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author | Thanasis Antoniou | 2019-09-09 18:05:25 +0300 |
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committer | Thanasis Antoniou | 2019-09-09 18:07:21 +0300 |
commit | 8f4d3654f2b66c21711eccb73df65e797236a9d2 (patch) | |
tree | 6ef3f0c1abca0d84aeac98e83f894d9da0809bdc | |
parent | 5cc574a6958e932b1e1defc26bad7fc8eef9826b (diff) | |
download | scummvm-rg350-8f4d3654f2b66c21711eccb73df65e797236a9d2.tar.gz scummvm-rg350-8f4d3654f2b66c21711eccb73df65e797236a9d2.tar.bz2 scummvm-rg350-8f4d3654f2b66c21711eccb73df65e797236a9d2.zip |
BLADERUNNER: Fix Leon Clerk encounter bug
When McCoy leaves CT09 they should be both gone. They were not
This was our bug, a bad translation of an if clause.
Also added in this commit is a bit different behavior for the restored content case.
In restored content, the player is not allowed to leave until the situation is resolved.
-rw-r--r-- | engines/bladerunner/script/ai/desk_clerk.cpp | 2 | ||||
-rw-r--r-- | engines/bladerunner/script/ai/leon.cpp | 5 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ct09.cpp | 5 |
3 files changed, 11 insertions, 1 deletions
diff --git a/engines/bladerunner/script/ai/desk_clerk.cpp b/engines/bladerunner/script/ai/desk_clerk.cpp index 363a7e3d26..8b1e91fd43 100644 --- a/engines/bladerunner/script/ai/desk_clerk.cpp +++ b/engines/bladerunner/script/ai/desk_clerk.cpp @@ -118,11 +118,13 @@ int AIScriptDeskClerk::GetFriendlinessModifierIfGetsClue(int otherActorId, int c bool AIScriptDeskClerk::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case kGoalDeskClerkDefault: + // fall through case kGoalDeskClerkRecovered: Actor_Put_In_Set(kActorDeskClerk, kSetCT09); Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513); break; case kGoalDeskClerkKnockedOut: + // fall through case kGoalDeskClerkGone: Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0); diff --git a/engines/bladerunner/script/ai/leon.cpp b/engines/bladerunner/script/ai/leon.cpp index 6a3a1b92da..e6e5c4ccc9 100644 --- a/engines/bladerunner/script/ai/leon.cpp +++ b/engines/bladerunner/script/ai/leon.cpp @@ -122,7 +122,7 @@ void AIScriptLeon::OtherAgentEnteredThisScene(int otherActorId) { void AIScriptLeon::OtherAgentExitedThisScene(int otherActorId) { if (otherActorId == kActorMcCoy - && Actor_Query_Which_Set_In(kActorLeon) == kSetCT11 + && Actor_Query_Which_Set_In(kActorLeon) != kSetCT11 ) { AI_Movement_Track_Flush(kActorLeon); ADQ_Flush(); @@ -250,6 +250,9 @@ bool AIScriptLeon::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; case kGoalLeonLeave: + if (_vm->_cutContent) { + Scene_Exits_Enable(); + } Actor_Force_Stop_Walking(kActorLeon); AI_Movement_Track_Flush(kActorLeon); AI_Movement_Track_Append(kActorLeon, 351, 0); diff --git a/engines/bladerunner/script/scene/ct09.cpp b/engines/bladerunner/script/scene/ct09.cpp index 3d4593d8e0..dcf5549244 100644 --- a/engines/bladerunner/script/scene/ct09.cpp +++ b/engines/bladerunner/script/scene/ct09.cpp @@ -171,6 +171,11 @@ void SceneScriptCT09::PlayerWalkedIn() { Game_Flag_Set(kFlagCT09Entered); Actor_Set_Goal_Number(kActorLeon, kGoalLeonHoldingDeskClerk); leonScene = true; + if (_vm->_cutContent) { + // don't allow McCoy to leave until the situation is resolved + // (the vanilla game allows him to leave) + Scene_Exits_Disable(); + } } if (Game_Flag_Query(kFlagCT10toCT09)) { |