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authorDavid Fioramonti2019-05-26 10:00:21 -0700
committerdafioram2019-05-30 21:58:14 -0400
commit24ea24c97ab95eb824275a9e44864b42f16983af (patch)
tree752186d2a3a32f3c58d3907ccb9a7e6bd4bc5176 /engines
parenta3eeebb4d40e176e7f8302c89f2d4065228c79d9 (diff)
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BLADERUNNER: Don't let the sewer bridge break on easy
When the player is playing on easy and it is the uncut version then the sewer bridge won't break when McCoy runs on it or if McCoy and the rat are both on it. A bridge breaking death animation will still be shown if the rat kills the player on the bridge.
Diffstat (limited to 'engines')
-rw-r--r--engines/bladerunner/script/ai/free_slot_a.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/free_slot_a.cpp b/engines/bladerunner/script/ai/free_slot_a.cpp
index 37e7783aca..4f823dfe53 100644
--- a/engines/bladerunner/script/ai/free_slot_a.cpp
+++ b/engines/bladerunner/script/ai/free_slot_a.cpp
@@ -541,6 +541,10 @@ void AIScriptFreeSlotA::FledCombat() {
}
void AIScriptFreeSlotA::checkIfOnBridge() {
+ if (_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyEasy) {
+ // Make the bridge indestructible on easy mode for the enhanced version
+ return;
+ }
float x, y, z;
Actor_Query_XYZ(kActorFreeSlotA, &x, &y, &z);
// bug? this should probably check if McCoy is close enough because bridge will break long after rat died and player tries to walk through