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author | Thanasis Antoniou | 2019-04-20 17:32:47 +0300 |
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committer | Thanasis Antoniou | 2019-04-20 17:33:39 +0300 |
commit | a663930dd062edd8bfc217fb19a5cbce37705ece (patch) | |
tree | 6d3b81f51280a1c6b59e1570aac3f976b874175a /engines/bladerunner/script/scene/bb07.cpp | |
parent | 63b8ddb50e03a535c4f61a2424914a3c09579197 (diff) | |
download | scummvm-rg350-a663930dd062edd8bfc217fb19a5cbce37705ece.tar.gz scummvm-rg350-a663930dd062edd8bfc217fb19a5cbce37705ece.tar.bz2 scummvm-rg350-a663930dd062edd8bfc217fb19a5cbce37705ece.zip |
BLADERUNNER: Named constants for animationIds P01
Part one of using named constants for model animations
Diffstat (limited to 'engines/bladerunner/script/scene/bb07.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/bb07.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/bladerunner/script/scene/bb07.cpp b/engines/bladerunner/script/scene/bb07.cpp index ba2f659956..c7364d8822 100644 --- a/engines/bladerunner/script/scene/bb07.cpp +++ b/engines/bladerunner/script/scene/bb07.cpp @@ -76,7 +76,7 @@ bool SceneScriptBB07::ClickedOn3DObject(const char *objectName, bool a2) { && !Game_Flag_Query(kFlagBB07PrinterChecked) ) { Actor_Voice_Over(130, kActorVoiceOver); - Item_Pickup_Spin_Effect(941, 439, 242); + Item_Pickup_Spin_Effect(kModelAnimationDNADataDisc, 439, 242); Actor_Voice_Over(140, kActorVoiceOver); Game_Flag_Set(kFlagBB07PrinterChecked); Actor_Clue_Acquire(kActorMcCoy, kClueDNASebastian, true, -1); @@ -99,9 +99,9 @@ bool SceneScriptBB07::ClickedOnActor(int actorId) { } bool SceneScriptBB07::ClickedOnItem(int itemId, bool a2) { - if (itemId == 83) { // this item is never added to this set/scene - if (!Loop_Actor_Walk_To_Item(kActorMcCoy, 83, 36, true, false)) { - Actor_Face_Item(kActorMcCoy, 83, true); + if (itemId == kItemDNATyrell) { // this item is never added to this set/scene - a bug? + if (!Loop_Actor_Walk_To_Item(kActorMcCoy, kItemDNATyrell, 36, true, false)) { + Actor_Face_Item(kActorMcCoy, kItemDNATyrell, true); if (Game_Flag_Query(kFlagBB07ElectricityOn)) { Actor_Voice_Over(150, kActorVoiceOver); Actor_Voice_Over(160, kActorVoiceOver); |