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authorThanasis Antoniou2019-05-08 09:41:51 +0300
committerThanasis Antoniou2019-05-08 09:42:25 +0300
commit782488f981c42b1516c77efd1791adc8356d543f (patch)
treeb93a37b9ad8b85ef32a09ee78030f525306f257d /engines/bladerunner/script
parentd8b1c1a3408dbb87730801346e8f3a8a851d9f68 (diff)
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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.cpp5
-rw-r--r--engines/bladerunner/script/scene/ps04.cpp39
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);