[Scummvm-git-logs] scummvm master -> 61b89613f3645442d3c7f7b9137089723b9373b2
antoniou79
antoniou at cti.gr
Mon Apr 8 18:01:54 CEST 2019
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
50ff57bb07 BLADERUNNER: Smoother transition in MA04-M05 in Acts 2-3
61b89613f3 BLADERUNNER: Reverted animated doors in CT01
Commit: 50ff57bb07959b605efe0c62df891514b83552b3
https://github.com/scummvm/scummvm/commit/50ff57bb07959b605efe0c62df891514b83552b3
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-04-08T18:56:47+03:00
Commit Message:
BLADERUNNER: Smoother transition in MA04-M05 in Acts 2-3
Changed paths:
engines/bladerunner/script/scene/ma04.cpp
engines/bladerunner/script/scene/ma05.cpp
diff --git a/engines/bladerunner/script/scene/ma04.cpp b/engines/bladerunner/script/scene/ma04.cpp
index abcf30a..034ec8e 100644
--- a/engines/bladerunner/script/scene/ma04.cpp
+++ b/engines/bladerunner/script/scene/ma04.cpp
@@ -138,7 +138,11 @@ bool SceneScriptMA04::ClickedOnExit(int exitId) {
if (isPhoneMessageWaiting() || isPhoneRinging()) {
Overlay_Remove("MA04OVER");
}
+#if BLADERUNNER_ORIGINAL_BUGS
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 955.0f, 1675.0f, 0, false, false, 1);
+#else
+ Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 955.0f, 1627.0f, 0, false, false, 1);
+#endif // BLADERUNNER_ORIGINAL_BUGS
Game_Flag_Set(kFlagMA04toMA05);
if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) {
Async_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 956.17f, 1568.0f, 0, false);
diff --git a/engines/bladerunner/script/scene/ma05.cpp b/engines/bladerunner/script/scene/ma05.cpp
index 8aa6b70..6c2622d 100644
--- a/engines/bladerunner/script/scene/ma05.cpp
+++ b/engines/bladerunner/script/scene/ma05.cpp
@@ -25,9 +25,9 @@
namespace BladeRunner {
enum kMA05Loops {
- kMA05LoopInshot = 0,
- kMA05LoopMain = 1,
- kMA05LoopSpinner = 3
+ kMA05LoopInshot = 0, // 0 - 29 // Frame 29 (in Acts 1 and 2 this ties in with Frame 30 of the Loop Main, in Act 5 it ties with frame 60?!)
+ kMA05LoopMain = 1, // 30 - 90
+ kMA05LoopSpinner = 3 // 91 - 150 // Frame 150 ties in with Frame 30 of Loop Main
};
enum kMA05Exits {
@@ -38,7 +38,11 @@ void SceneScriptMA05::InitializeScene() {
if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) {
Setup_Scene_Information(-7204.0f, 953.97f, 1651.0f, 0);
} else {
+#if BLADERUNNER_ORIGINAL_BUGS
Setup_Scene_Information(-7207.0f, 956.17f, 1564.0f, 0);
+#else
+ Setup_Scene_Information(-7199.0f, 953.97f, 1605.0f, 0);
+#endif // BLADERUNNER_ORIGINAL_BUGS
}
Scene_Exit_Add_2D_Exit(kMA05ExitMA04, 432, 21, 471, 226, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxROOFRAN1, 90, 0, 1);
@@ -130,6 +134,12 @@ void SceneScriptMA05::PlayerWalkedIn() {
Game_Flag_Set(kFlagChapter1Ended);
Player_Gains_Control();
}
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ if (Global_Variable_Query(kVariableChapter) == 2 || Global_Variable_Query(kVariableChapter) == 3) {
+ Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 953.97f, 1564.0f, 0, false, false, 1);
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
//return false;
}
Commit: 61b89613f3645442d3c7f7b9137089723b9373b2
https://github.com/scummvm/scummvm/commit/61b89613f3645442d3c7f7b9137089723b9373b2
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-04-08T18:56:47+03:00
Commit Message:
BLADERUNNER: Reverted animated doors in CT01
They become annoying fast; probably the reason they were cut
Changed paths:
engines/bladerunner/script/scene/ct01.cpp
diff --git a/engines/bladerunner/script/scene/ct01.cpp b/engines/bladerunner/script/scene/ct01.cpp
index 451777f..9cfe78b 100644
--- a/engines/bladerunner/script/scene/ct01.cpp
+++ b/engines/bladerunner/script/scene/ct01.cpp
@@ -292,13 +292,14 @@ bool SceneScriptCT01::ClickedOnExit(int exitId) {
Game_Flag_Reset(kFlagMcCoyInTyrellBuilding);
Game_Flag_Reset(kFlagMcCoyInDNARow);
Game_Flag_Reset(kFlagMcCoyInBradburyBuilding);
-#if BLADERUNNER_RESTORED_CUT_CONTENT
- // Restored spinner door opens/ closes, so we disable this for now
- // TODO This might be annoying since it slows down the pacing...
- int spinnerDest = Spinner_Interface_Choose_Dest(kCT01LoopDoorAnim, false);
-#else
+//#if BLADERUNNER_RESTORED_CUT_CONTENT
+// // Restored spinner door opens/ closes, so we disable this for now
+// // NOTE: Reverted this cut content since this might be annoying
+// as it slows down the pacing...
+// int spinnerDest = Spinner_Interface_Choose_Dest(kCT01LoopDoorAnim, false);
+//#else
int spinnerDest = Spinner_Interface_Choose_Dest(-1, false);
-#endif // BLADERUNNER_RESTORED_CUT_CONTENT
+//#endif // BLADERUNNER_RESTORED_CUT_CONTENT
switch (spinnerDest) {
case kSpinnerDestinationPoliceStation:
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