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TSAGE: Bugfixes for returning to Lyle's office after finding schedule
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757c522dd1
@ -69,7 +69,7 @@ bool Scene800::Doorway::startAction(CursorType action, Event &event) {
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SceneItem::display2(800, BF_GLOBALS.getFlag(onDuty) ? 6 : 15);
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else if (((BF_INVENTORY.getObjectScene(INV_SCHEDULE) == 1) && (BF_GLOBALS._dayNumber == 3)) ||
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(BF_GLOBALS._bookmark == bDoneWithIsland))
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SceneItem::display(800, 5);
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SceneItem::display2(800, 5);
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else {
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if (BF_GLOBALS.getFlag(fWithLyle)) {
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ADD_PLAYER_MOVER_NULL(scene->_lyle, 277, 145);
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@ -305,7 +305,7 @@ void Scene800::postInit(SceneObjectList *OwnerList) {
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_sceneMode = 8001;
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setAction(&_sequenceManager, this, 8001, &BF_GLOBALS._player, &_doorway, NULL);
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}
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} else if ((BF_INVENTORY.getObjectScene(INV_SCHEDULE) == 1) && (BF_GLOBALS._bookmark == bFlashBackThree)) {
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} else if ((BF_INVENTORY.getObjectScene(INV_SCHEDULE) == 1) && (BF_GLOBALS._bookmark < bFlashBackThree)) {
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BF_GLOBALS._bookmark = bFlashBackThree;
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BF_GLOBALS._player.disableControl();
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BF_GLOBALS._player.setPosition(Common::Point(231, 150));
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@ -314,7 +314,7 @@ void Scene800::postInit(SceneObjectList *OwnerList) {
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_lyle.setPosition(Common::Point(244, 162));
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_lyle.setStrip(4);
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_sceneMode = 8004;
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setAction(&_sequenceManager, this, 8001, &_lyle, &_doorway, NULL);
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setAction(&_sequenceManager, this, 8004, &_lyle, &_doorway, NULL);
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} else {
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BF_GLOBALS._player.updateAngle(_motorcycle._position);
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BF_GLOBALS._player.enableControl();
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@ -344,6 +344,8 @@ void Scene800::signal() {
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case 8004:
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BF_GLOBALS.clearFlag(fWithLyle);
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_lyle.remove();
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BF_GLOBALS._player.enableControl();
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break;
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}
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}
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@ -2008,7 +2010,7 @@ bool Scene840::Object2::startAction(CursorType action, Event &event) {
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break;
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case INV_WAVE_KEYS:
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if ((BF_GLOBALS._dayNumber != 4) || (BF_GLOBALS._bookmark != bEndDayThree))
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SceneItem::display(840, 47);
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SceneItem::display2(840, 47);
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else {
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BF_GLOBALS._uiElements.addScore(50);
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@ -2072,7 +2074,7 @@ bool Scene840::Object2::WaveKeys::startAction(CursorType action, Event &event) {
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switch (action) {
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case CURSOR_USE:
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if (scene->_field1AC2) {
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SceneItem::display(840, 56);
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SceneItem::display2(840, 56);
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BF_INVENTORY.setObjectScene(INV_WAVE_KEYS, 1);
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BF_GLOBALS._uiElements.addScore(50);
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scene->_object2._v1B6 = 1;
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