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HYPNO: fixed video sequence at the end of level c33 in boyz
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parent
ea7a15a2c4
commit
427a093b85
@ -508,7 +508,7 @@ void HypnoEngine::runArcade(ArcadeShooting *arc) {
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} else if (!it->video && it->bodyFrames.size() > 0) {
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uint32 frame = _background->decoder->getCurFrame();
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uint32 bodyLastFrame = it->bodyFrames[it->bodyFrames.size() - 1].lastFrame();
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if (frame > it->startFrame && frame - it->startFrame >= bodyLastFrame - 3)
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if (frame > it->startFrame && frame - it->startFrame >= bodyLastFrame)
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if (!it->destroyed) {
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incTargetsMissed();
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missedTarget(it, arc);
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@ -112,7 +112,12 @@ void BoyzEngine::runAfterArcade(ArcadeShooting *arc) {
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}
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return;
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} else {
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if (_levelId == 42) {
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if (_levelId == 33 && checkArcadeObjectives()) {
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MVideo video("c3/c33a02s.smk", Common::Point(0, 0), false, true, false);
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runIntro(video);
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defaultCursor();
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waitForUserClick(1);
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} else if (_levelId == 42) {
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disableCursor();
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MVideo video("c4/c4bro8s.smk", Common::Point(0, 0), false, true, false);
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runIntro(video);
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@ -589,6 +594,9 @@ bool BoyzEngine::shoot(const Common::Point &mousePos, ArcadeShooting *arc, bool
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return false;
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}
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// Not really killed, but counted as objective
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_objKillsCount[_objIdx] = _objKillsCount[_objIdx] + _shoots[i].objKillsCount;
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if (!_shoots[i].additionalVideo.empty()) {
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incFriendliesEncountered();
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incInfoReceived();
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@ -627,8 +635,10 @@ bool BoyzEngine::shoot(const Common::Point &mousePos, ArcadeShooting *arc, bool
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incInfoReceived();
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_background->decoder->forceSeekToFrame(_shoots[i].interactionFrame);
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_masks->decoder->forceSeekToFrame(_shoots[i].interactionFrame);
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_additionalVideo = new MVideo(arc->missBoss2Video, Common::Point(0, 0), true, false, false);
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playVideo(*_additionalVideo);
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if (!arc->missBoss2Video.empty()) {
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_additionalVideo = new MVideo(arc->missBoss2Video, Common::Point(0, 0), true, false, false);
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playVideo(*_additionalVideo);
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}
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//_shoots[i].lastFrame = _background->decoder->getFrameCount();
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_shoots[i].destroyed = true;
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_shootsDestroyed[_shoots[i].name] = true;
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@ -241,9 +241,13 @@ void BoyzEngine::loadAssets() {
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loadArcadeLevel("c31.mi_", "<check_c3>", "<retry_menu>", "");
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loadArcadeLevel("c32.mi_", "<check_c3>", "<retry_menu>", "");
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loadArcadeLevel("c33.mi_", "<check_c3>", "<retry_menu>", "");
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// This is manually implemented, if objectives are completed
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ArcadeShooting *ar = (ArcadeShooting *) _levels["c33.mi_"];
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ar->nextLevelVideo.clear();
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loadArcadeLevel("c34.mi_", "<check_c3>", "<retry_menu>", "");
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loadArcadeLevel("c35.mi_", "<check_ho>", "<select_c3>", "");
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ArcadeShooting *ar = (ArcadeShooting *) _levels["c35.mi_"];
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ar = (ArcadeShooting *) _levels["c35.mi_"];
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ar->backgroundVideo = ""; // This will be manually populated
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loadArcadeLevel("c351.mi_", "<check_ho>", "<retry_menu>", "");
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