diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/bladerunner/script/ai/clovis.cpp | 15 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ps10.cpp | 2 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ps11.cpp | 6 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ps12.cpp | 32 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ps13.cpp | 32 | ||||
-rw-r--r-- | engines/bladerunner/script/vk_script.cpp | 2 |
6 files changed, 52 insertions, 37 deletions
diff --git a/engines/bladerunner/script/ai/clovis.cpp b/engines/bladerunner/script/ai/clovis.cpp index 542beb027a..b26df93697 100644 --- a/engines/bladerunner/script/ai/clovis.cpp +++ b/engines/bladerunner/script/ai/clovis.cpp @@ -1436,13 +1436,28 @@ bool AIScriptClovis::ChangeAnimationMode(int mode) { case kAnimationModeSit: switch (_animationState) { +#if BLADERUNNER_ORIGINAL_BUGS +#else + // Sometimes the animationState will be 0 here (seems to happen randomly if skipping fast through the dialogue) + // and this would cause Clovis to not switch to his sitting animation + // and thus the BB11 rooftop scene would get stuck there + case 0: + // fall through +#endif // BLADERUNNER_ORIGINAL_BUGS case 4: + // fall through case 5: + // fall through case 6: + // fall through case 7: + // fall through case 8: + // fall through case 9: + // fall through case 10: + // fall through case 11: _animationState = 3; _animationFrame = 0; diff --git a/engines/bladerunner/script/scene/ps10.cpp b/engines/bladerunner/script/scene/ps10.cpp index 6cb50cde29..18e9b13cd5 100644 --- a/engines/bladerunner/script/scene/ps10.cpp +++ b/engines/bladerunner/script/scene/ps10.cpp @@ -503,7 +503,7 @@ bool SceneScriptPS10::ClickedOnItem(int itemId, bool combatMode) { case kItemPS10Target4: Sound_Play(kSfxFEMHURT2, 50, 0, 0, 50); break; - case kItemPS10Target5: // fall-through + case kItemPS10Target5: // fall through case kItemPS10Target7: Sound_Play(kSfxMALEHURT, 50, 0, 0, 50); break; diff --git a/engines/bladerunner/script/scene/ps11.cpp b/engines/bladerunner/script/scene/ps11.cpp index a56e3d076d..8a68bc45be 100644 --- a/engines/bladerunner/script/scene/ps11.cpp +++ b/engines/bladerunner/script/scene/ps11.cpp @@ -755,12 +755,12 @@ bool SceneScriptPS11::ClickedOnActor(int actorId) { bool SceneScriptPS11::ClickedOnItem(int itemId, bool combatMode) { if (Player_Query_Combat_Mode()) { switch (itemId) { - case kItemPS11Target4: // fall-through + case kItemPS11Target4: // fall through case kItemPS11Target15: Sound_Play(kSfxMALEHURT, 50, 0, 0, 50); break; - case kItemPS11Target7: // fall-through - case kItemPS11Target8: // fall-through + case kItemPS11Target7: // fall through + case kItemPS11Target8: // fall through case kItemPS11Target13: Sound_Play(kSfxFEMHURT2, 50, 0, 0, 50); break; diff --git a/engines/bladerunner/script/scene/ps12.cpp b/engines/bladerunner/script/scene/ps12.cpp index 0d0fceeefe..cd45c16306 100644 --- a/engines/bladerunner/script/scene/ps12.cpp +++ b/engines/bladerunner/script/scene/ps12.cpp @@ -826,8 +826,8 @@ bool SceneScriptPS12::ClickedOnItem(int itemId, bool a2) { Item_Spin_In_World(itemId); #endif // BLADERUNNER_ORIGINAL_BUGS switch (itemId) { - case kItemPS12Target6: // fall-through - case kItemPS12Target7: // fall-through + case kItemPS12Target6: // fall through + case kItemPS12Target7: // fall through case kItemPS12Target8: #if BLADERUNNER_ORIGINAL_BUGS #else @@ -843,20 +843,20 @@ bool SceneScriptPS12::ClickedOnItem(int itemId, bool a2) { Item_Flag_As_Non_Target(kItemPS12Target7); Item_Flag_As_Non_Target(kItemPS12Target8); break; - case kItemPS12Target1: // fall-through - case kItemPS12Target2: // fall-through - case kItemPS12Target3: // fall-through - case kItemPS12Target4: // fall-through - case kItemPS12Target5: // fall-through - case kItemPS12Target9: // fall-through - case kItemPS12Target10: // fall-through - case kItemPS12Target11: // fall-through - case kItemPS12Target12: // fall-through - case kItemPS12Target13: // fall-through - case kItemPS12Target14: // fall-through - case kItemPS12Target15: // fall-through - case kItemPS12Target16: // fall-through - case kItemPS12Target17: // fall-through + case kItemPS12Target1: // fall through + case kItemPS12Target2: // fall through + case kItemPS12Target3: // fall through + case kItemPS12Target4: // fall through + case kItemPS12Target5: // fall through + case kItemPS12Target9: // fall through + case kItemPS12Target10: // fall through + case kItemPS12Target11: // fall through + case kItemPS12Target12: // fall through + case kItemPS12Target13: // fall through + case kItemPS12Target14: // fall through + case kItemPS12Target15: // fall through + case kItemPS12Target16: // fall through + case kItemPS12Target17: // fall through default: #if BLADERUNNER_ORIGINAL_BUGS #else diff --git a/engines/bladerunner/script/scene/ps13.cpp b/engines/bladerunner/script/scene/ps13.cpp index ef1d45f883..95dc38dd39 100644 --- a/engines/bladerunner/script/scene/ps13.cpp +++ b/engines/bladerunner/script/scene/ps13.cpp @@ -694,11 +694,11 @@ bool SceneScriptPS13::ClickedOnActor(int actorId) { bool SceneScriptPS13::ClickedOnItem(int itemId, bool a2) { if (Player_Query_Combat_Mode()) { switch (itemId) { - case kItemPS13Target3: // fall-through + case kItemPS13Target3: // fall through case kItemPS13Target5: Sound_Play(kSfxFEMHURT2, 50, 0, 0, 50); break; - case kItemPS13Target10: // fall-through + case kItemPS13Target10: // fall through case kItemPS13Target11: Sound_Play(kSfxMALEHURT, 50, 0, 0, 50); break; @@ -710,8 +710,8 @@ bool SceneScriptPS13::ClickedOnItem(int itemId, bool a2) { Item_Spin_In_World(itemId); #endif // BLADERUNNER_ORIGINAL_BUGS switch (itemId) { - case kItemPS13Target10: // fall-through - case kItemPS13Target11: // fall-through + case kItemPS13Target10: // fall through + case kItemPS13Target11: // fall through case kItemPS13Target12: #if BLADERUNNER_ORIGINAL_BUGS #else @@ -727,18 +727,18 @@ bool SceneScriptPS13::ClickedOnItem(int itemId, bool a2) { Item_Flag_As_Non_Target(kItemPS13Target11); Item_Flag_As_Non_Target(kItemPS13Target12); break; - case kItemPS13Target1: // fall-through - case kItemPS13Target2: // fall-through - case kItemPS13Target3: // fall-through - case kItemPS13Target4: // fall-through - case kItemPS13Target5: // fall-through - case kItemPS13Target6: // fall-through - case kItemPS13Target7: // fall-through - case kItemPS13Target8: // fall-through - case kItemPS13Target9: // fall-through - case kItemPS13Target13: // fall-through - case kItemPS13Target14: // fall-through - case kItemPS13Target15: // fall-through + case kItemPS13Target1: // fall through + case kItemPS13Target2: // fall through + case kItemPS13Target3: // fall through + case kItemPS13Target4: // fall through + case kItemPS13Target5: // fall through + case kItemPS13Target6: // fall through + case kItemPS13Target7: // fall through + case kItemPS13Target8: // fall through + case kItemPS13Target9: // fall through + case kItemPS13Target13: // fall through + case kItemPS13Target14: // fall through + case kItemPS13Target15: // fall through default: #if BLADERUNNER_ORIGINAL_BUGS #else diff --git a/engines/bladerunner/script/vk_script.cpp b/engines/bladerunner/script/vk_script.cpp index 1d99e1611d..cb6ed88075 100644 --- a/engines/bladerunner/script/vk_script.cpp +++ b/engines/bladerunner/script/vk_script.cpp @@ -511,7 +511,7 @@ void VKScript::SCRIPT_VK_DLL_McCoy_Asks_Question(int actorId, int questionId) { case kActorBulletBob: // debug("Last Bullet Bob Question!"); // don't break for BOB - // fall-through + // fall through default: VK_Subject_Reacts(5, 0, 0, 100); } |