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BURIED: Fix Arthur being visible after AI biochip is lost - bug #313193
This is an original game bug. The fix expands upon the original one so that the active biochip is only changed if Arthur's biochip was active before he sacrifices himself
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@ -115,6 +115,13 @@ bool BioChipRightWindow::destroyBioChipViewWindow() {
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return true;
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}
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void BioChipRightWindow::swapAIBioChipIfActive() {
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if (_curBioChip == kItemBioChipAI) {
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_curBioChip = kItemBioChipBlank;
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invalidateWindow(false);
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}
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}
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void BioChipRightWindow::sceneChanged() {
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if (_curBioChip == kItemBioChipAI)
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invalidateWindow(false);
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@ -52,6 +52,7 @@ public:
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bool changeCurrentBioChip(int bioChipID);
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bool showBioChipMainView();
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bool destroyBioChipViewWindow();
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void swapAIBioChipIfActive();
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void sceneChanged();
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void disableEvidenceCapture();
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void jumpInitiated(bool redraw);
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@ -346,7 +346,7 @@ int LairEntry::onCharacter(Window *viewWindow, const Common::KeyState &character
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_vm->_sound->stopSoundEffect(_currentSoundID);
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((GameUIWindow *)viewWindow->getParent())->_inventoryWindow->removeItem(kItemBioChipAI);
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((GameUIWindow *)viewWindow->getParent())->_inventoryWindow->addItem(kItemBioChipBlank);
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((GameUIWindow *)viewWindow->getParent())->_bioChipRightWindow->changeCurrentBioChip(kItemBioChipBlank);
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((GameUIWindow *)viewWindow->getParent())->_bioChipRightWindow->swapAIBioChipIfActive();
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_vm->_sound->setAmbientSound(_vm->getFilePath(3, 2, SF_AMBIENT), false, 64);
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_passwordIndex = 5;
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