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SHERLOCK: RT: Slightly increase movement speed
This may cause slight timing issues when doing animations of Holmes playing musical instruments; I've already added special cases for several of them to still keep animations in sync with the music
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@ -30,7 +30,7 @@
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namespace Sherlock {
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#define GAME_FRAME_RATE 30
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#define GAME_FRAME_RATE 40
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#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
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enum CursorId { ARROW = 0, MAGNIFY = 1, WAIT = 2, EXIT_ZONES_START = 5, INVALID_CURSOR = -1 };
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@ -655,7 +655,9 @@ int TattooScene::startCAnim(int cAnimNum, int playRate) {
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if (ui._windowOpen)
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ui.banishWindow();
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//_activeCAnim._filesize = cAnim._size;
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if (_currentScene == 3 && cAnimNum == 21)
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// Set framerate for correct playing of violin in Holmes' bedroom
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events.setFrameRate(30);
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// Open up the room resource file and get the data for the animation
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Common::SeekableReadStream *stream = res.load(_roomFilename);
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@ -719,6 +721,7 @@ int TattooScene::startCAnim(int cAnimNum, int playRate) {
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_activeCAnim._zPlacement = REMOVE;
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_activeCAnim._removeBounds = _activeCAnim._oldBounds;
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_vm->_ui->_bgFound = -1;
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events.setFrameRate(GAME_FRAME_RATE);
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// Free up the animation
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_activeCAnim.close();
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@ -192,6 +192,9 @@ void TattooTalk::talkTo(const Common::String filename) {
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if (filename == "wilb29a")
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events.incWaitCounter();
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if (filename == "keys33d")
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events.setFrameRate(30);
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Talk::talkTo(filename);
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if (filename == "wilb29a")
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@ -200,6 +203,8 @@ void TattooTalk::talkTo(const Common::String filename) {
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events.decWaitCounter();
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events.setCursor(ARROW);
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}
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if (filename == "keys33d")
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events.setFrameRate(GAME_FRAME_RATE);
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}
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void TattooTalk::talkInterface(const byte *&str) {
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