[Scummvm-git-logs] scummvm master -> 5106f0ba68166254561c28cfbdbea4f252a74dd7
antoniou79
a.antoniou79 at gmail.com
Wed Jun 16 20:28:26 UTC 2021
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:
5106f0ba68 BLADERUNNER: Fix McCoy blink in after Dektora dance
Commit: 5106f0ba68166254561c28cfbdbea4f252a74dd7
https://github.com/scummvm/scummvm/commit/5106f0ba68166254561c28cfbdbea4f252a74dd7
Author: antoniou79 (a.antoniou79 at gmail.com)
Date: 2021-06-16T23:27:31+03:00
Commit Message:
BLADERUNNER: Fix McCoy blink in after Dektora dance
This was a bug of the original game too.
Changed paths:
engines/bladerunner/script/scene/nr08.cpp
diff --git a/engines/bladerunner/script/scene/nr08.cpp b/engines/bladerunner/script/scene/nr08.cpp
index b6108a7ac9..05ccb1032d 100644
--- a/engines/bladerunner/script/scene/nr08.cpp
+++ b/engines/bladerunner/script/scene/nr08.cpp
@@ -168,8 +168,13 @@ void SceneScriptNR08::SceneFrameAdvanced(int frame) {
&& frame < 135
) {
Set_Fade_Density((134 - frame) / 14.0f);
+#if !BLADERUNNER_ORIGINAL_BUGS
+ // McCoy should not blink in at the end of the fadein of this loop
+ Actor_Set_Invisible(kActorMcCoy, false);
+#endif // !BLADERUNNER_ORIGINAL_BUGS
Music_Play(kMusicArkDnce1, 61, 0, 1, -1, kMusicLoopPlayOnce, 0);
} else {
+ // Could be redundant now (after bug fix for fadein)
Actor_Set_Invisible(kActorMcCoy, false);
Set_Fade_Density(0.0f);
}
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