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author | Thanasis Antoniou | 2019-06-28 15:22:07 +0300 |
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committer | Thanasis Antoniou | 2019-06-28 15:30:43 +0300 |
commit | bd75898894e0f65663b1bc93c73d4ce0c7a91482 (patch) | |
tree | 83faf5dd9c48d9e2a27543d279dcaae830afe6fc /engines/bladerunner/script | |
parent | 54ad2c9aaff9aafdda9392133ecb64aa8a2b8b34 (diff) | |
download | scummvm-rg350-bd75898894e0f65663b1bc93c73d4ce0c7a91482.tar.gz scummvm-rg350-bd75898894e0f65663b1bc93c73d4ce0c7a91482.tar.bz2 scummvm-rg350-bd75898894e0f65663b1bc93c73d4ce0c7a91482.zip |
BLADERUNNER: Pause NPC walkers for Gaff scene in CT12
Diffstat (limited to 'engines/bladerunner/script')
-rw-r--r-- | engines/bladerunner/script/scene/ct12.cpp | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene/ct12.cpp b/engines/bladerunner/script/scene/ct12.cpp index 6074714092..4a47348cf2 100644 --- a/engines/bladerunner/script/scene/ct12.cpp +++ b/engines/bladerunner/script/scene/ct12.cpp @@ -271,6 +271,13 @@ void SceneScriptCT12::PlayerWalkedIn() { && !Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben) && Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12WaitForMcCoy ) { +#if !BLADERUNNER_ORIGINAL_BUGS + // Disable NPC walkers until Gaff goes to his spinner + Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault); + Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault); + Actor_Set_Goal_Number(kActorGenwalkerC, kGoalGenwalkerDefault); + Global_Variable_Set(kVariableGenericWalkerConfig, -1); +#endif // !BLADERUNNER_ORIGINAL_BUGS Player_Loses_Control(); Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 48, false, false); Actor_Face_Actor(kActorGaff, kActorMcCoy, true); @@ -308,6 +315,18 @@ void SceneScriptCT12::PlayerWalkedIn() { Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, true, -1); } +#if !BLADERUNNER_ORIGINAL_BUGS + // unpause generic walkers here, less chance to collide with Gaff + // while he walks to his spinner + // This happens when Gaff starts walking towards his spinner rather than + // when he's reached his spinner, in order to keep this NPC code in one place + // and because the walkers won't have time to interfere with his path even if + // they're enabled early. + if (Global_Variable_Query(kVariableGenericWalkerConfig) < 0 + ) { + Global_Variable_Set(kVariableGenericWalkerConfig, 2); + } +#endif Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12GoToSpinner); } |