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author | Eugene Sandulenko | 2003-12-12 14:29:59 +0000 |
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committer | Eugene Sandulenko | 2003-12-12 14:29:59 +0000 |
commit | baf2fd3900348202fba59f91898c5c91f5104b56 (patch) | |
tree | 34e67d00f50039bbfb8eca0c668c16d9ed0ea84b /scumm/smush | |
parent | fef457ed0e63e0cf8df9fa7d724f4ea624d7cc5d (diff) | |
download | scummvm-rg350-baf2fd3900348202fba59f91898c5c91f5104b56.tar.gz scummvm-rg350-baf2fd3900348202fba59f91898c5c91f5104b56.tar.bz2 scummvm-rg350-baf2fd3900348202fba59f91898c5c91f5104b56.zip |
o Fixed playback. Now you see Ben falling
o Next batch of enemy code implemented
o Cleanup
svn-id: r11595
Diffstat (limited to 'scumm/smush')
-rw-r--r-- | scumm/smush/insane.cpp | 430 | ||||
-rw-r--r-- | scumm/smush/insane.h | 21 | ||||
-rw-r--r-- | scumm/smush/smush_player.cpp | 3 |
3 files changed, 396 insertions, 58 deletions
diff --git a/scumm/smush/insane.cpp b/scumm/smush/insane.cpp index 466a280398..a5dc55f62e 100644 --- a/scumm/smush/insane.cpp +++ b/scumm/smush/insane.cpp @@ -150,6 +150,10 @@ void Insane::initvars(void) { _keybY = 0; _firstBattle = false; _battleScene = true; + _kickBenProgress = false; + _weaponBenJustSwitched = false; + _kickEnemyProgress = false; + _weaponEnemyJustSwitched = false; _val11d = 0; _val32d = -1; _val51d = 0; @@ -173,8 +177,6 @@ void Insane::initvars(void) { _val122_ = false; _val123_ = false; _val124_ = false; - _kickingInProgress = false; - _weaponJustSwitched = false; _val130b = 0; _val131w = 0; _val132w = 0; @@ -2829,7 +2831,7 @@ void Insane::postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12, tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx]; tsceneProp->counter = 0; if (tsceneProp->trsId) - _currTrsMsg = handleTrsTag(_trsFilePtr, tsceneProp->trsId); + _currTrsMsg = tsceneProp->trsId; else _currTrsMsg = 0; @@ -3296,7 +3298,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].act[2].state = 1; _actor[0].inventory[INV_MACE] = 0; smlayer_startSound2(318); - switchWeapon(); + switchBenWeapon(); } _actor[0].act[2].tilt = calcTilt(_actor[0].speed); break; @@ -3316,7 +3318,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].act[2].state = 1; _actor[0].inventory[INV_MACE] = 0; smlayer_startSound2(318); - switchWeapon(); + switchBenWeapon(); } _actor[0].act[2].tilt = calcTilt(_actor[0].speed); break; @@ -3336,7 +3338,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].act[2].state = 1; _actor[0].inventory[INV_CHAIN] = 0; // Chain smlayer_startSound2(318); - switchWeapon(); + switchBenWeapon(); } _actor[0].act[2].tilt = calcTilt(_actor[0].speed); break; @@ -3345,7 +3347,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].field_2C = 1; _actor[0].kicking = 0; _actor[0].field_44 = 1; - if (_actor[0].act[2].frame >= 2 && !_kickingInProgress) { + if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 74; } @@ -3390,7 +3392,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].field_2C = 1; _actor[0].kicking = 0; _actor[0].field_44 = 1; - if (_actor[0].act[2].frame >= 2 && !_kickingInProgress) { + if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 82; } @@ -3434,7 +3436,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].field_2C = 0; _actor[0].kicking = 0; _actor[0].field_44 = 1; - if (_actor[0].act[2].frame >= 2 && !_kickingInProgress) { + if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 84; } @@ -3456,7 +3458,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].field_2C = 1; _actor[0].kicking = 0; _actor[0].field_44 = 1; - if (_actor[0].act[2].frame >= 4 && !_kickingInProgress) { + if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 76; } @@ -4196,7 +4198,7 @@ void Insane::actor02Reaction(int32 buttons) { _actor[0].kicking = 0; if (!smlayer_actorNeedRedraw(0, 2)) { - switchWeapon(); + switchBenWeapon(); _actor[0].act[2].tilt = 0; } _actor[0].act[2].tilt = calcTilt(_actor[0].speed); @@ -4375,17 +4377,17 @@ void Insane::actor00Reaction(int32 buttons) { void Insane::actor01Reaction(int32 buttons) { int32 tmpx, tmpy; - chooseWeaponAnim(buttons); + chooseBenWeaponAnim(buttons); switch (_actor[0].speed) { case -3: if (_actor[0].act[1].state != 41 || _actor[0].field_2C != _actor[0].field_30) { - setEnemyAnimation(0, 6); + setBenAnimation(0, 6); _actor[0].act[1].state = 41; } if (_actor[0].field_14 >= -100) { - setEnemyAnimation(0, 7); + setBenAnimation(0, 7); _actor[0].act[1].state = 40; _actor[0].field_8 = 48; _actor[0].speed = -2; @@ -4393,7 +4395,7 @@ void Insane::actor01Reaction(int32 buttons) { break; case -2: if (_actor[0].act[1].state != 40 || _actor[0].field_2C != _actor[0].field_30) { - setEnemyAnimation(0, 7); + setBenAnimation(0, 7); _actor[0].act[1].state = 40; } if (_actor[0].field_8 == 48) @@ -4403,7 +4405,7 @@ void Insane::actor01Reaction(int32 buttons) { break; case -1: if (_actor[0].act[1].state != 39 || _actor[0].field_2C != _actor[0].field_30) { - setEnemyAnimation(0, 8); + setBenAnimation(0, 8); _actor[0].act[1].state = 39; } @@ -4414,18 +4416,18 @@ void Insane::actor01Reaction(int32 buttons) { break; case 0: if (_actor[0].act[1].state != 1 || _actor[0].field_2C != _actor[0].field_30) { - setEnemyAnimation(0, 9); + setBenAnimation(0, 9); _actor[0].act[1].state = 1; } _actor[0].field_8 = 1; if (_actor[0].field_14 < -100) { - setEnemyAnimation(0, 8); + setBenAnimation(0, 8); _actor[0].act[1].state = 39; _actor[0].field_8 = 46; _actor[0].speed = -1; } else { if (_actor[0].field_14 > 100) { - setEnemyAnimation(0, 10); + setBenAnimation(0, 10); _actor[0].act[1].state = 55; _actor[0].field_8 = 49; _actor[0].speed = 1; @@ -4434,7 +4436,7 @@ void Insane::actor01Reaction(int32 buttons) { break; case 1: if (_actor[0].act[1].state != 55 || _actor[0].field_2C != _actor[0].field_30) { - setEnemyAnimation(0, 10); + setBenAnimation(0, 10); _actor[0].act[1].state = 55; } if (_actor[0].field_8 == 51) @@ -4444,7 +4446,7 @@ void Insane::actor01Reaction(int32 buttons) { break; case 2: if (_actor[0].act[1].state != 56 || _actor[0].field_2C != _actor[0].field_30) { - setEnemyAnimation(0, 11); + setBenAnimation(0, 11); _actor[0].act[1].state = 56; } if (_actor[0].field_8 == 51) @@ -4454,12 +4456,12 @@ void Insane::actor01Reaction(int32 buttons) { break; case 3: if (_actor[0].act[1].state != 57 || _actor[0].field_2C != _actor[0].field_30) { - setEnemyAnimation(0, 12); + setBenAnimation(0, 12); _actor[0].act[1].state = 57; } if (_actor[0].field_14 <= 100) { - setEnemyAnimation(0, 11); + setBenAnimation(0, 11); _actor[0].act[1].state = 56; _actor[0].field_8 = 51; _actor[0].speed = 2; @@ -4567,10 +4569,10 @@ void Insane::actor03Reaction(int32 buttons) { } } -void Insane::chooseWeaponAnim(int buttons) { +void Insane::chooseBenWeaponAnim(int buttons) { // kick if ((buttons & 1) && (_currEnemy != EN_TORQUE)) { - if (!_kickingInProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) { + if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) { switch (_actor[0].weapon) { case INV_CHAIN: _actor[0].act[2].state = 10; @@ -4600,15 +4602,15 @@ void Insane::chooseWeaponAnim(int buttons) { break; } _actor[0].kicking = 1; - _kickingInProgress = true; + _kickBenProgress = true; } } else { - _kickingInProgress = false; + _kickBenProgress = false; } // switch weapon if ((buttons & 2) && (_currEnemy != EN_TORQUE)) { - if (_weaponJustSwitched) + if (_weaponBenJustSwitched) return; if (!actor0StateFlags1(_actor[0].act[2].state)) @@ -4627,26 +4629,26 @@ void Insane::chooseWeaponAnim(int buttons) { case INV_HAND: case INV_DUST: _actor[0].act[2].state = 0; - switchWeapon(); + switchBenWeapon(); } - _weaponJustSwitched = true; + _weaponBenJustSwitched = true; } else { - _weaponJustSwitched = false; + _weaponBenJustSwitched = false; } } -void Insane::setEnemyAnimation(int32 actornum, int32 arg_4) { - if (arg_4 <= 12) +void Insane::setBenAnimation(int32 actornum, int anim) { + if (anim <= 12) smlayer_setActorFacing(actornum, 1, - actorAnimationData[_actor[actornum].field_2C * 7 + arg_4 - 6], 180); + actorAnimationData[_actor[actornum].field_2C * 7 + anim - 6], 180); } -void Insane::switchWeapon(void) { +void Insane::switchBenWeapon(void) { do { _actor[0].weapon++; if (_actor[0].weapon > 7) - _actor[0].weapon = 0; + _actor[0].weapon = INV_CHAIN; } while (!_actor[0].inventory[_actor[0].weapon]); @@ -4745,7 +4747,7 @@ void Insane::prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8) { _sceneProp[scenePropNum + 1].counter = 0; _currScenePropSubIdx = 1; if (_sceneProp[scenePropNum + 1].trsId) - _currTrsMsg = handleTrsTag(_trsFilePtr, _sceneProp[scenePropNum + 1].trsId); + _currTrsMsg = _sceneProp[scenePropNum + 1].trsId; else _currTrsMsg = 0; @@ -5267,17 +5269,19 @@ void Insane::turnEnemy(bool battle) { debug(1, "11:%d 12:%d 13:%d 10:%d", _actor[1].act[1].state, _actor[1].act[2].state, _actor[1].act[3].state, _actor[1].act[0].state); actor11Reaction(buttons); - proc51(buttons); - proc54(buttons); + actor12Reaction(buttons); + actor13Reaction(buttons); actor10Reaction(buttons); } void Insane::actor11Reaction(int32 buttons) { - proc56(buttons); + int32 tmpx, tmpy; + + chooseEnemyWeaponAnim(buttons); switch(_actor[1].speed) { case -3: - if (_actor[1].act[1].state != 41 || _actor[1].field_2C != _actor[0].field_30) { + if (_actor[1].act[1].state != 41 || _actor[1].field_2C != _actor[1].field_30) { setEnemyAnimation(1, 6); _actor[1].act[1].state = 41; } @@ -5289,27 +5293,353 @@ void Insane::actor11Reaction(int32 buttons) { _actor[1].speed = -2; } - //insane_actor1.x += (a - a * 32) / 32; + _actor[1].x += _actor[1].field_14 / 32; + break; + case -2: + if (_actor[1].act[1].state != 40 || _actor[1].field_2C != _actor[1].field_30) { + setEnemyAnimation(1, 7); + _actor[1].act[1].state = 40; + } + if (_actor[1].field_8 == 48) + _actor[1].speed = -1; + else + _actor[1].speed = -3; + + _actor[1].x += _actor[1].field_14 / 32; + break; + case -1: + if (_actor[1].act[1].state != 39 || _actor[1].field_2C != _actor[1].field_30) { + setEnemyAnimation(1, 8); + _actor[1].act[1].state = 39; + } + + if (_actor[1].field_8 == 48) + _actor[1].speed = 0; + else + _actor[1].speed = -2; + + _actor[1].x += _actor[1].field_14 / 32; + break; + case 0: + if (_actor[1].act[1].state != 1 || _actor[1].field_2C != _actor[1].field_30) { + setEnemyAnimation(1, 9); + _actor[1].act[1].state = 1; + } + _actor[1].field_8 = 1; + if (_actor[1].field_14 < -100) { + setEnemyAnimation(1, 8); + _actor[1].act[1].state = 39; + _actor[1].field_8 = 46; + _actor[1].speed = -1; + } else { + if (_actor[1].field_14 > 100) { + setEnemyAnimation(1, 10); + _actor[1].act[1].state = 55; + _actor[1].field_8 = 49; + _actor[1].speed = 1; + } + } + break; + case 1: + if (_actor[1].act[1].state != 55 || _actor[1].field_2C != _actor[1].field_30) { + setEnemyAnimation(1, 10); + _actor[1].act[1].state = 55; + } + if (_actor[1].field_8 == 51) + _actor[1].speed = 0; + else + _actor[1].speed = 2; + + _actor[1].x += _actor[1].field_14 / 32; + break; + case 2: + if (_actor[1].act[1].state != 56 || _actor[1].field_2C != _actor[1].field_30) { + setEnemyAnimation(1, 11); + _actor[1].act[1].state = 56; + } + if (_actor[1].field_8 == 51) + _actor[1].speed = 1; + else + _actor[1].speed = 3; + + _actor[1].x += _actor[1].field_14 / 32; + break; + case 3: + if (_actor[1].act[1].state != 57 || _actor[1].field_2C != _actor[1].field_30) { + setEnemyAnimation(1, 12); + _actor[1].act[1].state = 57; + } + + if (_actor[1].field_14 <= 100) { + setEnemyAnimation(1, 11); + _actor[1].act[1].state = 56; + _actor[1].field_8 = 51; + _actor[1].speed = 2; + } - //_actor[1].x = _actor[1].field_14; // XXX + _actor[1].x += _actor[1].field_14 / 32; break; } + + tmpx = _actor[1].x; + tmpy = _actor[1].y + _actor[1].y1; + + if (_actor[1].act[1].room) + smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room2); + else + smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room); + + _actor[1].field_30 = _actor[1].field_2C; } -void Insane::proc56(int32 buttons) { - // FIXME: implement +void Insane::setEnemyAnimation(int32 actornum, int anim) { + int d = 0; + + if (_currEnemy == EN_VULTM1) + d = 14; + + if (anim <= 12) + smlayer_setActorFacing(actornum, 1, + actorAnimationData[_actor[actornum].field_2C * 7 + anim - 6 + d], 180); } -// 12 -void Insane::proc51(int32 buttons) { - // FIXME: implement +void Insane::chooseEnemyWeaponAnim(int32 buttons) { + // kick + if ((buttons & 1) && (!_actor[0].lost)) { + if (!_kickEnemyProgress && actor0StateFlags2(_actor[1].act[2].state + _actor[1].weapon * 238)) { + switch (_actor[1].weapon) { + case INV_CHAIN: + _actor[1].act[2].state = 10; + break; + case INV_CHAINSAW: + _actor[1].act[2].state = 14; + break; + case INV_MACE: + _actor[1].act[2].state = 18; + break; + case INV_2X4: + _actor[1].act[2].state = 22; + break; + case INV_WRENCH: + _actor[1].act[2].state = 26; + break; + case INV_BOOT: + _actor[1].act[2].state = 93; + break; + case INV_HAND: + _actor[1].act[2].state = 2; + break; + case INV_DUST: + _actor[1].act[2].state = 89; + break; + default: + break; + } + _kickEnemyProgress = true; + } + } else { + _kickEnemyProgress = false; + } + + // switch weapon + if ((buttons & 2) && (_currEnemy != EN_TORQUE)) { + if (_weaponBenJustSwitched || _actor[1].act[2].state == 35 || + _actor[1].act[2].state == 34) + return; + + if (!actor0StateFlags1(_actor[1].act[2].state)) + return; + + switch (_actor[1].weapon) { + case INV_CHAIN: + case INV_CHAINSAW: + case INV_MACE: + case INV_2X4: + case INV_WRENCH: + _actor[1].act[2].state = 35; + smlayer_setActorFacing(1, 2, 24, 180); + break; + case INV_BOOT: + case INV_HAND: + case INV_DUST: + _actor[1].act[2].state = 0; + switchEnemyWeapon(); + } + + _weaponEnemyJustSwitched = true; + } else { + _weaponEnemyJustSwitched = false; + } +} + +void Insane::switchEnemyWeapon(void) { + do { + _actor[1].weapon++; + if (_actor[1].weapon > 7) + _actor[1].weapon = INV_CHAIN; + + } while (!_actor[1].inventory[_actor[1].weapon]); + + switch (_actor[1].weapon) { + case INV_CHAIN: + case INV_CHAINSAW: + case INV_MACE: + case INV_2X4: + case INV_WRENCH: + smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4)); + smlayer_setActorFacing(1, 2, 18, 180); + _actor[1].field_2C = 1; + _actor[1].act[2].state = 34; + break; + case INV_BOOT: + _actor[1].field_2C = 2; + _actor[1].act[2].state = 1; + break; + case INV_HAND: + smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4)); + _actor[1].field_2C = 1; + _actor[1].act[2].state = 34; + break; + case INV_DUST: + enemyDustAction(); + break; + default: + break; + } +} + +void Insane::enemyDustAction(void) { + if (_actor[1].lost) + return; + + _actor[1].act[2].facing = -1000; + + if (_currEnemy == EN_CAVEFISH) { + _actor[1].field_2C = 2; + if (!_val121_) + _actor[1].act[2].state = 98; + else + _actor[1].act[2].state = 99; + + return; + } + + switch (_actor[1].weapon) { + case INV_CHAIN: + _actor[1].field_2C = 1; + _actor[1].act[2].state = 63; + break; + case INV_CHAINSAW: + _actor[1].field_2C = 1; + _actor[1].act[2].state = 64; + break; + case INV_MACE: + _actor[1].field_2C = 1; + _actor[1].act[2].state = 65; + break; + case INV_2X4: + _actor[1].field_2C = 1; + _actor[1].act[2].state = 66; + break; + case INV_WRENCH: + _actor[1].field_2C = 1; + _actor[1].act[2].state = 62; + break; + case INV_BOOT: + case INV_HAND: + case INV_DUST: + _actor[1].field_2C = 2; + _actor[1].act[2].state = 1; + } } -// 13 -void Insane::proc54(int32 buttons) { +void Insane::actor12Reaction(int32 buttons) { // FIXME: implement } +void Insane::actor13Reaction(int32 buttons) { + int32 tmp; + + switch (_actor[1].act[3].state) { + case 117: + smlayer_setActorFacing(1, 3, 13, 180); + _actor[1].field_54 = 1; + _actor[1].act[3].state = 69; + break; + case 69: + if (_actor[1].act[3].frame >= 2) + _actor[1].act[3].state = 70; + break; + case 70: + if (_actor[1].scenePropSubIdx) { + smlayer_setActorFacing(1, 3, 4, 180); + tmp = _currScenePropIdx + _actor[1].scenePropSubIdx; + if (!smlayer_startSound2(_sceneProp[tmp].sound)) + _actor[1].runningSound = 0; + else + _actor[1].runningSound = _sceneProp[tmp].sound; + _actor[1].act[3].state = 72; + } else { + _actor[1].act[3].state = 118; + } + break; + case 72: + if (_actor[1].runningSound) { + if (!smlayer_isSoundRunning(_actor[1].runningSound)) { + smlayer_setActorFacing(1, 3, 5, 180); + _actor[1].act[3].state = 70; + _actor[1].scenePropSubIdx = 0; + } + } else { + tmp = _currScenePropIdx + _actor[1].scenePropSubIdx; + if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) { + smlayer_setActorFacing(1, 3, 5, 180); + _actor[1].act[3].state = 70; + _actor[1].scenePropSubIdx = 0; + _actor[1].runningSound = 0; + } + } + break; + case 118: + smlayer_setActorFacing(1, 3, 14, 180); + _actor[1].act[3].state = 71; + break; + case 71: + _actor[1].field_54 = 0; + if (_actor[1].act[3].frame >= 2) + _actor[1].act[3].state = 1; + break; + case 52: + if (_actor[1].runningSound) + smlayer_stopSound(_actor[1].runningSound); + + if (_currScenePropIdx) + shutCurrentScene(); + + _actor[1].runningSound = 0; + _actor[1].field_4C = 0; + _actor[1].field_54 = 0; + smlayer_setActorFacing(1, 3, 15, 180); + _actor[1].act[3].state = 53; + break; + case 53: + _actor[1].field_54 = 0; + if (_actor[1].act[3].frame >= 2) { + smlayer_setActorFacing(1, 3, 16, 180); + _actor[1].act[3].state = 54; + } + break; + case 54: + _actor[1].field_54 = 0; + break; + case 1: + _actor[1].field_54 = 0; + break; + default: + break; + } +} + // FIXME: this is exact actor00Reaction. Combine void Insane::actor10Reaction(int32 buttons) { diff --git a/scumm/smush/insane.h b/scumm/smush/insane.h index fac0a56a02..3e4a4d610e 100644 --- a/scumm/smush/insane.h +++ b/scumm/smush/insane.h @@ -115,9 +115,11 @@ class Insane { int _keybX; int _keybY; int32 _firstBattle; - bool _weaponJustSwitched; - bool _kickingInProgress; + bool _weaponBenJustSwitched; + bool _kickBenProgress; int32 _battleScene; + bool _kickEnemyProgress; + bool _weaponEnemyJustSwitched; int32 _val8d; byte _val10b; int32 _val11d; @@ -448,14 +450,14 @@ class Insane { void actor03Reaction(int32 buttons); void turnEnemy(bool battle); int32 actionBen(void); - void chooseWeaponAnim(int arg_0); - void setEnemyAnimation(int32 actornum, int arg_4); + void chooseBenWeaponAnim(int buttons); + void setBenAnimation(int32 actornum, int anim); int calcTilt(int speed); bool smush_eitherNotStartNewFrame(void); void smlayer_setActorFacing(int actornum, int actnum, int frame, int direction); int32 weaponMaxRange(int32 actornum); int32 weaponMinRange(int32 actornum); - void switchWeapon(void); + void switchBenWeapon(void); void prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8); int32 calcDamage(bool arg_0, bool arg_4); int32 weaponDamage(int32 actornum); @@ -483,13 +485,16 @@ class Insane { int32 getLastKey(bool arg_0); void drawSpeedyActor(int32 arg_0); void actor11Reaction(int32 buttons); - void proc51(int32 buttons); - void proc54(int32 buttons); + void actor12Reaction(int32 buttons); + void actor13Reaction(int32 buttons); void actor10Reaction(int32 buttons); int32 actionEnemy(void); int32 processKeyboard(void); int32 func75(void); - void proc56(int32 buttons); + void setEnemyAnimation(int32 actornum, int anim); + void chooseEnemyWeaponAnim(int buttons); + void switchEnemyWeapon(void); + void enemyDustAction(void); void blah(void); diff --git a/scumm/smush/smush_player.cpp b/scumm/smush/smush_player.cpp index 303851e4e0..fc556eeab0 100644 --- a/scumm/smush/smush_player.cpp +++ b/scumm/smush/smush_player.cpp @@ -993,6 +993,9 @@ void SmushPlayer::seekSan(const char *file, const char *directory, int32 pos) { if (pos != 8) _base->seek(pos, FileChunk::seek_start); + + // FIXME: is this really applicable? HACK + _frame = 0; } void SmushPlayer::play(const char *filename, const char *directory) { |