[Scummvm-git-logs] scummvm master -> 8f4d3654f2b66c21711eccb73df65e797236a9d2
antoniou79
antoniou at cti.gr
Mon Sep 9 17:12:28 CEST 2019
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
8f4d3654f2 BLADERUNNER: Fix Leon Clerk encounter bug
Commit: 8f4d3654f2b66c21711eccb73df65e797236a9d2
https://github.com/scummvm/scummvm/commit/8f4d3654f2b66c21711eccb73df65e797236a9d2
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-09-09T18:07:21+03:00
Commit Message:
BLADERUNNER: Fix Leon Clerk encounter bug
When McCoy leaves CT09 they should be both gone. They were not
This was our bug, a bad translation of an if clause.
Also added in this commit is a bit different behavior for the restored content case.
In restored content, the player is not allowed to leave until the situation is resolved.
Changed paths:
engines/bladerunner/script/ai/desk_clerk.cpp
engines/bladerunner/script/ai/leon.cpp
engines/bladerunner/script/scene/ct09.cpp
diff --git a/engines/bladerunner/script/ai/desk_clerk.cpp b/engines/bladerunner/script/ai/desk_clerk.cpp
index 363a7e3..8b1e91f 100644
--- a/engines/bladerunner/script/ai/desk_clerk.cpp
+++ b/engines/bladerunner/script/ai/desk_clerk.cpp
@@ -118,11 +118,13 @@ int AIScriptDeskClerk::GetFriendlinessModifierIfGetsClue(int otherActorId, int c
bool AIScriptDeskClerk::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalDeskClerkDefault:
+ // fall through
case kGoalDeskClerkRecovered:
Actor_Put_In_Set(kActorDeskClerk, kSetCT09);
Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513);
break;
case kGoalDeskClerkKnockedOut:
+ // fall through
case kGoalDeskClerkGone:
Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0);
diff --git a/engines/bladerunner/script/ai/leon.cpp b/engines/bladerunner/script/ai/leon.cpp
index 6a3a1b9..e6e5c4c 100644
--- a/engines/bladerunner/script/ai/leon.cpp
+++ b/engines/bladerunner/script/ai/leon.cpp
@@ -122,7 +122,7 @@ void AIScriptLeon::OtherAgentEnteredThisScene(int otherActorId) {
void AIScriptLeon::OtherAgentExitedThisScene(int otherActorId) {
if (otherActorId == kActorMcCoy
- && Actor_Query_Which_Set_In(kActorLeon) == kSetCT11
+ && Actor_Query_Which_Set_In(kActorLeon) != kSetCT11
) {
AI_Movement_Track_Flush(kActorLeon);
ADQ_Flush();
@@ -250,6 +250,9 @@ bool AIScriptLeon::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
case kGoalLeonLeave:
+ if (_vm->_cutContent) {
+ Scene_Exits_Enable();
+ }
Actor_Force_Stop_Walking(kActorLeon);
AI_Movement_Track_Flush(kActorLeon);
AI_Movement_Track_Append(kActorLeon, 351, 0);
diff --git a/engines/bladerunner/script/scene/ct09.cpp b/engines/bladerunner/script/scene/ct09.cpp
index 3d4593d..dcf5549 100644
--- a/engines/bladerunner/script/scene/ct09.cpp
+++ b/engines/bladerunner/script/scene/ct09.cpp
@@ -171,6 +171,11 @@ void SceneScriptCT09::PlayerWalkedIn() {
Game_Flag_Set(kFlagCT09Entered);
Actor_Set_Goal_Number(kActorLeon, kGoalLeonHoldingDeskClerk);
leonScene = true;
+ if (_vm->_cutContent) {
+ // don't allow McCoy to leave until the situation is resolved
+ // (the vanilla game allows him to leave)
+ Scene_Exits_Disable();
+ }
}
if (Game_Flag_Query(kFlagCT10toCT09)) {
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