[Scummvm-git-logs] scummvm master -> 66bd815e044de2d0ca543a225ccc72bfe84021d1

antoniou79 antoniou at cti.gr
Mon Jun 24 10:24:10 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:
a1ad1aeb8d BLADERUNNER: (restored) projector comment blocks McCoy from shooting
66bd815e04 BLADERUNNER: Switch to forced key down after modal dialogue


Commit: a1ad1aeb8de590f734c4c2be1af01ef41eb18263
    https://github.com/scummvm/scummvm/commit/a1ad1aeb8de590f734c4c2be1af01ef41eb18263
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-06-24T11:10:33+03:00

Commit Message:
BLADERUNNER: (restored) projector comment blocks McCoy from shooting

Changed paths:
    engines/bladerunner/script/scene/nr10.cpp


diff --git a/engines/bladerunner/script/scene/nr10.cpp b/engines/bladerunner/script/scene/nr10.cpp
index de3cd2d..270feb5 100644
--- a/engines/bladerunner/script/scene/nr10.cpp
+++ b/engines/bladerunner/script/scene/nr10.cpp
@@ -35,9 +35,12 @@ void SceneScriptNR10::InitializeScene() {
 
 	Scene_Exit_Add_2D_Exit(0, 144, 163, 194, 318, 3);
 	Scene_Exit_Add_2D_Exit(1, 475,  95, 568, 230, 0);
-	if (_vm->_cutContent && !Game_Flag_Query(kFlagMcCoyCommentsOnOldProjector)) {
-		Scene_2D_Region_Add(0, 323,  86, 473, 320);// projector area 1
-		Scene_2D_Region_Add(1, 280, 180, 323, 212);  // projector area 2
+	if (_vm->_cutContent
+	    && !Game_Flag_Query(kFlagMcCoyCommentsOnOldProjector)
+	    && !Actor_Query_Is_In_Current_Set(kActorDektora)
+	) {
+		Scene_2D_Region_Add(0, 323,  86, 473, 320); // projector area 1
+		Scene_2D_Region_Add(1, 280, 180, 323, 212); // projector area 2
 	}
 
 	Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 22, 0, 1);
@@ -84,6 +87,11 @@ bool SceneScriptNR10::ClickedOn3DObject(const char *objectName, bool combatMode)
 		Scene_Loop_Start_Special(kSceneLoopModeOnce, 0, true);
 		Un_Combat_Target_Object("BOX18");
 		Scene_Exits_Enable();
+		if (_vm->_cutContent && !Game_Flag_Query(kFlagMcCoyCommentsOnOldProjector)) {
+			// restore regions if McCoy has not commented on projector, when Dektora leaves
+			Scene_2D_Region_Add(0, 323,  86, 473, 320); // projector area 1
+			Scene_2D_Region_Add(1, 280, 180, 323, 212); // projector area 2
+		}
 		return true;
 	}
 	return false;
@@ -119,8 +127,8 @@ bool SceneScriptNR10::ClickedOnExit(int exitId) {
 }
 
 bool SceneScriptNR10::ClickedOn2DRegion(int region) {
-if (_vm->_cutContent) {
-		if (!Game_Flag_Query(kFlagMcCoyCommentsOnOldProjector) && (region == 0 || region == 1) ) {
+	if (_vm->_cutContent) {
+		if (!Game_Flag_Query(kFlagMcCoyCommentsOnOldProjector) && (region == 0 || region == 1)) {
 			Game_Flag_Set(kFlagMcCoyCommentsOnOldProjector);
 			Actor_Face_XYZ(kActorMcCoy, -28.90f, 55.00f, -133.81f, true);
 			Actor_Voice_Over(1750, kActorVoiceOver);


Commit: 66bd815e044de2d0ca543a225ccc72bfe84021d1
    https://github.com/scummvm/scummvm/commit/66bd815e044de2d0ca543a225ccc72bfe84021d1
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-06-24T11:23:00+03:00

Commit Message:
BLADERUNNER: Switch to forced key down after modal dialogue

Modal dialogue prompt about loading an Uncut version game in original mode or vice versa would not close KIA any more

Changed paths:
    engines/bladerunner/bladerunner.cpp


diff --git a/engines/bladerunner/bladerunner.cpp b/engines/bladerunner/bladerunner.cpp
index 6a362c8..e3e5429 100644
--- a/engines/bladerunner/bladerunner.cpp
+++ b/engines/bladerunner/bladerunner.cpp
@@ -2043,11 +2043,11 @@ bool BladeRunnerEngine::loadGame(Common::SeekableReadStream &stream) {
 		GUI::MessageDialog dialog(warningMsg, _("Continue"), 0);
 		dialog.runModal();
 		_cutContent = !_cutContent;
-		// force a Key Up event, since we need it to remove the KIA
+		// force a Key Down event, since we need it to remove the KIA
 		// but it's lost due to the modal dialogue
 		Common::EventManager *eventMan = _system->getEventManager();
 		Common::Event event;
-		event.type = Common::EVENT_KEYUP;
+		event.type = Common::EVENT_KEYDOWN;
 		eventMan->pushEvent(event);
 	}
 





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