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authorThanasis Antoniou2019-05-21 22:13:45 +0300
committerThanasis Antoniou2019-05-21 22:13:45 +0300
commitd4855a64b3bc9f9b2951486589ee8bff26ffabc2 (patch)
tree96574b1c391b705e80b49ac321b2636194c45afd /engines/bladerunner/script/script.cpp
parent203d82a1a0382684884da0d6c285444605153802 (diff)
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BLADERUNNER: Add methods to skip screen effects
Also enhanced functionality for debugger's cmdDraw, allowing to draw isolated objects
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
-rw-r--r--engines/bladerunner/script/script.cpp25
1 files changed, 25 insertions, 0 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp
index e6659165d6..c8a5c609bf 100644
--- a/engines/bladerunner/script/script.cpp
+++ b/engines/bladerunner/script/script.cpp
@@ -43,6 +43,10 @@
#include "bladerunner/set.h"
#include "bladerunner/settings.h"
#include "bladerunner/set_effects.h"
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+#include "bladerunner/screen_effects.h"
+#endif // BLADERUNNER_ORIGINAL_BUGS
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/police_maze.h"
@@ -808,6 +812,27 @@ void ScriptBase::Set_Subtitle_Text_On_Screen(Common::String displayText) {
_vm->_subtitles->show();
}
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+void ScriptBase::Screen_Effect_Skip(int effectInc) {
+ debugC(kDebugScript, "Screen_Effect_Skip(%d)", effectInc);
+ _vm->_screenEffects->toggleEntry(effectInc, true);
+ _vm->_scene->advanceFrame(false);
+}
+
+void ScriptBase::Screen_Effect_Restore(int effectInc) {
+ debugC(kDebugScript, "Screen_Effect_Restore(%d)", effectInc);
+ _vm->_screenEffects->toggleEntry(effectInc, false);
+ _vm->_scene->advanceFrame(false);
+}
+
+void ScriptBase::Screen_Effect_Restore_All() {
+ debugC(kDebugScript, "Screen_Effect_Restore_All()");
+ _vm->_screenEffects->toggleEntry(-1, false);
+ _vm->_scene->advanceFrame(false);
+}
+#endif // BLADERUNNER_ORIGINAL_BUGS
+
int ScriptBase::Animation_Open() {
//This is not implemented in game
return -1;