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SO_ACTOR_SPECIAL_DRAW = shadow_mode! Looks much better this way, too :-)
svn-id: r6210
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@ -1017,7 +1017,6 @@ void Scumm_v8::o8_roomOps()
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void Scumm_v8::o8_actorOps()
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{
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// TODO
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byte subOp = fetchScriptByte();
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Actor *a;
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int i, j;
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@ -1067,6 +1066,7 @@ void Scumm_v8::o8_actorOps()
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break;
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case 0x6D: // SO_ACTOR_DEFAULT
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// FIXME - is this right? Or maybe a->initActor(2) ?
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warning("o8_actorOps: SO_ACTOR_DEFAULT");
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a->initActor(0);
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break;
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case 0x6E: // SO_ACTOR_ELEVATION
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@ -1114,15 +1114,13 @@ void Scumm_v8::o8_actorOps()
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a->putActor(a->x, a->y, a->room);
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break;
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case 0x78: // SO_ACTOR_SPECIAL_DRAW
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// TODO - implement this!
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i = pop();
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warning("o8_actorOps: specialDraw(%d) not implemented", i);
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a->shadow_mode = pop();
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break;
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case 0x79: // SO_ACTOR_TEXT_OFFSET Set text offset relative to actor
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a->talkPosX = pop();
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a->talkPosY = pop();
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break;
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// case 0x7A: // SO_ACTOR_INIT Initialize actor
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// case 0x7A: // SO_ACTOR_INIT Set current actor (handled above)
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case 0x7B: // SO_ACTOR_VARIABLE Set actor variable
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// FIXME - is this right??
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i = pop();
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@ -1136,6 +1134,7 @@ void Scumm_v8::o8_actorOps()
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break;
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case 0x7E: // SO_ACTOR_NEW New actor
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// FIXME - is this right? Or maybe a->initActor(0) ?
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warning("o8_actorOps: SO_ACTOR_NEW");
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a->initActor(2);
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break;
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case 0x7F: // SO_ACTOR_DEPTH Set actor Z position
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@ -1435,10 +1434,10 @@ void Scumm_v8::o6_kernelSetFunctions()
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case 116: // isPointInBox
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// TODO
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break;
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case 118:
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case 118: // blastShadowObject
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enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 3);
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break;
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case 119:
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case 119: // superBlastObject
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enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 0);
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break;
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