TSAGE: Slowed down Scene #6100 to a reasonable speed, and finished code for hitting sunflowers

This commit is contained in:
Paul Gilbert 2011-04-28 22:15:28 +10:00
parent 9414d7a6e2
commit 0c0dde62b9
2 changed files with 10 additions and 8 deletions

View File

@ -2879,7 +2879,7 @@ void Scene6100::Action3::signal() {
break;
case 1:
_globals->_scenePalette.clearListeners();
scene->_fadePercent = 0;
scene->_fadePercent = 100;
_globals->_scenePalette.refresh();
scene->loadScene(9997);
scene->_object1.hide();
@ -2890,7 +2890,7 @@ void Scene6100::Action3::signal() {
scene->_sunflower3.hide();
scene->_rocks.hide();
scene->_sceneText.hide();
_globals->_events.setCursor(CURSOR_WALK);
scene->_stripManager.start(8120, this);
break;
@ -2995,23 +2995,24 @@ void Scene6100::Action5::dispatch() {
}
scene->_objList[idx]->_flags |= OBJFLAG_PANES;
/*
if ((idx != 3) && (scene->_fadePercent == 100) &&
(tempSet.sqrt(floatSet) < 150.0)) {
(tempSet.sqrt(zeroSet) < 150.0)) {
switch (scene->_hitCount++) {
case 1:
scene->_soundHandler.startSound(233);
scene->showMessage(0, NULL, 0);
if (!_globals->getFlag(76))
scene->_object5.setAction(&scene->_action2);
scene->_probe.setAction(&scene->_action2);
break;
case 2:
scene->_soundHandler.startSound(234);
scene->showMessage(0, NULL, 0);
if (!_globals->getFlag(76))
scene->_object5.setAction(NULL);
scene->_probe.setAction(NULL);
scene->setAction(&scene->_action3);
break;
@ -3020,14 +3021,13 @@ void Scene6100::Action5::dispatch() {
scene->showMessage(0, NULL, 0);
if (!_globals->getFlag(76))
scene->_object5.setAction(&scene->_action1);
scene->_probe.setAction(&scene->_action1);
break;
}
_globals->_scenePalette.clearListeners();
scene->_fadePercent = 0;
}
*/
}
}
@ -3129,6 +3129,7 @@ void Scene6100::postInit(SceneObjectList *OwnerList) {
loadScene(6100);
Scene::postInit();
setZoomPercents(62, 2, 200, 425);
_globals->_sceneHandler._delayTicks = 8;
_globals->_player.disableControl();
_globals->_events.setCursor(CURSOR_WALK);

View File

@ -114,6 +114,7 @@ void SceneManager::sceneChange() {
assert(_objectCount == _saver->getObjectCount());
}
_objectCount = _saver->getObjectCount();
_globals->_sceneHandler._delayTicks = 2;
// Instantiate and set the new scene
_scene = getNewScene();