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AVALANCHE: Remove useless check and move some comments in Sequence
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@ -70,9 +70,12 @@ void Sequence::startTimer() {
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}
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void Sequence::startTimerImmobilized() {
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_vm->_userMovesAvvy = false; // They can't move.
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_vm->_animation->stopWalking(); // And they're not moving now.
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startTimer(); // Apart from that, it's the same thing.
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// They can't move.
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_vm->_userMovesAvvy = false;
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// And they're not moving now.
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_vm->_animation->stopWalking();
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// Apart from that, it's the same thing.
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startTimer();
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}
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void Sequence::shoveLeft() {
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@ -86,23 +89,25 @@ void Sequence::callSequencer() {
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switch (curSeq) {
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case 0:
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return; // No more routines.
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// No more routines.
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return;
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break;
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case kNowFlip: // Flip room.
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case kNowFlip:
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// Flip room.
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_vm->_userMovesAvvy = true;
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_vm->flipRoom(_flipToWhere, _flipToPed);
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// CHECKME: Always true?
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if (curSeq == kNowFlip)
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shoveLeft();
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shoveLeft();
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break;
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}
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if (curSeq <= 176) { // Show a frame.
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if (curSeq <= 176) {
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// Show a frame.
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_vm->_background->draw(-1, -1, curSeq - 1);
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shoveLeft();
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}
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startTimer(); // Make sure this PROC gets called again.
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// Make sure this PROC gets called again.
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startTimer();
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}
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void Sequence::startHallSeq(Room whither, byte ped) {
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@ -164,8 +169,10 @@ void Sequence::startMusicRoomSeq2(Room whither, byte ped) {
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void Sequence::startGeidaLuteSeq() {
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init(5);
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add(6); // He falls asleep...
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startTimer(); // Not really closing, but we're using the same procedure.
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// He falls asleep...
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add(6);
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// Not really closing, but we're using the same procedure.
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startTimer();
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}
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void Sequence::startMusicRoomSeq() {
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