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-rw-r--r--engines/bladerunner/combat.cpp2
-rw-r--r--engines/bladerunner/script/ai/zuben.cpp1
2 files changed, 2 insertions, 1 deletions
diff --git a/engines/bladerunner/combat.cpp b/engines/bladerunner/combat.cpp
index 3bc876f4e8..a6677a1469 100644
--- a/engines/bladerunner/combat.cpp
+++ b/engines/bladerunner/combat.cpp
@@ -165,7 +165,7 @@ void Combat::shoot(int actorId, Vector3 &to, int screenX) {
actor->setAtXYZ(actor->getXYZ(), actor->getFacing(), true, false, true);
_vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true);
- sentenceId = 9020;
+ sentenceId = 9020; // Bug or intended? This sentence id (death rattle) won't be used in this case since combat mode is set to off above. Probably intended, in order to use the rattle in a case by case (?)
}
if (sentenceId >= 0 && actor->inCombat()) {
diff --git a/engines/bladerunner/script/ai/zuben.cpp b/engines/bladerunner/script/ai/zuben.cpp
index 4428b909fd..8c960315e5 100644
--- a/engines/bladerunner/script/ai/zuben.cpp
+++ b/engines/bladerunner/script/ai/zuben.cpp
@@ -1162,6 +1162,7 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) {
break;
case kAnimationModeDie:
Actor_Set_Targetable(kActorZuben, false);
+ Sound_Play_Speech_Line(kActorZuben, 9020, 75, 0, 99); // add Zuben's death rattle here
switch (_animationState) {
case 2:
case 4: