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authorPeter Kohaut2019-04-25 23:39:31 +0200
committerPeter Kohaut2019-04-25 23:39:31 +0200
commitee2dcf6375580c96a080933bcc0b07931eeb414c (patch)
treea5b82bf2b7a10b78c160b0c0b3b20ef77f0f2195 /engines/bladerunner/script/ai
parent620864293d2ffebb2acb1950d065be44dae6778f (diff)
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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.cpp4
-rw-r--r--engines/bladerunner/script/ai/zuben.cpp8
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: