[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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