[Scummvm-git-logs] scummvm master -> a85ee3218fd95ad771411d65635181b4d4bd0361

antoniou79 antoniou at cti.gr
Tue Jun 25 22:02:22 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:
78667edd0f BLADERUNNER: Fix Elevator blink in when missing from UG08
a85ee3218f BLADERUNNER: Fixing clipping into Runciter's closed door


Commit: 78667edd0fe0ba5b2e46263b156c6a590b7b9032
    https://github.com/scummvm/scummvm/commit/78667edd0fe0ba5b2e46263b156c6a590b7b9032
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-06-25T22:40:50+03:00

Commit Message:
BLADERUNNER: Fix Elevator blink in when missing from UG08

Happens, if elevator missing because McCoy took it down to UG13 and then went the long way round

Changed paths:
    engines/bladerunner/script/scene/ug08.cpp


diff --git a/engines/bladerunner/script/scene/ug08.cpp b/engines/bladerunner/script/scene/ug08.cpp
index c9750b6..b69e864 100644
--- a/engines/bladerunner/script/scene/ug08.cpp
+++ b/engines/bladerunner/script/scene/ug08.cpp
@@ -62,6 +62,28 @@ void SceneScriptUG08::InitializeScene() {
 		Game_Flag_Set(kFlagUG08Entered);
 	}
 
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+	// if there's no elevator here (because it's in UG13 and the player took the long way round,
+	// McCoy is unable to call it up (there's no call button)
+	// Additionally, since the elevator exit is added regardless, McCoy will walk up to
+	// the elevator and then the elevator will blink in (BUG)
+	// Solution here is to:
+	// In easy mode: Have the elevator always be here.
+	// In normal/hard mode: If the elevator is missing, then:
+	//		by ~33% probability the elevator will be up again,
+	//		and by ~66% it won't be up, so we remove the elevator exit, and force McCoy to go the long way round again (or retry the room)
+	if (!Game_Flag_Query(kFlagUG08ElevatorUp)) {
+		if (Query_Difficulty_Level() == kGameDifficultyEasy
+		    || Random_Query(1, 3) == 1
+		) {
+			Game_Flag_Set(kFlagUG08ElevatorUp);
+		} else {
+			Scene_Exit_Remove(1);
+		}
+	}
+#endif // BLADERUNNER_ORIGINAL_BUGS
+
 	if (Game_Flag_Query(kFlagUG13toUG08)) {
 		Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kUG08LoopElevatorComingUp, false);
 		Scene_Loop_Set_Default(kUG08LoopMainLoopElevator);


Commit: a85ee3218fd95ad771411d65635181b4d4bd0361
    https://github.com/scummvm/scummvm/commit/a85ee3218fd95ad771411d65635181b4d4bd0361
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-06-25T23:00:52+03:00

Commit Message:
BLADERUNNER: Fixing clipping into Runciter's closed door

Changed paths:
    engines/bladerunner/script/scene/rc01.cpp


diff --git a/engines/bladerunner/script/scene/rc01.cpp b/engines/bladerunner/script/scene/rc01.cpp
index 93bbc0b..8b1e469 100644
--- a/engines/bladerunner/script/scene/rc01.cpp
+++ b/engines/bladerunner/script/scene/rc01.cpp
@@ -439,9 +439,17 @@ void SceneScriptRC01::walkToCenter() {
 
 bool SceneScriptRC01::ClickedOnExit(int exitId) {
 	if (exitId == kRC01ExitRC02) {
-		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -174.77f, 5.55f, 25.95f, 12, true, false, false)) {
+		bool walkToRC02ExitResult = true;
+#if BLADERUNNER_ORIGINAL_BUGS
+		walkToRC02ExitResult = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -174.77f, 5.55f, 25.95f, 12, true, false, false);
+#else
+		// fixes clipping into the closed door of the shop when McCoy says locked or goes in
+		// This was reproducible mainly by entering from Bullet Bob's  (RC03) and clicking on the door immediately
+		walkToRC02ExitResult = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -170.38f, 5.55f, 35.00f, 12, true, false, false);
+#endif // BLADERUNNER_ORIGINAL_BUGS
+		if (!walkToRC02ExitResult) {
 			if (Game_Flag_Query(kFlagRC02RunciterTalkWithGun)) {
-				Actor_Says(kActorMcCoy, 8522, 14);
+				Actor_Says(kActorMcCoy, 8522, 14); // Locked
 			} else {
 				switch (Global_Variable_Query(kVariableChapter)) {
 				case 1:





More information about the Scummvm-git-logs mailing list