NScumm.Scumm.ScummEngine2.InitOpCodes C# (CSharp) Метод

InitOpCodes() защищенный Метод

protected InitOpCodes ( ) : void
Результат void
        protected override void InitOpCodes()
        {
            _opCodes = new Dictionary<byte, Action>();
            /* 00 */
            _opCodes[0x00] = StopObjectCode;
            _opCodes[0x01] = PutActor;
            _opCodes[0x02] = StartMusic;
            _opCodes[0x03] = GetActorRoom;
            /* 04 */
            _opCodes[0x04] = IsGreaterEqual;
            _opCodes[0x05] = DrawObject;
            _opCodes[0x06] = GetActorElevation;
            _opCodes[0x07] = SetState08;
            /* 08 */
            _opCodes[0x08] = IsNotEqual;
            _opCodes[0x09] = FaceActor;
            _opCodes[0x0a] = AssignVarWordIndirect;
            _opCodes[0x0b] = SetObjPreposition;
            /* 0C */
            _opCodes[0x0c] = ResourceRoutines;
            _opCodes[0x0d] = WalkActorToActor;
            _opCodes[0x0e] = PutActorAtObject;
            _opCodes[0x0f] = IfNotState08;
            /* 10 */
            _opCodes[0x10] = GetObjectOwner;
            _opCodes[0x11] = AnimateActor;
            _opCodes[0x12] = PanCameraTo;
            _opCodes[0x13] = ActorOps;
            /* 14 */
            _opCodes[0x14] = Print;
            _opCodes[0x15] = ActorFromPos;
            _opCodes[0x16] = GetRandomNumber;
            _opCodes[0x17] = ClearState02;
            /* 18 */
            _opCodes[0x18] = JumpRelative;
            _opCodes[0x19] = DoSentence;
            _opCodes[0x1A] = Move;
            _opCodes[0x1b] = SetBitVar;
            /* 1C */
            _opCodes[0x1c] = StartSound;
            _opCodes[0x1d] = IfClassOfIs;
            _opCodes[0x1e] = WalkActorTo;
            _opCodes[0x1f] = IfState02;
            /* 20 */
            _opCodes[0x20] = StopMusic;
            _opCodes[0x21] = PutActor;
            _opCodes[0x22] = SaveLoadGame;
            _opCodes[0x23] = GetActorY;
            /* 24 */
            _opCodes[0x24] = LoadRoomWithEgo;
            _opCodes[0x25] = DrawObject;
            _opCodes[0x26] = SetVarRange;
            _opCodes[0x27] = SetState04;
            /* 28 */
            _opCodes[0x28] = EqualZero;
            _opCodes[0x29] = SetOwnerOf;
            _opCodes[0x2a] = AddIndirect;
            _opCodes[0x2b] = DelayVariable;
            /* 2C */
            _opCodes[0x2c] = AssignVarByte;
            _opCodes[0x2d] = PutActorInRoom;
            _opCodes[0x2e] = Delay;
            _opCodes[0x2f] = IfNotState04;
            /* 30 */
            _opCodes[0x30] = SetBoxFlags;
            _opCodes[0x31] = GetBitVar;
            _opCodes[0x32] = SetCameraAt;
            _opCodes[0x33] = RoomOps;
            /* 34 */
            _opCodes[0x34] = GetDistance;
            _opCodes[0x35] = FindObject;
            _opCodes[0x36] = WalkActorToObject;
            _opCodes[0x37] = SetState01;
            /* 38 */
            _opCodes[0x38] = IsLessEqual;
            _opCodes[0x39] = DoSentence;
            _opCodes[0x3a] = Subtract;
            _opCodes[0x3b] = WaitForActor;
            /* 3C */
            _opCodes[0x3c] = StopSound;
            _opCodes[0x3d] = SetActorElevation;
            _opCodes[0x3e] = WalkActorTo;
            _opCodes[0x3f] = IfNotState01;
            /* 40 */
            _opCodes[0x40] = Cutscene;
            _opCodes[0x41] = PutActor;
            _opCodes[0x42] = StartScript;
            _opCodes[0x43] = GetActorX;
            /* 44 */
            _opCodes[0x44] = IsLess;
            _opCodes[0x45] = DrawObject;
            _opCodes[0x46] = Increment;
            _opCodes[0x47] = ClearState08;
            /* 48 */
            _opCodes[0x48] = IsEqual;
            _opCodes[0x49] = FaceActor;
            _opCodes[0x4a] = ChainScript;
            _opCodes[0x4b] = SetObjPreposition;
            /* 4C */
            _opCodes[0x4c] = WaitForSentence;
            _opCodes[0x4d] = WalkActorToActor;
            _opCodes[0x4e] = PutActorAtObject;
            _opCodes[0x4f] = IfState08;
            /* 50 */
            _opCodes[0x50] = PickupObject;
            _opCodes[0x51] = AnimateActor;
            _opCodes[0x52] = ActorFollowCamera;
            _opCodes[0x53] = ActorOps;
            /* 54 */
            _opCodes[0x54] = SetObjectName;
            _opCodes[0x55] = ActorFromPos;
            _opCodes[0x56] = GetActorMoving;
            _opCodes[0x57] = SetState02;
            /* 58 */
            _opCodes[0x58] = BeginOverride;
            _opCodes[0x59] = DoSentence;
            _opCodes[0x5a] = Add;
            _opCodes[0x5b] = SetBitVar;
            /* 5C */
            _opCodes[0x5c] = Dummy;
            _opCodes[0x5d] = IfClassOfIs;
            _opCodes[0x5e] = WalkActorTo;
            _opCodes[0x5f] = IfNotState02;
            /* 60 */
            _opCodes[0x60] = CursorCommand;
            _opCodes[0x61] = PutActor;
            _opCodes[0x62] = StopScript;
            _opCodes[0x63] = GetActorFacing;
            /* 64 */
            _opCodes[0x64] = LoadRoomWithEgo;
            _opCodes[0x65] = DrawObject;
            _opCodes[0x66] = GetClosestObjActor;
            _opCodes[0x67] = ClearState04;
            /* 68 */
            _opCodes[0x68] = IsScriptRunning;
            _opCodes[0x69] = SetOwnerOf;
            _opCodes[0x6a] = SubIndirect;
            _opCodes[0x6b] = Dummy;
            /* 6C */
            _opCodes[0x6c] = GetObjPreposition;
            _opCodes[0x6d] = PutActorInRoom;
            _opCodes[0x6e] = Dummy;
            _opCodes[0x6f] = IfState04;
            /* 70 */
            _opCodes[0x70] = Lights;
            _opCodes[0x71] = GetActorCostume;
            _opCodes[0x72] = LoadRoom;
            _opCodes[0x73] = RoomOps;
            /* 74 */
            _opCodes[0x74] = GetDistance;
            _opCodes[0x75] = FindObject;
            _opCodes[0x76] = WalkActorToObject;
            _opCodes[0x77] = ClearState01;
            /* 78 */
            _opCodes[0x78] = IsGreater;
            _opCodes[0x79] = DoSentence;
            _opCodes[0x7a] = VerbOps;
            _opCodes[0x7b] = GetActorWalkBox;
            /* 7C */
            _opCodes[0x7c] = IsSoundRunning;
            _opCodes[0x7d] = SetActorElevation;
            _opCodes[0x7e] = WalkActorTo;
            _opCodes[0x7f] = IfState01;
            /* 80 */
            _opCodes[0x80] = BreakHere;
            _opCodes[0x81] = PutActor;
            _opCodes[0x82] = StartMusic;
            _opCodes[0x83] = GetActorRoom;
            /* 84 */
            _opCodes[0x84] = IsGreaterEqual;
            _opCodes[0x85] = DrawObject;
            _opCodes[0x86] = GetActorElevation;
            _opCodes[0x87] = SetState08;
            /* 88 */
            _opCodes[0x88] = IsNotEqual;
            _opCodes[0x89] = FaceActor;
            _opCodes[0x8a] = AssignVarWordIndirect;
            _opCodes[0x8b] = SetObjPreposition;
            /* 8C */
            _opCodes[0x8c] = ResourceRoutines;
            _opCodes[0x8d] = WalkActorToActor;
            _opCodes[0x8e] = PutActorAtObject;
            _opCodes[0x8f] = IfNotState08;
            /* 90 */
            _opCodes[0x90] = GetObjectOwner;
            _opCodes[0x91] = AnimateActor;
            _opCodes[0x92] = PanCameraTo;
            _opCodes[0x93] = ActorOps;
            /* 94 */
            _opCodes[0x94] = Print;
            _opCodes[0x95] = ActorFromPos;
            _opCodes[0x96] = GetRandomNumber;
            _opCodes[0x97] = ClearState02;
            /* 98 */
            _opCodes[0x98] = Restart;
            _opCodes[0x99] = DoSentence;
            _opCodes[0x9a] = Move;
            _opCodes[0x9b] = SetBitVar;
            /* 9C */
            _opCodes[0x9c] = StartSound;
            _opCodes[0x9d] = IfClassOfIs;
            _opCodes[0x9e] = WalkActorTo;
            _opCodes[0x9f] = IfState02;
            /* A0 */
            _opCodes[0xa0] = StopObjectCode;
            _opCodes[0xa1] = PutActor;
            _opCodes[0xa2] = SaveLoadGame;
            _opCodes[0xa3] = GetActorY;
            /* A4 */
            _opCodes[0xa4] = LoadRoomWithEgo;
            _opCodes[0xa5] = DrawObject;
            _opCodes[0xa6] = SetVarRange;
            _opCodes[0xa7] = SetState04;
            /* A8 */
            _opCodes[0xa8] = NotEqualZero;
            _opCodes[0xa9] = SetOwnerOf;
            _opCodes[0xaa] = AddIndirect;
            _opCodes[0xab] = SwitchCostumeSet;
            /* AC */
            _opCodes[0xac] = DrawSentence;
            _opCodes[0xad] = PutActorInRoom;
            _opCodes[0xae] = WaitForMessage;
            _opCodes[0xaf] = IfNotState04;
            /* B0 */
            _opCodes[0xb0] = SetBoxFlags;
            _opCodes[0xb1] = GetBitVar;
            _opCodes[0xb2] = SetCameraAt;
            _opCodes[0xb3] = RoomOps;
            /* B4 */
            _opCodes[0xb4] = GetDistance;
            _opCodes[0xb5] = FindObject;
            _opCodes[0xb6] = WalkActorToObject;
            _opCodes[0xb7] = SetState01;
            /* B8 */
            _opCodes[0xb8] = IsLessEqual;
            _opCodes[0xb9] = DoSentence;
            _opCodes[0xba] = Subtract;
            _opCodes[0xbb] = WaitForActor;
            /* BC */
            _opCodes[0xbc] = StopSound;
            _opCodes[0xbd] = SetActorElevation;
            _opCodes[0xbe] = WalkActorTo;
            _opCodes[0xbf] = IfNotState01;
            /* C0 */
            _opCodes[0xc0] = EndCutscene;
            _opCodes[0xc1] = PutActor;
            _opCodes[0xc2] = StartScript;
            _opCodes[0xc3] = GetActorX;
            /* C4 */
            _opCodes[0xc4] = IsLess;
            _opCodes[0xc5] = DrawObject;
            _opCodes[0xc6] = Decrement;
            _opCodes[0xc7] = ClearState08;
            /* C8 */
            _opCodes[0xc8] = IsEqual;
            _opCodes[0xc9] = FaceActor;
            _opCodes[0xca] = ChainScript;
            _opCodes[0xcb] = SetObjPreposition;
            /* CC */
            _opCodes[0xcc] = PseudoRoom;
            _opCodes[0xcd] = WalkActorToActor;
            _opCodes[0xce] = PutActorAtObject;
            _opCodes[0xcf] = IfState08;
            /* D0 */
            _opCodes[0xd0] = PickupObject;
            _opCodes[0xd1] = AnimateActor;
            _opCodes[0xd2] = ActorFollowCamera;
            _opCodes[0xd3] = ActorOps;
            /* D4 */
            _opCodes[0xd4] = SetObjectName;
            _opCodes[0xd5] = ActorFromPos;
            _opCodes[0xd6] = GetActorMoving;
            _opCodes[0xd7] = SetState02;
            /* D8 */
            _opCodes[0xd8] = PrintEgo;
            _opCodes[0xd9] = DoSentence;
            _opCodes[0xda] = Add;
            _opCodes[0xdb] = SetBitVar;
            /* DC */
            _opCodes[0xdc] = Dummy;
            _opCodes[0xdd] = IfClassOfIs;
            _opCodes[0xde] = WalkActorTo;
            _opCodes[0xdf] = IfNotState02;
            /* E0 */
            _opCodes[0xe0] = CursorCommand;
            _opCodes[0xe1] = PutActor;
            _opCodes[0xe2] = StopScript;
            _opCodes[0xe3] = GetActorFacing;
            /* E4 */
            _opCodes[0xe4] = LoadRoomWithEgo;
            _opCodes[0xe5] = DrawObject;
            _opCodes[0xe6] = GetClosestObjActor;
            _opCodes[0xe7] = ClearState04;
            /* E8 */
            _opCodes[0xe8] = IsScriptRunning;
            _opCodes[0xe9] = SetOwnerOf;
            _opCodes[0xea] = SubIndirect;
            _opCodes[0xeb] = Dummy;
            /* EC */
            _opCodes[0xec] = GetObjPreposition;
            _opCodes[0xed] = PutActorInRoom;
            _opCodes[0xee] = Dummy;
            _opCodes[0xef] = IfState04;
            /* F0 */
            _opCodes[0xf0] = Lights;
            _opCodes[0xf1] = GetActorCostume;
            _opCodes[0xf2] = LoadRoom;
            _opCodes[0xf3] = RoomOps;
            /* F4 */
            _opCodes[0xf4] = GetDistance;
            _opCodes[0xf5] = FindObject;
            _opCodes[0xf6] = WalkActorToObject;
            _opCodes[0xf7] = ClearState01;
            /* F8 */
            _opCodes[0xf8] = IsGreater;
            _opCodes[0xf9] = DoSentence;
            _opCodes[0xfa] = VerbOps;
            _opCodes[0xfb] = GetActorWalkBox;
            /* FC */
            _opCodes[0xfc] = IsSoundRunning;
            _opCodes[0xfd] = SetActorElevation;
            _opCodes[0xfe] = WalkActorTo;
            _opCodes[0xff] = IfState01;
        }
ScummEngine2