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Diffstat (limited to 'engines/bladerunner/script/scene/ps04.cpp')
-rw-r--r--engines/bladerunner/script/scene/ps04.cpp10
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