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TSAGE: Added missing header change from previous commit
This commit is contained in:
parent
4aac257936
commit
dd592a67c9
@ -165,8 +165,10 @@ Scene *Ringworld2Game::createScene(int sceneNumber) {
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// Spill Mountains Elevator Shaft
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return new Scene1925();
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case 1945:
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// Spill Mountains Shaft Bottom
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return new Scene1945();
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case 1950:
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// Flup Tube Corridor Maze
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return new Scene1950();
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/* Scene group #2 */
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//
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@ -1146,7 +1146,7 @@ void Scene1100::signal() {
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break;
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case 26:
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R2_GLOBALS._player.disableControl();
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R2_GLOBALS._events.setCursor(CURSOR_ARROW);
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R2_GLOBALS._events.setCursor(CURSOR_WALK);
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_stripManager.start(302, this);
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break;
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case 27:
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@ -1155,7 +1155,7 @@ void Scene1100::signal() {
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break;
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case 28:
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R2_GLOBALS._player.disableControl();
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R2_GLOBALS._events.setCursor(CURSOR_ARROW);
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R2_GLOBALS._events.setCursor(CURSOR_WALK);
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_stripManager.start(303, this);
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break;
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case 29:
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@ -1248,7 +1248,7 @@ void Scene1100::signal() {
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_stripManager.start3(314, this, _stripManager._lookupList);
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break;
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case 1116:
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R2_GLOBALS._player.enableControl(CURSOR_ARROW);
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R2_GLOBALS._player.enableControl(CURSOR_WALK);
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R2_GLOBALS._stripManager_lookupList[9] = 1;
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R2_GLOBALS._stripManager_lookupList[10] = 1;
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R2_GLOBALS._stripManager_lookupList[11] = 1;
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@ -11301,7 +11301,7 @@ void Scene1800::Exit1::changeScene() {
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Scene1800 *scene = (Scene1800 *)R2_GLOBALS._sceneManager._scene;
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_enabled = false;
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R2_GLOBALS._events.setCursor(CURSOR_ARROW);
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R2_GLOBALS._events.setCursor(CURSOR_WALK);
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R2_GLOBALS._player.disableControl();
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if (R2_GLOBALS.getFlag(14)) {
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scene->_sceneMode = 3;
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@ -11497,7 +11497,7 @@ void Scene1800::postInit(SceneObjectList *OwnerList) {
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R2_GLOBALS._player.enableControl(CURSOR_USE);
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R2_GLOBALS._player._canWalk = false;
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} else {
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R2_GLOBALS._player.enableControl(CURSOR_ARROW);
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R2_GLOBALS._player.enableControl(CURSOR_WALK);
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}
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} else if (R2_GLOBALS._player._oldCharacterScene[R2_GLOBALS._player._characterIndex] == 1850) {
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if (R2_GLOBALS.getFlag(29)) {
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@ -11603,7 +11603,7 @@ void Scene1800::signal() {
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// The following check is completely dumb.
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// Either an original bug, or dead code.
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if (R2_GLOBALS.getFlag(63)) {
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R2_GLOBALS._player.enableControl(CURSOR_ARROW);
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R2_GLOBALS._player.enableControl(CURSOR_WALK);
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} else {
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_sceneMode = 10;
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R2_GLOBALS._events.setCursor(CURSOR_CROSSHAIRS);
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@ -12333,7 +12333,7 @@ void Scene1850::signal() {
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R2_GLOBALS._walkRegions.enableRegion(5);
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R2_INVENTORY.setObjectScene(R2_REBREATHER_TANK, 1);
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R2_GLOBALS.setFlag(32);
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R2_GLOBALS._player.enableControl(CURSOR_ARROW);
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R2_GLOBALS._player.enableControl(CURSOR_WALK);
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break;
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case 1875:
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R2_INVENTORY.setObjectScene(R2_AIRBAG, 1850);
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@ -12396,7 +12396,7 @@ void Scene1850::signal() {
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}
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void Scene1850::process(Event &event) {
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if ( (event.eventType == EVENT_BUTTON_DOWN) && (R2_GLOBALS._events.getCursor() == CURSOR_ARROW)
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if ( (event.eventType == EVENT_BUTTON_DOWN) && (R2_GLOBALS._events.getCursor() == CURSOR_WALK)
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&& (R2_GLOBALS._player._characterIndex == R2_SEEKER) && (R2_GLOBALS.getFlag(30))) {
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_field41A = event.mousePos;
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R2_GLOBALS._player.disableControl();
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@ -12697,7 +12697,7 @@ bool Scene1900::LiftDoor::startAction(CursorType action, Event &event) {
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void Scene1900::WestExit::changeScene() {
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Scene1900 *scene = (Scene1900 *)R2_GLOBALS._sceneManager._scene;
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R2_GLOBALS._player.disableControl(CURSOR_ARROW);
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R2_GLOBALS._player.disableControl(CURSOR_WALK);
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scene->_sceneMode = 10;
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Common::Point pt(-10, 135);
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@ -12708,7 +12708,7 @@ void Scene1900::WestExit::changeScene() {
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void Scene1900::EastExit::changeScene() {
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Scene1900 *scene = (Scene1900 *)R2_GLOBALS._sceneManager._scene;
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R2_GLOBALS._player.disableControl(CURSOR_ARROW);
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R2_GLOBALS._player.disableControl(CURSOR_WALK);
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scene->_sceneMode = 11;
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Common::Point pt(330, 135);
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@ -12897,12 +12897,12 @@ void Scene1900::signal() {
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R2_GLOBALS._scene1925CurrLevel = -3;
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// No break on purpose
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case 1905:
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R2_GLOBALS._player.disableControl(CURSOR_ARROW);
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R2_GLOBALS._player.disableControl(CURSOR_WALK);
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R2_GLOBALS._sceneManager.changeScene(1925);
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break;
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case 1910:
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R2_INVENTORY.setObjectScene(R2_REBREATHER_TANK, 2535);
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R2_GLOBALS._player.disableControl(CURSOR_ARROW);
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R2_GLOBALS._player.disableControl(CURSOR_WALK);
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R2_GLOBALS._player._oldCharacterScene[R2_QUINN] = 1900;
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R2_GLOBALS._player._oldCharacterScene[R2_SEEKER] = 1900;
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R2_GLOBALS._sceneManager.changeScene(2450);
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@ -12951,12 +12951,12 @@ bool Scene1925::Button::startAction(CursorType action, Event &event) {
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else
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scene->_sceneMode = 1930;
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R2_GLOBALS._player.disableControl(CURSOR_ARROW);
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R2_GLOBALS._player.disableControl(CURSOR_WALK);
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scene->setAction(&scene->_sequenceManager, scene, scene->_sceneMode, &R2_GLOBALS._player, &scene->_actor1, NULL);
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return true;
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}
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bool Scene1925::Hotspot3::startAction(CursorType action, Event &event) {
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bool Scene1925::Ladder::startAction(CursorType action, Event &event) {
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if ((!R2_GLOBALS.getFlag(29)) || (action != CURSOR_USE))
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return SceneHotspot::startAction(action, event);
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@ -13058,7 +13058,7 @@ void Scene1925::Exit3::changeScene() {
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Scene1925 *scene = (Scene1925 *)R2_GLOBALS._sceneManager._scene;
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_moving = false;
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R2_GLOBALS._player.disableControl(CURSOR_ARROW);
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R2_GLOBALS._player.disableControl(CURSOR_WALK);
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scene->_sceneMode = 1921;
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scene->setAction(&scene->_sequenceManager, scene, scene->_sceneMode, &R2_GLOBALS._player, NULL);
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}
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@ -13067,7 +13067,7 @@ void Scene1925::Exit4::changeScene() {
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Scene1925 *scene = (Scene1925 *)R2_GLOBALS._sceneManager._scene;
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_moving = false;
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R2_GLOBALS._player.disableControl(CURSOR_ARROW);
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R2_GLOBALS._player.disableControl(CURSOR_WALK);
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scene->_sceneMode = 1920;
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scene->setAction(&scene->_sequenceManager, scene, scene->_sceneMode, &R2_GLOBALS._player, NULL);
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}
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@ -13137,7 +13137,7 @@ void Scene1925::postInit(SceneObjectList *OwnerList) {
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switch (R2_GLOBALS._scene1925CurrLevel) {
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case -2:
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_exit4.setDetails(Rect(203, 44, 247, 111), EXITCURSOR_E, 1925);
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_item3.setDetails(Rect(31, 3, 45, 167), 1925, 6, -1, 8, 1, NULL);
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_ladder.setDetails(Rect(31, 3, 45, 167), 1925, 6, -1, 8, 1, NULL);
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break;
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case 3:
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_actor1.setDetails(1925, 0, 1, 2, 1, (SceneItem *) NULL);
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@ -13149,7 +13149,7 @@ void Scene1925::postInit(SceneObjectList *OwnerList) {
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default:
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_exitUp.setDetails(Rect(128, 0, 186, 10), EXITCURSOR_N, 1925);
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_exit2.setDetails(Rect(128, 160, 190, 167), EXITCURSOR_S, 1925);
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_item3.setDetails(Rect(141, 11, 167, 159), 1925, 6, -1, -1, 1, NULL);
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_ladder.setDetails(Rect(141, 11, 167, 159), 1925, 6, -1, -1, 1, NULL);
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break;
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}
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@ -13238,24 +13238,25 @@ void Scene1925::signal() {
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}
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/*--------------------------------------------------------------------------
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* Scene 1945 -
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* Scene 1945 - Spill Mountains Shaft Bottom
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*
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*--------------------------------------------------------------------------*/
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Scene1945::Scene1945() {
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_fieldEAA = 0;
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_fieldEAC = 0;
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_fieldEAE = CURSOR_NONE;
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_nextSceneMode1 = 0;
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_nextSceneMode2 = 0;
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_lampUsed = CURSOR_NONE;
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}
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void Scene1945::synchronize(Serializer &s) {
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SceneExt::synchronize(s);
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s.syncAsSint16LE(_fieldEAA);
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s.syncAsSint16LE(_fieldEAC);
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s.syncAsSint16LE(_fieldEAE);
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s.syncAsSint16LE(_nextSceneMode1);
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s.syncAsSint16LE(_nextSceneMode2);
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s.syncAsSint16LE(_lampUsed);
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}
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bool Scene1945::Hotspot3::startAction(CursorType action, Event &event) {
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bool Scene1945::Ice::startAction(CursorType action, Event &event) {
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Scene1945 *scene = (Scene1945 *)R2_GLOBALS._sceneManager._scene;
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switch (action) {
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@ -13266,10 +13267,10 @@ bool Scene1945::Hotspot3::startAction(CursorType action, Event &event) {
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scene->_sceneMode = 1942;
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else {
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scene->_sceneMode = 1940;
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scene->_fieldEAA = 1942;
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scene->_nextSceneMode1 = 1942;
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}
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// At this point the original check if _sceneMode != 0. Skipped.
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scene->setAction(&scene->_sequenceManager1, scene, scene->_sceneMode, &R2_GLOBALS._player, NULL);
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scene->setAction(&scene->_sequenceManager1, scene, scene->_sceneMode, &R2_GLOBALS._player, &scene->_gunpowder, NULL);
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return true;
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break;
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case CURSOR_USE:
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@ -13284,9 +13285,9 @@ bool Scene1945::Hotspot3::startAction(CursorType action, Event &event) {
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R2_GLOBALS._player.enableControl(CURSOR_USE);
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R2_GLOBALS._player._canWalk = false;
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if (event.mousePos.x > 130)
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scene->_item3.setDetails(1945, 3, -1, -1, 3, (SceneItem *) NULL);
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scene->_ice.setDetails(1945, 3, -1, -1, 3, (SceneItem *) NULL);
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else
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scene->_item3.setDetails(1945, 3, -1, 5, 3, (SceneItem *) NULL);
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scene->_ice.setDetails(1945, 3, -1, 5, 3, (SceneItem *) NULL);
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}
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// No break on purpose
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default:
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@ -13295,7 +13296,7 @@ bool Scene1945::Hotspot3::startAction(CursorType action, Event &event) {
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}
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}
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bool Scene1945::Hotspot4::startAction(CursorType action, Event &event) {
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bool Scene1945::Ladder::startAction(CursorType action, Event &event) {
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Scene1945 *scene = (Scene1945 *)R2_GLOBALS._sceneManager._scene;
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if (action != CURSOR_USE)
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@ -13306,7 +13307,7 @@ bool Scene1945::Hotspot4::startAction(CursorType action, Event &event) {
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if ((R2_GLOBALS._player._position.x == 221) && (R2_GLOBALS._player._position.y == 142)) {
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scene->_sceneMode = 1949;
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scene->_fieldEAA = 1947;
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scene->_nextSceneMode1 = 1947;
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} else if ( ((R2_GLOBALS._player._position.x == 197) && (R2_GLOBALS._player._position.y == 158))
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|| ((R2_GLOBALS._player._position.x == 191) && (R2_GLOBALS._player._position.y == 142)) ) {
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scene->_sceneMode = 1947;
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@ -13323,23 +13324,23 @@ bool Scene1945::Hotspot4::startAction(CursorType action, Event &event) {
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return true;
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}
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bool Scene1945::Actor3::startAction(CursorType action, Event &event) {
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if ((action == R2_ALCOHOL_LAMP_3) && (action == R2_ALCOHOL_LAMP_2)) {
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bool Scene1945::Gunpowder::startAction(CursorType action, Event &event) {
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if ((action == R2_ALCOHOL_LAMP_3) || (action == R2_ALCOHOL_LAMP_2)) {
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Scene1945 *scene = (Scene1945 *)R2_GLOBALS._sceneManager._scene;
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scene->_fieldEAE = action;
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scene->_lampUsed = action;
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R2_GLOBALS._player.disableControl();
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scene->_sceneMode = 0;
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if ((R2_GLOBALS._player._position.x == 191) && (R2_GLOBALS._player._position.y == 142)) {
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scene->_sceneMode= 1947;
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scene->_fieldEAA = 1943;
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scene->_nextSceneMode1 = 1943;
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} else if ((R2_GLOBALS._player._position.x == 154) && (R2_GLOBALS._player._position.y == 50)) {
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scene->_sceneMode = 1940;
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scene->_fieldEAA = 1943;
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scene->_nextSceneMode1 = 1943;
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} else {
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scene->_sceneMode = 1949;
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scene->_fieldEAA = 1947;
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scene->_fieldEAC = 1943;
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scene->_nextSceneMode1 = 1947;
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scene->_nextSceneMode2 = 1943;
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}
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// At this point the original check if _sceneMode != 0. Skipped.
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scene->setAction(&scene->_sequenceManager1, scene, scene->_sceneMode, &R2_GLOBALS._player, NULL);
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@ -13358,7 +13359,7 @@ void Scene1945::ExitUp::changeScene() {
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if ((R2_GLOBALS._player._position.x == 221) && (R2_GLOBALS._player._position.y == 142)) {
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scene->_sceneMode = 1949;
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scene->_fieldEAA = 1947;
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scene->_nextSceneMode1 = 1947;
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} else if ( ((R2_GLOBALS._player._position.x == 197) && (R2_GLOBALS._player._position.y == 158))
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|| ((R2_GLOBALS._player._position.x == 191) && (R2_GLOBALS._player._position.y == 142)) ) {
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scene->_sceneMode = 1947;
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@ -13381,7 +13382,7 @@ void Scene1945::Exit2::changeScene() {
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if ((R2_GLOBALS._player._position.x == 154) && (R2_GLOBALS._player._position.y == 50)) {
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scene->_sceneMode = 1940;
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scene->_fieldEAA = 1945;
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scene->_nextSceneMode1 = 1945;
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} else if ( ((R2_GLOBALS._player._position.x == 197) && (R2_GLOBALS._player._position.y == 158))
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|| ((R2_GLOBALS._player._position.x == 191) && (R2_GLOBALS._player._position.y == 142)) ) {
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scene->_sceneMode = 1945;
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@ -13405,19 +13406,19 @@ void Scene1945::postInit(SceneObjectList *OwnerList) {
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_exitUp.setDetails(Rect(128, 0, 186, 10), EXITCURSOR_N, 1945);
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_exit2.setDetails(Rect(238, 144, 274, 167), EXITCURSOR_E, 1945);
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_item4.setDetails(Rect(141, 3, 167, 126), 1945, 9, -1, -1, 1, NULL);
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_ladder.setDetails(Rect(141, 3, 167, 126), 1945, 9, -1, -1, 1, NULL);
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if (!R2_GLOBALS.getFlag(43)) {
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_exit2._enabled = false;
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_actor3.postInit();
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_actor3.setup(1945, 4, 1);
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_actor3.setPosition(Common::Point(253, 169));
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_actor3.fixPriority(150);
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_gunpowder.postInit();
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_gunpowder.setup(1945, 4, 1);
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_gunpowder.setPosition(Common::Point(253, 169));
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_gunpowder.fixPriority(150);
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if (R2_GLOBALS.getFlag(42))
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_actor3.setDetails(1945, 15, -1, -1, 1, (SceneItem *) NULL);
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_gunpowder.setDetails(1945, 15, -1, -1, 1, (SceneItem *) NULL);
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else
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_actor3.hide();
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_gunpowder.hide();
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_actor1.postInit();
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_actor1.setup(1945, 8, 1);
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@ -13451,10 +13452,10 @@ void Scene1945::postInit(SceneObjectList *OwnerList) {
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}
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R2_GLOBALS._player._canWalk = false;
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_fieldEAA = 0;
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_fieldEAC = 0;
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_nextSceneMode1 = 0;
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_nextSceneMode2 = 0;
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_item3.setDetails(11, 1945, 3, -1, 5);
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_ice.setDetails(11, 1945, 3, -1, 5);
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_item1.setDetails(Rect(238, 144, 274, 167), 1945, 0, -1, 2, 1, NULL);
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_item2.setDetails(Rect(27, 3, 292, 167), 1945, 3, -1, -1, 1, NULL);
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}
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@ -13467,8 +13468,8 @@ void Scene1945::remove() {
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void Scene1945::signal() {
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switch (_sceneMode) {
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case 1940:
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if (_fieldEAA == 1943) {
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_sceneMode = _fieldEAA;
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if (_nextSceneMode1 == 1943) {
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_sceneMode = _nextSceneMode1;
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setAction(&_sequenceManager1, this, _sceneMode, &R2_GLOBALS._player, &_actor2, NULL);
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} else {
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_sceneMode = 1946;
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@ -13477,27 +13478,27 @@ void Scene1945::signal() {
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return;
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break;
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case 1941:
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if (_fieldEAA == 0) {
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if (_nextSceneMode1 == 0) {
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R2_GLOBALS._scene1925CurrLevel = 0;
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R2_GLOBALS.setFlag(29);
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R2_GLOBALS._sceneManager.changeScene(1925);
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} else {
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_sceneMode = _fieldEAA;
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_fieldEAA = 0;
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_sceneMode = _nextSceneMode1;
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_nextSceneMode1 = 0;
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setAction(&_sequenceManager1, this, _sceneMode, &R2_GLOBALS._player, NULL);
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}
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return;
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case 1942:
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R2_INVENTORY.setObjectScene(R2_GUNPOWDER, 0);
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_actor3.setDetails(1945, 15, -1, -1, 2, (SceneItem *) NULL);
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_gunpowder.setDetails(1945, 15, -1, -1, 2, (SceneItem *) NULL);
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R2_GLOBALS.setFlag(42);
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break;
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case 1943:
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R2_GLOBALS._sound1.fadeOut2(NULL);
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R2_INVENTORY.setObjectScene(_fieldEAE, 0);
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R2_INVENTORY.setObjectScene(_lampUsed, 0);
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_sceneMode = 1948;
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setAction(&_sequenceManager1, this, _sceneMode, &_actor3, &_actor2, &_actor1, NULL);
|
||||
setAction(&_sequenceManager2, NULL, 1941, &R2_GLOBALS._player, NULL);
|
||||
setAction(&_sequenceManager1, this, _sceneMode, &_gunpowder, &_actor2, &_actor1, NULL);
|
||||
R2_GLOBALS._player.setAction(&_sequenceManager2, NULL, 1941, &R2_GLOBALS._player, NULL);
|
||||
return;
|
||||
case 1944:
|
||||
break;
|
||||
@ -13505,17 +13506,17 @@ void Scene1945::signal() {
|
||||
R2_GLOBALS._sceneManager.changeScene(1950);
|
||||
return;
|
||||
case 1946:
|
||||
if (_fieldEAA == 1942) {
|
||||
_sceneMode = _fieldEAA;
|
||||
_fieldEAA = 0;
|
||||
setAction(&_sequenceManager1, this, _sceneMode, &R2_GLOBALS._player, &_actor3, NULL);
|
||||
if (_nextSceneMode1 == 1942) {
|
||||
_sceneMode = _nextSceneMode1;
|
||||
_nextSceneMode1 = 0;
|
||||
setAction(&_sequenceManager1, this, _sceneMode, &R2_GLOBALS._player, &_gunpowder, NULL);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case 1947:
|
||||
if (_fieldEAA == 1943) {
|
||||
_sceneMode = _fieldEAA;
|
||||
_fieldEAA = 1948;
|
||||
if (_nextSceneMode1 == 1943) {
|
||||
_sceneMode = _nextSceneMode1;
|
||||
_nextSceneMode1 = 1948;
|
||||
setAction(&_sequenceManager1, this, _sceneMode, &R2_GLOBALS._player, &_actor2, NULL);
|
||||
} else {
|
||||
_sceneMode = 1941;
|
||||
@ -13525,19 +13526,19 @@ void Scene1945::signal() {
|
||||
case 1948:
|
||||
R2_GLOBALS._sound1.play(220);
|
||||
_exit2._enabled = true;
|
||||
R2_GLOBALS._sceneItems.remove(&_actor3);
|
||||
R2_GLOBALS._sceneItems.remove(&_gunpowder);
|
||||
R2_GLOBALS.clearFlag(42);
|
||||
R2_GLOBALS.clearFlag(43);
|
||||
_fieldEAA = 1940;
|
||||
_nextSceneMode1 = 1940;
|
||||
// No break on purpose
|
||||
case 1949:
|
||||
_sceneMode = _fieldEAA;
|
||||
if (_fieldEAC == 1943) {
|
||||
_fieldEAA = _fieldEAC;
|
||||
_fieldEAC = 0;
|
||||
_sceneMode = _nextSceneMode1;
|
||||
if (_nextSceneMode2 == 1943) {
|
||||
_nextSceneMode1 = _nextSceneMode2;
|
||||
_nextSceneMode2 = 0;
|
||||
setAction(&_sequenceManager1, this, _sceneMode, &R2_GLOBALS._player, &_actor2, NULL);
|
||||
} else {
|
||||
_fieldEAA = 0;
|
||||
_nextSceneMode1 = 0;
|
||||
setAction(&_sequenceManager1, this, _sceneMode, &R2_GLOBALS._player, NULL);
|
||||
}
|
||||
return;
|
||||
@ -13550,9 +13551,10 @@ void Scene1945::signal() {
|
||||
}
|
||||
|
||||
/*--------------------------------------------------------------------------
|
||||
* Scene 1950 -
|
||||
* Scene 1950 - Flup Tube Corridor Maze
|
||||
*
|
||||
*--------------------------------------------------------------------------*/
|
||||
|
||||
Scene1950::Area1::Area1() {
|
||||
_field20 = 0;
|
||||
_fieldB65 = 0;
|
||||
@ -13656,7 +13658,7 @@ void Scene1950::Area1::remove() {
|
||||
if (!R2_GLOBALS.getFlag(37))
|
||||
R2_GLOBALS._sound2.play(278);
|
||||
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
scene->_exit3._enabled = true;
|
||||
|
||||
if (!R2_GLOBALS.getFlag(37)) {
|
||||
@ -13742,7 +13744,7 @@ bool Scene1950::Hotspot2::startAction(CursorType action, Event &event) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Scene1950::Actor2::startAction(CursorType action, Event &event) {
|
||||
bool Scene1950::Door::startAction(CursorType action, Event &event) {
|
||||
if (action != R2_SCRITH_KEY)
|
||||
return SceneActor::startAction(action, event);
|
||||
|
||||
@ -13751,7 +13753,7 @@ bool Scene1950::Actor2::startAction(CursorType action, Event &event) {
|
||||
R2_GLOBALS._player.disableControl();
|
||||
R2_INVENTORY.setObjectScene(R2_SCRITH_KEY, 0);
|
||||
scene->_sceneMode = 1958;
|
||||
scene->setAction(&scene->_sequenceManager, scene, 1958, &R2_GLOBALS._player, &scene->_actor2, NULL);
|
||||
scene->setAction(&scene->_sequenceManager, scene, 1958, &R2_GLOBALS._player, &scene->_door, NULL);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -13893,7 +13895,7 @@ void Scene1950::Actor8::signal() {
|
||||
NpcMover *mover = new NpcMover();
|
||||
R2_GLOBALS._player.addMover(mover, &pt, this);
|
||||
} else {
|
||||
R2_GLOBALS._player.enableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.enableControl(CURSOR_WALK);
|
||||
}
|
||||
|
||||
if (R2_GLOBALS._v566A5 == 3)
|
||||
@ -13905,7 +13907,7 @@ void Scene1950::Actor8::signal() {
|
||||
break;
|
||||
case 22:
|
||||
SceneItem::display(1950, 18, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, -999);
|
||||
R2_GLOBALS._player.enableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.enableControl(CURSOR_WALK);
|
||||
break;
|
||||
case 23:
|
||||
SceneItem::display(1950, 25, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, -999);
|
||||
@ -13945,7 +13947,7 @@ void Scene1950::Exit1::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 1;
|
||||
scene->_sceneMode = 11;
|
||||
|
||||
@ -13958,7 +13960,7 @@ void Scene1950::Exit2::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 2;
|
||||
scene->_sceneMode = 12;
|
||||
|
||||
@ -13979,7 +13981,7 @@ void Scene1950::Exit3::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 3;
|
||||
scene->_sceneMode = 13;
|
||||
|
||||
@ -13995,7 +13997,7 @@ void Scene1950::Exit4::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 4;
|
||||
scene->_sceneMode = 14;
|
||||
|
||||
@ -14009,7 +14011,7 @@ void Scene1950::Exit5::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 5;
|
||||
scene->_sceneMode = 15;
|
||||
|
||||
@ -14022,7 +14024,7 @@ void Scene1950::Exit6::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 5;
|
||||
if (R2_GLOBALS._v566A4 == 2) {
|
||||
if ((R2_GLOBALS.getFlag(36)) && (R2_INVENTORY.getObjectScene(R2_SAPPHIRE_BLUE) == 2) && (R2_INVENTORY.getObjectScene(R2_ANCIENT_SCROLLS) == 2)) {
|
||||
@ -14055,7 +14057,7 @@ void Scene1950::Exit7::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 0;
|
||||
scene->_sceneMode = 1951;
|
||||
scene->setAction(&scene->_sequenceManager, scene, 1951, &R2_GLOBALS._player, NULL);
|
||||
@ -14065,7 +14067,7 @@ void Scene1950::Exit8::changeScene() {
|
||||
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
|
||||
|
||||
_enabled = false;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._v566A5 = 3;
|
||||
if (R2_GLOBALS._player._visage == 22) {
|
||||
scene->_sceneMode = 1975;
|
||||
@ -14081,7 +14083,7 @@ void Scene1950::Exit8::changeScene() {
|
||||
}
|
||||
}
|
||||
|
||||
void Scene1950::subBDC1E() {
|
||||
void Scene1950::initExits() {
|
||||
_exit1._enabled = false;
|
||||
_exit2._enabled = false;
|
||||
_exit3._enabled = false;
|
||||
@ -14107,6 +14109,7 @@ void Scene1950::subBDC1E() {
|
||||
_exit7._moving = false;
|
||||
_exit8._moving = false;
|
||||
_field412 = 0;
|
||||
|
||||
switch (R2_GLOBALS._v566A4 - 1) {
|
||||
case 0:
|
||||
loadScene(1948);
|
||||
@ -14769,12 +14772,12 @@ void Scene1950::subBDC1E() {
|
||||
R2_GLOBALS._uiElements.draw();
|
||||
}
|
||||
|
||||
void Scene1950::subBE59B() {
|
||||
void Scene1950::enterArea() {
|
||||
R2_GLOBALS._player.disableControl();
|
||||
R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
|
||||
|
||||
_actor8.remove();
|
||||
_actor2.remove();
|
||||
_door.remove();
|
||||
_actor3.remove();
|
||||
|
||||
_field416 = 0;
|
||||
@ -14863,12 +14866,12 @@ void Scene1950::subBE59B() {
|
||||
}
|
||||
}
|
||||
if ((R2_GLOBALS._v566A4 == 1) && (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) != 0)) {
|
||||
_actor2.postInit();
|
||||
_actor2.setVisage(1948);
|
||||
_actor2.setStrip(3);
|
||||
_actor2.setPosition(Common::Point(278, 155));
|
||||
_actor2.fixPriority(100);
|
||||
_actor2.setDetails(1950, 19, 20, 23, 2, (SceneItem *) NULL);
|
||||
_door.postInit();
|
||||
_door.setVisage(1948);
|
||||
_door.setStrip(3);
|
||||
_door.setPosition(Common::Point(278, 155));
|
||||
_door.fixPriority(100);
|
||||
_door.setDetails(1950, 19, 20, 23, 2, (SceneItem *) NULL);
|
||||
}
|
||||
|
||||
if (R2_GLOBALS._v566A4 == 102) {
|
||||
@ -14950,7 +14953,7 @@ void Scene1950::subBE59B() {
|
||||
_sceneMode = 1950;
|
||||
if (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0) {
|
||||
R2_GLOBALS._v56AAB = 0;
|
||||
R2_GLOBALS._player.enableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.enableControl(CURSOR_WALK);
|
||||
} else {
|
||||
setAction(&_sequenceManager, this, 1950, &R2_GLOBALS._player, NULL);
|
||||
}
|
||||
@ -15134,7 +15137,7 @@ void Scene1950::postInit(SceneObjectList *OwnerList) {
|
||||
if (R2_GLOBALS._sceneManager._previousScene == 300)
|
||||
R2_GLOBALS._v566A4 = 103;
|
||||
|
||||
subBDC1E();
|
||||
initExits();
|
||||
SceneExt::postInit();
|
||||
R2_GLOBALS._sound1.play(105);
|
||||
|
||||
@ -15172,7 +15175,7 @@ void Scene1950::postInit(SceneObjectList *OwnerList) {
|
||||
R2_GLOBALS._player._moveDiff = Common::Point(5, 3);
|
||||
_item1.setDetails(Rect(0, 0, 320, 200), 1950, 0, 1, 2, 1, NULL);
|
||||
|
||||
subBE59B();
|
||||
enterArea();
|
||||
}
|
||||
|
||||
void Scene1950::remove() {
|
||||
@ -15185,44 +15188,44 @@ void Scene1950::signal() {
|
||||
switch (_sceneMode) {
|
||||
case 11:
|
||||
R2_GLOBALS._v566A4 += 7;
|
||||
subBDC1E();
|
||||
subBE59B();
|
||||
initExits();
|
||||
enterArea();
|
||||
break;
|
||||
case 12:
|
||||
R2_GLOBALS._v566A4 += 35;
|
||||
subBDC1E();
|
||||
subBE59B();
|
||||
initExits();
|
||||
enterArea();
|
||||
break;
|
||||
case 1975:
|
||||
SceneItem::display(1950, 21, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, -999);
|
||||
// No break on purpose
|
||||
case 13:
|
||||
++R2_GLOBALS._v566A4;
|
||||
subBDC1E();
|
||||
subBE59B();
|
||||
initExits();
|
||||
enterArea();
|
||||
break;
|
||||
case 14:
|
||||
R2_GLOBALS._v566A4 += 221;
|
||||
subBDC1E();
|
||||
subBE59B();
|
||||
initExits();
|
||||
enterArea();
|
||||
break;
|
||||
case 15:
|
||||
R2_GLOBALS._v566A4 += 249;
|
||||
subBDC1E();
|
||||
subBE59B();
|
||||
initExits();
|
||||
enterArea();
|
||||
break;
|
||||
case 16:
|
||||
// No break on purpose
|
||||
case 1961:
|
||||
--R2_GLOBALS._v566A4;
|
||||
subBDC1E();
|
||||
subBE59B();
|
||||
initExits();
|
||||
enterArea();
|
||||
break;
|
||||
case 17: {
|
||||
_sceneMode = 13;
|
||||
R2_GLOBALS._v566A5 = 3;
|
||||
_field416 = 0;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._player._canWalk = true;
|
||||
R2_GLOBALS._player.setVisage(22);
|
||||
R2_GLOBALS._player.animate(ANIM_MODE_9, NULL);
|
||||
@ -15238,7 +15241,7 @@ void Scene1950::signal() {
|
||||
_sceneMode = 16;
|
||||
R2_GLOBALS._v566A5 = 6;
|
||||
_field416 = 0;
|
||||
R2_GLOBALS._player.disableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.disableControl(CURSOR_WALK);
|
||||
R2_GLOBALS._player._canWalk = true;
|
||||
R2_GLOBALS._player.setVisage(22);
|
||||
R2_GLOBALS._player.animate(ANIM_MODE_9, NULL);
|
||||
@ -15263,13 +15266,13 @@ void Scene1950::signal() {
|
||||
case 1958:
|
||||
SceneItem::display(1950, 24, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, -999);
|
||||
R2_GLOBALS._v56AAB = 0;
|
||||
R2_GLOBALS._player.enableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.enableControl(CURSOR_WALK);
|
||||
_exit8._enabled = true;
|
||||
break;
|
||||
case 1959:
|
||||
R2_INVENTORY.setObjectScene(R2_SOAKED_FACEMASK, 0);
|
||||
R2_GLOBALS._v56AAB = 0;
|
||||
R2_GLOBALS._player.enableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.enableControl(CURSOR_WALK);
|
||||
_exit8._enabled = true;
|
||||
break;
|
||||
case 1962:
|
||||
@ -15323,17 +15326,17 @@ void Scene1950::signal() {
|
||||
break;
|
||||
default:
|
||||
R2_GLOBALS._v56AAB = 0;
|
||||
R2_GLOBALS._player.enableControl(CURSOR_ARROW);
|
||||
R2_GLOBALS._player.enableControl(CURSOR_WALK);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Scene1950::process(Event &event) {
|
||||
if ( (event.eventType == EVENT_BUTTON_DOWN)
|
||||
&& (R2_GLOBALS._player._uiEnabled)
|
||||
&& (R2_GLOBALS._events.getCursor() == R2_LIGHT_BULB)
|
||||
&& (R2_GLOBALS._player._bounds.contains(event.mousePos))
|
||||
&& (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0)) {
|
||||
&& (R2_GLOBALS._player._uiEnabled)
|
||||
&& (R2_GLOBALS._events.getCursor() == R2_SOAKED_FACEMASK)
|
||||
&& (R2_GLOBALS._player._bounds.contains(event.mousePos))
|
||||
&& (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0)) {
|
||||
event.handled = true;
|
||||
R2_GLOBALS._player.disableControl();
|
||||
_exit7._enabled = false;
|
||||
|
@ -1015,7 +1015,7 @@ class Scene1925 : public SceneExt {
|
||||
public:
|
||||
virtual bool startAction(CursorType action, Event &event);
|
||||
};
|
||||
class Hotspot3 : public NamedHotspot {
|
||||
class Ladder : public NamedHotspot {
|
||||
public:
|
||||
virtual bool startAction(CursorType action, Event &event);
|
||||
};
|
||||
@ -1039,7 +1039,7 @@ class Scene1925 : public SceneExt {
|
||||
public:
|
||||
NamedHotspot _item1;
|
||||
Button _button;
|
||||
Hotspot3 _item3;
|
||||
Ladder _ladder;
|
||||
SceneActor _actor1;
|
||||
ExitUp _exitUp;
|
||||
Exit2 _exit2;
|
||||
@ -1060,16 +1060,16 @@ public:
|
||||
};
|
||||
|
||||
class Scene1945 : public SceneExt {
|
||||
class Hotspot3 : public NamedHotspot {
|
||||
class Ice : public NamedHotspot {
|
||||
public:
|
||||
virtual bool startAction(CursorType action, Event &event);
|
||||
};
|
||||
class Hotspot4 : public NamedHotspot {
|
||||
class Ladder : public NamedHotspot {
|
||||
public:
|
||||
virtual bool startAction(CursorType action, Event &event);
|
||||
};
|
||||
|
||||
class Actor3 : public SceneActor {
|
||||
class Gunpowder : public SceneActor {
|
||||
public:
|
||||
virtual bool startAction(CursorType action, Event &event);
|
||||
};
|
||||
@ -1085,19 +1085,19 @@ class Scene1945 : public SceneExt {
|
||||
public:
|
||||
NamedHotspot _item1;
|
||||
NamedHotspot _item2;
|
||||
Hotspot3 _item3;
|
||||
Hotspot4 _item4;
|
||||
Ice _ice;
|
||||
Ladder _ladder;
|
||||
SceneActor _actor1;
|
||||
SceneActor _actor2;
|
||||
Actor3 _actor3;
|
||||
Gunpowder _gunpowder;
|
||||
ExitUp _exitUp;
|
||||
Exit2 _exit2;
|
||||
SequenceManager _sequenceManager1;
|
||||
SequenceManager _sequenceManager2;
|
||||
|
||||
int _fieldEAA;
|
||||
int _fieldEAC;
|
||||
CursorType _fieldEAE;
|
||||
int _nextSceneMode1;
|
||||
int _nextSceneMode2;
|
||||
CursorType _lampUsed;
|
||||
|
||||
Scene1945();
|
||||
void synchronize(Serializer &s);
|
||||
@ -1144,7 +1144,7 @@ class Scene1950 : public SceneExt {
|
||||
virtual bool startAction(CursorType action, Event &event);
|
||||
};
|
||||
|
||||
class Actor2 : public SceneActor {
|
||||
class Door : public SceneActor {
|
||||
public:
|
||||
virtual bool startAction(CursorType action, Event &event);
|
||||
};
|
||||
@ -1214,7 +1214,7 @@ public:
|
||||
Hotspot2 _item2;
|
||||
SceneActor _actor1;
|
||||
BackgroundSceneObject _object1;
|
||||
Actor2 _actor2;
|
||||
Door _door;
|
||||
Actor3 _actor3;
|
||||
SceneActor _actor4;
|
||||
Actor5 _actor5;
|
||||
@ -1241,8 +1241,8 @@ public:
|
||||
Scene1950();
|
||||
void synchronize(Serializer &s);
|
||||
|
||||
void subBDC1E();
|
||||
void subBE59B();
|
||||
void initExits();
|
||||
void enterArea();
|
||||
void subBF4B4(int indx);
|
||||
virtual void postInit(SceneObjectList *OwnerList = NULL);
|
||||
virtual void remove();
|
||||
|
Loading…
x
Reference in New Issue
Block a user