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Diffstat (limited to 'engines/bladerunner/script/scene/ct01.cpp')
-rw-r--r--engines/bladerunner/script/scene/ct01.cpp70
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)) {