diff options
Diffstat (limited to 'engines/bladerunner/script/scene/ct01.cpp')
| -rw-r--r-- | engines/bladerunner/script/scene/ct01.cpp | 70 | 
1 files changed, 35 insertions, 35 deletions
| diff --git a/engines/bladerunner/script/scene/ct01.cpp b/engines/bladerunner/script/scene/ct01.cpp index 0e1b53b08b..f227986a7b 100644 --- a/engines/bladerunner/script/scene/ct01.cpp +++ b/engines/bladerunner/script/scene/ct01.cpp @@ -63,25 +63,25 @@ void SceneScriptCT01::InitializeScene() {  			}  		}  	} else if (Game_Flag_Query(kFlagSpinnerAtCT01)) { -#if BLADERUNNER_RESTORED_CUT_CONTENT -		// 0. This scene is not available in chapters 4 and 5 -		// 1. Add open/close spinner door animation and sound -		// 2. Keep walkers from messing about with the scene (popping up or overlapping with landing) until spinner has landed -		// Note: kFlagSpinnerAtCT01 reset (original) is not handled the same was as in NR01 but it still works -		// Note 2: Gordo sitting at the diner overlaps with the counter bar in front of him -		//         so the loop will be prevented from playing when he is there. -		if ( Global_Variable_Query(kVariableChapter) < 4 -			&& Actor_Query_Which_Set_In(kActorGordo) != kSetCT01_CT12 -		    && Random_Query(1, 3) == 1 -		){ -			Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kCT01LoopInshot, false); +		if (_vm->_cutContent) { +			// 0. This scene is not available in chapters 4 and 5 +			// 1. Add open/close spinner door animation and sound +			// 2. Keep walkers from messing about with the scene (popping up or overlapping with landing) until spinner has landed +			// Note: kFlagSpinnerAtCT01 reset (original) is not handled the same was as in NR01 but it still works +			// Note 2: Gordo sitting at the diner overlaps with the counter bar in front of him +			//         so the loop will be prevented from playing when he is there. +			if ( Global_Variable_Query(kVariableChapter) < 4 +				&& Actor_Query_Which_Set_In(kActorGordo) != kSetCT01_CT12 +					&& Random_Query(1, 3) == 1 +			){ +				Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kCT01LoopInshot, false); +			} +			// Pause generic walkers outside special loop +			// so that they're always paused when McCoy enters (less chance to collide with him) +			// There's also another flag called kFlagUnpauseGenWalkers +			// but the usage of that flag seems more obscure and dubious for this purpose +			Game_Flag_Set(kFlagGenericWalkerWaiting);  		} -		// Pause generic walkers outside special loop -		// so that they're always paused when McCoy enters (less chance to collide with him) -		// There's also another flag called kFlagUnpauseGenWalkers -		// but the usage of that flag seems more obscure and dubious for this purpose -		Game_Flag_Set(kFlagGenericWalkerWaiting); -#endif // BLADERUNNER_RESTORED_CUT_CONTENT  		Setup_Scene_Information(-530.0f, -6.5f, 241.0f, 506);  		Game_Flag_Set(kFlagArrivedFromSpinner1);  	} else { @@ -292,14 +292,14 @@ bool SceneScriptCT01::ClickedOnExit(int exitId) {  			Game_Flag_Reset(kFlagMcCoyInTyrellBuilding);  			Game_Flag_Reset(kFlagMcCoyInDNARow);  			Game_Flag_Reset(kFlagMcCoyInBradburyBuilding); -//#if BLADERUNNER_RESTORED_CUT_CONTENT +//if (_vm->_cutContent) {  //			// Restored spinner door opens/ closes, so we disable this for now  //			// NOTE: Reverted this cut content since this might be annoying  //                   as it slows down the pacing...  //			int spinnerDest = Spinner_Interface_Choose_Dest(kCT01LoopDoorAnim, false); -//#else +//} else {  			int spinnerDest = Spinner_Interface_Choose_Dest(-1, false); -//#endif // BLADERUNNER_RESTORED_CUT_CONTENT +//}  			switch (spinnerDest) {  			case kSpinnerDestinationPoliceStation: @@ -407,15 +407,15 @@ void SceneScriptCT01::SceneFrameAdvanced(int frame) {  		Ambient_Sounds_Play_Sound(kSfxCARDOWN3, 40,  99,   0,  0);  	} -#if BLADERUNNER_RESTORED_CUT_CONTENT -	if (frame == 136 || frame == 258) { -		Sound_Play(kSfxSPINOPN4, 100, 80, 80, 50); -	} +	if (_vm->_cutContent) { +		if (frame == 136 || frame == 258) { +			Sound_Play(kSfxSPINOPN4, 100, 80, 80, 50); +		} -	if (frame == 183 || frame == 303) { -		Sound_Play(kSfxSPINCLS1, 100, 80, 80, 50); +		if (frame == 183 || frame == 303) { +			Sound_Play(kSfxSPINCLS1, 100, 80, 80, 50); +		}  	} -#endif // BLADERUNNER_RESTORED_CUT_CONTENT  	if (frame == 316) {  		Ambient_Sounds_Play_Sound(kSfxCARUP3B,  50, -50, 100, 99); @@ -456,14 +456,14 @@ void SceneScriptCT01::PlayerWalkedIn() {  			return;  		}  		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -330.0f, -6.5f, 221.0f, 0, false, false, 0); -#if BLADERUNNER_RESTORED_CUT_CONTENT -		// unpause generic walkers here, less chance to collide with McCOy while he enters the scene -		if( Game_Flag_Query(kFlagArrivedFromSpinner1) -			&& Game_Flag_Query(kFlagGenericWalkerWaiting) -		) { -			Game_Flag_Reset(kFlagGenericWalkerWaiting); +		if (_vm->_cutContent) { +			// unpause generic walkers here, less chance to collide with McCOy while he enters the scene +			if( Game_Flag_Query(kFlagArrivedFromSpinner1) +				&& Game_Flag_Query(kFlagGenericWalkerWaiting) +			) { +				Game_Flag_Reset(kFlagGenericWalkerWaiting); +			}  		} -#endif // BLADERUNNER_RESTORED_CUT_CONTENT  		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -314.0f, -6.5f, 326.0f, 0, false, false, 0);  		if (!Game_Flag_Query(kFlagCT01Visited)) { | 
