/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "engines/engine.h" #include "common/config-manager.h" #include "scumm/scumm.h" #include "scumm/sound.h" #include "scumm/insane/insane.h" namespace Scumm { void Insane::runScene(int arraynum) { _insaneIsRunning = true; _player = _vm->_splayer; _player->insanity(true); _numberArray = arraynum; // zeroValues1() _objArray2Idx = 0; _objArray2Idx2 = 0; // zeroValues2() _objArray1Idx = 0; _objArray1Idx2 = 0; // zeroValues3() _currScenePropIdx = 0; _currScenePropSubIdx = 0; _currTrsMsg = 0; smush_warpMouse(160, 100, -1); putActors(); readState(); debugC(DEBUG_INSANE, "INSANE Arg: %d", readArray(0)); switch (readArray(0)) { case 1: initScene(1); setupValues(); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) smlayer_setActorCostume(0, 2, readArray(9)); else smlayer_setActorCostume(0, 2, readArray(10)); smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); startVideo("minedriv.san", 1, 32, 12, 0); break; case 2: setupValues(); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) smlayer_setActorCostume(0, 2, readArray(10)); else smlayer_setActorCostume(0, 2, readArray(11)); smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); _mainRoadPos = readArray(2); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { initScene(5); startVideo("tovista.san", 1, 32, 12, 0); } else if (_mainRoadPos == _posBrokenTruck) { initScene(5); startVideo("tovista2.san", 1, 32, 12, 0); } else if (_mainRoadPos == _posBrokenCar) { initScene(5); startVideo("tovista2.san", 1, 32, 12, 0, _smush_tovista2Flu, 60); } else { initScene(4); startVideo("tovista1.san", 1, 32, 12, 0); } break; case 3: setupValues(); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) smlayer_setActorCostume(0, 2, readArray(10)); else smlayer_setActorCostume(0, 2, readArray(11)); smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); _mainRoadPos = readArray(2); if (_mainRoadPos == _posBrokenTruck) { initScene(6); startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 300); } else if (_mainRoadPos == _posBrokenCar) { initScene(6); startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 240); } else { initScene(6); startVideo("toranch.san", 1, 32, 12, 0); } break; case 4: _firstBattle = true; _currEnemy = EN_ROTT1; initScene(13); startVideo("minefite.san", 1, 32, 12, 0); break; case 5: writeArray(1, _val54d); initScene(24); startVideo("rottopen.san", 1, 32, 12, 0); break; case 6: initScene(1); setupValues(); smlayer_setFluPalette(_smush_roadrashRip, 1); smlayer_setActorCostume(0, 2, readArray(10)); smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); startVideo("minedriv.san", 1, 32, 12, 0, _smush_minedrivFlu, 420); break; case 7: case 8: case 9: break; case 10: initScene(26); writeArray(1, _val54d); startVideo("credits.san", 1, 32, 12, 0); break; default: error("Unknown FT_INSANE mode %d", readArray(0)); } putActors(); _enemy[EN_ROTT3].maxdamage = 120; _insaneIsRunning = false; _player->insanity(false); if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) { writeArray(50, _actor[0].inventory[INV_CHAIN]); writeArray(51, _actor[0].inventory[INV_CHAINSAW]); writeArray(52, _actor[0].inventory[INV_MACE]); writeArray(53, _actor[0].inventory[INV_2X4]); writeArray(54, _actor[0].inventory[INV_WRENCH]); writeArray(55, _actor[0].inventory[INV_DUST]); writeArray(56, _enemy[EN_CAVEFISH].isEmpty); writeArray(337, _enemy[EN_TORQUE].occurences); writeArray(329, _enemy[EN_ROTT1].occurences); writeArray(330, _enemy[EN_ROTT2].occurences); writeArray(331, _enemy[EN_ROTT3].occurences); writeArray(332, _enemy[EN_VULTF1].occurences); writeArray(333, _enemy[EN_VULTM1].occurences); writeArray(334, _enemy[EN_VULTF2].occurences); writeArray(335, _enemy[EN_VULTM2].occurences); writeArray(336, _enemy[EN_CAVEFISH].occurences); writeArray(339, _enemy[EN_VULTF2].isEmpty); writeArray(340, _enemy[EN_VULTM2].isEmpty); } // insane_unlock(); // FIXME _vm->_sound->stopAllSounds(); // IMUSE_StopAllSounds(); } int Insane::initScene(int sceneId) { debugC(DEBUG_INSANE, "initScene(%d)", sceneId); if (_needSceneSwitch) return 1; stopSceneSounds(_currSceneId); // do it for previous scene loadSceneData(sceneId, 0, 1); if (loadSceneData(sceneId, 0, 2)) { setSceneCostumes(sceneId); _sceneData2Loaded = 0; _sceneData1Loaded = 0; } else _sceneData2Loaded = 1; _currSceneId = sceneId; return 1; } void Insane::stopSceneSounds(int sceneId) { int flag = 0; debugC(DEBUG_INSANE, "stopSceneSounds(%d)", sceneId); switch (sceneId) { case 1: smlayer_stopSound(88); smlayer_stopSound(86); smlayer_stopSound(87); flag = 1; break; case 18: case 19: smlayer_stopSound(88); flag = 1; break; case 17: smlayer_stopSound(88); smlayer_stopSound(94); flag = 1; break; case 2: case 7: case 8: flag = 1; break; case 3: case 21: flag = 1; // break is omittted intentionally case 13: if (_actor[0].runningSound != 0) smlayer_stopSound(_actor[0].runningSound); _actor[0].runningSound = 0; if (_actor[1].runningSound != 0) smlayer_stopSound(_actor[1].runningSound); _actor[1].runningSound = 0; if (_currScenePropIdx != 0) shutCurrentScene(); _currScenePropSubIdx = 0; _currTrsMsg = 0; _actor[0].defunct = 0; _actor[0].scenePropSubIdx = 0; _actor[0].field_54 = 0; _actor[1].defunct = 0; _actor[1].scenePropSubIdx = 0; _actor[1].field_54 = 0; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { smlayer_stopSound(59); smlayer_stopSound(63); } else { smlayer_stopSound(89); smlayer_stopSound(90); smlayer_stopSound(91); smlayer_stopSound(92); smlayer_stopSound(93); smlayer_stopSound(95); smlayer_stopSound(87); } break; case 4: case 5: case 6: smlayer_stopSound(88); smlayer_stopSound(86); flag = 1; break; case 24: smlayer_stopSound(90); break; case 9: case 10: case 11: case 12: case 14: case 15: case 16: case 20: case 22: case 23: break; } if (!flag) return; smlayer_setActorCostume(0, 2, 0); smlayer_setActorCostume(0, 0, 0); smlayer_setActorCostume(0, 1, 0); smlayer_setActorCostume(1, 2, 0); smlayer_setActorCostume(1, 0, 0); smlayer_setActorCostume(1, 1, 0); return; } void Insane::shutCurrentScene(void) { debugC(DEBUG_INSANE, "shutCurrentScene()"); _currScenePropIdx = 0; _currTrsMsg = 0; _currScenePropSubIdx = 0; _actor[1].scenePropSubIdx = 0; _actor[1].defunct = 0; if (_actor[1].runningSound != 0) { smlayer_stopSound(_actor[1].runningSound); _actor[1].runningSound = 0; } _actor[0].scenePropSubIdx = 0; _actor[0].defunct = 0; if (_actor[0].runningSound != 0) { smlayer_stopSound(_actor[0].runningSound); _actor[0].runningSound = 0; } _battleScene = true; } // insane_loadSceneData1 & insane_loadSceneData2 int Insane::loadSceneData(int scene, int flag, int phase) { if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) return 1; int retvalue = 1; debugC(DEBUG_INSANE, "Insane::loadSceneData(%d, %d, %d)", scene, flag, phase); //if (phase == 1) /// FIXME // insane_unlock(); switch (scene) { case 1: smlayer_loadSound(88, flag, phase); smlayer_loadSound(86, flag, phase); smlayer_loadSound(87, flag, phase); smlayer_loadCostume(10, phase); break; case 4: case 5: case 6: smlayer_loadSound(88, flag, phase); smlayer_loadCostume(11, phase); break; case 3: case 13: switch (_currEnemy) { case EN_TORQUE: smlayer_loadSound(59, flag, phase); smlayer_loadSound(93, flag, phase); smlayer_loadCostume(57, phase); smlayer_loadCostume(37, phase); break; case EN_ROTT1: smlayer_loadSound(201, flag, phase); smlayer_loadSound(194, flag, phase); smlayer_loadSound(195, flag, phase); smlayer_loadSound(199, flag, phase); smlayer_loadSound(205, flag, phase); smlayer_loadSound(212, flag, phase); smlayer_loadSound(198, flag, phase); smlayer_loadSound(203, flag, phase); smlayer_loadSound(213, flag, phase); smlayer_loadSound(215, flag, phase); smlayer_loadSound(216, flag, phase); smlayer_loadSound(217, flag, phase); smlayer_loadSound(218, flag, phase); smlayer_loadSound(90, flag, phase); smlayer_loadCostume(26, phase); smlayer_loadCostume(16, phase); smlayer_loadCostume(17, phase); smlayer_loadCostume(27, phase); break; case EN_ROTT2: smlayer_loadSound(242, flag, phase); smlayer_loadSound(244, flag, phase); smlayer_loadSound(236, flag, phase); smlayer_loadSound(238, flag, phase); smlayer_loadSound(239, flag, phase); smlayer_loadSound(240, flag, phase); smlayer_loadSound(258, flag, phase); smlayer_loadSound(259, flag, phase); smlayer_loadSound(260, flag, phase); smlayer_loadSound(243, flag, phase); smlayer_loadSound(244, flag, phase); smlayer_loadSound(245, flag, phase); smlayer_loadSound(246, flag, phase); smlayer_loadSound(233, flag, phase); smlayer_loadSound(234, flag, phase); smlayer_loadSound(241, flag, phase); smlayer_loadSound(242, flag, phase); smlayer_loadSound(90, flag, phase); smlayer_loadCostume(28, phase); smlayer_loadCostume(16, phase); smlayer_loadCostume(17, phase); smlayer_loadCostume(42, phase); break; case EN_ROTT3: smlayer_loadSound(223, flag, phase); smlayer_loadSound(224, flag, phase); smlayer_loadSound(225, flag, phase); smlayer_loadSound(226, flag, phase); smlayer_loadSound(228, flag, phase); smlayer_loadSound(229, flag, phase); smlayer_loadSound(230, flag, phase); smlayer_loadSound(232, flag, phase); smlayer_loadSound(220, flag, phase); smlayer_loadSound(221, flag, phase); smlayer_loadSound(222, flag, phase); smlayer_loadSound(90, flag, phase); smlayer_loadCostume(15, phase); smlayer_loadCostume(16, phase); smlayer_loadCostume(17, phase); smlayer_loadCostume(43, phase); smlayer_loadCostume(47, phase); break; case EN_VULTF1: smlayer_loadSound(282, flag, phase); smlayer_loadSound(283, flag, phase); smlayer_loadSound(284, flag, phase); smlayer_loadSound(285, flag, phase); smlayer_loadSound(286, flag, phase); smlayer_loadSound(287, flag, phase); smlayer_loadSound(279, flag, phase); smlayer_loadSound(280, flag, phase); smlayer_loadSound(281, flag, phase); smlayer_loadSound(277, flag, phase); smlayer_loadSound(288, flag, phase); smlayer_loadSound(278, flag, phase); smlayer_loadSound(91, flag, phase); smlayer_loadCostume(29, phase); smlayer_loadCostume(33, phase); smlayer_loadCostume(32, phase); smlayer_loadCostume(37, phase); break; case EN_VULTM1: smlayer_loadSound(160, flag, phase); smlayer_loadSound(161, flag, phase); smlayer_loadSound(174, flag, phase); smlayer_loadSound(167, flag, phase); smlayer_loadSound(163, flag, phase); smlayer_loadSound(164, flag, phase); smlayer_loadSound(170, flag, phase); smlayer_loadSound(166, flag, phase); smlayer_loadSound(175, flag, phase); smlayer_loadSound(162, flag, phase); smlayer_loadSound(91, flag, phase); smlayer_loadCostume(30, phase); smlayer_loadCostume(33, phase); smlayer_loadCostume(32, phase); smlayer_loadCostume(36, phase); break; case EN_VULTF2: smlayer_loadSound(263, flag, phase); smlayer_loadSound(264, flag, phase); smlayer_loadSound(265, flag, phase); smlayer_loadSound(266, flag, phase); smlayer_loadSound(267, flag, phase); smlayer_loadSound(268, flag, phase); smlayer_loadSound(270, flag, phase); smlayer_loadSound(271, flag, phase); smlayer_loadSound(275, flag, phase); smlayer_loadSound(276, flag, phase); smlayer_loadSound(261, flag, phase); smlayer_loadSound(262, flag, phase); smlayer_loadSound(263, flag, phase); smlayer_loadSound(274, flag, phase); smlayer_loadSound(91, flag, phase); smlayer_loadCostume(31, phase); smlayer_loadCostume(33, phase); smlayer_loadCostume(32, phase); smlayer_loadCostume(35, phase); smlayer_loadCostume(46, phase); break; case EN_VULTM2: smlayer_loadSound(179, flag, phase); smlayer_loadSound(183, flag, phase); smlayer_loadSound(184, flag, phase); smlayer_loadSound(186, flag, phase); smlayer_loadSound(191, flag, phase); smlayer_loadSound(192, flag, phase); smlayer_loadSound(180, flag, phase); smlayer_loadSound(101, flag, phase); smlayer_loadSound(289, flag, phase); smlayer_loadSound(177, flag, phase); smlayer_loadSound(178, flag, phase); smlayer_loadSound(290, flag, phase); smlayer_loadSound(102, flag, phase); smlayer_loadSound(91, flag, phase); smlayer_loadCostume(34, phase); smlayer_loadCostume(33, phase); smlayer_loadCostume(32, phase); smlayer_loadCostume(44, phase); smlayer_loadCostume(45, phase); break; case EN_CAVEFISH: smlayer_loadSound(291, flag, phase); smlayer_loadSound(100, flag, phase); smlayer_loadSound(92, flag, phase); smlayer_loadCostume(39, phase); smlayer_loadCostume(40, phase); smlayer_loadCostume(41, phase); break; default: retvalue = 0; break; } smlayer_loadSound(64, flag, phase); smlayer_loadSound(65, flag, phase); smlayer_loadSound(66, flag, phase); smlayer_loadSound(67, flag, phase); smlayer_loadSound(68, flag, phase); smlayer_loadSound(69, flag, phase); smlayer_loadSound(70, flag, phase); smlayer_loadSound(71, flag, phase); smlayer_loadSound(72, flag, phase); smlayer_loadSound(73, flag, phase); smlayer_loadSound(74, flag, phase); smlayer_loadSound(75, flag, phase); smlayer_loadSound(76, flag, phase); smlayer_loadSound(77, flag, phase); smlayer_loadSound(78, flag, phase); smlayer_loadSound(79, flag, phase); smlayer_loadSound(80, flag, phase); smlayer_loadSound(81, flag, phase); smlayer_loadSound(82, flag, phase); smlayer_loadSound(83, flag, phase); smlayer_loadSound(84, flag, phase); smlayer_loadSound(85, flag, phase); smlayer_loadSound(86, flag, phase); smlayer_loadSound(87, flag, phase); smlayer_loadSound(62, flag, phase); smlayer_loadSound(63, flag, phase); smlayer_loadSound(60, flag, phase); smlayer_loadSound(61, flag, phase); smlayer_loadSound(315, flag, phase); smlayer_loadSound(316, flag, phase); smlayer_loadSound(317, flag, phase); smlayer_loadSound(98, flag, phase); smlayer_loadSound(318, flag, phase); smlayer_loadSound(96, flag, phase); smlayer_loadSound(97, flag, phase); smlayer_loadSound(95, flag, phase); smlayer_loadSound(89, flag, phase); smlayer_loadCostume(12, phase); smlayer_loadCostume(13, phase); smlayer_loadCostume(14, phase); smlayer_loadCostume(18, phase); smlayer_loadCostume(22, phase); smlayer_loadCostume(19, phase); smlayer_loadCostume(38, phase); smlayer_loadCostume(20, phase); smlayer_loadCostume(21, phase); smlayer_loadCostume(23, phase); smlayer_loadCostume(24, phase); smlayer_loadCostume(25, phase); break; case 21: case 24: case 25: smlayer_loadSound(223, flag, phase); smlayer_loadSound(224, flag, phase); smlayer_loadSound(225, flag, phase); smlayer_loadSound(226, flag, phase); smlayer_loadSound(228, flag, phase); smlayer_loadSound(229, flag, phase); smlayer_loadSound(230, flag, phase); smlayer_loadSound(232, flag, phase); smlayer_loadSound(90, flag, phase); smlayer_loadCostume(15, phase); smlayer_loadCostume(16, phase); smlayer_loadCostume(17, phase); smlayer_loadCostume(43, phase); smlayer_loadSound(62, flag, phase); smlayer_loadSound(63, flag, phase); smlayer_loadSound(60, flag, phase); smlayer_loadSound(61, flag, phase); smlayer_loadSound(315, flag, phase); smlayer_loadSound(316, flag, phase); smlayer_loadSound(317, flag, phase); smlayer_loadSound(98, flag, phase); smlayer_loadSound(318, flag, phase); smlayer_loadSound(96, flag, phase); smlayer_loadSound(97, flag, phase); smlayer_loadSound(95, flag, phase); smlayer_loadSound(89, flag, phase); smlayer_loadCostume(12, phase); smlayer_loadCostume(13, phase); smlayer_loadCostume(14, phase); smlayer_loadCostume(18, phase); smlayer_loadCostume(22, phase); break; case 17: smlayer_loadSound(88, flag, phase); smlayer_loadSound(94, flag, phase); break; case 2: case 7: case 8: case 9: case 10: case 11: case 12: case 14: case 15: case 16: case 18: case 19: case 20: case 22: case 23: break; default: retvalue = 0; } if (phase == 1) { _sceneData1Loaded = 1; } return retvalue; } void Insane::setSceneCostumes(int sceneId) { debugC(DEBUG_INSANE, "Insane::setSceneCostumes(%d)", sceneId); switch (sceneId) { case 1: if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) smlayer_setActorCostume(0, 2, readArray(9)); else smlayer_setActorCostume(0, 2, readArray(10)); smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); smlayer_setFluPalette(_smush_roadrashRip, 0); setupValues(); return; case 17: smlayer_setFluPalette(_smush_goglpaltRip, 0); setupValues(); return; case 2: if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) smlayer_setActorCostume(0, 2, readArray(9)); else smlayer_setActorCostume(0, 2, readArray(10)); setupValues(); return; case 13: setEnemyCostumes(); smlayer_setFluPalette(_smush_roadrashRip, 0); return; case 21: _currEnemy = EN_ROTT3; //PATCH setEnemyCostumes(); _actor[1].y = 200; smlayer_setFluPalette(_smush_roadrashRip, 0); return; case 4: case 5: case 6: if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) smlayer_setActorCostume(0, 2, readArray(10)); else smlayer_setActorCostume(0, 2, readArray(11)); smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2); setupValues(); return; case 7: case 8: writeArray(4, 0); return; } } void Insane::setEnemyCostumes(void) { int i; debugC(DEBUG_INSANE, "setEnemyCostumes(%d)", _currEnemy); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { smlayer_setActorCostume(0, 2, readArray(11)); smlayer_setActorCostume(0, 0, readArray(13)); smlayer_setActorCostume(0, 1, readArray(12)); } else { smlayer_setActorCostume(0, 2, readArray(12)); smlayer_setActorCostume(0, 0, readArray(14)); smlayer_setActorCostume(0, 1, readArray(13)); } smlayer_setActorLayer(0, 1, 1); smlayer_setActorLayer(0, 2, 5); smlayer_setActorLayer(0, 0, 10); smlayer_putActor(0, 2, _actor[0].x+11, _actor[0].y1+102, _smlayer_room2); smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1+200, _smlayer_room2); smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1+200, _smlayer_room2); if (_currEnemy == EN_CAVEFISH) { smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4)); _actor[1].act[2].room = 1; _actor[1].act[1].room = 0; _actor[1].act[0].room = 0; _actor[1].act[2].animTilt = 1; _actor[1].field_8 = 98; _actor[1].act[2].state = 98; _actor[1].act[0].state = 98; _actor[1].act[1].state = 98; smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); } else if (_currEnemy == EN_TORQUE) { smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4)); _actor[1].act[2].room = 1; _actor[1].act[1].room = 0; _actor[1].act[0].room = 0; _actor[1].field_8 = 1; _actor[1].act[2].state = 1; _actor[1].act[0].state = 1; _actor[1].act[1].state = 1; smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); } else { _actor[1].act[2].room = 1; _actor[1].act[1].room = 1; _actor[1].act[0].room = 1; if (_enemy[_currEnemy].costume4) smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4)); if (_enemy[_currEnemy].costume5) smlayer_setActorCostume(1, 0, readArray(_enemy[_currEnemy].costume5)); if (_enemy[_currEnemy].costume6) smlayer_setActorCostume(1, 1, readArray(_enemy[_currEnemy].costume6)); _actor[1].field_8 = 1; _actor[1].act[2].state = 1; _actor[1].act[0].state = 1; _actor[1].act[1].state = 1; if (_actor[1].act[2].room != 0) smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); } if (_actor[1].act[1].room != 0) smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1, _smlayer_room2); if (_actor[1].act[0].room != 0) smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1, _smlayer_room2); smlayer_setActorLayer(1, 1, 1); smlayer_setActorLayer(1, 2, 5); smlayer_setActorLayer(1, 0, 10); _actor[1].damage = 0; _actor[1].x = 250; _actor[1].y = 300; _actor[1].cursorX = 0; _actor[1].tilt = 0; _actor[1].weapon = -1; _actor[1].weaponClass = 2; _enemy[_currEnemy].occurences++; _actor[1].maxdamage = _enemy[_currEnemy].maxdamage; _actor[1].enemyHandler = _enemy[_currEnemy].handler; _actor[1].animWeaponClass = 0; for (i = 0; i < 8; i++) _actor[1].inventory[i] = 0; _actor[0].damage = 0; _actor[0].x = 100; _actor[0].y = 200; _actor[0].weapon = INV_HAND; _actor[0].weaponClass = 2; _actor[0].animWeaponClass = 0; _actor[0].newFacingFlag = 2; _actor[0].curFacingFlag = 0; _actor[0].tilt = 0; _actor[0].field_8 = 1; _actor[0].act[2].state = 1; _actor[0].act[2].animTilt = 1; _actor[0].act[0].state = 0; _actor[0].act[1].state = 1; _actor[0].act[2].room = 1; _actor[0].act[1].room = 1; _actor[0].act[0].room = 1; _actor[0].cursorX = 0; _actor[0].defunct = 0; _actor[0].scenePropSubIdx = 0; _actor[0].field_54 = 0; _actor[0].runningSound = 0; _actor[0].lost = false; _actor[0].kicking = false; _actor[0].field_44 = false; _actor[1].inventory[_enemy[_currEnemy].weapon] = 1; _actor[0].field_48 = false; _actor[1].defunct = 0; _actor[1].scenePropSubIdx = 0; _actor[1].field_54 = 0; _actor[1].runningSound = 0; _actor[1].lost = false; _actor[1].kicking = false; _actor[1].field_44 = false; _actor[1].field_48 = false; if (_enemy[_currEnemy].initializer != -1) enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage, _actor[0].damage, _actor[1].probability); smush_warpMouse(160, 100, -1); } void Insane::procPreRendering(void) { _smush_isSanFileSetup = 0; // FIXME: This shouldn't be here switchSceneIfNeeded(); if (_sceneData1Loaded) { _val115_ = true; if (!_keyboardDisable) { smush_changeState(1); _keyboardDisable = 1; } } else { _val115_ = false; if (_keyboardDisable) { smush_changeState(0); _keyboardDisable = 0; } } } void Insane::procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { int32 tmpSnd; bool needMore = false; if (!_keyboardDisable) { switch (_currSceneId) { case 12: postCase11(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 1: postCase0(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); if (!smlayer_isSoundRunning(88)) smlayer_startSfx(88); smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64); if (_tiresRustle) { if (!smlayer_isSoundRunning(87)) smlayer_startSfx(87); } else { smlayer_stopSound(87); } break; case 18: case 19: postCase17(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); smlayer_stopSound(95); smlayer_stopSound(87); smlayer_stopSound(88); if (!smlayer_isSoundRunning(88)) smlayer_startSfx(88); break; case 17: postCase16(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); if (!smlayer_isSoundRunning(88)) smlayer_startSfx(88); break; case 2: postCase1(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 3: postCase2(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); needMore = true; if (!smlayer_isSoundRunning(89)) { smlayer_startSfx(89); smlayer_soundSetPriority(89, 100); } tmpSnd = _enemy[_currEnemy].sound; if (!smlayer_isSoundRunning(tmpSnd)) { smlayer_startSfx(tmpSnd); smlayer_soundSetPriority(tmpSnd, 100); } smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64); smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64); if (!_tiresRustle) { smlayer_stopSound(87); } else { if (!smlayer_isSoundRunning(87)) smlayer_startSfx(87); } break; case 21: postCase20(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); needMore = true; if (!smlayer_isSoundRunning(89)) { smlayer_startSfx(89); smlayer_soundSetPriority(89, 100); } tmpSnd = _enemy[_currEnemy].sound; if (!smlayer_isSoundRunning(tmpSnd)) { smlayer_startSfx(tmpSnd); smlayer_soundSetPriority(tmpSnd, 100); } smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64); smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64); break; case 4: case 5: postCase3(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); if (!smlayer_isSoundRunning(88)) smlayer_startSfx(88); smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64); break; case 6: postCase5(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); if (!smlayer_isSoundRunning(88)) smlayer_startSfx(88); smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64); break; case 7: case 8: postCase6(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 9: case 23: postCase8(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 10: postCase9(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 11: case 20: case 22: postCase10(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 14: postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 13: postCase12(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); needMore = true; if (!smlayer_isSoundRunning(89)) { smlayer_startSfx(89); smlayer_soundSetPriority(89, 100); } tmpSnd = _enemy[_currEnemy].sound; if (!smlayer_isSoundRunning(tmpSnd)) { smlayer_startSfx(tmpSnd); smlayer_soundSetPriority(tmpSnd, 100); } smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64); smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64); break; case 24: if (!smlayer_isSoundRunning(90)) { smlayer_startSfx(90); smlayer_soundSetPriority(90, 100); } postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 15: case 16: postCase14(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); break; case 25: case 26: break; } if (_currScenePropIdx) postCaseAll(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); _actor[0].frame++; _actor[0].act[3].frame++; _actor[0].act[2].frame++; _actor[0].act[1].frame++; _actor[0].act[0].frame++; _actor[1].act[3].frame++; _actor[1].frame++; _actor[1].act[2].frame++; _actor[1].act[1].frame++; _actor[1].act[0].frame++; } if (!_val115_) { smlayer_overrideDrawActorAt(&renderBitmap[0], renderBitmap[2], renderBitmap[3]); _isBenCut = 0; } if (_isBenCut) smlayer_drawSomething(renderBitmap, codecparam, 89, 56, 1, _smush_bencutNut, 0, 0, 0); if (!_keyboardDisable) _vm->processActors(); if (needMore) postCaseMore(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame); _tiresRustle = false; } void Insane::postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (curFrame >= maxFrame && !_needSceneSwitch) { if (_firstBattle) { smush_setToFinish(); } else { if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0); else queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300); } } _roadBranch = false; _roadStop = false; } void Insane::postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { turnBen(true); if (!curFrame || curFrame == 420) smlayer_setFluPalette(_smush_roadrashRip, 0); if (curFrame >= maxFrame) smush_rewindCurrentSan(1088, -1, -1); _roadBumps = false; _roadBranch = false; _roadStop = false; _benHasGoggles = false; _mineCaveIsNear = false; _continueFrame1 = curFrame; } void Insane::postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (curFrame >= maxFrame && !_needSceneSwitch) { if (_currSceneId == 18) { queueSceneSwitch(17, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300); writeArray(9, 1); } else { queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300); writeArray(9, 0); } } _roadBranch = false; _roadStop = false; } void Insane::postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { char buf[12]; int32 tmp; turnBen(true); sprintf(buf, "^f01%02o", curFrame & 0x3f); smlayer_showStatusMsg(-1, renderBitmap, codecparam, 180, 168, 1, 2, 0, "%s", buf); tmp = 400-curFrame; if (tmp < 0) tmp += 1300; sprintf(buf, "^f01%04d", tmp); smlayer_showStatusMsg(-1, renderBitmap, codecparam, 202, 168, 1, 2, 0, "%s", buf); sprintf(buf, "^f01%02o", curFrame & 0xff); smlayer_showStatusMsg(-1, renderBitmap, codecparam, 240, 168, 1, 2, 0, "%s", buf); smlayer_showStatusMsg(-1, renderBitmap, codecparam, 170, 43, 1, 2, 0, "%s", buf); smlayer_drawSomething(renderBitmap, codecparam, 0, 0, 1, _smush_bensgoggNut, 0, 0, 0); if (!_objectDetected) smlayer_drawSomething(renderBitmap, codecparam, 24, 170, 1, _smush_iconsNut, 23, 0, 0); if (!curFrame) smlayer_setFluPalette(_smush_goglpaltRip, 0); if (curFrame >= maxFrame) { smush_rewindCurrentSan(1088, -1, -1); smlayer_setFluPalette(_smush_goglpaltRip, 0); } _roadBumps = false; _mineCaveIsNear = false; _roadBranch = false; _roadStop = false; _objectDetected = false; _counter1++; _continueFrame1 = curFrame; if (_counter1 >= 10) _counter1 = 0; } void Insane::postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { struct fluConf *flu; if ((curFrame >= maxFrame) && !_needSceneSwitch) { flu = &_fluConf[14 + _iactSceneId2]; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) queueSceneSwitch(4, 0, "tovista.san", 64, 0, 0, 0); else queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0, flu->startFrame, flu->numFrames); } _roadBranch = false; _roadStop = false; } void Insane::postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { turnBen(_battleScene != 0); turnEnemy(true); if (!curFrame) smlayer_setFluPalette(_smush_roadrashRip, 0); if (curFrame >= maxFrame) smush_rewindCurrentSan(1088, -1, -1); _roadBumps = false; _roadBranch = false; _roadStop = false; _continueFrame = curFrame; } void Insane::postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { turnBen(true); turnEnemy(true); if (curFrame >= maxFrame) smush_rewindCurrentSan(1088, -1, -1); _roadBumps = false; _roadBranch = false; _roadStop = false; _continueFrame = curFrame; } void Insane::postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { turnBen(true); if (_actor[0].x >= 158 && _actor[0].x <= 168) { if (!smlayer_isSoundRunning(86)) smlayer_startSfx(86); } else { if (smlayer_isSoundRunning(86)) smlayer_stopSound(86); } if (curFrame >= maxFrame) { if (_currSceneId == 4) { if (!_needSceneSwitch) { if (readArray(6)) { if (readArray(4)) queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0); else queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0); } else { if (readArray(4)) queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0); else queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0); } } } else { if (readArray(4)) { if (!_needSceneSwitch) queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0); } else { writeArray(1, _posVista); smush_setToFinish(); } } } _carIsBroken = false; _roadStop = false; _roadBranch = false; _iactSceneId = 0; } void Insane::postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { turnBen(true); if (_actor[0].x >= 158 && _actor[0].x <= 168) { if (!smlayer_isSoundRunning(86)) smlayer_startSfx(86); } else { if (smlayer_isSoundRunning(86)) smlayer_stopSound(86); } if (curFrame >= maxFrame) { if (readArray(4)) { if (!_needSceneSwitch) queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0); } else { if (readArray(5)) { writeArray(1, _val57d); smush_setToFinish(); } else { writeArray(4, 1); queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0); } } } _carIsBroken = false; _roadStop = false; _roadBranch = false; _iactSceneId = 0; } void Insane::postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { struct fluConf *flu; if ((curFrame >= maxFrame) && !_needSceneSwitch) { if (_currSceneId == 8) flu = &_fluConf[7 + _iactSceneId2]; else flu = &_fluConf[0 + _iactSceneId2]; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0); else queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0, flu->startFrame, flu->numFrames); } _roadBranch = false; _roadStop = false; } void Insane::postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (curFrame >= maxFrame && !_needSceneSwitch) { _actor[0].damage = 0; if (_firstBattle) { queueSceneSwitch(13, _smush_minefiteFlu, "minefite.san", 64, 0, _continueFrame, 1300); } else { if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0); } else { if (_currSceneId == 23) { queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0); } else { queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300); } } } } _roadBranch = false; _roadStop = false; } void Insane::postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (curFrame >= maxFrame && !_needSceneSwitch) { _actor[0].damage = 0; queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300); } _roadBranch = false; _roadStop = false; } void Insane::postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (curFrame >= maxFrame && !_needSceneSwitch) { _actor[0].damage = 0; switch (_currSceneId) { case 20: writeArray(8, 1); queueSceneSwitch(12, 0, "liftgog.san", 0, 0, 0, 0); break; case 22: writeArray(1, _val54d); smush_setToFinish(); break; default: if (_actor[0].inventory[_enemy[_currEnemy].weapon]) { queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300); break; } switch (_enemy[_currEnemy].weapon) { case INV_CHAIN: _actor[0].inventory[INV_CHAIN] = 1; queueSceneSwitch(12, 0, "liftchay.san", 0, 0, 0, 0); break; case INV_CHAINSAW: _actor[0].inventory[INV_CHAINSAW] = 1; queueSceneSwitch(12, 0, "liftsaw.san", 0, 0, 0, 0); break; case INV_MACE: _actor[0].inventory[INV_MACE] = 1; queueSceneSwitch(12, 0, "liftmace.san", 0, 0, 0, 0); break; case INV_2X4: _actor[0].inventory[INV_2X4] = 1; queueSceneSwitch(12, 0, "liftbord.san", 0, 0, 0, 0); break; default: queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300); break; } } } _roadBranch = false; _roadStop = false; } void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (_actor[1].y <= 200) { initScene(3); _actor[1].y = 200; switch (_currEnemy) { case EN_ROTT2: turnBen(true); if (_enemy[EN_ROTT2].occurences <= 1) prepareScenePropScene(32, 0, 1); else prepareScenePropScene(33, 0, 1); break; case EN_ROTT3: turnBen(true); if (_enemy[EN_ROTT3].occurences <= 1) prepareScenePropScene(25, 0, 1); break; case EN_VULTF1: turnBen(true); if (_enemy[EN_VULTF1].occurences <= 1) prepareScenePropScene(2, 0, 1); break; case EN_VULTF2: turnBen(true); if (_enemy[EN_VULTF2].occurences <= 1) prepareScenePropScene(9, 0, 1); else prepareScenePropScene(16, 0, 1); break; case EN_VULTM2: if (_enemy[EN_VULTM2].occurences <= 1) { turnBen(false); prepareScenePropScene(18, 0, 1); _battleScene = false; } else turnBen(true); break; case EN_TORQUE: turnBen(false); writeArray(1, _posFatherTorque); smush_setToFinish(); break; case EN_ROTT1: case EN_VULTM1: case EN_CAVEFISH: default: turnBen(true); break; } } else { switch (_currEnemy) { case EN_VULTM2: if (_enemy[EN_VULTM2].occurences <= 1) turnBen(false); else turnBen(true); break; case EN_TORQUE: turnBen(false); if (_actor[1].y != 300) prepareScenePropScene(57, 1, 0); break; default: turnBen(true); } _actor[1].y -= (_actor[1].y - 200) / 20 + 1; } turnEnemy(false); if (curFrame == 0) smlayer_setFluPalette(_smush_roadrashRip, 0); if (curFrame >= maxFrame) smush_rewindCurrentSan(1088, -1, -1); _roadBranch = false; _roadStop = false; _continueFrame = curFrame; } void Insane::postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (curFrame >= maxFrame) { if (_currSceneId == 24) { queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0); } else { if (readArray(6) && readArray(4)) queueSceneSwitch(16, 0, "limocrsh.san", 64, 0, 0, 0); else queueSceneSwitch(5, 0, "tovista2.san", 64, 0, 0, 290); } } _roadBranch = false; _roadStop = false; } void Insane::postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (curFrame >= maxFrame) { if (_currSceneId == 16) { writeArray(4, 0); writeArray(5, 1); writeArray(1, _posBrokenCar); writeArray(3, _posBrokenTruck); smush_setToFinish(); } else { switch (_tempSceneId) { case 5: queueSceneSwitch(6, 0, "toranch.san", 64, 0, 0, 530); break; case 6: queueSceneSwitch(4, 0, "tovista1.san", 64, 0, 0, 230); break; } } } _roadBranch = false; _roadStop = false; } void Insane::postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { struct sceneProp *tsceneProp; tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx]; if (tsceneProp->actor != -1) { if (_actor[tsceneProp->actor].field_54) { tsceneProp->counter++; if (!_actor[tsceneProp->actor].runningSound || ConfMan.getBool("subtitles")) { if (_actor[tsceneProp->actor].act[3].state == 72 && _currTrsMsg) { _player->setPaletteValue(0, tsceneProp->r, tsceneProp->g, tsceneProp->b); _player->setPaletteValue(1, tsceneProp->r, tsceneProp->g, tsceneProp->b); _player->setPaletteValue(0, 0, 0, 0); smlayer_showStatusMsg(-1, renderBitmap, codecparam, 160, 20, 1, 2, 5, "^f00%s", _currTrsMsg); } } } else { _currScenePropSubIdx = tsceneProp->index; if (_currScenePropSubIdx && _currScenePropIdx) { tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx]; tsceneProp->counter = 0; if (tsceneProp->trsId) _currTrsMsg = handleTrsTag(tsceneProp->trsId); else _currTrsMsg = 0; if (tsceneProp->actor != -1) { _actor[tsceneProp->actor].field_54 = 1; _actor[tsceneProp->actor].act[3].state = 117; _actor[tsceneProp->actor].scenePropSubIdx = _currScenePropSubIdx; } } else { _currScenePropIdx = 0; _currTrsMsg = 0; _currScenePropSubIdx = 0; _actor[0].defunct = 0; _actor[1].defunct = 0; _battleScene = true; } } } _roadBranch = false; _roadStop = false; _continueFrame = curFrame; } void Insane::postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame) { if (_actor[0].weapon <= 7) { smlayer_drawSomething(renderBitmap, codecparam, 5, 160, 1, _smush_iconsNut, _actor[0].weapon + 11, 0, 0); } } }