aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner
diff options
context:
space:
mode:
authorThanasis Antoniou2019-04-07 23:14:50 +0300
committerThanasis Antoniou2019-04-07 23:14:50 +0300
commit54c1c8d2204a2877717d65e39cc8a3b4e1d26b25 (patch)
treec79afd676e54b348825df4122acb1db5d43724de /engines/bladerunner
parent603c9fd0095fa7cc492ad3feb8226229c3510721 (diff)
downloadscummvm-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.cpp19
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)
) {