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Ghost Master/Unused Text

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This is a sub-page of Ghost Master.


The VMTute.cpp file contains a developer changelog for the script:

/* Change info. Change log begun ASJ 12/11/2002. Much work already up to this point.

  (ext) items are fixes outside this file which affect the tutorial

**** 2/7/2003 ********
   - Added 'TFLAG_VersionIsDemo' for removing inappropriate lines of dialog
   - Added 'dont play if demo' flag check to lines 1025_6, 1025_7, 1025_9, 1025_10

**** 26/6/2003 *******
   - Disabled all haunter epitaph interrupts after plasm drill to avoid end of game lockout problem - only a workaround not a complete solution

**** 28/4/2003 *******
   - Added call to DestroyUIHighlight to stop tutorial sequence

**** (v9) 25/4/2003 *****
   - Skip stages 33 and 34 if Weatherwitch already LTR'd


**** (v8) 23/4/2003 *****
   - Rmoved last two lines from 'hasgoldplasm' version of Ghoulroom tute
   - (ext) Added cursor on/off calls to user input lockouts
   - Changed stage4 to always play rightclick rotate message
   - Added proper EndTutorial hooks to all H101 end points

**** (v7) 24/3/2003 *****
   - (ext) Added hook for TFLAG_HasGoldPlasm
   - (ext) Added setup and entry for ghoulroom tutorial.

**** 18/3/2003 ****
   - Disabled floor switch interrupt for duration of first line of stage 1

**** (v6) 5/2/2003 ******
   - (+ext) Added .ini file options to skip inidividual parts of tutorial.
   - ext - Added check for current cam type and TFLAG_CameraModeIsLevelCam
   - Added wait + prompt after view and POV mortal interrupts (P & EE).
   - Moved unfreeze controls to before prompt loop for P & EE to prevent lockup

**** (v5) 2/2/2003 ******
   - (ext) Added lockout to stop new dialog playing if a power is being used.
   - Deleted old stage 43 and changed 44 - munged from lines in 43 and first line of 45
   - Replaced first line of stage 45 loop with line 2 from stage 43
   - Deleted stage 39 and moved content to end of running hints loop in stage 45
   - (ext) Added flag for multiple power cast message
   - (ext) Added counter for number of times powers used
   - (ext) Added flags for terror, belief and madness hits
   - Added power cast counting check to interrupt N
   - Split off interrupt N subsections for hits (not completed)
   - Changed first prompt pause timing for stage 10 - last prompt loop
   - (ext) Disabled 'power being used' dialog lockout.
   - (ext) Stopped gametstae sending plasm alert message when running drill
   - Added pause before plasm drill starts to give haunter time to finish binding and start draining plasm
   - Added pause after plasm drill starts and before tutorial starts plasm drill loop
   - Removed first prompt pause in stage 10, first loop (point at mortal pack)
   - Added long wait pause to start of stage 8
   - (ext) Changed plasm drill plasm quantity calculation.
   - (ext) Added no highlight and invisible pointer behaviour during input lockout
   - Removed code ( in Pause() and WaitOnFlag() ) which cut pauses short if interrupted
   


**** (v4) 31/1/2003 *****
   - Change tutorial start delay (after team selection done) from 8secs to 1sec
   - (ext) - Changed tutorial pause support and sound code pause to handle tutorial pauses correctly.
   - (ext) - Investigate front end ignoring user input after exiting tutorial - the script object was not being purdged.
   - NEW LINES (ext) - four new lines of dialog. 1_4, 1_5, 10_3 and 1033_1
   - Added lines 1_4 and 1_5 to stage 1
   - (ext) - Added flag for mortal 'view' button
   - Added interrupt EE using line 1033_1 and above flag (analagous to mortal bio/view/goto interrupts)
   - (ext) - Added 'mortal menu seen' flag and trigger from ui.cpp
   - Altered layout of stage 10 - new line (3) and two wait/prompt loops added.
   - (ext) - Added 'has haunter on pointer' flag and composite flag for stage 26
   - Added two prompt loops to stage 26.
   - Removed old stage 27 (see changes to stage 26).
   - Deleted stage 8 line 7 - 'I've given you 100 plasm'
   - (+ext) - Added 'haunter has begun binding' flag to use for second loop on stage 26 (line3)
   - At end of stage 26 - added extra wait for haunter binding to complete to give interrupt chance to fire
   - Moved stage 8 to before stage 30


**** (v3) 05/12/2002 ****
   - Fixed interrupt enabling on team selection screen. Interrupt states weren't being reset, so flags never checked.
   - (ext) Added trigger for selecting unusable haunter on selection screen.
   - (+ext) Added TFLAG_RecommendedTeamUsed and code to not run main tutorial unless recommended team taken in.
   - (ext) Fixed crash bug in exit code of VM loop - freeing pointer previously offset into actual block.
   - Added code to early exit if recommended team not used.
   - Changed interrupt DD (cogjammer trying to bind to weatherwitch's fetter to only operate during stage 37
   - Masked interrupt D (plasm alert) during stages 40,41,42
   - (ext) Added code to ui.cpp to differentiate mortal status window creation via mortal pack or via mortal in world
   - Added interrupt CC ('red' plasm band warning) to group C interrupts as well as group B. Was working OK but only for group B.
   - Added 3 second right mouse button rotate detection (TFLAG_HasRotatedCustom) and ||'d to TFLAG_HasRotated.
   - Added line to skip Stage 4 lines 5 and 6 if has use custom rotate already (query)
   - Removed TFLAG_IsInCustomView condition on Stage 4 line 7.
   - Changed pause after Stage 32 line 1 to long wait.
   - Added skip-thru for stages 34-37 inc. if TFLAG_WeatherwitchLaidToRest
   - Added 2 missing 'Long Waits' (TM) to Stage 43
   - Added missing long wait to end of Stage 39
   - Changed pause between Stage 45 lines 5 and 6 to normal line pause from long wait
   - Interrupt N restructuring 
            - Removed interrupt N.
            - Added Stages 8 a,b,c after stage 8 which play lines from old interrupt N : (1,4)(2,3)(5,6,7)
   

  
**** (v2) 20/11/2002 ****
   - Changed master interrupt handlers to reset MSEC timer before returning.
   - Changed 'long pause' timing from 3/8 secs to 10/25 secs
   - Added composite powers menu seen OR epitaph seen flag for Stage 21
   - Added separate timing for weatherwitch lay to rest puzzle pauses
   - (ext) Fixed VM mem corruption bug
   - (ext) Fixed tutorial blocking after weatherwitch lay to rest
   - (ext) Fixed cogjammer blocked bind flag
   - Fixed interrupt DD (cogjammer blocked bind)
   - Stage 21 now waits for haunter menu interrupt at line 3
   - Stage 21 - separated prompt lines for epitaph and powers and put epitaph prompt first
   - Stage 11 (start of mortal pack stuff) - now waits for mortal status interrupt to run
   - Added mortal pack arrow highlight (+ext)
   - Added haunter pack arrow highlight (+ext)
   - Added plasm bar arrow highlight (+ext)
    
      
**** (v1) 12/11/2002 ****
  - Changed all PlaySound derived stuff to use enum'd IDs for sounds instead of
      old section/line int pair.


*/

In English.ut8 and Italian.ut8 there's some more minor unused text. Some of this must be pretty old, as it references by name all cut missions.

English.ut8

// Finale
TEXT_HC_EXTRA_14	"Placeholder: Currently Act IV is the final act"
//// Debug Stuff - DO NOT TRANSLATE THIS SECTION
TEXT_HELLO_WORLD	"Hello World!!!"
TEXT_DIALOG_BOX	"I am a dialog box"
TEXT_SAMPLE	"Sample Text"
TEXT_EDIT_TEXT	"Edit text"
TEXT_EDIT	"Edit"
TEXT_FILE	"File"
TEXT_ABOUT	"About..."
TEXT_HELP	"Help"
TEXT_NI	"Nyah nyah nyah"
TEXT_WIDGET_TEST 	"This is a widgets test"
TEXT_WIDGET_HELP 	"No help available, so there"
TEXT_EDIT_INVOKED	"Edit function invoked"
TEXT_EXIT_INVOKED	"Exit function invoked"
// ERRORS AND DEFAULTS	""
TEXT_NO_EPITAPH	"No Epitaph"
//TEXT_SCUBA_A_NAME	"TEXT_SCUBA_A_NAME"
//TEXT_SCUBA_B_NAME	"TEXT_SCUBA_B_NAME"
//TEXT_SCUBA_C_NAME	"TEXT_SCUBA_C_NAME"
//TEXT_SCUBA_D_NAME	"TEXT_SCUBA_D_NAME"
//TEXT_SCUBA_E_NAME	"TEXT_SCUBA_E_NAME"
//TEXT_SCUBA_F_NAME	"TEXT_SCUBA_F_NAME"
//TEXT_SCUBA_G_NAME	"TEXT_SCUBA_G_NAME"
//TEXT_SCUBA_H_NAME	"TEXT_SCUBA_H_NAME"
//TEXT_EEL_NAME	"TEXT_EEL_NAME"
TEXT_FBI_AGENT_A_NAME	"TEXT_FBI_AGENT_A_NAME"
TEXT_FBI_AGENT_B_NAME	"TEXT_FBI_AGENT_B_NAME"
TEXT_AZRAEL	"TEXT_AZRAEL"
//TEXT_MIRAGE	"TEXT_MIRAGE"
TEXT_SMOKINJOE	"TEXT_SMOKINJOE"
TEXT_SOULSCREECH	"TEXT_SOULSCREECH"
TEXT_THORNE	"TEXT_THORNE"
//TEXT_WILY	"TEXT_WILY"
TEXT_SNAPSHOT_POWER_FAMILY	"TEXT_SNAPSHOT_POWER_FAMILY"
TEXT_DARKNESS_POWER_FAMILY	"TEXT_DARKNESS_POWER_FAMILY"
TEXT_FILM_POWER_FAMILY	"TEXT_FILM_POWER_FAMILY"
TEXT_TIME_POWER_FAMILY	"TEXT_TIME_POWER_FAMILY"
TEXT_THE_UNINVITED	"TEXT_THE_UNINVITED"
TEXT_BUTLER_DIDNT_DO_IT	"TEXT_BUTLER_DIDNT_DO_IT"
TEXT_ABYSMAL	"TEXT_ABYSMAL"
TEXT_FIELD_OF_NIGHTMARES	"TEXT_FIELD_OF_NIGHTMARES"
TEXT_GHOST_IN_THE_MILITARY_MACHINE	"TEXT_GHOST_IN_THE_MILITARY_MACHINE"
//TEXT_AB_SCUBA_A_BIO	"TEXT_AB_SCUBA_A_BIO"
//TEXT_AB_SCUBA_B_BIO	"TEXT_AB_SCUBA_B_BIO"
//TEXT_AB_SCUBA_C_BIO	"TEXT_AB_SCUBA_C_BIO"
//TEXT_AB_SCUBA_D_BIO	"TEXT_AB_SCUBA_D_BIO"
//TEXT_AB_SCUBA_E_BIO	"TEXT_AB_SCUBA_E_BIO"
//TEXT_AB_SCUBA_F_BIO	"TEXT_AB_SCUBA_F_BIO"
//TEXT_AB_SCUBA_G_BIO	"TEXT_AB_SCUBA_G_BIO"
//TEXT_AB_SCUBA_H_BIO	"TEXT_AB_SCUBA_H_BIO"
//TEXT_AB_EEL_BIO	"TEXT_AB_EEL_BIO"
//TEXT_WTAW_WIDOW_BIO	"TEXT_WTAW_WIDOW_BIO"
//TEXT_WTAW_BROTHER_A_BIO	"TEXT_WTAW_BROTHER_A_BIO"
//TEXT_WTAW_BROTHER_B_BIO	"TEXT_WTAW_BROTHER_B_BIO"
//TEXT_WTAW_SISTER_BIO	"TEXT_WTAW_SISTER_BIO"
//TEXT_WTAW_HUSBAND_BIO	"TEXT_WTAW_HUSBAND_BIO"
//TEXT_WTAW_TEENAGE_GIRL_BIO	"TEXT_WTAW_TEENAGE_GIRL_BIO"
//TEXT_WTAW_EXECUTOR_BIO	"TEXT_WTAW_EXECUTOR_BIO"
//TEXT_WTAW_DETECTIVE_BIO	"TEXT_WTAW_DETECTIVE_BIO"
//TEXT_WTAW_GHOSTBREAKER_B_BIO	"TEXT_WTAW_GHOSTBREAKER_B_BIO"
//TEXT_WTAW_GHOSTBREAKER_C_BIO	"TEXT_WTAW_GHOSTBREAKER_C_BIO"
//TEXT_FN_LAWYER_A_BIO	"TEXT_FN_LAWYER_A_BIO"
//TEXT_FN_LAWYER_B_BIO	"TEXT_FN_LAWYER_B_BIO"
//TEXT_FN_WORKER_A_BIO	"TEXT_FN_WORKER_A_BIO"
//TEXT_FN_WORKER_B_BIO	"TEXT_FN_WORKER_B_BIO"
//TEXT_FN_FBI_AGENT_A_BIO	"TEXT_FN_FBI_AGENT_A_BIO"
//TEXT_FN_FBI_AGENT_B_BIO	"TEXT_FN_FBI_AGENT_B_BIO"
//TEXT_FN_POLICE_CAPTAIN_BIO	"TEXT_FN_POLICE_CAPTAIN_BIO"
//TEXT_FN_POLICE_A_BIO	"TEXT_FN_POLICE_A_BIO"
//TEXT_FN_POLICE_C_BIO	"TEXT_FN_POLICE_C_BIO"
//TEXT_FN_POLICE_F_BIO	"TEXT_FN_POLICE_F_BIO"
//TEXT_FN_RIGHT_HAND_MAN_BIO	"TEXT_FN_RIGHT_HAND_MAN_BIO"
//TEXT_FN_GOON_A_BIO	"TEXT_FN_GOON_A_BIO"
//TEXT_FN_GOON_B_BIO	"TEXT_FN_GOON_B_BIO"
//TEXT_FN_GOON_C_BIO	"TEXT_FN_GOON_C_BIO"
//TEXT_FN_GOON_D_BIO	"TEXT_FN_GOON_D_BIO"
//TEXT_FN_SHAMAN_A_BIO	"TEXT_FN_SHAMAN_A_BIO"
//TEXT_FN_MIB_AGENT_A_BIO	"TEXT_FN_MIB_AGENT_A_BIO"
//TEXT_FN_MIB_AGENT_B_BIO	"TEXT_FN_MIB_AGENT_B_BIO"
//TEXT_MM_MAD_PERSON_A_BIO	"TEXT_MM_MAD_PERSON_A_BIO"
//TEXT_MM_MAD_PERSON_F_BIO	"TEXT_MM_MAD_PERSON_F_BIO"
//TEXT_MM_MAD_PERSON_G_BIO	"TEXT_MM_MAD_PERSON_G_BIO"
//TEXT_MM_MAD_PERSON_H_BIO	"TEXT_MM_MAD_PERSON_H_BIO"
//TEXT_MM_MAD_SCIENTIST_BIO	"TEXT_MM_MAD_SCIENTIST_BIO"
//TEXT_MM_MIB_AGENT_B_BIO	"TEXT_MM_MIB_AGENT_B_BIO"
//TEXT_MM_WATCHER_A_BIO	"TEXT_MM_WATCHER_A_BIO"
//TEXT_MM_WATCHER_B_BIO	"TEXT_MM_WATCHER_B_BIO"
//TEXT_MM_WATCHER_C_BIO	"TEXT_MM_WATCHER_C_BIO"
//TEXT_MM_WATCHER_D_BIO	"TEXT_MM_WATCHER_D_BIO"
//TEXT_MM_WATCHER_E_BIO	"TEXT_MM_WATCHER_E_BIO"
//TEXT_MM_LAB_OP_D_BIO	"TEXT_MM_LAB_OP_D_BIO"
//TEXT_MM_LAB_OP_E_BIO	"TEXT_MM_LAB_OP_E_BIO"
//TEXT_MM_LAB_OP_F_BIO	"TEXT_MM_LAB_OP_F_BIO"
//TEXT_MM_POLICE_E_BIO	"TEXT_MM_POLICE_E_BIO"
TEXT_AZRAEL_EPITAPH	"TEXT_AZRAEL_EPITAPH"
//TEXT_MIRAGE_EPITAPH	"TEXT_MIRAGE_EPITAPH"
TEXT_SMOKINJOE_EPITAPH	"TEXT_SMOKINJOE_EPITAPH"
TEXT_THORNE_EPITAPH	"TEXT_THORNE_EPITAPH"
//TEXT_WILY_EPITAPH	"TEXT_WILY_EPITAPH"
TEXT_UNINVITED_HELP	"TEXT_UNINVITED_HELP"
//TEXT_UNUSUALSUSPECTS_HELP	"TEXT_UNUSUALSUSPECTS_HELP"
TEXT_WHEREWILL_HELP	"TEXT_WHEREWILL_HELP"
TEXT_ABYSMAL_HELP	"TEXT_ABYSMAL_HELP"
//TEXT_GHOUL_HELP	"TEXT_GHOUL_HELP"
TEXT_FIELDNIGHTMARES_HELP	"TEXT_FIELDNIGHTMARES_HELP"
TEXT_GHOSTMACHINE_HELP	"TEXT_GHOSTMACHINE_HELP"
TEXT_SH_SHEEPDOG_BIO	"TEXT_SH_SHEEPDOG_BIO"
//TEXT_GI_NURSE_C_BIO	"TEXT_GI_NURSE_C_BIO"
//TEXT_GI_NURSE_D_BIO	"TEXT_GI_NURSE_D_BIO"
//TEXT_GI_NURSE_E_BIO	"TEXT_GI_NURSE_E_BIO"
TEXT_GI_NURSE_F_BIO	"TEXT_GI_NURSE_F_BIO"
TEXT_GI_NURSE_G_BIO	"TEXT_GI_NURSE_G_BIO"
//TEXT_GI_NURSE_H_BIO	"TEXT_GI_NURSE_H_BIO"
//TEXT_GI_NURSE_I_BIO	"TEXT_GI_NURSE_I_BIO"
TEXT_GI_ORDERLY_A_BIO	"TEXT_GI_ORDERLY_A_BIO"
TEXT_GI_ORDERLY_B_BIO	"TEXT_GI_ORDERLY_B_BIO"
TEXT_GI_ORDERLY_C_BIO	"TEXT_GI_ORDERLY_C_BIO"
TEXT_GI_ORDERLY_D_BIO	"TEXT_GI_ORDERLY_D_BIO"
//TEXT_GI_PATIENT_A_BIO	"TEXT_GI_PATIENT_A_BIO"
//TEXT_GI_PATIENT_B_BIO	"TEXT_GI_PATIENT_B_BIO"
//TEXT_GI_PATIENT_C_BIO	"TEXT_GI_PATIENT_C_BIO"
//TEXT_GI_PATIENT_D_BIO	"TEXT_GI_PATIENT_D_BIO"
//TEXT_GI_PATIENT_E_BIO	"TEXT_GI_PATIENT_E_BIO"
//TEXT_GI_PATIENT_F_BIO	"TEXT_GI_PATIENT_F_BIO"
//TEXT_GI_PATIENT_G_BIO	"TEXT_GI_PATIENT_G_BIO"
//TEXT_GI_PATIENT_H_BIO	"TEXT_GI_PATIENT_H_BIO"
//TEXT_GI_SHAMAN_B_BIO	"TEXT_GI_SHAMAN_B_BIO"
//TEXT_GI_DOCTOR_A_BIO	"TEXT_GI_DOCTOR_A_BIO"
//TEXT_GI_DOCTOR_B_BIO	"TEXT_GI_DOCTOR_B_BIO"
//TEXT_GI_DOCTOR_C_BIO	"TEXT_GI_DOCTOR_C_BIO"
//TEXT_GI_DOCTOR_D_BIO	"TEXT_GI_DOCTOR_D_BIO"
//TEXT_GI_DOCTOR_E_BIO	"TEXT_GI_DOCTOR_E_BIO"
TEXT_CN_MIB_AGENT_C_BIO	"TEXT_CN_MIB_AGENT_C_BIO"
//TEXT_TS_MIB_AGENT_D_BIO	"TEXT_TS_MIB_AGENT_D_BIO"
//TEXT_TS_MIB_AGENT_E_BIO	"TEXT_TS_MIB_AGENT_E_BIO"
//TEXT_TS_MIB_PSYCHIC_BIO	"TEXT_TS_MIB_PSYCHIC_BIO"
//TEXT_TS_ENGINEER_BIO	"TEXT_TS_ENGINEER_BIO"
//TEXT_TS_GUARD_BIO	"TEXT_TS_GUARD_BIO"
//TEXT_TS_SERGEANT_A_BIO	"TEXT_TS_SERGEANT_A_BIO"
//TEXT_TS_LAB_OP_A_BIO	"TEXT_TS_LAB_OP_A_BIO"
//TEXT_TS_LAB_OP_B_BIO	"TEXT_TS_LAB_OP_B_BIO"
//TEXT_TS_LAB_OP_C_BIO	"TEXT_TS_LAB_OP_C_BIO"
TEXT_CANYON	"TEXT_CANYON"
TEXT_ROAD	"TEXT_ROAD"

Italian.ut8

// Finale
TEXT_HC_EXTRA_14	"Segnalino: attualmente l'Atto IV è l'ultimo""

Also, anytime the Phantom of the Operating Room mission is referenced in several files, it's added that the mission was previously called Ghoul, Interrupted.