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path: root/engines/bladerunner/script/scene/ps01.cpp
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Diffstat (limited to 'engines/bladerunner/script/scene/ps01.cpp')
-rw-r--r--engines/bladerunner/script/scene/ps01.cpp24
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);