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tinsel: workaround for "missing red dragon in Act IV" bug in Discworld PSX
svn-id: r41068
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11a5875aa8
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@ -521,6 +521,19 @@ void SetNewScene(SCNHANDLE scene, int entrance, int transition) {
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HookScene.scene = 0;
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}
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// Workaround for "Missing Red Dragon in square" bug in Discworld 1 PSX, act IV.
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// This happens with the original interpreter on PSX too: the red dragon in Act IV
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// doesn't show up inside the square at the right time. Original game required the
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// player to go in and out the square until the dragon appears (wasting hours).
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// I'm forcing the load of the right scene by checking that the player has (or has not) the
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// right items: player must have Mambo the swamp dragon, and mustn't have fireworks (used on
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// the swamp dragon previously to "load it up").
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if (TinselV1PSX && NextScene.scene == 0x1800000 && NextScene.entry == 2) {
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if ((IsInInventory(261, INV_1) || IsInInventory(261, INV_2)) &&
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(!IsInInventory(232, INV_1) && !IsInInventory(232, INV_2)))
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NextScene.entry = 1;
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}
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}
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/**
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@ -672,7 +685,7 @@ bool ChangeScene(bool bReset) {
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} else if (--CountOut == 0) {
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if (!TinselV2)
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ClearScreen();
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StartNewScene(NextScene.scene, NextScene.entry);
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NextScene.scene = 0;
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