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authorThanasis Antoniou2019-04-28 00:20:05 +0300
committerThanasis Antoniou2019-04-28 00:21:16 +0300
commitc72cde3149514dddb8f76f9e717a0fb03dcb8332 (patch)
tree64ab76f8e22b3fc26bdcd5af8872f288eb791189 /engines/bladerunner/script/scene/dr01.cpp
parent346361166cd95bb6c2fb56c1526f8f44be27a32f (diff)
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BLADERUNNER: Fix spinner transitions post Act 1
Also restored ascenting outtake when leaving RC01 in Act 1
Diffstat (limited to 'engines/bladerunner/script/scene/dr01.cpp')
-rw-r--r--engines/bladerunner/script/scene/dr01.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene/dr01.cpp b/engines/bladerunner/script/scene/dr01.cpp
index 334c0e4f49..2467d841cd 100644
--- a/engines/bladerunner/script/scene/dr01.cpp
+++ b/engines/bladerunner/script/scene/dr01.cpp
@@ -303,6 +303,14 @@ void SceneScriptDR01::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(kOuttakeInside2, true, -1);
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ // add another transition to make it less abrupt
+ if (!Game_Flag_Query(kFlagMcCoyInTyrellBuilding)) {
+ // but don't play this extra outtake when going to Tyrell Building
+ Outtake_Play(kOuttakeAway1, true, -1);
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
}
}