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authorThanasis Antoniou2019-03-04 14:22:51 +0200
committerThanasis Antoniou2019-03-04 14:22:51 +0200
commitdc74061311e9581d834fae5bbdf9eeb218248068 (patch)
tree3519f20b82f5e63b8b1e7aaa4c7c13af72388ce0
parentada69479186db2714cdb6e170328350e0a3c8176 (diff)
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BLADERUNNER: Add Zuben's death rattle
Other actors are missing their death rattle's (original bug). Will be fixed at later patch on case by case basis.
-rw-r--r--engines/bladerunner/combat.cpp2
-rw-r--r--engines/bladerunner/script/ai/zuben.cpp1
2 files changed, 2 insertions, 1 deletions
diff --git a/engines/bladerunner/combat.cpp b/engines/bladerunner/combat.cpp
index 3bc876f4e8..a6677a1469 100644
--- a/engines/bladerunner/combat.cpp
+++ b/engines/bladerunner/combat.cpp
@@ -165,7 +165,7 @@ void Combat::shoot(int actorId, Vector3 &to, int screenX) {
actor->setAtXYZ(actor->getXYZ(), actor->getFacing(), true, false, true);
_vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true);
- sentenceId = 9020;
+ sentenceId = 9020; // Bug or intended? This sentence id (death rattle) won't be used in this case since combat mode is set to off above. Probably intended, in order to use the rattle in a case by case (?)
}
if (sentenceId >= 0 && actor->inCombat()) {
diff --git a/engines/bladerunner/script/ai/zuben.cpp b/engines/bladerunner/script/ai/zuben.cpp
index 4428b909fd..8c960315e5 100644
--- a/engines/bladerunner/script/ai/zuben.cpp
+++ b/engines/bladerunner/script/ai/zuben.cpp
@@ -1162,6 +1162,7 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) {
break;
case kAnimationModeDie:
Actor_Set_Targetable(kActorZuben, false);
+ Sound_Play_Speech_Line(kActorZuben, 9020, 75, 0, 99); // add Zuben's death rattle here
switch (_animationState) {
case 2:
case 4: