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Diffstat (limited to 'engines/bladerunner/script/scene/ma01.cpp')
-rw-r--r--engines/bladerunner/script/scene/ma01.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/engines/bladerunner/script/scene/ma01.cpp b/engines/bladerunner/script/scene/ma01.cpp
index 289f5b0203..d820a175ed 100644
--- a/engines/bladerunner/script/scene/ma01.cpp
+++ b/engines/bladerunner/script/scene/ma01.cpp
@@ -20,20 +20,20 @@
*
*/
-#include "bladerunner/script/scene.h"
+#include "bladerunner/script/scene_script.h"
namespace BladeRunner {
void SceneScriptMA01::InitializeScene() {
Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992);
- if (Game_Flag_Query(kFlagMA01Locked)) {
+ if (Game_Flag_Query(kFlagSpinnerToMA01)) {
Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992);
}
if (Game_Flag_Query(kFlagMA06toMA01)) {
Setup_Scene_Information(1446.0f, 0.0f, -725.0f, 660);
}
Scene_Exit_Add_2D_Exit(0, 328, 132, 426, 190, 0);
- if (Game_Flag_Query(kFlagMA01Locked)) {
+ if (Game_Flag_Query(kFlagSpinnerToMA01)) {
Scene_Exit_Add_2D_Exit(1, 234, 240, 398, 328, 2);
}
Ambient_Sounds_Add_Looping_Sound(101, 90, 0, 1);
@@ -119,64 +119,64 @@ bool SceneScriptMA01::ClickedOnExit(int exitId) {
switch (spinnerDest) {
case kSpinnerDestinationPoliceStation:
Game_Flag_Set(178);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(251);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToPS01);
Set_Enter(61, kScenePS01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationRuncitersAnimals:
Game_Flag_Set(182);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(249);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToRC01);
Set_Enter(69, kSceneRC01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationChinatown:
Game_Flag_Set(176);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(248);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToCT01);
Set_Enter(4, kSceneCT01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationTyrellBuilding:
Game_Flag_Set(261);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(307);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToTB02);
Set_Enter(17, kSceneTB02);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationAnimoidRow:
Game_Flag_Set(180);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(252);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToAR01);
Set_Enter(0, kSceneAR01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationDNARow:
Game_Flag_Set(177);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(253);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToDR01);
Set_Enter(7, kSceneDR01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationBradburyBuilding:
Game_Flag_Set(258);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(254);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToBB01);
Set_Enter(20, kSceneBB01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationNightclubRow:
Game_Flag_Set(181);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(255);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToNR01);
Set_Enter(54, kSceneNR01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
case kSpinnerDestinationHysteriaHall:
Game_Flag_Set(257);
- Game_Flag_Reset(kFlagMA01Locked);
- Game_Flag_Set(256);
+ Game_Flag_Reset(kFlagSpinnerToMA01);
+ Game_Flag_Set(kFlagSpinnerToHF01);
Set_Enter(37, kSceneHF01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 4, true);
break;
@@ -242,7 +242,7 @@ void SceneScriptMA01::PlayerWalkedOut() {
Actor_Set_Invisible(kActorMcCoy, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
- if (!Game_Flag_Query(37) && Global_Variable_Query(1) == 1) {
+ if (!Game_Flag_Query(kFlagMA01toMA06) && Global_Variable_Query(1) == 1) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(kOuttakeTowards2, true, -1);