BLADERUNNER: Remove most of custom PS04 transition

It didn't work out quite well
This commit is contained in:
Thanasis Antoniou 2019-05-08 09:41:51 +03:00
parent d8b1c1a340
commit 782488f981
3 changed files with 5 additions and 42 deletions

View File

@ -2112,9 +2112,6 @@ enum GoalGuzza {
kGoalGuzzaGoToHawkersCircle2 = 103,
kGoalGuzzaGoToFreeSlotB = 104,
kGoalGuzzaGoToFreeSlotG = 105,
kGoalGuzzaCallFavorsForHoboShoot1 = 106, // added goal
kGoalGuzzaCallFavorsForHoboShoot2 = 107, // added goal
kGoalGuzzaCalledFavorsForHobo = 108, // added goal
kGoalGuzzaWasAtNR03 = 200,
kGoalGuzzaSitAtNR03 = 201,
kGoalGuzzaUG18Wait = 300,

View File

@ -145,8 +145,8 @@ void SceneScriptMA06::PlayerWalkedIn() {
){
// Act 4 deleted scene case with Rachael
//
// TODO fix animationsDo an Optimization pass
// TODO Skip panel selection but actually set the target floor and "MOVE elevator" to LOBBY (Floor > 1)
// TODO fix animations - Do an Optimization pass
// TODO Test - Skip panel selection but actually set the target floor and "MOVE elevator" to LOBBY (Floor > 1)
//
Game_Flag_Reset(kFlagMA06toMA01);
Game_Flag_Reset(kFlagMA06ToMA02);
@ -210,7 +210,6 @@ void SceneScriptMA06::PlayerWalkedOut() {
}
else if (Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelIsInsideElevatorStartTalkAct4) {
Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsOutsideMcCoysBuildingAct4);
// don't reset kEDSFlagRachaelInElevatorChapter4JUSTEncountered here but in the ma07.cpp script (walked-in_ where mcCoy will automatically go (so no problems of inconsistency there)
}
}
}

View File

@ -131,40 +131,6 @@ bool SceneScriptPS04::ClickedOn2DRegion(int region) {
}
void SceneScriptPS04::SceneFrameAdvanced(int frame) {
if (_vm->_cutContent) {
// custom code added for fading out and back in when Guzza calls in favors
// TODO keep this?
Set_Fade_Color(0, 0, 0);
if (frame > 5 && frame < 30) {
// transition scene
if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCalledFavorsForHobo) {
Set_Fade_Density(0.0f);
if (Global_Variable_Query(kVariableChapter) == 1) {
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaDefault);
} else if (Global_Variable_Query(kVariableChapter) < 4) {
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaAtOffice);
}
}
}
else if (frame >= 79 && frame < 90) {
if ( frame == 79 && Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot1) {
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot2);
}
if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) {
// Fading out
Set_Fade_Density((frame - 79) / 10.0f);
}
} else if (frame == 90) {
if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) {
// Faded out
Set_Fade_Density(1.0f);
Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0);
Scene_Loop_Set_Default(kPS04LoopMainLoop);
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCalledFavorsForHobo);
}
}
// end of: custom code added for fading out and back in when Guzza calls in favors
}
}
void SceneScriptPS04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
@ -392,8 +358,9 @@ void SceneScriptPS04::dialogueWithGuzza() {
Actor_Says(kActorGuzza, 620, 32);
if (_vm->_cutContent) {
// add a fade-out here while Guzza calls-in for favors
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot1);
Delay(4000);
Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0);
Scene_Loop_Set_Default(kPS04LoopMainLoop);
Delay(2000);
}
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Actor_Says(kActorGuzza, 700, 34);