by Gez » Sat Sep 03, 2016 0:47
For 2, it's all hardcoded. If the mod doesn't change the source code, the order is this:
Code: Select all
//
// LIST OF SONGS FOR EACH VERSION
//
int songs[]=
{
#ifndef SPEAR
//
// Episode One
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
//
// Episode Two
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
//
// Episode Three
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Boss level
PACMAN_MUS, // Secret level
//
// Episode Four
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
//
// Episode Five
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
//
// Episode Six
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Boss level
FUNKYOU_MUS // Secret level
#else
//////////////////////////////////////////////////////////////
//
// SPEAR OF DESTINY TRACKS
//
//////////////////////////////////////////////////////////////
XTIPTOE_MUS,
XFUNKIE_MUS,
XDEATH_MUS,
XGETYOU_MUS, // DON'T KNOW
ULTIMATE_MUS, // Trans Grosse
DUNGEON_MUS,
GOINGAFT_MUS,
POW_MUS,
TWELFTH_MUS,
ULTIMATE_MUS, // Barnacle Wilhelm BOSS
NAZI_OMI_MUS,
GETTHEM_MUS,
SUSPENSE_MUS,
SEARCHN_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Super Mutant BOSS
XPUTIT_MUS,
ULTIMATE_MUS, // Death Knight BOSS
XJAZNAZI_MUS, // Secret level
XFUNKIE_MUS, // Secret level (DON'T KNOW)
XEVIL_MUS // Angel of Death BOSS
#endif
};
And for par times:
Code: Select all
times parTimes[]=
{
#ifndef SPEAR
//
// Episode One Par Times
//
{1.5, "01:30"},
{2, "02:00"},
{2, "02:00"},
{3.5, "03:30"},
{3, "03:00"},
{3, "03:00"},
{2.5, "02:30"},
{2.5, "02:30"},
{0, "??:??"}, // Boss level
{0, "??:??"}, // Secret level
//
// Episode Two Par Times
//
{1.5, "01:30"},
{3.5, "03:30"},
{3, "03:00"},
{2, "02:00"},
{4, "04:00"},
{6, "06:00"},
{1, "01:00"},
{3, "03:00"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Three Par Times
//
{1.5, "01:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{3.5, "03:30"},
{2.5, "02:30"},
{2, "02:00"},
{6, "06:00"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Four Par Times
//
{2, "02:00"},
{2, "02:00"},
{1.5, "01:30"},
{1, "01:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{2, "02:00"},
{4.5, "04:30"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Five Par Times
//
{2.5, "02:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{4, "04:00"},
{3, "03:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Six Par Times
//
{6.5, "06:30"},
{4, "04:00"},
{4.5, "04:30"},
{6, "06:00"},
{5, "05:00"},
{5.5, "05:30"},
{5.5, "05:30"},
{8.5, "08:30"},
{0, "??:??"},
{0, "??:??"}
#else
//
// SPEAR OF DESTINY TIMES
//
{1.5, "01:30"},
{3.5, "03:30"},
{2.75, "02:45"},
{3.5, "03:30"},
{0, "??:??"}, // Boss 1
{4.5, "04:30"},
{3.25, "03:15"},
{2.75, "02:45"},
{4.75, "04:45"},
{0, "??:??"}, // Boss 2
{6.5, "06:30"},
{4.5, "04:30"},
{2.75, "02:45"},
{4.5, "04:30"},
{6, "06:00"},
{0, "??:??"}, // Boss 3
{6, "06:00"},
{0, "??:??"}, // Boss 4
{0, "??:??"}, // Secret level 1
{0, "??:??"}, // Secret level 2
#endif
};
You'll just have to look for your answers in the source code usually. And if the mod must be run with its own executable, then the values above might have been changed! You'd have to read the mod's own source code, and quite often it's not available unfortunately...
For 2, it's all hardcoded. If the mod doesn't change the source code, the order is this:
[code]//
// LIST OF SONGS FOR EACH VERSION
//
int songs[]=
{
#ifndef SPEAR
//
// Episode One
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
//
// Episode Two
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
//
// Episode Three
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Boss level
PACMAN_MUS, // Secret level
//
// Episode Four
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
//
// Episode Five
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
//
// Episode Six
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Boss level
FUNKYOU_MUS // Secret level
#else
//////////////////////////////////////////////////////////////
//
// SPEAR OF DESTINY TRACKS
//
//////////////////////////////////////////////////////////////
XTIPTOE_MUS,
XFUNKIE_MUS,
XDEATH_MUS,
XGETYOU_MUS, // DON'T KNOW
ULTIMATE_MUS, // Trans Grosse
DUNGEON_MUS,
GOINGAFT_MUS,
POW_MUS,
TWELFTH_MUS,
ULTIMATE_MUS, // Barnacle Wilhelm BOSS
NAZI_OMI_MUS,
GETTHEM_MUS,
SUSPENSE_MUS,
SEARCHN_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Super Mutant BOSS
XPUTIT_MUS,
ULTIMATE_MUS, // Death Knight BOSS
XJAZNAZI_MUS, // Secret level
XFUNKIE_MUS, // Secret level (DON'T KNOW)
XEVIL_MUS // Angel of Death BOSS
#endif
};
[/code]
And for par times:
[code] times parTimes[]=
{
#ifndef SPEAR
//
// Episode One Par Times
//
{1.5, "01:30"},
{2, "02:00"},
{2, "02:00"},
{3.5, "03:30"},
{3, "03:00"},
{3, "03:00"},
{2.5, "02:30"},
{2.5, "02:30"},
{0, "??:??"}, // Boss level
{0, "??:??"}, // Secret level
//
// Episode Two Par Times
//
{1.5, "01:30"},
{3.5, "03:30"},
{3, "03:00"},
{2, "02:00"},
{4, "04:00"},
{6, "06:00"},
{1, "01:00"},
{3, "03:00"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Three Par Times
//
{1.5, "01:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{3.5, "03:30"},
{2.5, "02:30"},
{2, "02:00"},
{6, "06:00"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Four Par Times
//
{2, "02:00"},
{2, "02:00"},
{1.5, "01:30"},
{1, "01:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{2, "02:00"},
{4.5, "04:30"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Five Par Times
//
{2.5, "02:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{4, "04:00"},
{3, "03:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{0, "??:??"},
{0, "??:??"},
//
// Episode Six Par Times
//
{6.5, "06:30"},
{4, "04:00"},
{4.5, "04:30"},
{6, "06:00"},
{5, "05:00"},
{5.5, "05:30"},
{5.5, "05:30"},
{8.5, "08:30"},
{0, "??:??"},
{0, "??:??"}
#else
//
// SPEAR OF DESTINY TIMES
//
{1.5, "01:30"},
{3.5, "03:30"},
{2.75, "02:45"},
{3.5, "03:30"},
{0, "??:??"}, // Boss 1
{4.5, "04:30"},
{3.25, "03:15"},
{2.75, "02:45"},
{4.75, "04:45"},
{0, "??:??"}, // Boss 2
{6.5, "06:30"},
{4.5, "04:30"},
{2.75, "02:45"},
{4.5, "04:30"},
{6, "06:00"},
{0, "??:??"}, // Boss 3
{6, "06:00"},
{0, "??:??"}, // Boss 4
{0, "??:??"}, // Secret level 1
{0, "??:??"}, // Secret level 2
#endif
};
[/code]
You'll just have to look for your answers in the source code usually. And if the mod must be run with its own executable, then the values above might have been changed! You'd have to read the mod's own source code, and quite often it's not available unfortunately...