aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/script/scene/ps04.cpp
blob: e114ecbfd7fcee355d377f2f5e8fd8c26a741169 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
/* 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.
 *
 */

#include "bladerunner/script/scene_script.h"

namespace BladeRunner {

enum kPS04Loops {
	kPS04LoopPanToPS04                 = 0, //   0 -  29
	kPS04LoopMainLoop                  = 1  //  30 -  90 (actually 31-90)
};

void SceneScriptPS04::InitializeScene() {
	AI_Movement_Track_Pause(kActorGuzza);
	if (Game_Flag_Query(kFlagPS03toPS04)) {
		Game_Flag_Reset(kFlagPS03toPS04);
	}
	Setup_Scene_Information(-668.0f, -354.0f, 974.0f, 475);
	if (Global_Variable_Query(kVariableChapter) == 1) {
		Actor_Put_In_Set(kActorGuzza, kSetPS04);
		Actor_Set_At_XYZ(kActorGuzza, -728.0f, -354.0f, 1090.0f, 150);
		Actor_Change_Animation_Mode(kActorGuzza, 53);
	}
	Scene_Exit_Add_2D_Exit(0, 347, 113, 469, 302, 0);
	Ambient_Sounds_Remove_All_Non_Looping_Sounds(false);
	Ambient_Sounds_Add_Looping_Sound(kSfxPSAMB6, 16, 1, 1);
	Ambient_Sounds_Add_Looping_Sound(kSfxRTONE3, 50, 1, 1);
	Ambient_Sounds_Add_Sound(kSfxSCANNER1, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCANNER2, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCANNER3, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCANNER4, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCANNER5, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCANNER6, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCANNER7, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);

	Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kPS04LoopPanToPS04, false);
	Scene_Loop_Set_Default(kPS04LoopMainLoop);
}

void SceneScriptPS04::SceneLoaded() {
	Obstacle_Object("CHAIR07", true);
	Unobstacle_Object("GOOD B.WALL", true);
	Unobstacle_Object("B.DOOR", true);
	Unobstacle_Object("B.CHAIR01", true);
	Unclickable_Object("CHAIR07");
#if BLADERUNNER_ORIGINAL_BUGS
#else
	Unclickable_Object("FLOOR");
#endif // BLADERUNNER_ORIGINAL_BUGS

	if ( Global_Variable_Query(kVariableChapter) == 2
	 && !Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
	 && !Game_Flag_Query(kFlagPS04WeaponsOrderForm)
	) {
		Item_Add_To_World(kItemWeaponsOrderForm, kModelAnimationOriginalRequisitionForm, kSetPS04, -643.5f, -318.82f, 1148.87f, 525, 16, 12, false, true, false, true);
		Game_Flag_Set(kFlagPS04WeaponsOrderForm);
	}

	if (Actor_Query_Is_In_Current_Set(kActorGuzza)) {
		Actor_Change_Animation_Mode(kActorGuzza, 53);
	}
}

bool SceneScriptPS04::MouseClick(int x, int y) {
	return false;
}

bool SceneScriptPS04::ClickedOn3DObject(const char *objectName, bool a2) {
	return false;
}

bool SceneScriptPS04::ClickedOnActor(int actorId) {
	if (actorId == kActorGuzza) {
		if (!Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGuzza, 36, true, false)) {
			Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
			Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
			dialogueWithGuzza();
			return true;
		}
	}
	return false;
}

bool SceneScriptPS04::ClickedOnItem(int itemId, bool a2) {
	if (itemId == kItemWeaponsOrderForm
	 && Actor_Query_Is_In_Current_Set(kActorGuzza)
	) {
		Actor_Says(kActorGuzza, 560, 30);
	} else if (!Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)) {
		Item_Remove_From_World(kItemWeaponsOrderForm);
		Item_Pickup_Spin_Effect(kModelAnimationOriginalRequisitionForm, 464, 362);
		Actor_Says(kActorMcCoy, 4485, kAnimationModeTalk);
#if BLADERUNNER_ORIGINAL_BUGS
		Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorMcCoy); // A bug? Shouldn't the last argument be -1 here?
#else
		Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, -1);
#endif // BLADERUNNER_ORIGINAL_BUGS
	}
	return false;
}

bool SceneScriptPS04::ClickedOnExit(int exitId) {
	if (exitId == 0) {
		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -668.0f, -350.85f, 962.0f, 0, true, false, false)) {
			Game_Flag_Set(kFlagPS04toPS03);
			Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
			Ambient_Sounds_Remove_All_Looping_Sounds(1);
			Set_Enter(kSetPS03, kScenePS03);
		}
		return true;
	}
	return false;
}

bool SceneScriptPS04::ClickedOn2DRegion(int region) {
	return false;
}

void SceneScriptPS04::SceneFrameAdvanced(int frame) {
}

void SceneScriptPS04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}

void SceneScriptPS04::PlayerWalkedIn() {
	if (Actor_Query_Which_Set_In(kActorGuzza) == kSetPS04) {
		Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
	}
	//return false;
}

void SceneScriptPS04::PlayerWalkedOut() {
	AI_Movement_Track_Unpause(kActorGuzza);
}

void SceneScriptPS04::DialogueQueueFlushed(int a1) {
}

void SceneScriptPS04::dialogueWithGuzza() {
	Dialogue_Menu_Clear_List();
	if (Global_Variable_Query(kVariableChapter) > 1) {
		if (Actor_Clue_Query(kActorMcCoy, kClueAttemptedFileAccess)) {
			DM_Add_To_List_Never_Repeat_Once_Selected(110, 5, 7, 4); // REQUEST TYRELL MEETING
		}
		DM_Add_To_List_Never_Repeat_Once_Selected(120, 1, -1, -1); // MONEY
		if (Actor_Clue_Query(kActorMcCoy, kClueHoldensBadge)) {
			DM_Add_To_List_Never_Repeat_Once_Selected(150, 7, 6, 5); // HOLDEN'S BADGE
		}
	}
	if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
		DM_Add_To_List_Never_Repeat_Once_Selected(140, 3, -1, -1); // CONFESS TO SHOOTING
	}
	DM_Add_To_List(130, 1, 1, 1); // REPORT IN
	Dialogue_Menu_Add_DONE_To_List(160); // DONE

	Dialogue_Menu_Appear(320, 240);
	int answer = Dialogue_Menu_Query_Input();
	Dialogue_Menu_Disappear();

	switch (answer) {
	case 110: // REQUEST TYRELL MEETING
		Actor_Says(kActorMcCoy, 3990, 19);
		Actor_Says(kActorMcCoy, 3995, 17);
		Actor_Says(kActorGuzza, 440, 31);
		Actor_Says(kActorMcCoy, 4035, 13);
		Actor_Says(kActorGuzza, 450, 34);
		Actor_Says(kActorGuzza, 460, 33);
		Actor_Says(kActorMcCoy, 4040, 17);
		Game_Flag_Set(kFlagTB07TyrellMeeting);
		break;

	case 120: // MONEY
		Actor_Says(kActorMcCoy, 4000, 18);
		if (_vm->_cutContent) {
			// Using cut content we have two cases:
			// 1. Guzza can accept the loan (as in ORIGINAL)
			// 2. Guzza can refuse the loan (CUT)
			// Basically, if McCoy hasn't retired Zuben or if he drunk away his money at the bar
			// then he'll have a small amount of chinyen and Guzza should accept the loan
			if (Global_Variable_Query(kVariableChinyen) <= 100) {
				Actor_Clue_Acquire(kActorMcCoy, kClueGuzzasCash, true, kActorGuzza);
				Actor_Says(kActorGuzza, 520, 33);
				Actor_Says(kActorMcCoy, 4055, 13);
				Actor_Says(kActorGuzza, 530, 31);
				Actor_Says(kActorMcCoy, 4060, 13);
				Actor_Says(kActorGuzza, 540, 31);
				Actor_Says(kActorGuzza, 550, 32);
				Actor_Says(kActorMcCoy, 4065, 18);
				Actor_Says(kActorGuzza, 560, 34);
				if (Query_Difficulty_Level() != kGameDifficultyEasy) {
					Global_Variable_Increment(kVariableChinyen, 100);
				}
			} else {
				// McCoy has plenty cash already - Guzza denies the loan
				Actor_Says(kActorGuzza, 470, 33);	// Hey, I'd love to be your own personal ATM but the department's strapped right now.
				Actor_Says(kActorGuzza, 480, 31);
				Actor_Says(kActorGuzza, 490, 31);
				Actor_Says(kActorGuzza, 500, 32);
				Actor_Says(kActorMcCoy, 4045, 16);
				Actor_Says(kActorGuzza, 510, 31);	// Hey, you track down a Rep, you get an advance.
				Actor_Says(kActorMcCoy, 4050, 18);
			}
		} else {
			Actor_Clue_Acquire(kActorMcCoy, kClueGuzzasCash, true, kActorGuzza);
			Actor_Says(kActorGuzza, 520, 33);
			Actor_Says(kActorMcCoy, 4055, 13);
			Actor_Says(kActorGuzza, 530, 31);
			Actor_Says(kActorMcCoy, 4060, 13);
			Actor_Says(kActorGuzza, 540, 31);
			Actor_Says(kActorGuzza, 550, 32);
			Actor_Says(kActorMcCoy, 4065, 18);
			Actor_Says(kActorGuzza, 560, 34);
			if (Query_Difficulty_Level() != kGameDifficultyEasy) {
				Global_Variable_Increment(kVariableChinyen, 100);
			}
		}
		break;

	case 130: // REPORT IN
		if ( Game_Flag_Query(kFlagZubenRetired)
		 && !Game_Flag_Query(kFlagPS04GuzzaTalkZubenRetired)
		) {
			Actor_Says(kActorMcCoy, 3920, 13);
			Actor_Says(kActorGuzza, 140, 30);
			Actor_Face_Current_Camera(kActorGuzza, true);
			Actor_Says(kActorGuzza, 150, 31);
			Actor_Says(kActorGuzza, 160, 32);
			Actor_Says(kActorMcCoy, 3925, 18);
			Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
			Actor_Says(kActorGuzza, 170, 33);
			Loop_Actor_Walk_To_XYZ(kActorMcCoy, -716.0f, -354.85f, 1042.0f, 0, false, false, false);
			Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
			Actor_Says(kActorMcCoy, 3930, 13);
			Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
#if BLADERUNNER_ORIGINAL_BUGS
			Actor_Says(kActorGuzza, 180, 34);	// But I'm proud of you McCoy. Why don't you take the rest of the day off?
			Actor_Says(kActorMcCoy, 3935, 13);	// Thanks.
#else
			if (Global_Variable_Query(kVariableChapter) == 1) { // only play this dialogue (about day off) on day one. It doesn't fit in the next days
				Actor_Says(kActorGuzza, 180, 34);	// But I'm proud of you McCoy. Why don't you take the rest of the day off?
				Actor_Says(kActorMcCoy, 3935, 13);	// Thanks.
			}
#endif // BLADERUNNER_ORIGINAL_BUGS
			Actor_Says(kActorGuzza, 190, 30);
			Actor_Says(kActorMcCoy, 3940, 16);
			Actor_Says(kActorGuzza, 200, 31);
			Actor_Says(kActorGuzza, 210, 33);
			Actor_Says(kActorGuzza, 220, 34);
			Actor_Says(kActorMcCoy, 3945, 17);
			Actor_Says(kActorGuzza, 230, 32);
			Actor_Says(kActorGuzza, 240, 31);
			Actor_Says(kActorMcCoy, 3950, 13);
			Actor_Says(kActorGuzza, 250, 34);
			Actor_Says(kActorGuzza, 260, 33);
			Actor_Says(kActorGuzza, 270, 32);
			Game_Flag_Set(kFlagPS04GuzzaTalkZubenRetired);
#if BLADERUNNER_ORIGINAL_BUGS
			if (Query_Difficulty_Level() != kGameDifficultyEasy) {
				Global_Variable_Increment(kVariableChinyen, 200);
			}
			Game_Flag_Set(kFlagZubenBountyPaid);
#else
			if (!Game_Flag_Query(kFlagZubenBountyPaid)) { // get retirement money only if haven't been auto-paid at end of Day 1 (sleep trigger)
				if (Query_Difficulty_Level() != kGameDifficultyEasy) {
					Global_Variable_Increment(kVariableChinyen, 200);
				}
				Game_Flag_Set(kFlagZubenBountyPaid); // not a proper bug, but was missing from original code, so the flag would remain in non-consistent state in this case
			}
#endif // BLADERUNNER_ORIGINAL_BUGS
		} else if ( Game_Flag_Query(kFlagZubenSpared)
		        && !Game_Flag_Query(kFlagPS04GuzzaTalkZubenEscaped)
		) {
			Actor_Says(kActorMcCoy, 3955, 13);
			Actor_Says(kActorGuzza, 280, 30);
			Actor_Says(kActorMcCoy, 3960, 18);
#if BLADERUNNER_ORIGINAL_BUGS
			Actor_Says(kActorGuzza, 290, 32);	// Don't push it kid. You look like you're beat anyway.
			Actor_Says(kActorGuzza, 300, 31);	// Why don't you rest them dogs the rest of the day.
			Actor_Says(kActorMcCoy, 3965, 13);	// I still got plenty energy.
			Actor_Says(kActorGuzza, 310, 33);	// That's an order McCoy.
			Actor_Says(kActorGuzza, 320, 34);	// I'm ordering you to relax.
#else
			if (Global_Variable_Query(kVariableChapter) == 1) { // only play this dialogue (about day off) on day one. It doesn't fit in the next days
				Actor_Says(kActorGuzza, 290, 32);	// Don't push it kid. You look like you're beat anyway.
				Actor_Says(kActorGuzza, 300, 31);	// Why don't you rest them dogs the rest of the day.
				Actor_Says(kActorMcCoy, 3965, 13);	// I still got plenty energy.
				Actor_Says(kActorGuzza, 310, 33);	// That's an order McCoy.
				Actor_Says(kActorGuzza, 320, 34);	// I'm ordering you to relax.
			}
#endif // BLADERUNNER_ORIGINAL_BUGS
			Game_Flag_Set(kFlagPS04GuzzaTalkZubenEscaped);
		} else if (
		 (   Actor_Clue_Query(kActorMcCoy, kClueChopstickWrapper)
		  || Actor_Clue_Query(kActorMcCoy, kClueSushiMenu)
		 )
		 &&  Actor_Clue_Query(kActorMcCoy, kClueRunciterInterviewA)
		 &&  Actor_Query_Friendliness_To_Other(kActorGuzza, kActorMcCoy) < 50
		 && !Game_Flag_Query(kFlagPS04GuzzaTalk1)
		) {
			Actor_Says(kActorMcCoy, 3970, 18);
			Actor_Says(kActorGuzza, 330, 30);
			Actor_Says(kActorGuzza, 340, 32);
			Actor_Says(kActorMcCoy, 3975, 13);
			Actor_Says(kActorGuzza, 350, 31);
			Actor_Says(kActorGuzza, 360, 34);
			Actor_Says(kActorMcCoy, 3980, 13);
			Actor_Says(kActorGuzza, 370, 33);
			Actor_Says(kActorGuzza, 380, 32);
			Actor_Says(kActorGuzza, 390, 31);
			Actor_Says(kActorMcCoy, 3985, 18);
			Actor_Says(kActorGuzza, 400, 34);
			Actor_Says(kActorGuzza, 410, 31);
			Game_Flag_Set(kFlagPS04GuzzaTalk1);
		} else if (
		 (   Actor_Clue_Query(kActorMcCoy, kClueChopstickWrapper)
		  || Actor_Clue_Query(kActorMcCoy, kClueSushiMenu)
		 )
		 &&  Actor_Clue_Query(kActorMcCoy, kClueRunciterInterviewA)
		 && !Game_Flag_Query(kFlagPS04GuzzaTalk2)
		) {
			Actor_Says(kActorMcCoy, 3920, 13);
			Actor_Says(kActorGuzza, 570, 32);
			Actor_Says(kActorMcCoy, 4070, 13);
			Game_Flag_Set(kFlagPS04GuzzaTalk2);
		} else if (Actor_Query_Friendliness_To_Other(kActorGuzza, kActorMcCoy) >= 50) {
			Actor_Says(kActorMcCoy, 4020, 13);
			Actor_Says(kActorGuzza, 580, 34);
			Actor_Says(kActorMcCoy, 4075, 16);
			Actor_Says(kActorGuzza, 590, 33);
		} else {
			Actor_Says(kActorMcCoy, 4020, 18);
			Actor_Says(kActorGuzza, 130, 30);
			Actor_Face_Current_Camera(kActorGuzza, true);
			Actor_Says(kActorMcCoy, 3915, 13);
		}
		break;

	case 140: // CONFESS TO SHOOTING
		Actor_Says(kActorMcCoy, 4010, 12);
		Actor_Says(kActorGuzza, 600, 31);
		Actor_Says(kActorMcCoy, 4080, 18);
		Actor_Says(kActorGuzza, 610, 33);
		Actor_Face_Heading(kActorGuzza, 400, false);
		Actor_Says(kActorGuzza, 620, 32);
		if (_vm->_cutContent) {
			// add a fade-out here while Guzza calls-in for favors
			Scene_Loop_Start_Special(kSceneLoopModeOnce, kPS04LoopPanToPS04, true);
			Scene_Loop_Set_Default(kPS04LoopMainLoop);
			Delay(1000);
			Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
			Delay(1000);
			// if McCoy confesses before the body is dumped, then the body should be found (even if in dumpster)
			if (!Game_Flag_Query(kFlagCT04HomelessBodyThrownAway)) {
				Game_Flag_Set(kFlagCT04HomelessBodyFound);
				// return false;
			}
		}
		Actor_Says(kActorGuzza, 700, 34);
		Actor_Says(kActorMcCoy, 4100, 13);
		Actor_Says(kActorGuzza, 710, 31);
		Actor_Says(kActorGuzza, 720, 34);
		Actor_Says(kActorMcCoy, 4105, 18);
#if BLADERUNNER_ORIGINAL_BUGS
		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -668.0f, -350.85f, 962.0f, 0, false, false, false);
#else
		// enforce stop running (if was running) - McCoy running in Guzza's office in this scene looks bad
		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -668.0f, -350.85f, 962.0f, 0, false, false, true);
#endif // BLADERUNNER_ORIGINAL_BUGS
		Actor_Says(kActorGuzza, 730, 32);
		Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -716.0f, -354.85f, 1042.0f, 0, false, false, false);
		Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
		Actor_Says(kActorGuzza, 740, 31);
		Actor_Says(kActorGuzza, 750, 32);
		Actor_Says(kActorGuzza, 760, 33);
		Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
		Actor_Says(kActorMcCoy, 4110, 13);
		Actor_Says(kActorGuzza, 770, 32);
		Actor_Says(kActorGuzza, 780, 31);
		break;

	case 150: // HOLDEN'S BADGE
		Actor_Says(kActorMcCoy, 4015, 16);
		Actor_Says(kActorGuzza, 630, 34);
		Actor_Says(kActorMcCoy, 4085, 19);
		Actor_Says(kActorMcCoy, 4090, 18);
		Actor_Says(kActorGuzza, 640, 31);
		Actor_Says(kActorGuzza, 650, 32);
		Actor_Says(kActorGuzza, 670, 34);
		Actor_Says(kActorMcCoy, 4095, 17);
		Actor_Says(kActorGuzza, 680, 32);
		Actor_Says(kActorGuzza, 690, 31);
		break;

	case 160: // DONE
		// nothing here
		break;
	}
}

} // End of namespace BladeRunner