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author | Thanasis Antoniou | 2019-04-08 17:02:35 +0300 |
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committer | Thanasis Antoniou | 2019-04-08 18:56:47 +0300 |
commit | 50ff57bb07959b605efe0c62df891514b83552b3 (patch) | |
tree | 3fa4acce34bc982123a87069dbb7604a0561ffb7 /engines/bladerunner | |
parent | cf8031d26f3da0eee49504b3b2555be4e5bb39e6 (diff) | |
download | scummvm-rg350-50ff57bb07959b605efe0c62df891514b83552b3.tar.gz scummvm-rg350-50ff57bb07959b605efe0c62df891514b83552b3.tar.bz2 scummvm-rg350-50ff57bb07959b605efe0c62df891514b83552b3.zip |
BLADERUNNER: Smoother transition in MA04-M05 in Acts 2-3
Diffstat (limited to 'engines/bladerunner')
-rw-r--r-- | engines/bladerunner/script/scene/ma04.cpp | 4 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ma05.cpp | 16 |
2 files changed, 17 insertions, 3 deletions
diff --git a/engines/bladerunner/script/scene/ma04.cpp b/engines/bladerunner/script/scene/ma04.cpp index abcf30a042..034ec8eec1 100644 --- a/engines/bladerunner/script/scene/ma04.cpp +++ b/engines/bladerunner/script/scene/ma04.cpp @@ -138,7 +138,11 @@ bool SceneScriptMA04::ClickedOnExit(int exitId) { if (isPhoneMessageWaiting() || isPhoneRinging()) { Overlay_Remove("MA04OVER"); } +#if BLADERUNNER_ORIGINAL_BUGS Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 955.0f, 1675.0f, 0, false, false, 1); +#else + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 955.0f, 1627.0f, 0, false, false, 1); +#endif // BLADERUNNER_ORIGINAL_BUGS Game_Flag_Set(kFlagMA04toMA05); if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) { Async_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 956.17f, 1568.0f, 0, false); diff --git a/engines/bladerunner/script/scene/ma05.cpp b/engines/bladerunner/script/scene/ma05.cpp index 8aa6b70df2..6c2622d266 100644 --- a/engines/bladerunner/script/scene/ma05.cpp +++ b/engines/bladerunner/script/scene/ma05.cpp @@ -25,9 +25,9 @@ namespace BladeRunner { enum kMA05Loops { - kMA05LoopInshot = 0, - kMA05LoopMain = 1, - kMA05LoopSpinner = 3 + kMA05LoopInshot = 0, // 0 - 29 // Frame 29 (in Acts 1 and 2 this ties in with Frame 30 of the Loop Main, in Act 5 it ties with frame 60?!) + kMA05LoopMain = 1, // 30 - 90 + kMA05LoopSpinner = 3 // 91 - 150 // Frame 150 ties in with Frame 30 of Loop Main }; enum kMA05Exits { @@ -38,7 +38,11 @@ void SceneScriptMA05::InitializeScene() { if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) { Setup_Scene_Information(-7204.0f, 953.97f, 1651.0f, 0); } else { +#if BLADERUNNER_ORIGINAL_BUGS Setup_Scene_Information(-7207.0f, 956.17f, 1564.0f, 0); +#else + Setup_Scene_Information(-7199.0f, 953.97f, 1605.0f, 0); +#endif // BLADERUNNER_ORIGINAL_BUGS } Scene_Exit_Add_2D_Exit(kMA05ExitMA04, 432, 21, 471, 226, 1); Ambient_Sounds_Add_Looping_Sound(kSfxROOFRAN1, 90, 0, 1); @@ -130,6 +134,12 @@ void SceneScriptMA05::PlayerWalkedIn() { Game_Flag_Set(kFlagChapter1Ended); Player_Gains_Control(); } +#if BLADERUNNER_ORIGINAL_BUGS +#else + if (Global_Variable_Query(kVariableChapter) == 2 || Global_Variable_Query(kVariableChapter) == 3) { + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 953.97f, 1564.0f, 0, false, false, 1); + } +#endif // BLADERUNNER_ORIGINAL_BUGS //return false; } |