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author | David Fioramonti | 2019-05-26 10:00:21 -0700 |
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committer | dafioram | 2019-05-30 21:58:14 -0400 |
commit | 24ea24c97ab95eb824275a9e44864b42f16983af (patch) | |
tree | 752186d2a3a32f3c58d3907ccb9a7e6bd4bc5176 /engines | |
parent | a3eeebb4d40e176e7f8302c89f2d4065228c79d9 (diff) | |
download | scummvm-rg350-24ea24c97ab95eb824275a9e44864b42f16983af.tar.gz scummvm-rg350-24ea24c97ab95eb824275a9e44864b42f16983af.tar.bz2 scummvm-rg350-24ea24c97ab95eb824275a9e44864b42f16983af.zip |
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.cpp | 4 |
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 |