[Scummvm-git-logs] scummvm master -> 50fd348feaa3db3ca30f65b57b198151fb213cab

antoniou79 antoniou at cti.gr
Sun Sep 8 15:29:22 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:
58571865fa BLADERUNNER: Fix McCoy's visibility in BB02 elevator
50fd348fea BLADERUNNER: Fix silent InShot for BB01


Commit: 58571865fa2abe37bb6bceaaf7ad86e99778821f
    https://github.com/scummvm/scummvm/commit/58571865fa2abe37bb6bceaaf7ad86e99778821f
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-09-08T16:28:17+03:00

Commit Message:
BLADERUNNER: Fix McCoy's visibility in BB02 elevator

Changed paths:
    engines/bladerunner/script/scene/bb02.cpp


diff --git a/engines/bladerunner/script/scene/bb02.cpp b/engines/bladerunner/script/scene/bb02.cpp
index efdb991..5541830 100644
--- a/engines/bladerunner/script/scene/bb02.cpp
+++ b/engines/bladerunner/script/scene/bb02.cpp
@@ -115,6 +115,10 @@ bool SceneScriptBB02::ClickedOnExit(int exitId) {
 			}
 			Game_Flag_Set(kFlagBB02toBB04);
 			Game_Flag_Reset(kFlagBB02ElevatorDown);
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+			Actor_Set_Invisible(kActorMcCoy, true);
+#endif // BLADERUNNER_ORIGINAL_BUGS
 			Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB04);
 			Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB02LoopElevatorGoingUp, false);
 		}
@@ -162,6 +166,10 @@ void SceneScriptBB02::PlayerWalkedIn() {
 }
 
 void SceneScriptBB02::PlayerWalkedOut() {
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+	Actor_Set_Invisible(kActorMcCoy, false);
+#endif // BLADERUNNER_ORIGINAL_BUGS
 	Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
 	Ambient_Sounds_Remove_All_Looping_Sounds(1);
 }


Commit: 50fd348feaa3db3ca30f65b57b198151fb213cab
    https://github.com/scummvm/scummvm/commit/50fd348feaa3db3ca30f65b57b198151fb213cab
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-09-08T16:28:17+03:00

Commit Message:
BLADERUNNER: Fix silent InShot for BB01

Changed paths:
    engines/bladerunner/script/scene/bb01.cpp


diff --git a/engines/bladerunner/script/scene/bb01.cpp b/engines/bladerunner/script/scene/bb01.cpp
index fff17e7..39ec948 100644
--- a/engines/bladerunner/script/scene/bb01.cpp
+++ b/engines/bladerunner/script/scene/bb01.cpp
@@ -25,11 +25,11 @@
 namespace BladeRunner {
 
 enum kBB01Loops {
-	kBB01LoopInshot            = 0,
-	kBB01LoopMainLoop          = 1,
-	kBB01LoopDoorAnim          = 3,
-	kBB01LoopOutshot           = 4,
-	kBB01LoopMainLoopNoSpinner = 5
+	kBB01LoopInshot            = 0, //   0 - 300
+	kBB01LoopMainLoop          = 1, // 301 - 361
+	kBB01LoopDoorAnim          = 3, // 362 - 421
+	kBB01LoopOutshot           = 4, // 422 - 480
+	kBB01LoopMainLoopNoSpinner = 5  // 481 - 540
 };
 
 void SceneScriptBB01::InitializeScene() {
@@ -251,9 +251,37 @@ void SceneScriptBB01::SceneFrameAdvanced(int frame) {
 		Sound_Play(kSfxCARUP3,    40, -50, 80, 50);
 	}
 
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+	// This is treated as a bug rather than restored content
+	// This InShot loop otherwise seems silent for the first ~120 frames
+	if (frame == 19) {
+		if (Random_Query(0, 1)) {
+			Sound_Play(kSfxSPIN3A,     90, -50, 100, 50);
+		} else {
+			Sound_Play(kSfxSPIN2A,     90, -50, 100, 50);
+		}
+	}
+
+	if (frame == 60 && Random_Query(0, 1)) {
+		Sound_Play(kSfxSIREN2, 50, 20, 80, 50);
+	}
+
+	if (frame == 90 && Random_Query(0, 1)) {
+		Sound_Play(kSfxRCCARBY3, 40, 80, 100, 50);
+	}
+#endif // BLADERUNNER_ORIGINAL_BUGS
+
+#if BLADERUNNER_ORIGINAL_BUGS
 	if (frame == 120) {
 		Sound_Play(kSfxTRUCKBY1, Random_Query(33, 33), 100, -100, 50);
 	}
+#else
+	// delay truck passing by sfx to better match the animation in the loop
+	if (frame == 124) {
+		Sound_Play(kSfxTRUCKBY1, Random_Query(40, 73), 100, -100, 50);
+	}
+#endif // BLADERUNNER_ORIGINAL_BUGS
 }
 
 void SceneScriptBB01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {





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