-- set x = 1 if x = 5 then exit else put 10.0 if x = 6 then put 2 set y = 4 -- defined variables are falsy when checked with not -- i.e. not varundefined => true -- only a var with value 0 is seen as false when checked with not -- i.e. not 0 => true scummvmAssert(varundefined = 0) scummvmAssert(not varundefined = 1) set a to 0 scummvmAssert(not a = 1) set a to 0.0 scummvmAssert(not a = 0) set a to "string" scummvmAssert(not a = 0) set parray to [#pt: 1, #ar: 0] scummvmAssert(not parray = 0) -- repeat with x = 1 to 6 if x = 3 then put 30 else if x = 4 then put 40 else if x = 5 then put 50 else put 10.0 if x = 1 then put 1 else if x = 2 then put 1232.12345678901234 put 2.2 else if x = 3 then put 3 else if x = 4 then put 4 else if x = 5 then put 5 else if x = 6 then put 6 end if if x = 4 then put 40 else put 50 end repeat if the keyCode = 36 then -- return key goes to first menu go to frame 1 else if the keyCode = 123 then -- left arrow goes to previous menu dontPassEvent go to marker(-1) else if the keyCode = 124 then -- right arrow goes to next menu dontPassEvent go to marker(1) else if the keyCode = 125 then -- down arrow goes to last (bottom) menu dontPassEvent go to frame "credits" else if the keyCode = 126 then -- up arrow goes to first (top) menu dontPassEvent go to frame 1 end if if abs(y) = x and abs(x) = y then put TRUE else put FALSE end if if abs(y) = x and abs(x) = y then put 5 if abs(y) = x and abs(x) = y then put 5 else put 6 if the selection = the text of cast 1 then go to frame "sEnd" exit else if whichTry = 1 then go to frame "sTell" else if whichTry = 2 then go to frame "sShow" else if whichTry = 3 then go to frame "sDo" if the selection = the text of cast 1 then go to frame "sEnd" exit else if whichTry = 1 then go to frame "sTell" else if whichTry = 2 then put 5 go to frame "sShow" else if whichTry = 3 then go to frame "sDo" else put 6 if the selection = the text of cast 1 then go to frame "sEnd" else put 7 if the selection = the text of cast 1 then go to frame "sEnd" else if whichTry = 1 then go to frame "sTell" else if whichTry = 2 then put 5 go to frame "sShow" else if whichTry = 3 then go to frame "sDo" else put 6 put 7 end if if the selection = the text of cast 1 then go to frame "sEnd" else if whichTry = 1 then go to frame "sTell" else if whichTry = 2 then put 5 go to frame "sShow" else if whichTry = 3 then go to frame "sDo" else put 7 if rollOver(2) then put "The cursor is INSIDE the square." into field "Cursor Status" else put "The cursor is OUTSIDE the square." into field "Cursor Status" end if if the selection = the text of cast 1 then if whichTry = 3 then go to frame "sDo" end if else if whichTry = 1 then if whichTry = 3 then go to frame "sDo" else put 5 end if else if whichTry = 2 then if whichTry = 3 then go to frame "sDo" else if the selection = the text of cast A21 then if whichTry = 3 then go to frame "Foo" end if else if abra = 5 then put 6 else put 7 if abra = 7 then put 5 end if end if else if whichTry = 3 then go to frame "sDo" else put 6 if the selection = the text of cast 1 then go to frame "sEnd" when keyDown then if the key = RETURN then checkField when keyDown then if the key = QUOTE then checkField if the mouseH > ((the right of sprite 15) - 20) then beep else if ((the mouseH > ((the left of sprite 15) + 30)) and  (the mouseH < ((the left of sprite 15) + 73)) and  (the mouseV > ((the top of sprite 15) + 20)) and  (the mouseV < ((the top of sprite 15) + 40))) then StoreButtonHit else if ((the mouseH > ((the left of sprite 15) + 81)) and  (the mouseH < ((the left of sprite 15) +124)) and  (the mouseV > ((the top of sprite 15) + 20)) and  (the mouseV < ((the top of sprite 15) + 40))) then LoadButtonHit else if ((the mouseH > ((the left of sprite 15) + 30)) and  (the mouseH < ((the left of sprite 15) +124)) and  (the mouseV > ((the top of sprite 15) + 55)) and  (the mouseV < ((the top of sprite 15) + 83))) then AudioButtonHit end if macro WindowHorzP X set X1 = constrainH( 14, X ) if X1 = X then return( TRUE ) else return( FALSE )