[Scummvm-git-logs] scummvm master -> bb9bd91436b5ef04145d0f779baa2c406ebe15a2
antoniou79
antoniou at cti.gr
Wed Jun 26 18:51:48 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:
378f186327 BLADERUNNER: McCoy should holster his gun in MA07 when Gaff is there
bb9bd91436 BLADERUNNER: Pause walkers for special loop in RC03
Commit: 378f1863271fd5df3051f49a883fcef23f4f85fa
https://github.com/scummvm/scummvm/commit/378f1863271fd5df3051f49a883fcef23f4f85fa
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-06-26T19:38:00+03:00
Commit Message:
BLADERUNNER: McCoy should holster his gun in MA07 when Gaff is there
Changed paths:
engines/bladerunner/script/scene/ma07.cpp
diff --git a/engines/bladerunner/script/scene/ma07.cpp b/engines/bladerunner/script/scene/ma07.cpp
index 9b67446..e821fc3 100644
--- a/engines/bladerunner/script/scene/ma07.cpp
+++ b/engines/bladerunner/script/scene/ma07.cpp
@@ -154,6 +154,11 @@ void SceneScriptMA07::PlayerWalkedIn() {
&& Global_Variable_Query(kVariableChapter) == 4
) {
Scene_Exits_Disable();
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ // don't have McCoy with his gun drawn out when talking to Gaff here
+ Player_Set_Combat_Mode(false);
+#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07Wait);
}
Commit: bb9bd91436b5ef04145d0f779baa2c406ebe15a2
https://github.com/scummvm/scummvm/commit/bb9bd91436b5ef04145d0f779baa2c406ebe15a2
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-06-26T19:49:47+03:00
Commit Message:
BLADERUNNER: Pause walkers for special loop in RC03
Otherwise they may glitch with the background at the Hawker's Circle entrance.
Changed paths:
engines/bladerunner/script/scene/rc03.cpp
diff --git a/engines/bladerunner/script/scene/rc03.cpp b/engines/bladerunner/script/scene/rc03.cpp
index bb6168a..49b8b94 100644
--- a/engines/bladerunner/script/scene/rc03.cpp
+++ b/engines/bladerunner/script/scene/rc03.cpp
@@ -25,8 +25,8 @@
namespace BladeRunner {
enum kRC03Loops {
- kRC03LoopInshot = 0,
- kRC03LoopMainLoop = 1
+ kRC03LoopInshot = 0, // frames: 0 - 59
+ kRC03LoopMainLoop = 1 // frames: 60 - 120
};
void SceneScriptRC03::InitializeScene() {
@@ -90,6 +90,15 @@ void SceneScriptRC03::InitializeScene() {
if (Random_Query(1, 3) == 1) {
// enhancement: don't always play this scene when exiting Hawker's Circle
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kRC03LoopInshot, false);
+ // Pause generic walkers while special loop is playing
+ // to prevent glitching over background (walkers coming from Hawker's Circle)
+ // This is done is a similar way to CT01
+#if !BLADERUNNER_ORIGINAL_BUGS
+ Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
+ Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault);
+ Actor_Set_Goal_Number(kActorGenwalkerC, kGoalGenwalkerDefault);
+ Global_Variable_Set(kVariableGenericWalkerConfig, -1);
+#endif // !BLADERUNNER_ORIGINAL_BUGS
}
}
Scene_Loop_Set_Default(kRC03LoopMainLoop);
@@ -253,6 +262,15 @@ void SceneScriptRC03::SceneFrameAdvanced(int frame) {
if (frame == 15) {
Sound_Play(kSfxCHEVBY1, Random_Query(50, 50), -100, 100, 50);
}
+#if !BLADERUNNER_ORIGINAL_BUGS
+ if (frame == 59) {
+ // end of special loop
+ // Resume walkers
+ if (Global_Variable_Query(kVariableGenericWalkerConfig) < 0 ) {
+ Global_Variable_Set(kVariableGenericWalkerConfig, 2);
+ }
+ }
+#endif // BLADERUNNER_ORIGINAL
}
void SceneScriptRC03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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