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- on IFLDisplay
- global IFLINTARTList, IFLINTGTSList, IFLINTFAEList, IFLINTHANList, IFLINTGROList, IFLINTGESList, IFLINTREFList, IFLINTRESList, IFLINTMGIList, IFLGone, IFLLeaveIntro, IFLMovieNameList
- case rollOver() of
- 39:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTREFList)
- set the castNum of sprite getAt(getAt(IFLINTREFList, t), 1) to the number of member getAt(getAt(IFLINTREFList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTREFList, t), 1) to point(getAt(getAt(IFLINTREFList, t), 3), getAt(getAt(IFLINTREFList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(39)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 1
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTREFList)
- set the castNum of sprite getAt(getAt(IFLINTREFList, t), 1) to 86
- end repeat
- updateStage()
- 44:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTGESList)
- set the castNum of sprite getAt(getAt(IFLINTGESList, t), 1) to the number of member getAt(getAt(IFLINTGESList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTGESList, t), 1) to point(getAt(getAt(IFLINTGESList, t), 3), getAt(getAt(IFLINTGESList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(44)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 6
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTGESList)
- set the castNum of sprite getAt(getAt(IFLINTGESList, t), 1) to 86
- end repeat
- updateStage()
- 41:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTRESList)
- set the castNum of sprite getAt(getAt(IFLINTRESList, t), 1) to the number of member getAt(getAt(IFLINTRESList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTRESList, t), 1) to point(getAt(getAt(IFLINTRESList, t), 3), getAt(getAt(IFLINTRESList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(41)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 3
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTRESList)
- set the castNum of sprite getAt(getAt(IFLINTRESList, t), 1) to 86
- end repeat
- updateStage()
- 42:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTGROList)
- set the castNum of sprite getAt(getAt(IFLINTGROList, t), 1) to the number of member getAt(getAt(IFLINTGROList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTGROList, t), 1) to point(getAt(getAt(IFLINTGROList, t), 3), getAt(getAt(IFLINTGROList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(42)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 4
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTGROList)
- set the castNum of sprite getAt(getAt(IFLINTGROList, t), 1) to 86
- end repeat
- updateStage()
- 43:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTFAEList)
- set the castNum of sprite getAt(getAt(IFLINTFAEList, t), 1) to the number of member getAt(getAt(IFLINTFAEList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTFAEList, t), 1) to point(getAt(getAt(IFLINTFAEList, t), 3), getAt(getAt(IFLINTFAEList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(43)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 5
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTFAEList)
- set the castNum of sprite getAt(getAt(IFLINTFAEList, t), 1) to 86
- end repeat
- updateStage()
- 40:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTHANList)
- set the castNum of sprite getAt(getAt(IFLINTHANList, t), 1) to the number of member getAt(getAt(IFLINTHANList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTHANList, t), 1) to point(getAt(getAt(IFLINTHANList, t), 3), getAt(getAt(IFLINTHANList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(40)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 2
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTHANList)
- set the castNum of sprite getAt(getAt(IFLINTHANList, t), 1) to 86
- end repeat
- updateStage()
- 45:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTGTSList)
- set the castNum of sprite getAt(getAt(IFLINTGTSList, t), 1) to the number of member getAt(getAt(IFLINTGTSList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTGTSList, t), 1) to point(getAt(getAt(IFLINTGTSList, t), 3), getAt(getAt(IFLINTGTSList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(45)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 7
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTGTSList)
- set the castNum of sprite getAt(getAt(IFLINTGTSList, t), 1) to 86
- end repeat
- updateStage()
- 46:
- IFLCursorSet()
- repeat with t = 1 to count(IFLINTARTList)
- set the castNum of sprite getAt(getAt(IFLINTARTList, t), 1) to the number of member getAt(getAt(IFLINTARTList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTARTList, t), 1) to point(getAt(getAt(IFLINTARTList, t), 3), getAt(getAt(IFLINTARTList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(46)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 8
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTARTList)
- set the castNum of sprite getAt(getAt(IFLINTARTList, t), 1) to 86
- end repeat
- updateStage()
- put EMPTY
- 47:
- IFLCursorSet()
- put "V"
- repeat with t = 1 to count(IFLINTMGIList)
- set the castNum of sprite getAt(getAt(IFLINTMGIList, t), 1) to the number of member getAt(getAt(IFLINTMGIList, t), 2)
- set the loc of sprite getAt(getAt(IFLINTMGIList, t), 1) to point(getAt(getAt(IFLINTMGIList, t), 3), getAt(getAt(IFLINTMGIList, t), 4))
- end repeat
- updateStage()
- repeat while rollOver(47)
- if the mouseDown then
- set IFLLeaveIntro to 1
- set IFLWhichPOS to 9
- exit repeat
- end if
- end repeat
- repeat with t = 1 to count(IFLINTMGIList)
- set the castNum of sprite getAt(getAt(IFLINTMGIList, t), 1) to 86
- end repeat
- updateStage()
- end case
- if IFLLeaveIntro = 1 then
- set the locH of sprite 2 to 1000
- set the locH of sprite 6 to 1000
- puppetSound(0)
- updateStage()
- go(1, getAt(IFLMovieNameList, IFLWhichPOS))
- end if
- end
-