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BLADERUNNER: Fix for police in UG07 post Guzza scene
Remove option for them to be there altogether to avoid overlap with Clovis
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parent
d1a2a2ff91
commit
2e1a84694b
@ -788,8 +788,9 @@ bool AIScriptOfficerGrayford::GoalChanged(int currentGoalNumber, int newGoalNumb
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// fall through
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case 6:
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#if BLADERUNNER_ORIGINAL_BUGS
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// kSetUG07 -> kSetFreeSlotC
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// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
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// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
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AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
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AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
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AI_Movement_Track_Append(kActorOfficerGrayford, 417, 0);
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@ -797,6 +798,22 @@ bool AIScriptOfficerGrayford::GoalChanged(int currentGoalNumber, int newGoalNumb
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AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
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AI_Movement_Track_Repeat(kActorOfficerGrayford);
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break;
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#else
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// Don't put police in UG07 after the UG18 Guzza scene
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// since Clovis may be there too and that does not work well
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if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
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// kSetUG07 -> kSetFreeSlotC
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// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
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AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
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AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
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AI_Movement_Track_Append(kActorOfficerGrayford, 417, 0);
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AI_Movement_Track_Append(kActorOfficerGrayford, 418, 0);
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AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
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AI_Movement_Track_Repeat(kActorOfficerGrayford);
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break;
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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// fall through
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case 7:
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// kSetUG01 -> kSetFreeSlotC
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@ -539,8 +539,9 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
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// fall through
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case 6:
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#if BLADERUNNER_ORIGINAL_BUGS
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// kSetUG07 -> kSetFreeSlotC
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// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
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// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
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AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
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AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
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AI_Movement_Track_Append(kActorOfficerLeary, 417, 0);
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@ -548,6 +549,23 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
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AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
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AI_Movement_Track_Repeat(kActorOfficerLeary);
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break;
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#else
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// Don't put police in UG07 after the UG18 Guzza scene
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// since Clovis may be there too and that does not work well
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if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
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// kSetUG07 -> kSetFreeSlotC
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// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
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AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
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AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
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AI_Movement_Track_Append(kActorOfficerLeary, 417, 0);
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AI_Movement_Track_Append(kActorOfficerLeary, 418, 0);
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AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
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AI_Movement_Track_Repeat(kActorOfficerLeary);
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break;
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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// fall through
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case 7:
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// kSetUG01 -> kSetFreeSlotC
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// debug("leary 8-7 kSetUG01 -> kSetFreeSlotC");
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