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-rw-r--r--engines/bladerunner/script/ai/clovis.cpp15
-rw-r--r--engines/bladerunner/script/scene/ps10.cpp2
-rw-r--r--engines/bladerunner/script/scene/ps11.cpp6
-rw-r--r--engines/bladerunner/script/scene/ps12.cpp32
-rw-r--r--engines/bladerunner/script/scene/ps13.cpp32
-rw-r--r--engines/bladerunner/script/vk_script.cpp2
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);
}