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author | Thanasis Antoniou | 2019-04-07 23:14:50 +0300 |
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committer | Thanasis Antoniou | 2019-04-07 23:14:50 +0300 |
commit | 54c1c8d2204a2877717d65e39cc8a3b4e1d26b25 (patch) | |
tree | c79afd676e54b348825df4122acb1db5d43724de /engines/bladerunner | |
parent | 603c9fd0095fa7cc492ad3feb8226229c3510721 (diff) | |
download | scummvm-rg350-54c1c8d2204a2877717d65e39cc8a3b4e1d26b25.tar.gz scummvm-rg350-54c1c8d2204a2877717d65e39cc8a3b4e1d26b25.tar.bz2 scummvm-rg350-54c1c8d2204a2877717d65e39cc8a3b4e1d26b25.zip |
BLADERUNNER: Fix Gordo overlap with CT01 loopIn
Diffstat (limited to 'engines/bladerunner')
-rw-r--r-- | engines/bladerunner/script/scene/ct01.cpp | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/engines/bladerunner/script/scene/ct01.cpp b/engines/bladerunner/script/scene/ct01.cpp index 80865ee448..451777f4c6 100644 --- a/engines/bladerunner/script/scene/ct01.cpp +++ b/engines/bladerunner/script/scene/ct01.cpp @@ -65,18 +65,22 @@ void SceneScriptCT01::InitializeScene() { } else if (Game_Flag_Query(kFlagSpinnerAtCT01)) { #if BLADERUNNER_RESTORED_CUT_CONTENT // 0. This scene is not available in chapters 4 and 5 - // 1. Don't always show the scene; but show it the first time (when kFlagCT01Visited is clear) - // 2. Add open/close spinner door animation and sound - // 3. Keep walkers from messing about with the scene (popping up or overlapping with landing) until spinner has landed + // 1. Add open/close spinner door animation and sound + // 2. Keep walkers from messing about with the scene (popping up or overlapping with landing) until spinner has landed // Note: kFlagSpinnerAtCT01 reset (original) is not handled the same was as in NR01 but it still works + // Note 2: Gordo sitting at the diner overlaps with the counter bar in front of him + // so the loop will be prevented from playing when he is there. if ( Global_Variable_Query(kVariableChapter) < 4 - && (!Game_Flag_Query(kFlagCT01Visited) || Random_Query(1, 5) == 1 ) + && Actor_Query_Which_Set_In(kActorGordo) != kSetCT01_CT12 + && Random_Query(1, 3) == 1 ){ Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kCT01LoopInshot, false); - // There's also another flag called kFlagUnpauseGenWalkers - // but the usage of that flag seems more obscure and dubious for this purpose - Game_Flag_Set(kFlagGenericWalkerWaiting); } + // Pause generic walkers outside special loop + // so that they're always paused when McCoy enters (less chance to collide with him) + // There's also another flag called kFlagUnpauseGenWalkers + // but the usage of that flag seems more obscure and dubious for this purpose + Game_Flag_Set(kFlagGenericWalkerWaiting); #endif // BLADERUNNER_RESTORED_CUT_CONTENT Setup_Scene_Information(-530.0f, -6.5f, 241.0f, 506); Game_Flag_Set(kFlagArrivedFromSpinner1); @@ -452,6 +456,7 @@ void SceneScriptCT01::PlayerWalkedIn() { } Loop_Actor_Walk_To_XYZ(kActorMcCoy, -330.0f, -6.5f, 221.0f, 0, false, false, 0); #if BLADERUNNER_RESTORED_CUT_CONTENT + // unpause generic walkers here, less chance to collide with McCOy while he enters the scene if( Game_Flag_Query(kFlagArrivedFromSpinner1) && Game_Flag_Query(kFlagGenericWalkerWaiting) ) { |