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-rw-r--r--engines/bladerunner/game_constants.h2
-rw-r--r--engines/bladerunner/script/scene/ma01.cpp4
2 files changed, 5 insertions, 1 deletions
diff --git a/engines/bladerunner/game_constants.h b/engines/bladerunner/game_constants.h
index 2010a75318..a4c9ba8c7e 100644
--- a/engines/bladerunner/game_constants.h
+++ b/engines/bladerunner/game_constants.h
@@ -1249,7 +1249,7 @@ enum Outtakes {
kOuttakeEnd7 = 26,
kOuttakeTyrellBuildingFly = 27,
kOuttakeWestwood = 28,
- kOuttakeFlyThrough = 29, // Act 1
+ kOuttakeFlyThrough = 29, // Act 1 - Original: unused - has no sound
kOuttakeAway1 = 30, // Act 2, 3
kOuttakeAway2 = 31, // Act 1
kOuttakeAscent = 32, // Act 1, 4, 5 - Original: unused
diff --git a/engines/bladerunner/script/scene/ma01.cpp b/engines/bladerunner/script/scene/ma01.cpp
index d21ac5d7c6..e818218eb9 100644
--- a/engines/bladerunner/script/scene/ma01.cpp
+++ b/engines/bladerunner/script/scene/ma01.cpp
@@ -308,6 +308,10 @@ void SceneScriptMA01::PlayerWalkedOut() {
if (Global_Variable_Query(kVariableChapter) == 1) {
Outtake_Play(kOuttakeTowards2, true, -1);
Outtake_Play(kOuttakeInside1, true, -1);
+// // Commented out - Has no sound - TODO can we use external SFX for it?
+// if (_vm->_cutContent) {
+// Outtake_Play(kOuttakeFlyThrough, true, -1);
+// }
Outtake_Play(kOuttakeTowards1, true, -1);
}
#if BLADERUNNER_ORIGINAL_BUGS