[Scummvm-git-logs] scummvm master -> cbdfe3b748f8470fd4c68d1c29679f6a880b5736
antoniou79
noreply at scummvm.org
Thu Jul 7 12:13:36 UTC 2022
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:
cbdfe3b748 BLADERUNNER: Fix potential missing of blinking led for phone message
Commit: cbdfe3b748f8470fd4c68d1c29679f6a880b5736
https://github.com/scummvm/scummvm/commit/cbdfe3b748f8470fd4c68d1c29679f6a880b5736
Author: antoniou79 (a.antoniou79 at gmail.com)
Date: 2022-07-07T15:13:24+03:00
Commit Message:
BLADERUNNER: Fix potential missing of blinking led for phone message
Changed paths:
engines/bladerunner/script/scene/ma04.cpp
diff --git a/engines/bladerunner/script/scene/ma04.cpp b/engines/bladerunner/script/scene/ma04.cpp
index 32647f8701a..48efc224759 100644
--- a/engines/bladerunner/script/scene/ma04.cpp
+++ b/engines/bladerunner/script/scene/ma04.cpp
@@ -181,7 +181,15 @@ bool SceneScriptMA04::ClickedOn2DRegion(int region) {
Actor_Says(kActorMcCoy, 2680, 0);
Ambient_Sounds_Remove_Sound(kSfxVIDFONE1, true);
Sound_Play(kSfxSPNBEEP9, 100, 0, 0, 50);
+#if BLADERUNNER_ORIGINAL_BUGS
Overlay_Remove("MA04OVER");
+#else
+ // There's a case where the player has not listened to any pending phone message
+ // from the end of Act 1, so the blinking led indicator should still be active.
+ if (!isPhoneMessageWaiting()) {
+ Overlay_Remove("MA04OVER");
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
Delay(500);
if (Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)) {
if (Global_Variable_Query(kVariableAffectionTowards) == kAffectionTowardsDektora) {
@@ -203,6 +211,8 @@ bool SceneScriptMA04::ClickedOn2DRegion(int region) {
}
if (Actor_Clue_Query(kActorClovis, kClueMcCoyRetiredZuben) && !Game_Flag_Query(kFlagMA04PhoneMessageFromClovis)) {
Sound_Play(kSfxSPNBEEP9, 100, 0, 0, 50);
+ // No point in checking if there's more messages waiting here,
+ // since this is always the first and remaining one (in this case when Clovis learns about Zuben being Retired)
Overlay_Remove("MA04OVER");
Delay(500);
Actor_Says(kActorClovis, 310, 3);
@@ -216,9 +226,10 @@ bool SceneScriptMA04::ClickedOn2DRegion(int region) {
Sound_Play(kSfxSPNBEEP9, 100, 0, 0, 50);
Game_Flag_Set(kFlagMA04PhoneMessageFromClovis);
return true;
- }
- if (Actor_Clue_Query(kActorLucy, kClueMcCoyLetZubenEscape) && !Game_Flag_Query(kFlagMA04PhoneMessageFromLucy)) {
+ } else if (Actor_Clue_Query(kActorLucy, kClueMcCoyLetZubenEscape) && !Game_Flag_Query(kFlagMA04PhoneMessageFromLucy)) {
Sound_Play(kSfxSPNBEEP9, 100, 0, 0, 50);
+ // No point in checking if there's more messages waiting here,
+ // since this is always the first and remaining one (in this case when Lucy learns about Zuben having Escaped)
Overlay_Remove("MA04OVER");
Delay(500);
Actor_Says(kActorLucy, 500, 3);
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