diff options
Diffstat (limited to 'engines/bladerunner/script/scene/ps01.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ps01.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/bladerunner/script/scene/ps01.cpp b/engines/bladerunner/script/scene/ps01.cpp index a30fd4c958..4ab8f24582 100644 --- a/engines/bladerunner/script/scene/ps01.cpp +++ b/engines/bladerunner/script/scene/ps01.cpp @@ -25,10 +25,10 @@ namespace BladeRunner { enum kPS01Loops { - kPS01LoopInshoot = 0, + kPS01LoopInshot = 0, kPS01LoopMainLoop = 1, kPS01LoopDoorAnim = 3, - kPS01LoopOutshoot = 4, + kPS01LoopOutshot = 4, kPS01LoopNoSpinner = 5 }; @@ -54,7 +54,7 @@ void SceneScriptPS01::InitializeScene() { } else { Actor_Set_Invisible(kActorMcCoy, true); Game_Flag_Set(kFlagArrivedFromSpinner2); - Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kPS01LoopInshoot, false); + Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kPS01LoopInshot, false); Scene_Loop_Set_Default(kPS01LoopMainLoop); Player_Loses_Control(); } @@ -112,63 +112,63 @@ bool SceneScriptPS01::ClickedOnExit(int exitId) { Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtMA01); Set_Enter(kSetMA01, kSceneMA01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationRuncitersAnimals: Game_Flag_Set(kFlagMcCoyInRunciters); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtRC01); Set_Enter(kSetRC01, kSceneRC01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationChinatown: Game_Flag_Set(kFlagMcCoyInChinaTown); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtCT01); Set_Enter(kSetCT01_CT12, kSceneCT01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationAnimoidRow: Game_Flag_Set(kFlagMcCoyInAnimoidRow); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtAR01); Set_Enter(kSetAR01_AR02, kSceneAR01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationTyrellBuilding: Game_Flag_Set(kFlagMcCoyInTyrellBuilding); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtTB02); Set_Enter(kSetTB02_TB03, kSceneTB02); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationDNARow: Game_Flag_Set(kFlagMcCoyInDNARow); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtDR01); Set_Enter(kSetDR01_DR02_DR04, kSceneDR01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationBradburyBuilding: Game_Flag_Set(kFlagMcCoyInBradburyBuilding); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtBB01); Set_Enter(kSetBB01, kSceneBB01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationNightclubRow: Game_Flag_Set(kFlagMcCoyInNightclubRow); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtNR01); Set_Enter(kSetNR01, kSceneNR01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; case kSpinnerDestinationHysteriaHall: Game_Flag_Set(kFlagMcCoyInHysteriaHall); Game_Flag_Reset(kFlagSpinnerAtPS01); Game_Flag_Set(kFlagSpinnerAtHF01); Set_Enter(kSetHF01, kSceneHF01); - Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshoot, true); + Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, true); break; default: Actor_Face_Heading(kActorMcCoy, 870, false); |