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author | Thanasis Antoniou | 2019-05-21 22:13:45 +0300 |
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committer | Thanasis Antoniou | 2019-05-21 22:13:45 +0300 |
commit | d4855a64b3bc9f9b2951486589ee8bff26ffabc2 (patch) | |
tree | 96574b1c391b705e80b49ac321b2636194c45afd /engines/bladerunner/scene.cpp | |
parent | 203d82a1a0382684884da0d6c285444605153802 (diff) | |
download | scummvm-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.cpp | 14 |
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; |