Original engine bug. Zuben could slash McCoy multiple times and McCoy would still spare him.
Re-uses the kFlagMcCoyShotAtZuben flag that prevents McCoy from sparing Zuben.
Also added a dedicated debugSound channel for debugging
Fixes include closer conformance to original code (for entering/exiting ESPER and VK), and a change in assigning a track slot to a new track with priority equal to the lowest existing (it will now take the place of the old stored track). Also Music::adjustVolume() now takes the target volume as argument and stores it in the track volume field similar to how Music::adjustPan works.
Dispatch is in Steele (AI) at end of Act 3, McCoy's quote is in Runciter (AI) for fake tiger
Also fixed the scene id for RC02 in chapter 4 for debugger's array (sceneList)
Addresses bug #13727 which only happens in vanilla mode, and only when CDFRAMESx files are used instead of a single HDFRAMES
This bug can happen since by (my) mistake the kClueGrigoriansResources clue could be acquired in vanilla mode in ScummVM 2.5.0, 2.5.1 and 2.6.0.
That clue is supposed to only be part of the restored content mode.
Should fix bug #13072
The code for Leary's AI script ChangeAnimationMode() was re-checked against the c file produced from our dissassembly of the AI-ACT1-23 dll.
Also restore a few lines for dialogue with Runciter, and a Steele cue
And added notes for bugs to resolve in the future, the BLOND WOMAN dialogue bug with Early Q in particular
For the case when McCoy lets Izo escape
This whole sequence is still untriggered and has some glitches, which will be resolved when we restore the whole segment of catching up to Izo and then letting him go.
This fixes a bug with Izo's flash not entirely hiding McCoy, Izo and NPCs
White value was previously calculated as r,g,b (248,248,248) instead of (255,255,255)
Some voices have bad pan, because the actors are not actually in the scene/dr06
This happens because on occasion (eg. TV news) some voices will be coming from an object on screen
but the game would still calculate the actor's position (and produce an awry pan value, since there is no such actor in the scene)
Addresses report: https://bugs.scummvm.org/ticket/11339
But covers more cases than just the TV voices.
These both are infamous for how fast they shoot after becoming visible on screen
The delay was 0 in the original. Now it's random between 400 and 800ms, so they are still fast, but not unfair