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Added code to de-activate town NPCs once the player makes it to the castle, since they're no longer needed
svn-id: r48661
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fcb8719e93
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@ -420,6 +420,7 @@ void Game::displayChuteAnimation() {
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void Game::displayBarrelAnimation() {
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Mouse &mouse = Mouse::getReference();
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Resources &res = Resources::getReference();
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debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Starting barrel animation");
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Palette palette(BARREL_PALETTE_ID);
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@ -433,6 +434,16 @@ void Game::displayBarrelAnimation() {
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delete anim;
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// Disable town NPCs that are no longer needed
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res.deactivateHotspot(SKORL_ID);
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res.deactivateHotspot(BLACKSMITH_ID);
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res.deactivateHotspot(GWEN_ID);
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res.deactivateHotspot(MALLIN_ID);
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res.deactivateHotspot(MONK1_ID);
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res.deactivateHotspot(GOEWIN_ID);
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res.deactivateHotspot(MONK2_ID);
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res.deactivateHotspot(WAYNE_ID);
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Sound.killSounds();
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mouse.cursorOn();
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}
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@ -253,7 +253,11 @@ enum CursorType {CURSOR_ARROW = 0, CURSOR_DISK = 1, CURSOR_TIME_START = 2,
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#define RATPOUCH_ID 0x3E9
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#define SKORL_ID 0x3EA
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#define BLACKSMITH_ID 0x3EB
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#define GWEN_ID 0x3EC
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#define MALLIN_ID 0x3ED
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#define MONK1_ID 0x3EE
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#define GOEWIN_ID 0x3EF
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#define MONK2_ID 0x3F0
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#define WAYNE_ID 0x3f1
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#define CASTLE_SKORL_ID 0x3F3
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#define FIRST_NONCHARACTER_ID 0x408
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