aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/scene.cpp
diff options
context:
space:
mode:
authorThanasis Antoniou2019-05-21 22:13:45 +0300
committerThanasis Antoniou2019-05-21 22:13:45 +0300
commitd4855a64b3bc9f9b2951486589ee8bff26ffabc2 (patch)
tree96574b1c391b705e80b49ac321b2636194c45afd /engines/bladerunner/scene.cpp
parent203d82a1a0382684884da0d6c285444605153802 (diff)
downloadscummvm-rg350-d4855a64b3bc9f9b2951486589ee8bff26ffabc2.tar.gz
scummvm-rg350-d4855a64b3bc9f9b2951486589ee8bff26ffabc2.tar.bz2
scummvm-rg350-d4855a64b3bc9f9b2951486589ee8bff26ffabc2.zip
BLADERUNNER: Add methods to skip screen effects
Also enhanced functionality for debugger's cmdDraw, allowing to draw isolated objects
Diffstat (limited to 'engines/bladerunner/scene.cpp')
-rw-r--r--engines/bladerunner/scene.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/engines/bladerunner/scene.cpp b/engines/bladerunner/scene.cpp
index dc6a7f798c..7b828edf9f 100644
--- a/engines/bladerunner/scene.cpp
+++ b/engines/bladerunner/scene.cpp
@@ -91,6 +91,10 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
} else {
_regions->clear();
_exits->clear();
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ _vm->_screenEffects->toggleEntry(-1, false); // clear the skip list
+#endif
_vm->_screenEffects->_entries.clear();
_vm->_overlays->removeAll();
_defaultLoop = 0;
@@ -132,7 +136,15 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (isLoadingGame) {
resume(true);
- if (sceneId == kScenePS10 || sceneId == kScenePS11 || sceneId == kScenePS12 || sceneId == kScenePS13) { // police maze?
+ if (sceneId == kScenePS10 // police maze
+ || sceneId == kScenePS11 // police maze
+ || sceneId == kScenePS12 // police maze
+ || sceneId == kScenePS13 // police maze
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ || sceneId == kSceneUG01 // Steam room
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ ) {
_vm->_sceneScript->sceneLoaded();
}
return true;