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FULLPIPE: Renames in scene26. This completes the scene
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073241dea7
commit
b0b3e91881
@ -296,11 +296,7 @@ Vars::Vars() {
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scene26_drop = 0;
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scene26_sockPic = 0;
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scene26_sock = 0;
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scene26_var01 = 0;
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scene26_var02 = 0;
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scene26_var03 = 0;
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scene26_var04 = 0;
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scene26_var05 = 0;
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scene26_activeVent = 0;
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scene30_leg = 0;
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scene30_liftFlag = 1;
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@ -420,11 +420,7 @@ public:
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StaticANIObject *scene26_drop;
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PictureObject *scene26_sockPic;
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StaticANIObject *scene26_sock;
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int scene26_var01;
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int scene26_var02;
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int scene26_var03;
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int scene26_var04;
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StaticANIObject *scene26_var05;
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StaticANIObject *scene26_activeVent;
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StaticANIObject *scene30_leg;
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int scene30_liftFlag;
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@ -41,10 +41,6 @@ void scene26_initScene(Scene *sc) {
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g_vars->scene26_drop = sc->getStaticANIObject1ById(ANI_DROP_26, -1);
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g_vars->scene26_sockPic = sc->getPictureObjectById(PIC_SC26_SOCK, 0);
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g_vars->scene26_sock = sc->getStaticANIObject1ById(ANI_SOCK_26, -1);
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g_vars->scene26_var01 = 200;
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g_vars->scene26_var02 = 200;
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g_vars->scene26_var03 = 300;
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g_vars->scene26_var04 = 300;
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if (g_fp->getObjectState(sO_Hatch_26) == g_fp->getObjectEnumState(sO_Hatch_26, sO_WithSock)) {
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g_fp->setObjectState(sO_Hatch_26, g_fp->getObjectEnumState(sO_Hatch_26, sO_Closed));
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@ -121,10 +117,10 @@ void sceneHandler26_hideChi() {
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}
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void sceneHandler26_testVent() {
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if (!g_vars->scene26_var05)
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if (!g_vars->scene26_activeVent)
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return;
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if (g_vars->scene26_var05->_okeyCode == 0) {
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if (g_vars->scene26_activeVent->_okeyCode == 0) {
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if (g_fp->getObjectState(sO_Valve1_26) == g_fp->getObjectEnumState(sO_Valve1_26, sO_Opened))
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g_fp->stopAllSoundInstances(SND_26_018);
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else
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@ -141,7 +137,7 @@ void sceneHandler26_testVent() {
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g_fp->playSound(SND_26_020, 0);
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}
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} else if (g_vars->scene26_var05->_okeyCode == 1) {
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} else if (g_vars->scene26_activeVent->_okeyCode == 1) {
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if (g_fp->getObjectState(sO_Valve2_26) == g_fp->getObjectEnumState(sO_Valve2_26, sO_Opened))
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g_fp->playSound(SND_26_020, 0);
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else
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@ -156,7 +152,7 @@ void sceneHandler26_testVent() {
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chainQueue(QU_SC26_AUTOCLOSE1, 0);
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}
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} else if (g_vars->scene26_var05->_okeyCode == 2) {
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} else if (g_vars->scene26_activeVent->_okeyCode == 2) {
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if (g_fp->getObjectState(sO_Valve3_26) == g_fp->getObjectEnumState(sO_Valve3_26, sO_Opened))
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g_fp->playSound(SND_26_020, 0);
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else
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@ -176,24 +172,24 @@ void sceneHandler26_testVent() {
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}
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void sceneHandler26_showVent() {
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if (g_vars->scene26_var05) {
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int id = g_vars->scene26_var05->_statics->_staticsId;
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if (g_vars->scene26_activeVent) {
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int id = g_vars->scene26_activeVent->_statics->_staticsId;
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if (id == ST_VNT26_UP2) {
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g_vars->scene26_var05->changeStatics2(ST_VNT26_RIGHT2);
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g_vars->scene26_activeVent->changeStatics2(ST_VNT26_RIGHT2);
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} else {
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if (id != ST_VNT26_RIGHT2)
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return;
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g_vars->scene26_var05->changeStatics2(ST_VNT26_UP2);
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g_vars->scene26_activeVent->changeStatics2(ST_VNT26_UP2);
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}
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g_vars->scene26_var05->show1(-1, -1, -1, 0);
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g_vars->scene26_activeVent->show1(-1, -1, -1, 0);
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}
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}
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void sceneHandler26_hideVent() {
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if (g_vars->scene26_var05)
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g_vars->scene26_var05->hide();
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if (g_vars->scene26_activeVent)
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g_vars->scene26_activeVent->hide();
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}
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void sceneHandler26_animateVents(StaticANIObject *ani) {
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@ -255,7 +251,7 @@ void sceneHandler26_animateVents(StaticANIObject *ani) {
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void sceneHandler26_clickVent(StaticANIObject *ani, ExCommand *cmd) {
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if (ani->_okeyCode || g_fp->getObjectState(sO_Hatch_26) == g_fp->getObjectEnumState(sO_Hatch_26, sO_Opened)) {
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if (g_fp->_aniMan->isIdle() && !(g_fp->_aniMan->_flags & 0x100)) {
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g_vars->scene26_var05 = ani;
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g_vars->scene26_activeVent = ani;
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int x = ani->_ox - 20;
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int y = ani->_oy + 61;
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@ -339,11 +335,11 @@ int sceneHandler26(ExCommand *cmd) {
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if (g_fp->_aniMan2) {
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int x = g_fp->_aniMan2->_ox;
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if (x < g_fp->_sceneRect.left + g_vars->scene26_var01)
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g_fp->_currentScene->_x = x - g_vars->scene26_var03 - g_fp->_sceneRect.left;
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if (x < g_fp->_sceneRect.left + 200)
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g_fp->_currentScene->_x = x - 300 - g_fp->_sceneRect.left;
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if (x > g_fp->_sceneRect.right - g_vars->scene26_var01)
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g_fp->_currentScene->_x = x + g_vars->scene26_var03 - g_fp->_sceneRect.right;
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if (x > g_fp->_sceneRect.right - 200)
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g_fp->_currentScene->_x = x + 300 - g_fp->_sceneRect.right;
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}
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g_fp->_behaviorManager->updateBehaviors();
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