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TSAGE: Slowed down Scene #6100 to a reasonable speed, and finished code for hitting sunflowers
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9414d7a6e2
commit
0c0dde62b9
@ -2879,7 +2879,7 @@ void Scene6100::Action3::signal() {
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break;
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case 1:
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_globals->_scenePalette.clearListeners();
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scene->_fadePercent = 0;
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scene->_fadePercent = 100;
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_globals->_scenePalette.refresh();
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scene->loadScene(9997);
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scene->_object1.hide();
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@ -2890,7 +2890,7 @@ void Scene6100::Action3::signal() {
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scene->_sunflower3.hide();
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scene->_rocks.hide();
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scene->_sceneText.hide();
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_globals->_events.setCursor(CURSOR_WALK);
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scene->_stripManager.start(8120, this);
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break;
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@ -2995,23 +2995,24 @@ void Scene6100::Action5::dispatch() {
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}
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scene->_objList[idx]->_flags |= OBJFLAG_PANES;
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/*
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if ((idx != 3) && (scene->_fadePercent == 100) &&
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(tempSet.sqrt(floatSet) < 150.0)) {
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(tempSet.sqrt(zeroSet) < 150.0)) {
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switch (scene->_hitCount++) {
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case 1:
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scene->_soundHandler.startSound(233);
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scene->showMessage(0, NULL, 0);
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if (!_globals->getFlag(76))
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scene->_object5.setAction(&scene->_action2);
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scene->_probe.setAction(&scene->_action2);
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break;
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case 2:
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scene->_soundHandler.startSound(234);
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scene->showMessage(0, NULL, 0);
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if (!_globals->getFlag(76))
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scene->_object5.setAction(NULL);
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scene->_probe.setAction(NULL);
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scene->setAction(&scene->_action3);
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break;
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@ -3020,14 +3021,13 @@ void Scene6100::Action5::dispatch() {
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scene->showMessage(0, NULL, 0);
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if (!_globals->getFlag(76))
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scene->_object5.setAction(&scene->_action1);
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scene->_probe.setAction(&scene->_action1);
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break;
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}
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_globals->_scenePalette.clearListeners();
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scene->_fadePercent = 0;
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}
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*/
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}
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}
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@ -3129,6 +3129,7 @@ void Scene6100::postInit(SceneObjectList *OwnerList) {
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loadScene(6100);
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Scene::postInit();
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setZoomPercents(62, 2, 200, 425);
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_globals->_sceneHandler._delayTicks = 8;
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_globals->_player.disableControl();
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_globals->_events.setCursor(CURSOR_WALK);
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@ -114,6 +114,7 @@ void SceneManager::sceneChange() {
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assert(_objectCount == _saver->getObjectCount());
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}
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_objectCount = _saver->getObjectCount();
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_globals->_sceneHandler._delayTicks = 2;
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// Instantiate and set the new scene
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_scene = getNewScene();
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