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BLADERUNNER: RESTOREDCONTENT: Fix McCoy's inner talk if confessed
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@ -626,7 +626,7 @@ enum Flags {
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kFlagSteeleInPoliceStation = 185,
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kFlagRC01PoliceDone = 186,
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kFlagRC02RunciterTalk1 = 187,
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// 188 is never used
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kFlagMcCoyConfessedKillingHomelessInCT04 = 188, // Original: 188 is never used
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// 189 is never used
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kFlagRC02ShellCasingsTaken = 190,
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// 191 is never used
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@ -108,11 +108,20 @@ bool SceneScriptCT04::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Game_Flag_Query(kFlagCT04HomelessBodyInDumpster)) {
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if (Game_Flag_Query(kFlagCT04HomelessBodyThrownAway)) {
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// Thrown away (garbage collected) happens in Act 3
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// see transient AI.
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Actor_Voice_Over(270, kActorVoiceOver);
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Actor_Voice_Over(280, kActorVoiceOver);
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} else if (Game_Flag_Query(kFlagCT04HomelessBodyFound)) {
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Actor_Voice_Over(250, kActorVoiceOver);
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Actor_Voice_Over(260, kActorVoiceOver);
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if (!_vm->_cutContent
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|| !Game_Flag_Query(kFlagMcCoyConfessedKillingHomelessInCT04)) {
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// When McCoy confesses in the Restored Content mode,
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// the body gets found. So it's gone (but not thrown with the trash).
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// Since McCoy has confessed though, he shouldn't say the following quote
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// "I'd screwed up and screwed up bad. But maybe there was still a way to make it right.".
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Actor_Voice_Over(260, kActorVoiceOver);
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}
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} else {
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Actor_Voice_Over(230, kActorVoiceOver);
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Actor_Voice_Over(240, kActorVoiceOver);
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@ -350,7 +350,7 @@ void SceneScriptPS04::dialogueWithGuzza() {
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&& Actor_Clue_Query(kActorMcCoy, kClueRunciterInterviewA)
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&& !Game_Flag_Query(kFlagPS04GuzzaTalkDumpToMainframe)
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) {
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// McCoy metions Bryant's "vacation",
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// McCoy mentions Bryant's "vacation",
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// Guzza says about the procedure via Mainframe
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Actor_Says(kActorMcCoy, 3920, 13);
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Actor_Says(kActorGuzza, 570, 32);
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@ -378,6 +378,7 @@ void SceneScriptPS04::dialogueWithGuzza() {
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Actor_Face_Heading(kActorGuzza, 400, false);
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Actor_Says(kActorGuzza, 620, 32);
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if (_vm->_cutContent) {
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Game_Flag_Set(kFlagMcCoyConfessedKillingHomelessInCT04);
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// add a fade-out here while Guzza calls-in for favors
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kPS04LoopPanToPS04, true);
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Scene_Loop_Set_Default(kPS04LoopMainLoop);
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