diff options
Diffstat (limited to 'engines/bladerunner/script/scene/ps04.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ps04.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/bladerunner/script/scene/ps04.cpp b/engines/bladerunner/script/scene/ps04.cpp index 73675680f5..b94f1a9399 100644 --- a/engines/bladerunner/script/scene/ps04.cpp +++ b/engines/bladerunner/script/scene/ps04.cpp @@ -61,7 +61,7 @@ void SceneScriptPS04::SceneLoaded() { && !Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm) && !Game_Flag_Query(kFlagPS04WeaponsOrderForm) ) { - Item_Add_To_World(kItemWeaponsOrderForm, 958, kSetPS04, -643.5f, -318.82f, 1148.87f, 525, 16, 12, false, true, false, true); + Item_Add_To_World(kItemWeaponsOrderForm, kModelAnimationOriginalRequisitionForm, kSetPS04, -643.5f, -318.82f, 1148.87f, 525, 16, 12, false, true, false, true); Game_Flag_Set(kFlagPS04WeaponsOrderForm); } @@ -192,7 +192,7 @@ void SceneScriptPS04::dialogueWithGuzza() { Actor_Says(kActorGuzza, 550, 32); Actor_Says(kActorMcCoy, 4065, 18); Actor_Says(kActorGuzza, 560, 34); - if (Query_Difficulty_Level() != 0) { + if (Query_Difficulty_Level() != kGameDifficultyEasy) { Global_Variable_Increment(kVariableChinyen, 100); } } else { @@ -215,7 +215,7 @@ void SceneScriptPS04::dialogueWithGuzza() { Actor_Says(kActorGuzza, 550, 32); Actor_Says(kActorMcCoy, 4065, 18); Actor_Says(kActorGuzza, 560, 34); - if (Query_Difficulty_Level() != 0) { + if (Query_Difficulty_Level() != kGameDifficultyEasy) { Global_Variable_Increment(kVariableChinyen, 100); } #endif // BLADERUNNER_RESTORED_CUT_CONTENT @@ -260,13 +260,13 @@ void SceneScriptPS04::dialogueWithGuzza() { Actor_Says(kActorGuzza, 270, 32); Game_Flag_Set(kFlagPS04GuzzaTalkZubenRetired); #if BLADERUNNER_ORIGINAL_BUGS - if (Query_Difficulty_Level() != 0) { + if (Query_Difficulty_Level() != kGameDifficultyEasy) { Global_Variable_Increment(kVariableChinyen, 200); } Game_Flag_Set(kFlagZubenBountyPaid); #else if (!Game_Flag_Query(kFlagZubenBountyPaid)) { // get retirement money only if haven't been auto-paid at end of Day 1 (sleep trigger) - if (Query_Difficulty_Level() != 0) { + if (Query_Difficulty_Level() != kGameDifficultyEasy) { Global_Variable_Increment(kVariableChinyen, 200); } Game_Flag_Set(kFlagZubenBountyPaid); // not a proper bug, but was missing from original code, so the flag would remain in non-consistent state in this case |