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)) { |