[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:





More information about the Scummvm-git-logs mailing list