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| author | Thanasis Antoniou | 2019-04-08 17:02:35 +0300 | 
|---|---|---|
| committer | Thanasis Antoniou | 2019-04-08 18:56:47 +0300 | 
| commit | 50ff57bb07959b605efe0c62df891514b83552b3 (patch) | |
| tree | 3fa4acce34bc982123a87069dbb7604a0561ffb7 | |
| parent | cf8031d26f3da0eee49504b3b2555be4e5bb39e6 (diff) | |
| download | scummvm-rg350-50ff57bb07959b605efe0c62df891514b83552b3.tar.gz scummvm-rg350-50ff57bb07959b605efe0c62df891514b83552b3.tar.bz2 scummvm-rg350-50ff57bb07959b605efe0c62df891514b83552b3.zip  | |
BLADERUNNER: Smoother transition in MA04-M05 in Acts 2-3
| -rw-r--r-- | engines/bladerunner/script/scene/ma04.cpp | 4 | ||||
| -rw-r--r-- | engines/bladerunner/script/scene/ma05.cpp | 16 | 
2 files changed, 17 insertions, 3 deletions
diff --git a/engines/bladerunner/script/scene/ma04.cpp b/engines/bladerunner/script/scene/ma04.cpp index abcf30a042..034ec8eec1 100644 --- a/engines/bladerunner/script/scene/ma04.cpp +++ b/engines/bladerunner/script/scene/ma04.cpp @@ -138,7 +138,11 @@ bool SceneScriptMA04::ClickedOnExit(int exitId) {  			if (isPhoneMessageWaiting() || isPhoneRinging()) {  				Overlay_Remove("MA04OVER");  			} +#if BLADERUNNER_ORIGINAL_BUGS  			Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 955.0f, 1675.0f, 0, false, false, 1); +#else +			Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 955.0f, 1627.0f, 0, false, false, 1); +#endif // BLADERUNNER_ORIGINAL_BUGS  			Game_Flag_Set(kFlagMA04toMA05);  			if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) {  				Async_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 956.17f, 1568.0f, 0, false); diff --git a/engines/bladerunner/script/scene/ma05.cpp b/engines/bladerunner/script/scene/ma05.cpp index 8aa6b70df2..6c2622d266 100644 --- a/engines/bladerunner/script/scene/ma05.cpp +++ b/engines/bladerunner/script/scene/ma05.cpp @@ -25,9 +25,9 @@  namespace BladeRunner {  enum kMA05Loops { -	kMA05LoopInshot  = 0, -	kMA05LoopMain    = 1, -	kMA05LoopSpinner = 3 +	kMA05LoopInshot  = 0, //  0 -  29 // Frame 29 (in Acts 1 and 2 this ties in with Frame 30 of the Loop Main, in Act 5 it ties with frame 60?!) +	kMA05LoopMain    = 1, // 30 -  90 +	kMA05LoopSpinner = 3  // 91 - 150 // Frame 150 ties in with Frame 30 of Loop Main  };  enum kMA05Exits { @@ -38,7 +38,11 @@ void SceneScriptMA05::InitializeScene() {  	if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) {  		Setup_Scene_Information(-7204.0f, 953.97f, 1651.0f, 0);  	} else { +#if BLADERUNNER_ORIGINAL_BUGS  		Setup_Scene_Information(-7207.0f, 956.17f, 1564.0f, 0); +#else +		Setup_Scene_Information(-7199.0f, 953.97f, 1605.0f, 0); +#endif // BLADERUNNER_ORIGINAL_BUGS  	}  	Scene_Exit_Add_2D_Exit(kMA05ExitMA04, 432, 21, 471, 226, 1);  	Ambient_Sounds_Add_Looping_Sound(kSfxROOFRAN1, 90,    0, 1); @@ -130,6 +134,12 @@ void SceneScriptMA05::PlayerWalkedIn() {  		Game_Flag_Set(kFlagChapter1Ended);  		Player_Gains_Control();  	} +#if BLADERUNNER_ORIGINAL_BUGS +#else +	if (Global_Variable_Query(kVariableChapter) == 2 || Global_Variable_Query(kVariableChapter) == 3) { +		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 953.97f, 1564.0f, 0, false, false, 1); +	} +#endif // BLADERUNNER_ORIGINAL_BUGS  	//return false;  }  | 
