; generated script [is_pausemenu] state sInitial { when always { exitTime 0.500 goto SaveGame bind "ui 2..pausemenu add savemenu" bind "ui 2..pausemenu add loadmenu" bind "ui 2..pausemenu.savemenu.menu game_has_been_saved false" bind "sca pauserange 0 13" } } state SaveGame { entry { bind "ui 2..pausemenu.menu.savegame select" } when generalUp { waitTime 0.200 goto Back bind "ui 2..pausemenu.menu.savegame deselect" gotoF } when generalDown { waitTime 0.200 goto LoadGame bind "ui 2..pausemenu.menu.savegame deselect" gotoF } when actionButton { goto OpenSaveGameMenu bind "ui 2..pausemenu.menu.savegame deselect" bind "ui 2..pausemenu add savemenu" gotoF } when generalStart { goto ReturnToGame bind "ui 2..pausemenu.menu.mainmenu deselect" gotoF } when cancelButton { goto ReturnToGame bind "ui 2..pausemenu.menu.mainmenu deselect" gotoF } } state LoadGame { entry { bind "ui 2..pausemenu.menu.loadgame select" } when generalUp { waitTime 0.200 goto SaveGame bind "ui 2..pausemenu.menu.loadgame deselect" gotoF } when generalDown { waitTime 0.200 goto Restart bind "ui 2..pausemenu.menu.loadgame deselect" gotoF } when actionButton { goto OpenLoadGameMenu bind "ui 2..pausemenu.menu.loadgame deselect" bind "ui 2..pausemenu add loadmenu" gotoF } when generalStart { goto ReturnToGame bind "ui 2..pausemenu.menu.loadgame deselect" gotoF } when cancelButton { goto ReturnToGame bind "ui 2..pausemenu.menu.loadgame deselect" gotoF } } state Restart { entry { bind "ui 2..pausemenu.menu.restart select" } when generalUp { waitTime 0.200 goto LoadGame bind "ui 2..pausemenu.menu.restart deselect" gotoF } when generalDown { waitTime 0.200 goto MainMenu bind "ui 2..pausemenu.menu.restart deselect" gotoF } when actionButton { goto RestartLevel bind "ui 2..pausemenu.menu.restart deselect" gotoF } when generalStart { goto ReturnToGame bind "ui 2..pausemenu.menu.restart deselect" gotoF } when cancelButton { goto ReturnToGame bind "ui 2..pausemenu.menu.restart deselect" gotoF } } state MainMenu { entry { bind "ui 2..pausemenu.menu.mainmenu select" } when generalUp { waitTime 0.200 goto Restart bind "ui 2..pausemenu.menu.mainmenu deselect" gotoF } when generalDown { waitTime 0.200 goto Back bind "ui 2..pausemenu.menu.mainmenu deselect" gotoF } when actionButton { goto LoadMainMenu bind "ui 2..pausemenu.menu.mainmenu deselect" gotoF } when generalStart { goto ReturnToGame bind "ui 2..pausemenu.menu.mainmenu deselect" gotoF } when cancelButton { goto ReturnToGame bind "ui 2..pausemenu.menu.mainmenu deselect" gotoF } } state Back { entry { bind "ui 2..pausemenu.menu.back select" } when generalUp { waitTime 0.200 goto MainMenu bind "ui 2..pausemenu.menu.back deselect" gotoF } when generalDown { waitTime 0.200 goto SaveGame bind "ui 2..pausemenu.menu.back deselect" gotoF } when actionButton { goto ReturnToGame bind "ui 2..pausemenu.menu.back deselect" gotoF } when generalStart { goto ReturnToGame bind "ui 2..pausemenu.menu.back deselect" gotoF } when cancelButton { goto ReturnToGame bind "ui 2..pausemenu.menu.back deselect" gotoF } } state OpenSaveGameMenu { when always { goto save_checkmemorycard exitTime 0.200 bind "ui 2..pausemenu.menu hide" bind "ui 2..pausemenu.savemenu show" bind "ui 2..pausemenu.savemenu.menu configure" } } state save_checkmemorycard { entry { bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_checking" } when LoadRequestSucceeded { goto save_checkmemory_succeeded } when LoadRequestFailed_NoMemoryCard { goto save_checkmemorycard_failed_nomemorycard bind "ui 2..pausemenu.savemenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.savemenu.info show" } when LoadRequestFailed_Unformatted { goto save_checkmemorycard_failed_unformatted bind "ui 2..pausemenu.savemenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.savemenu.info show" } when LoadRequestFailed_NoAvailableSpace { goto save_checkmemorycard_failed_noavailablespace bind "ui 2..pausemenu.savemenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.savemenu.info show" } when LoadRequestFailed_NoData { goto save_checkmemory_continue } when LoadRequestFailed_DataCorrupt { goto save_checkmemorycard_failed_datacorrupt } } state save_checkmemory_succeeded { entry { bind "ui 2..pausemenu.savemenu.menu show" bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_hasdata" } when always { goto SaveGameMenu } } state save_checkmemory_continue { entry { bind "ui 2..pausemenu.savemenu.menu show" bind "ui 2..pausemenu.savemenu.message set text """ } when always { goto SaveGameMenu } } state save_checkmemorycard_failed_nomemorycard { entry { bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_nocard" } when actionButton { goto SaveGame bind "ui 2..pausemenu.savemenu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.savemenu.info hide" } when cancelButton { goto SaveGame bind "ui 2..pausemenu.savemenu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.savemenu.info hide" } when MemoryStateChanged { goto save_checkmemorycard bind "ui 2..pausemenu.savemenu.info hide" } } state save_checkmemorycard_failed_unformatted { entry { bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_unformatted" } when actionButton { goto SaveGame bind "ui 2..pausemenu.savemenu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.savemenu.info hide" } when cancelButton { goto SaveGame bind "ui 2..pausemenu.savemenu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.savemenu.info hide" } when MemoryStateChanged { goto save_checkmemorycard bind "ui 2..pausemenu.savemenu.info hide" } } state save_checkmemorycard_failed_noavailablespace { entry { bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_noavailablespace" } when actionButton { goto SaveGame bind "ui 2..pausemenu.savemenu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.savemenu.info hide" } when cancelButton { goto trap_state bind "inputdev launchdash" } when MemoryStateChanged { goto save_checkmemorycard bind "ui 2..pausemenu.savemenu.info hide" } } state save_checkmemorycard_failed_datacorrupt { entry { bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_datacorrupt" } when actionButton { exitTime 0.500 goto save_creating_save bind "ui 2..pausemenu.savemenu.message set localized_text fe_creatingsave" } when cancelButton { goto SaveGame bind "ui 2..pausemenu.savemenu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.savemenu.info hide" } } state save_creating_save { entry { entryTime 3.00 bind "gc delete profiles" } when always { goto save_checkmemorycard } } state SaveGameMenu { when generalUp { waitTime 0.200 bind "ui 2..pausemenu.savemenu.menu select_prev_save_game" } when generalDown { waitTime 0.200 bind "ui 2..pausemenu.savemenu.menu select_next_save_game" } when actionButton { ifCommand "ui 2..pausemenu.savemenu.menu has_data" goto ConfirmOverwrite gotoF DoSaveGame exitTimeF 0.200 bindF "ui 2..pausemenu.savemenu.message set localized_text memorycard_saving" } when cancelButton { goto SaveGame bind "ui 2..pausemenu.savemenu hide" bind "ui 2..pausemenu.savemenu.menu hide" bind "ui 2..pausemenu.menu show" gotoF } when MemoryCardRemoved { goto save_checkmemorycard bind "ui 2..pausemenu.savemenu.message show" bind "ui 2..pausemenu.savemenu.menu hide" } } state ConfirmOverwrite { when always { exitTime 0.2000 goto ConfirmOverwrite.No bind "ui 2..pausemenu add confirm_overwrite_dialog" bind "ui 2..pausemenu.confirm_overwrite_dialog show" bind "ui 2..pausemenu.confirm_overwrite_dialog.yes hide" bind "ui 2..pausemenu.confirm_overwrite_dialog.no hide" bind "ui 2..pausemenu.savemenu.message hide" gotoF } } state ConfirmOverwrite.No { entry { entryTime 0.000 } when cancelButton { goto SaveGameMenu exitTime 0.2000 bind "ui 2..pausemenu.confirm_overwrite_dialog hide" bind "ui 2..pausemenu.savemenu.message show" } when actionButton { goto DoSaveGame exitTime 0.2000 bind "ui 2..pausemenu.confirm_overwrite_dialog hide" bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_saving" bind "ui 2..pausemenu.savemenu.message show" gotoF } } state ConfirmOverwrite.Yes { entry { entryTime 0.000 bind "ui 2..pausemenu.confirm_overwrite_dialog.yes select" } when generalRight { waitTime 0.200 goto ConfirmOverwrite.No bind "ui 2..pausemenu.confirm_overwrite_dialog.yes deselect" gotoF } when cancelButton { goto SaveGameMenu exitTime 0.2000 bind "ui 2..pausemenu.confirm_overwrite_dialog hide" bind "ui 2..pausemenu.confirm_overwrite_dialog.yes deselect" bind "ui 2..pausemenu.savemenu.message show" } when actionButton { goto DoSaveGame exitTime 0.2000 bind "ui 2..pausemenu.confirm_overwrite_dialog hide" bind "ui 2..pausemenu.confirm_overwrite_dialog.yes deselect" bind "ui 2..pausemenu.savemenu.message set localized_text memorycard_saving" bind "ui 2..pausemenu.savemenu.message show" gotoF } when MemoryCardRemoved { goto save_checkmemorycard bind "ui 2..pausemenu.confirm_overwrite_dialog hide" bind "ui 2..pausemenu.confirm_overwrite_dialog.yes deselect" bind "ui 2..pausemenu.savemenu.message show" bind "ui 2..pausemenu.savemenu.menu hide" } } state DoSaveGame { entry { entryTime 3.00 bind "ui 2..pausemenu.savemenu.menu save_game" bind "ui 2..pausemenu.savemenu.menu configure" } when always { goto SaveGameMenu bind "ui 2..pausemenu.savemenu.message set localized_text fe_loadsucceeded" } } state OpenLoadGameMenu { when always { goto load_checkmemorycard exitTime 0.200 bind "ui 2..pausemenu.menu hide" bind "ui 2..pausemenu.loadmenu show" } } state load_checkmemorycard { entry { bind "ui 2..pausemenu.loadmenu.message set localized_text fe_checkingmemorycard" bind "gc load profiles" } when LoadRequestSucceeded { goto load_checkmemory_succeeded } when LoadRequestFailed_NoMemoryCard { goto load_checkmemorycard_failed_nodata bind "ui 2..pausemenu.loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.loadmenu.info show" } when LoadRequestFailed_Unformatted { goto load_checkmemorycard_failed_nodata bind "ui 2..pausemenu.loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.loadmenu.info show" } when LoadRequestFailed_NoAvailableSpace { goto load_checkmemorycard_failed_nodata bind "ui 2..pausemenu.loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.loadmenu.info show" } when LoadRequestFailed_NoData { goto load_checkmemorycard_failed_nodata bind "ui 2..pausemenu.loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.loadmenu.info show" } when LoadRequestFailed_DataCorrupt { goto load_checkmemorycard_failed_nodata bind "ui 2..pausemenu.loadmenu.info set localized_text memorycard_continuewithoutsaving" bind "ui 2..pausemenu.loadmenu.info show" } } state load_checkmemory_succeeded { entry { bind "ui 2..pausemenu.loadmenu.menu show" bind "ui 2..pausemenu.loadmenu.message set localized_text fe_loadsucceeded" } when always { goto LoadGameMenu bind "ui 2..pausemenu.loadmenu.menu configure" } } state load_checkmemorycard_failed_nodata { entry { bind "ui 2..pausemenu.loadmenu.message set localized_text memorycard_nodata" } when actionButton { goto LoadGame bind "ui 2..pausemenu.loadmenu hide" bind "ui 2..pausemenu.loadmenu.menu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.loadmenu.info hide" } when cancelButton { goto LoadGame bind "ui 2..pausemenu.loadmenu hide" bind "ui 2..pausemenu.loadmenu.menu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.loadmenu.info hide" } when MemoryStateChanged { goto load_checkmemorycard bind "ui 2..pausemenu.loadmenu.info hide" } } state load_checkmemorycard_failed_datacorrupt { entry { bind "ui 2..pausemenu.loadmenu.message set localized_text fe_failed_datacorrupt" } when actionButton { goto LoadGame bind "ui 2..pausemenu.loadmenu hide" bind "ui 2..pausemenu.loadmenu.menu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.loadmenu.info hide" } when cancelButton { goto LoadGame bind "ui 2..pausemenu.loadmenu hide" bind "ui 2..pausemenu.loadmenu.menu hide" bind "ui 2..pausemenu.menu show" bind "ui 2..pausemenu.loadmenu.info hide" } when MemoryStateChanged { goto load_checkmemorycard bind "ui 2..pausemenu.loadmenu.info hide" } } state LoadGameMenu { when generalUp { waitTime 0.200 bind "ui 2..pausemenu.loadmenu.menu select_prev_save_game" } when generalDown { waitTime 0.200 bind "ui 2..pausemenu.loadmenu.menu select_next_save_game" } when actionButton { ifCommand "ui 2..pausemenu.loadmenu.menu has_data" goto ConfirmDoLoadFixup gotoF LoadGameMenu } when cancelButton { goto LoadGame bind "ui 2..pausemenu.loadmenu hide" bind "ui 2..pausemenu.loadmenu.menu hide" bind "ui 2..pausemenu.menu show" } when MemoryCardRemoved { goto load_checkmemorycard bind "ui 2..pausemenu.loadmenu.menu hide" } } state ConfirmDoLoadFixup { when always { ifCommand "ui 2..pausemenu.savemenu.menu game_has_been_saved" goto DoLoadFixup exitTime 0.750 bind "ui 2..pausemenu.loadmenu.message set localized_text fe_loadinggame" bind "inputdev Ignore" gotoF DoLoadFixup.no bindF "ui 2..pausemenu.exitwithoutsaving show" bindF "ui 2..pausemenu.loadmenu hide" } } state DoLoadFixup.yes { entry { bind "ui 2..pausemenu.exitwithoutsaving.yes select" } when generalRight { goto DoLoadFixup.no bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" } when actionButton { goto DoLoadFixup exitTime 0.750 bind "ui 2..pausemenu.loadmenu.message set localized_text fe_loadinggame" bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.loadmenu show" bind "inputdev Ignore" } when cancelButton { goto LoadGameMenu bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.loadmenu show" bind "ui 2..pausemenu.loadmenu.menu show" } when MemoryCardRemoved { goto load_checkmemorycard bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.loadmenu show" bind "ui 2..pausemenu.loadmenu.menu hide" } } state DoLoadFixup.no { entry { bind "ui 2..pausemenu.exitwithoutsaving.no select" } when generalLeft { goto DoLoadFixup.yes bind "ui 2..pausemenu.exitwithoutsaving.no deselect" } when actionButton { goto LoadGameMenu bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.loadmenu show" bind "ui 2..pausemenu.loadmenu.menu show" } when cancelButton { goto LoadGameMenu bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.loadmenu show" bind "ui 2..pausemenu.loadmenu.menu show" } when MemoryCardRemoved { goto load_checkmemorycard bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.loadmenu show" bind "ui 2..pausemenu.loadmenu.menu hide" } } state DoLoadFixup { entry { entryTime 3.0 bind "ui 2..pausemenu.loadmenu.menu load_fixup" } when LoadRequestSucceeded { goto DoLoadGame } when LoadRequestFailed_NoMemoryCard { goto load_checkmemorycard_failed_nodata bind "inputdev IgnoreNo" } when LoadRequestFailed_Unformatted { goto load_checkmemorycard_failed_nodata bind "inputdev IgnoreNo" } when LoadRequestFailed_NoAvailableSpace { goto load_checkmemorycard_failed_nodata bind "inputdev IgnoreNo" } when LoadRequestFailed_NoData { goto load_checkmemorycard_failed_nodata bind "inputdev IgnoreNo" } when LoadRequestFailed_DataCorrupt { goto load_checkmemorycard_failed_datacorrupt bind "inputdev IgnoreNo" } } state DoLoadGame { entry { entryTime 0.750 bind "renderer fade black 1.0" } when always { goto trap_state bind "timing unpause" bind "sca muterange 0 13" bind "sca resumerange 0 13" bind "ui 2..pausemenu.loadmenu.menu load_game" } } state LoadMainMenu { when always { ifCommand "ui 2..pausemenu.savemenu.menu game_has_been_saved" goto DoLoadMainMenu exitTime 0.750 bind "renderer fade black 0.5" bind "inputdev Ignore" gotoF LoadMainMenu.no bindF "ui 2..pausemenu.exitwithoutsaving show" bindF "ui 2..pausemenu.menu hide" } } state RestartLevel { when always { ifCommand "ui 2..pausemenu.savemenu.menu game_has_been_saved" goto DoRestartLevel exitTime 0.750 bind "renderer fade black 0.5" bind "inputdev Ignore" gotoF RestartLevel.no bindF "ui 2..pausemenu.exitwithoutsaving show" bindF "ui 2..pausemenu.menu hide" } } state ReturnToGame { entry { entryTime 0.000 bind "sca resumerange 0 13" bind "ui 2..pausemenu hide" } } state RestartLevel.yes { entry { bind "ui 2..pausemenu.exitwithoutsaving.yes select" } when generalRight { goto RestartLevel.no bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" } when actionButton { goto DoRestartLevel exitTime 0.750 bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "renderer fade black 0.5" bind "inputdev Ignore" } when cancelButton { goto Restart bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.menu show" } } state RestartLevel.no { entry { bind "ui 2..pausemenu.exitwithoutsaving.no select" } when generalLeft { goto RestartLevel.yes bind "ui 2..pausemenu.exitwithoutsaving.no deselect" } when actionButton { goto Restart bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.menu show" } when cancelButton { goto Restart bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.menu show" } } state DoRestartLevel { when always { goto trap_state bind "timing unpause" bind "sca muterange 0 13" bind "sca resumerange 0 13" bind "gc load current" } } state LoadMainMenu.yes { entry { bind "ui 2..pausemenu.exitwithoutsaving.yes select" } when generalRight { goto LoadMainMenu.no bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" } when actionButton { goto DoLoadMainMenu exitTime 0.750 bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "renderer fade black 0.5" bind "inputdev Ignore" } when cancelButton { goto MainMenu bind "ui 2..pausemenu.exitwithoutsaving.yes deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.menu show" } } state LoadMainMenu.no { entry { bind "ui 2..pausemenu.exitwithoutsaving.no select" } when generalLeft { goto LoadMainMenu.yes bind "ui 2..pausemenu.exitwithoutsaving.no deselect" } when actionButton { goto MainMenu bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.menu show" } when cancelButton { goto MainMenu bind "ui 2..pausemenu.exitwithoutsaving.no deselect" bind "ui 2..pausemenu.exitwithoutsaving hide" bind "ui 2..pausemenu.menu show" } } state DoLoadMainMenu { when always { goto trap_state bind "timing unpause" bind "sca muterange 0 13" bind "sca resumerange 0 13" bind "gc load menu" } } state trap_state { } initialState sInitial ; end of script [is_pausemenu]