public void ApplySideEffect(GameObject npc, GameObject pc, int lineNumber, out string originalScript) { switch (lineNumber) { case 1031: case 1036: case 1041: originalScript = "grate_away(npc)"; grate_away(npc); break; case 1505: originalScript = "npc_set(npc, 1)"; ScriptDaemon.npc_set(npc, 1); break; case 1507: case 1700: case 1720: case 2101: originalScript = "barrier_away(npc,1)"; barrier_away(npc, 1); break; case 1536: case 1550: originalScript = "unequip(3, pc, 1); unequip(4, pc, 1)"; Co8.unequip(EquipSlot.WeaponPrimary, pc, true); Co8.unequip(EquipSlot.WeaponSecondary, pc, true); break; case 1551: originalScript = "earth_temple_haul_inside(pc, npc, 1555)"; earth_temple_haul_inside(pc, npc, 1555); break; case 1555: case 2020: originalScript = "game.sound( 4057, 1 )"; Sound(4057, 1); break; case 1556: originalScript = "game.global_vars[454] |= 2**8"; SetGlobalVar(454, GetGlobalVar(454) | 0x100); break; case 1561: case 1572: case 1802: originalScript = "switch_to_npc(pc, npc, 'romag', failsafe_line = 2000)"; switch_to_npc(pc, npc, "romag", failsafe_line: 2000); break; case 1562: case 1563: case 1564: case 1575: case 1576: case 1577: case 1805: case 1806: case 1807: case 1905: case 1906: case 1907: originalScript = "earth_attack_party(pc, npc)"; earth_attack_party(pc, npc); break; case 1571: case 1801: case 1901: case 1903: case 1921: case 2001: originalScript = "move_party_inside(pc, npc, 2020, 454, 372)"; move_party_inside(pc, npc, 2020, 454, 372); break; case 1573: case 1803: originalScript = "switch_to_npc(pc, npc, 'hartsch', failsafe_line = 2000)"; switch_to_npc(pc, npc, "hartsch", failsafe_line: 2000); break; case 1574: case 1804: originalScript = "switch_to_npc(pc, npc, 'earth troop commander', failsafe_line = 2000)"; switch_to_npc(pc, npc, "earth troop commander", failsafe_line: 2000); break; case 1701: case 1705: originalScript = "barrier_away(npc,2)"; barrier_away(npc, 2); break; case 1706: originalScript = "barrier_away(npc,3)"; barrier_away(npc, 3); break; case 1721: case 1725: originalScript = "barrier_away(npc,4)"; barrier_away(npc, 4); break; default: originalScript = null; return; } }