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path: root/engines/bladerunner/script/scene/ps03.cpp
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Diffstat (limited to 'engines/bladerunner/script/scene/ps03.cpp')
-rw-r--r--engines/bladerunner/script/scene/ps03.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/bladerunner/script/scene/ps03.cpp b/engines/bladerunner/script/scene/ps03.cpp
index 158b6211c9..d4769023d5 100644
--- a/engines/bladerunner/script/scene/ps03.cpp
+++ b/engines/bladerunner/script/scene/ps03.cpp
@@ -41,7 +41,7 @@ void SceneScriptPS03::InitializeScene() {
if (Global_Variable_Query(kVariableChapter) > 1) {
Scene_Exit_Add_2D_Exit(2, 358, 245, 411, 288, 0);
}
- Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(false);
Ambient_Sounds_Add_Looping_Sound(kSfxPSAMB6, 35, 0, 1);
Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0);
@@ -76,7 +76,7 @@ bool SceneScriptPS03::ClickedOnItem(int itemId, bool a2) {
bool SceneScriptPS03::ClickedOnExit(int exitId) {
if (exitId == 0) {
#if BLADERUNNER_ORIGINAL_BUGS
- if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, 1, false, 0)) {
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagPS03toPS04);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
@@ -84,7 +84,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) {
}
#else
// Make McCoy move more forward till he reaches the exit to avoid blinking out at transition to PS03
- if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 690.0f, 0, 1, false, 0)) {
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 690.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagPS03toPS04);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
@@ -94,7 +94,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) {
return true;
}
if (exitId == 1) {
- if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -569.54f, -354.62f, -1076.15f, 0, 1, false, 0)) {
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -569.54f, -354.62f, -1076.15f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetPS02, kScenePS02);
@@ -107,7 +107,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) {
}
if (exitId == 2) {
#if BLADERUNNER_ORIGINAL_BUGS
- if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, 1, false, 0)) {
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagPS03toPS14);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
@@ -115,7 +115,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) {
}
#else
// exit Police Station earlier (lower z) to avoid some glitch of blending McCoy with background
- if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1231.0f, 0, 1, false, 0)) {
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1231.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagPS03toPS14);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);