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author | Peter Kohaut | 2019-04-25 23:39:31 +0200 |
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committer | Peter Kohaut | 2019-04-25 23:39:31 +0200 |
commit | ee2dcf6375580c96a080933bcc0b07931eeb414c (patch) | |
tree | a5b82bf2b7a10b78c160b0c0b3b20ef77f0f2195 /engines/bladerunner/script/ai | |
parent | 620864293d2ffebb2acb1950d065be44dae6778f (diff) | |
download | scummvm-rg350-ee2dcf6375580c96a080933bcc0b07931eeb414c.tar.gz scummvm-rg350-ee2dcf6375580c96a080933bcc0b07931eeb414c.tar.bz2 scummvm-rg350-ee2dcf6375580c96a080933bcc0b07931eeb414c.zip |
BLADERUNNER: Make the cut content a runtime option
Player can choose to use or not the restored cut content.
Does not affect fixed bugs in original game.
Diffstat (limited to 'engines/bladerunner/script/ai')
-rw-r--r-- | engines/bladerunner/script/ai/moraji.cpp | 4 | ||||
-rw-r--r-- | engines/bladerunner/script/ai/zuben.cpp | 8 |
2 files changed, 5 insertions, 7 deletions
diff --git a/engines/bladerunner/script/ai/moraji.cpp b/engines/bladerunner/script/ai/moraji.cpp index 732905e2f6..ade5e22d95 100644 --- a/engines/bladerunner/script/ai/moraji.cpp +++ b/engines/bladerunner/script/ai/moraji.cpp @@ -191,11 +191,9 @@ bool AIScriptMoraji::GoalChanged(int currentGoalNumber, int newGoalNumber) { case kGoalMorajiDie: // Added check here to have Moraji death speech SFX // when shot by McCoy outside the Dermo Design Lab - if (Game_Flag_Query(kFlagDR04McCoyShotMoraji)) { -#if BLADERUNNER_RESTORED_CUT_CONTENT + if (_vm->_cutContent && Game_Flag_Query(kFlagDR04McCoyShotMoraji)) { // original code used no voice here Sound_Play_Speech_Line(kActorMoraji, 9020, 50, 0, 50); // Use Moraji's death SPCHSFX, also lower volume -#endif // BLADERUNNER_RESTORED_CUT_CONTENT } _animationFrame = -1; _animationState = 13; diff --git a/engines/bladerunner/script/ai/zuben.cpp b/engines/bladerunner/script/ai/zuben.cpp index a1cc7c01b6..9d7d76fe9d 100644 --- a/engines/bladerunner/script/ai/zuben.cpp +++ b/engines/bladerunner/script/ai/zuben.cpp @@ -1180,10 +1180,10 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) { break; case kAnimationModeDie: Actor_Set_Targetable(kActorZuben, false); -#if BLADERUNNER_RESTORED_CUT_CONTENT - // original code used no voice here - Sound_Play_Speech_Line(kActorZuben, 9020, 75, 0, 99); // add Zuben's death rattle here -#endif // BLADERUNNER_RESTORED_CUT_CONTENT + if (_vm->_cutContent) { + // original code used no voice here + Sound_Play_Speech_Line(kActorZuben, 9020, 75, 0, 99); // add Zuben's death rattle here + } switch (_animationState) { case 2: case 4: |