From d4855a64b3bc9f9b2951486589ee8bff26ffabc2 Mon Sep 17 00:00:00 2001 From: Thanasis Antoniou Date: Tue, 21 May 2019 22:13:45 +0300 Subject: BLADERUNNER: Add methods to skip screen effects Also enhanced functionality for debugger's cmdDraw, allowing to draw isolated objects --- engines/bladerunner/scene.cpp | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) (limited to 'engines/bladerunner/scene.cpp') diff --git a/engines/bladerunner/scene.cpp b/engines/bladerunner/scene.cpp index dc6a7f798c..7b828edf9f 100644 --- a/engines/bladerunner/scene.cpp +++ b/engines/bladerunner/scene.cpp @@ -91,6 +91,10 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) { } else { _regions->clear(); _exits->clear(); +#if BLADERUNNER_ORIGINAL_BUGS +#else + _vm->_screenEffects->toggleEntry(-1, false); // clear the skip list +#endif _vm->_screenEffects->_entries.clear(); _vm->_overlays->removeAll(); _defaultLoop = 0; @@ -132,7 +136,15 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) { if (isLoadingGame) { resume(true); - if (sceneId == kScenePS10 || sceneId == kScenePS11 || sceneId == kScenePS12 || sceneId == kScenePS13) { // police maze? + if (sceneId == kScenePS10 // police maze + || sceneId == kScenePS11 // police maze + || sceneId == kScenePS12 // police maze + || sceneId == kScenePS13 // police maze +#if BLADERUNNER_ORIGINAL_BUGS +#else + || sceneId == kSceneUG01 // Steam room +#endif // BLADERUNNER_ORIGINAL_BUGS + ) { _vm->_sceneScript->sceneLoaded(); } return true; -- cgit v1.2.3