; generated script [is_victory] state sInitial { entry { entryTime 0.200 bind "sca pauserange 0 11" bind "sca pauserange 13 13" } when actionButton { goto advanceMission } when cancelButton { goto loadMainMenu } } state loadMainMenu { entry { entryTime 0.500 bind "ui 2..statscreen hide" bind "ui 2..victory.victorystuff hide" } when always { goto LoadMenu_CheckForChangedCard } } state advanceMission { entry { entryTime 0.500 bind "ui 2..statscreen hide" bind "ui 2..victory.victorystuff hide" } when always { goto CheckForChangedCard } } ; WARNING ; Auto Save state machine ; dublicated in this file prepended with LoadMenu ; and dublicated in is_frontend state CheckForChangedCard { entry { bind "ui 2 add autosave" } 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" 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 { goto DoSaveGame 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 cancelButton { goto ContinueWithoutSaving bind "ui 2..autosave.question hide" } when actionButton { goto DoSaveGame bind "ui 2..autosave.question hide" bind "inputdev Ignore" } } 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 { 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 { entry { bind "ui 2..autosave.no select" } when generalLeft { waitTime 0.200 goto Unformatted.yes bind "ui 2..autosave.no deselect" } when actionButton { goto ContinueWithoutSaving bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } when MemoryCardRemoved { goto CheckHasData bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } } state Unformatted.yes { entry { bind "ui 2..autosave.yes select" } when generalRight { waitTime 0.200 goto Unformatted.no bind "ui 2..autosave.yes deselect" } when actionButton { goto 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 MemoryCardRemoved { goto CheckHasData bind "ui 2..autosave.yes deselect" 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 { goto DoSaveGame 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 { goto DoSaveGame 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_autosaving" 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" } when MemoryStateChanged { goto CheckHasData bind "ui 2..autosave.question hide" } } state LoadNextLevel { entry { entryTime 1.0 bind "inputdev Ignore" bind "renderer fade black 1" } when always { goto trap_state bind "sca muterange 0 11" bind "sca muterange 13 13" bind "sca resumerange 0 11" bind "sca resumerange 13 13" bind "timing unpause" bind "gc load next" } } ; WARNING ; Auto Save state machine ; dublicated in this file without LoadMenu ; and dublicated in is_frontend state LoadMenu_CheckForChangedCard { entry { bind "ui 2 add autosave" } when always { ifCommand "memorycard isSlotChanged" goto LoadMenu_CheckHasData gotoF LoadMenu_CheckNoCardNoChange } } state LoadMenu_CheckHasData { when always { exitTime 1.00 goto LoadMenu_CheckLoadData bind "ui 2..autosave show" bind "ui 2..autosave.status set localized_text memorycard_checking" } } state LoadMenu_CheckLoadData { entry { entryTime 1.00 bind "gc load profiles false" } when LoadRequestSucceeded { goto LoadMenu_HasData } when LoadRequestFailed_NoMemoryCard { goto LoadMenu_NoMemoryCard } when LoadRequestFailed_Unformatted { goto LoadMenu_Unformatted } when LoadRequestFailed_NoAvailableSpace { goto LoadMenu_NoAvailableSpace } when LoadRequestFailed_NoData { goto LoadMenu_DoSaveGame bind "inputdev Ignore" } when LoadRequestFailed_DataCorrupt { goto LoadMenu_DoSaveGame bind "inputdev Ignore" } } state LoadMenu_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 LoadMenu_HasData_Overwrite.no } } state LoadMenu_HasData_Overwrite.yes { entry { bind "ui 2..autosave.yes select" } when generalRight { goto LoadMenu_HasData_Overwrite.no bind "ui 2..autosave.yes deselect" } when cancelButton { goto LoadMenu_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 { goto LoadMenu_DoSaveGame 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 LoadMenu_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 LoadMenu_HasData_Overwrite.no { entry { bind "ui 2..autosave.no select" } when cancelButton { goto LoadMenu_ContinueWithoutSaving bind "ui 2..autosave.question hide" } when actionButton { goto LoadMenu_DoSaveGame bind "ui 2..autosave.question hide" bind "inputdev Ignore" } } state LoadMenu_NoMemoryCard { entry { bind "ui 2..autosave.status set localized_text memorycard_nocard" } when always { waitTime 3.000 goto LoadMenu_ContinueWithoutSaving } when MemoryStateChanged { goto LoadMenu_CheckHasData } } state LoadMenu_Unformatted { when always { goto LoadMenu_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 LoadMenu_Unformatted.no { entry { bind "ui 2..autosave.no select" } when generalLeft { waitTime 0.200 goto LoadMenu_Unformatted.yes bind "ui 2..autosave.no deselect" } when actionButton { goto LoadMenu_ContinueWithoutSaving bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } when MemoryCardRemoved { goto LoadMenu_CheckHasData bind "ui 2..autosave.no deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } } state LoadMenu_Unformatted.yes { entry { bind "ui 2..autosave.yes select" } when generalRight { waitTime 0.200 goto LoadMenu_Unformatted.no bind "ui 2..autosave.yes deselect" } when actionButton { goto LoadMenu_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 MemoryCardRemoved { goto LoadMenu_CheckHasData bind "ui 2..autosave.yes deselect" bind "ui 2..autosave.yes hide" bind "ui 2..autosave.no hide" } } state LoadMenu_Formatting { entry { entryTime 3.000 bind "memorycard FormatCard" } when always { ifCommand "memorycard isCardFormatted" exitTime 0.500 goto LoadMenu_DoSaveGame gotoF LoadMenu_FormatFailed } } state LoadMenu_FormatFailed { when MemoryCardRemoved { waitTime 1.00 goto LoadMenu_CheckHasData } when MemoryCardChanged{ goto LoadMenu_CheckHasData } } state LoadMenu_NoAvailableSpace { entry { bind "ui 2..autosave.status set localized_text memorycard_noavailablespace" } when always { waitTime 3.000 goto LoadMenu_ContinueWithoutSaving } when MemoryCardRemoved { goto LoadMenu_CheckHasData } } state LoadMenu_CheckNoCardNoChange { when LoadRequestSucceeded { goto LoadMenu_DoSaveGame bind "ui 2..autosave show" bind "inputdev Ignore" } when LoadRequestFailed_NoMemoryCard { goto LoadMenu_LoadNextLevel } when LoadRequestFailed_Unformatted { goto LoadMenu_LoadNextLevel } when LoadRequestFailed_NoAvailableSpace { goto LoadMenu_LoadNextLevel } when LoadRequestFailed_NoData { goto LoadMenu_DoSaveGame bind "ui 2..autosave show" bind "inputdev Ignore" } when LoadRequestFailed_DataCorrupt { goto LoadMenu_LoadNextLevel } } state LoadMenu_DoSaveGame { entry { entryTime 3.0 bind "ui 2..autosave.status set localized_text memorycard_autosaving" bind "gc save profiles" } when LoadRequestSucceeded { goto LoadMenu_SaveSucceeded } when LoadRequestFailed_NoMemoryCard { goto LoadMenu_SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_Unformatted { goto LoadMenu_SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_NoAvailableSpace { goto LoadMenu_SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_NoData { goto LoadMenu_SaveFailed bind "inputdev IgnoreNo" } when LoadRequestFailed_DataCorrupt { goto LoadMenu_SaveFailed bind "inputdev IgnoreNo" } } state LoadMenu_SaveFailed { when always { waitTime 3.000 bind "ui 2..autosave.status set localized_text memorycard_savingfailed" goto LoadMenu_ContinueWithoutSaving } } state LoadMenu_SaveSucceeded { when always { waitTime 3.000 bind "ui 2..autosave.status set localized_text memorycard_savingsucceeded" goto LoadMenu_LoadNextLevel } } state LoadMenu_ContinueWithoutSaving { entry { bind "ui 2..autosave.question set localized_text memorycard_continuewithoutsaving" bind "ui 2..autosave.question show" } when actionButton { goto LoadMenu_LoadNextLevel bind "ui 2..autosave.question hide" } when MemoryStateChanged { goto LoadMenu_CheckHasData bind "ui 2..autosave.question hide" } } state LoadMenu_LoadNextLevel { entry { entryTime 1.0 bind "inputdev Ignore" bind "renderer fade black 1" } when always { goto trap_state bind "sca muterange 0 11" bind "sca muterange 13 13" bind "sca resumerange 0 11" bind "sca resumerange 13 13" bind "timing unpause" bind "gc load menu" } } state trap_state { } initialState sInitial ; end of script [is_victory]