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BLADERUNNER: Remove most of custom PS04 transition
It didn't work out quite well
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d8b1c1a340
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@ -2112,9 +2112,6 @@ enum GoalGuzza {
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kGoalGuzzaGoToHawkersCircle2 = 103,
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kGoalGuzzaGoToFreeSlotB = 104,
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kGoalGuzzaGoToFreeSlotG = 105,
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kGoalGuzzaCallFavorsForHoboShoot1 = 106, // added goal
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kGoalGuzzaCallFavorsForHoboShoot2 = 107, // added goal
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kGoalGuzzaCalledFavorsForHobo = 108, // added goal
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kGoalGuzzaWasAtNR03 = 200,
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kGoalGuzzaSitAtNR03 = 201,
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kGoalGuzzaUG18Wait = 300,
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@ -145,8 +145,8 @@ void SceneScriptMA06::PlayerWalkedIn() {
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){
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// Act 4 deleted scene case with Rachael
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//
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// TODO fix animationsDo an Optimization pass
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// TODO Skip panel selection but actually set the target floor and "MOVE elevator" to LOBBY (Floor > 1)
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// TODO fix animations - Do an Optimization pass
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// TODO Test - Skip panel selection but actually set the target floor and "MOVE elevator" to LOBBY (Floor > 1)
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//
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Game_Flag_Reset(kFlagMA06toMA01);
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Game_Flag_Reset(kFlagMA06ToMA02);
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@ -210,7 +210,6 @@ void SceneScriptMA06::PlayerWalkedOut() {
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}
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else if (Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelIsInsideElevatorStartTalkAct4) {
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Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsOutsideMcCoysBuildingAct4);
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// don't reset kEDSFlagRachaelInElevatorChapter4JUSTEncountered here but in the ma07.cpp script (walked-in_ where mcCoy will automatically go (so no problems of inconsistency there)
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}
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}
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}
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@ -131,40 +131,6 @@ bool SceneScriptPS04::ClickedOn2DRegion(int region) {
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}
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void SceneScriptPS04::SceneFrameAdvanced(int frame) {
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if (_vm->_cutContent) {
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// custom code added for fading out and back in when Guzza calls in favors
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// TODO keep this?
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Set_Fade_Color(0, 0, 0);
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if (frame > 5 && frame < 30) {
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// transition scene
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if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCalledFavorsForHobo) {
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Set_Fade_Density(0.0f);
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if (Global_Variable_Query(kVariableChapter) == 1) {
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Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaDefault);
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} else if (Global_Variable_Query(kVariableChapter) < 4) {
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Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaAtOffice);
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}
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}
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}
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else if (frame >= 79 && frame < 90) {
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if ( frame == 79 && Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot1) {
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Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot2);
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}
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if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) {
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// Fading out
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Set_Fade_Density((frame - 79) / 10.0f);
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}
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} else if (frame == 90) {
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if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) {
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// Faded out
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Set_Fade_Density(1.0f);
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Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0);
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Scene_Loop_Set_Default(kPS04LoopMainLoop);
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Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCalledFavorsForHobo);
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}
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}
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// end of: custom code added for fading out and back in when Guzza calls in favors
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}
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}
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void SceneScriptPS04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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@ -392,8 +358,9 @@ void SceneScriptPS04::dialogueWithGuzza() {
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Actor_Says(kActorGuzza, 620, 32);
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if (_vm->_cutContent) {
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// add a fade-out here while Guzza calls-in for favors
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Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot1);
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Delay(4000);
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Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0);
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Scene_Loop_Set_Default(kPS04LoopMainLoop);
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Delay(2000);
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}
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Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
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Actor_Says(kActorGuzza, 700, 34);
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