BLADERUNNER: Fix for police in UG07 post Guzza scene

Remove option for them to be there altogether to avoid overlap with Clovis
This commit is contained in:
Thanasis Antoniou 2019-06-26 13:46:16 +03:00
parent d1a2a2ff91
commit 2e1a84694b
2 changed files with 37 additions and 2 deletions

View File

@ -788,8 +788,9 @@ bool AIScriptOfficerGrayford::GoalChanged(int currentGoalNumber, int newGoalNumb
// fall through
case 6:
#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG07 -> kSetFreeSlotC
// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerGrayford, 417, 0);
@ -797,6 +798,22 @@ bool AIScriptOfficerGrayford::GoalChanged(int currentGoalNumber, int newGoalNumb
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
#else
// Don't put police in UG07 after the UG18 Guzza scene
// since Clovis may be there too and that does not work well
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
// kSetUG07 -> kSetFreeSlotC
// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerGrayford, 417, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 418, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// fall through
case 7:
// kSetUG01 -> kSetFreeSlotC

View File

@ -539,8 +539,9 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
// fall through
case 6:
#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG07 -> kSetFreeSlotC
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerLeary, 417, 0);
@ -548,6 +549,23 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
#else
// Don't put police in UG07 after the UG18 Guzza scene
// since Clovis may be there too and that does not work well
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
// kSetUG07 -> kSetFreeSlotC
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerLeary, 417, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 418, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// fall through
case 7:
// kSetUG01 -> kSetFreeSlotC
// debug("leary 8-7 kSetUG01 -> kSetFreeSlotC");