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-rw-r--r--engines/bladerunner/script/scene/ug02.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/engines/bladerunner/script/scene/ug02.cpp b/engines/bladerunner/script/scene/ug02.cpp
index 50722652c0..266eb4b847 100644
--- a/engines/bladerunner/script/scene/ug02.cpp
+++ b/engines/bladerunner/script/scene/ug02.cpp
@@ -130,7 +130,14 @@ bool SceneScriptUG02::ClickedOn3DObject(const char *objectName, bool a2) {
} else if (!Actor_Clue_Query(kActorMcCoy, kClueWeaponsCache)) {
Actor_Voice_Over(2510, kActorVoiceOver);
Actor_Voice_Over(2520, kActorVoiceOver);
- Actor_Voice_Over(2530, kActorVoiceOver);
+#if BLADERUNNER_ORIGINAL_BUGS
+ Actor_Voice_Over(2530, kActorVoiceOver); // But there was no way to tell what was missing without Izo standing there checking his inventory.
+#else
+ // This voice over says that Izo is there in Chapter 4 checking out his weapon's cache
+ // This does not happen in the original game (Izo being there) although this case can be triggered
+ // TODO Restore this quote ONLY IF we restore the related cut-content so that Izo may appear here in Chapter 4.
+ //Actor_Voice_Over(2530, kActorVoiceOver); // But there was no way to tell what was missing without Izo standing there checking his inventory.
+#endif // BLADERUNNER_ORIGINAL_BUGS
} else if (!Game_Flag_Query(kFlagUG02AmmoTaken)) {
Item_Pickup_Spin_Effect(996, 360, 440);
Actor_Says(kActorMcCoy, 8525, 14);