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author | Thanasis Antoniou | 2019-05-08 09:41:51 +0300 |
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committer | Thanasis Antoniou | 2019-05-08 09:42:25 +0300 |
commit | 782488f981c42b1516c77efd1791adc8356d543f (patch) | |
tree | b93a37b9ad8b85ef32a09ee78030f525306f257d /engines/bladerunner/script | |
parent | d8b1c1a3408dbb87730801346e8f3a8a851d9f68 (diff) | |
download | scummvm-rg350-782488f981c42b1516c77efd1791adc8356d543f.tar.gz scummvm-rg350-782488f981c42b1516c77efd1791adc8356d543f.tar.bz2 scummvm-rg350-782488f981c42b1516c77efd1791adc8356d543f.zip |
BLADERUNNER: Remove most of custom PS04 transition
It didn't work out quite well
Diffstat (limited to 'engines/bladerunner/script')
-rw-r--r-- | engines/bladerunner/script/scene/ma06.cpp | 5 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ps04.cpp | 39 |
2 files changed, 5 insertions, 39 deletions
diff --git a/engines/bladerunner/script/scene/ma06.cpp b/engines/bladerunner/script/scene/ma06.cpp index 2031b40244..903a1a91f8 100644 --- a/engines/bladerunner/script/scene/ma06.cpp +++ b/engines/bladerunner/script/scene/ma06.cpp @@ -145,8 +145,8 @@ void SceneScriptMA06::PlayerWalkedIn() { ){ // Act 4 deleted scene case with Rachael // - // TODO fix animationsDo an Optimization pass - // TODO Skip panel selection but actually set the target floor and "MOVE elevator" to LOBBY (Floor > 1) + // TODO fix animations - Do an Optimization pass + // TODO Test - Skip panel selection but actually set the target floor and "MOVE elevator" to LOBBY (Floor > 1) // Game_Flag_Reset(kFlagMA06toMA01); Game_Flag_Reset(kFlagMA06ToMA02); @@ -210,7 +210,6 @@ void SceneScriptMA06::PlayerWalkedOut() { } else if (Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelIsInsideElevatorStartTalkAct4) { Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsOutsideMcCoysBuildingAct4); - // don't reset kEDSFlagRachaelInElevatorChapter4JUSTEncountered here but in the ma07.cpp script (walked-in_ where mcCoy will automatically go (so no problems of inconsistency there) } } } diff --git a/engines/bladerunner/script/scene/ps04.cpp b/engines/bladerunner/script/scene/ps04.cpp index 7096b4202c..11e45b73f6 100644 --- a/engines/bladerunner/script/scene/ps04.cpp +++ b/engines/bladerunner/script/scene/ps04.cpp @@ -131,40 +131,6 @@ bool SceneScriptPS04::ClickedOn2DRegion(int region) { } void SceneScriptPS04::SceneFrameAdvanced(int frame) { - if (_vm->_cutContent) { - // custom code added for fading out and back in when Guzza calls in favors - // TODO keep this? - Set_Fade_Color(0, 0, 0); - if (frame > 5 && frame < 30) { - // transition scene - if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCalledFavorsForHobo) { - Set_Fade_Density(0.0f); - if (Global_Variable_Query(kVariableChapter) == 1) { - Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaDefault); - } else if (Global_Variable_Query(kVariableChapter) < 4) { - Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaAtOffice); - } - } - } - else if (frame >= 79 && frame < 90) { - if ( frame == 79 && Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot1) { - Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot2); - } - if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) { - // Fading out - Set_Fade_Density((frame - 79) / 10.0f); - } - } else if (frame == 90) { - if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) { - // Faded out - Set_Fade_Density(1.0f); - Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0); - Scene_Loop_Set_Default(kPS04LoopMainLoop); - Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCalledFavorsForHobo); - } - } - // end of: custom code added for fading out and back in when Guzza calls in favors - } } void SceneScriptPS04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { @@ -392,8 +358,9 @@ void SceneScriptPS04::dialogueWithGuzza() { Actor_Says(kActorGuzza, 620, 32); if (_vm->_cutContent) { // add a fade-out here while Guzza calls-in for favors - Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot1); - Delay(4000); + Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0); + Scene_Loop_Set_Default(kPS04LoopMainLoop); + Delay(2000); } Actor_Face_Actor(kActorGuzza, kActorMcCoy, true); Actor_Says(kActorGuzza, 700, 34); |