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DRAGONS: Added place holder functions for screenshake and dragon on hill scene
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@ -75,6 +75,7 @@ void SpecialOpcodes::initOpcodes() {
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OPCODE(0xb, clearSceneUpdateFunction);
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OPCODE(0xc, spcUnkC);
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OPCODE(0x11, spc11ShakeScreen);
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OPCODE(0x12, spcHandleInventionBookTransition);
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OPCODE(0x13, spcUnk13InventionBookCloseRelated);
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OPCODE(0x14, spcClearEngineFlag8);
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@ -101,6 +102,8 @@ void SpecialOpcodes::initOpcodes() {
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OPCODE(0x3f, clearSceneUpdateFunction);
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OPCODE(0x40, spcZigmondFraudSceneLogic1);
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OPCODE(0x46, spcBlackDragonOnHillSceneLogic);
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OPCODE(0x49, spcLoadScene1);
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OPCODE(0x4e, spcUnk4e);
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@ -172,6 +175,25 @@ void SpecialOpcodes::spcUnkC() {
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//TODO fade_related_calls_with_1f();
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}
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void SpecialOpcodes::spc11ShakeScreen() {
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//TODO
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// iVar18 = 1;
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// local_10a0 = DAT_8001170c;
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// local_109c = DAT_80011710;
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// local_1098 = DAT_80011714;
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// local_1094 = uint32_t_80011718;
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// local_1090 = DAT_8001171c;
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// local_108c = DAT_80011720;
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// local_1088 = DAT_80011724;
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// local_1084 = DAT_80011728;
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// screenShakeOffset = (short)local_10a0;
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// while (screenShakeOffset != 0) {
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// ContinueGame?();
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// screenShakeOffset = *(short *)((int)&local_10a0 + ((iVar18 << 0x10) >> 0xf));
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// iVar18 = iVar18 + 1;
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// }
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}
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void SpecialOpcodes::spcHandleInventionBookTransition() {
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int16 invType =_vm->_inventory->getType();
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if (invType == 1) {
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@ -301,6 +323,10 @@ void SpecialOpcodes::spcZigmondFraudSceneLogic1() {
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setupTableBasedSceneUpdateFunction(300,1,0x708);
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}
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void SpecialOpcodes::spcBlackDragonOnHillSceneLogic() {
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//TODO
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}
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void SpecialOpcodes::spcUnk4e() {
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panCamera(1);
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}
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@ -75,6 +75,7 @@ protected:
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void spcUnkC();
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void spc11ShakeScreen(); //0x11
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void spcHandleInventionBookTransition(); // 0x12
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void spcUnk13InventionBookCloseRelated(); //0x13
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void spcClearEngineFlag8(); // 0x14
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@ -100,6 +101,8 @@ protected:
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void spcZigmondFraudSceneLogic1(); // 0x40
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void spcBlackDragonOnHillSceneLogic(); //0x46
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void spcLoadScene1(); // 0x49
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void spcUnk4e();
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