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author | Peter Kohaut | 2019-01-25 21:51:44 +0100 |
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committer | Peter Kohaut | 2019-01-25 23:16:24 +0100 |
commit | 474e4e2f0914a106e02dac2779d58f990e119bf9 (patch) | |
tree | 82eb370f7ff7343449089f0b3d8812fbccfea0cd /engines/bladerunner/script/scene/bb09.cpp | |
parent | a1f608cebb41beba2df85ca4dfc87da27d794651 (diff) | |
download | scummvm-rg350-474e4e2f0914a106e02dac2779d58f990e119bf9.tar.gz scummvm-rg350-474e4e2f0914a106e02dac2779d58f990e119bf9.tar.bz2 scummvm-rg350-474e4e2f0914a106e02dac2779d58f990e119bf9.zip |
BLADERUNNER: Cleanup of BBxx scripts
Removed issue where McCoy went to jail for no reason at start of 3rd act
Diffstat (limited to 'engines/bladerunner/script/scene/bb09.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/bb09.cpp | 50 |
1 files changed, 27 insertions, 23 deletions
diff --git a/engines/bladerunner/script/scene/bb09.cpp b/engines/bladerunner/script/scene/bb09.cpp index 15d491976d..ffe0fd08f6 100644 --- a/engines/bladerunner/script/scene/bb09.cpp +++ b/engines/bladerunner/script/scene/bb09.cpp @@ -33,27 +33,30 @@ void SceneScriptBB09::InitializeScene() { Game_Flag_Reset(kFlagBB08toBB09); Setup_Scene_Information(107.45f, -9.14f, 166.0f, 244); } + Scene_Exit_Add_2D_Exit(0, 224, 213, 286, 353, 1); - Scene_Exit_Add_2D_Exit(1, 75, 450, 480, 479, 2); - Ambient_Sounds_Add_Looping_Sound(54, 20, 100, 1); - Ambient_Sounds_Add_Looping_Sound(103, 40, 0, 1); - Ambient_Sounds_Add_Looping_Sound(105, 50, 55, 1); - Ambient_Sounds_Add_Sound(297, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(298, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(299, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); - Actor_Set_Targetable(kActorSadik, true); + Scene_Exit_Add_2D_Exit(1, 75, 450, 480, 479, 2); + + Ambient_Sounds_Add_Looping_Sound(54, 20, 100, 1); + Ambient_Sounds_Add_Looping_Sound(103, 40, 0, 1); + Ambient_Sounds_Add_Looping_Sound(105, 50, 55, 1); + Ambient_Sounds_Add_Sound(297, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(298, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(299, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + + Actor_Set_Targetable(kActorSadik, true); // Don't kill Sadik yet, game cannot continue, a bug? } void SceneScriptBB09::SceneLoaded() { @@ -80,8 +83,8 @@ bool SceneScriptBB09::ClickedOnItem(int itemId, bool a2) { bool SceneScriptBB09::ClickedOnExit(int exitId) { if (exitId == 0) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 454.56f, -9.0f, 190.31f, 0, 1, false, 0)) { - Loop_Actor_Walk_To_XYZ(kActorMcCoy, 450.56f, -9.0f, 250.31f, 0, 0, false, 0); + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 454.56f, -9.0f, 190.31f, 0, true, false, 0)) { + Loop_Actor_Walk_To_XYZ(kActorMcCoy, 450.56f, -9.0f, 250.31f, 0, false, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB09toBB10a); @@ -90,8 +93,9 @@ bool SceneScriptBB09::ClickedOnExit(int exitId) { } return true; } + if (exitId == 1) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 71.0f, -9.0f, 136.0f, 72, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 71.0f, -9.0f, 136.0f, 72, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB09toBB08); |