind "ui 2 capture_release" bind "sequence fe_campaign_open" } } ; END Autosave state machine state trap_state { } initialState sInitial ; end of script [is_front_end]