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TSAGE: Cast fmt into a SceneObject in Scene7700.
This makes the drawers useable, even if there's still a problem with _globals->_parent._field8C (the animation displayed is always a closing drawer)
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parent
f208c33593
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f4e2cda89d
@ -1591,25 +1591,20 @@ void Scene7600::postInit(SceneObjectList *OwnerList) {
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void Scene7700::Action1::signal() {
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Scene7700 *scene = (Scene7700 *)_globals->_sceneManager._scene;
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warning("TODO: Scene7700::Action1::signal - Find the SceneObject behind _fmt");
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SceneObject *fmtObj = (SceneObject *) _fmt;
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switch (_actionIndex++) {
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case 0: {
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PlayerMover *mover1 = new PlayerMover();
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// Common::Point pt = Common::Point(_fmt._position.x, _fmt._position.y + 30);
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Common::Point pt = Common::Point(scene->_object1._position.x, scene->_object1._position.y + 30);
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Common::Point pt = Common::Point(fmtObj->_position.x, fmtObj->_position.y + 30);
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_globals->_player.addMover(mover1, &pt, this);
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break;
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}
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case 1:
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// _globals->_player.checkAngle(&_fmt);
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_globals->_player.checkAngle(&scene->_object1);
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_globals->_player.checkAngle(fmtObj);
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if (_globals->_player._field8C == 0)
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// _fmt.animate(ANIM_MODE_5, this);
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scene->_object1.animate(ANIM_MODE_5, this);
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fmtObj->animate(ANIM_MODE_5, this);
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else
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// _fmt.animate(ANIM_MODE_6, this);
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scene->_object1.animate(ANIM_MODE_6, this);
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fmtObj->animate(ANIM_MODE_6, this);
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break;
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case 2:
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remove();
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