From dc74061311e9581d834fae5bbdf9eeb218248068 Mon Sep 17 00:00:00 2001 From: Thanasis Antoniou Date: Mon, 4 Mar 2019 14:22:51 +0200 Subject: BLADERUNNER: Add Zuben's death rattle Other actors are missing their death rattle's (original bug). Will be fixed at later patch on case by case basis. --- engines/bladerunner/combat.cpp | 2 +- engines/bladerunner/script/ai/zuben.cpp | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/engines/bladerunner/combat.cpp b/engines/bladerunner/combat.cpp index 3bc876f4e8..a6677a1469 100644 --- a/engines/bladerunner/combat.cpp +++ b/engines/bladerunner/combat.cpp @@ -165,7 +165,7 @@ void Combat::shoot(int actorId, Vector3 &to, int screenX) { actor->setAtXYZ(actor->getXYZ(), actor->getFacing(), true, false, true); _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); - sentenceId = 9020; + sentenceId = 9020; // Bug or intended? This sentence id (death rattle) won't be used in this case since combat mode is set to off above. Probably intended, in order to use the rattle in a case by case (?) } if (sentenceId >= 0 && actor->inCombat()) { diff --git a/engines/bladerunner/script/ai/zuben.cpp b/engines/bladerunner/script/ai/zuben.cpp index 4428b909fd..8c960315e5 100644 --- a/engines/bladerunner/script/ai/zuben.cpp +++ b/engines/bladerunner/script/ai/zuben.cpp @@ -1162,6 +1162,7 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) { break; case kAnimationModeDie: Actor_Set_Targetable(kActorZuben, false); + Sound_Play_Speech_Line(kActorZuben, 9020, 75, 0, 99); // add Zuben's death rattle here switch (_animationState) { case 2: case 4: -- cgit v1.2.3