scummvm/engines/bladerunner/script/scene/rc01.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
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#include "bladerunner/script/scene.h"
namespace BladeRunner {
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void SceneScriptRC01::InitializeScene() {
#if _DEBUG
//TODO: not part of game, remove
// Game_Flag_Set(24); // force skip intro
#endif
if (!Game_Flag_Query(24)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(28, 1, -1); // WSTLGO_E.VQA
Outtake_Play(41, 1, -1); // BRLOGO_E.VQA
Outtake_Play(0, 0, -1); // INTRO_E.VQA
Outtake_Play(33, 1, -1); // DSCENT_E.VQA
}
if (Game_Flag_Query(9)) {
Setup_Scene_Information(-171.16f, 5.55f, 27.28f, 616);
} else if (Game_Flag_Query(114)) {
Setup_Scene_Information(-471.98f, -0.30f, 258.15f, 616);
} else {
Setup_Scene_Information(-10.98f, -0.30f, 318.15f, 616);
}
Scene_Exit_Add_2D_Exit(0, 314, 145, 340, 255, 0);
if (Game_Flag_Query(249)) {
Scene_Exit_Add_2D_Exit(1, 482, 226, 639, 280, 2);
}
if (Global_Variable_Query(1) > 1 && Game_Flag_Query(710)) {
Scene_Exit_Add_2D_Exit(2, 0, 0, 10, 479, 3);
}
if (!Game_Flag_Query(186)) {
Scene_2D_Region_Add(0, 0, 294, 296, 479);
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
Ambient_Sounds_Add_Looping_Sound(54, 30, 0, 1); // CTRAIN1.AUD
if (!Game_Flag_Query(186)) {
Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0470R.AUD
Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0480R.AUD
Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0500R.AUD
Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0540R.AUD
Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0560R.AUD
Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0870R.AUD
Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0900R.AUD
Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0940R.AUD
Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0960R.AUD
Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1070R.AUD
Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1080R.AUD
Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1100R.AUD
Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1140R.AUD
Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1160R.AUD
}
Ambient_Sounds_Add_Looping_Sound(81, 60, 100, 1); // RCAMBR1.AUD
Ambient_Sounds_Add_Sound(82, 5, 30, 30, 50, -100, 100, -101, -101, 0, 0); // RCCARBY1.AUD
Ambient_Sounds_Add_Sound(83, 5, 30, 30, 55, -100, 100, -101, -101, 0, 0); // RCCARBY2.AUD
Ambient_Sounds_Add_Sound(84, 5, 30, 30, 50, -100, 100, -101, -101, 0, 0); // RCCARBY3.AUD
Ambient_Sounds_Add_Sound(67, 10, 50, 30, 50, -100, 100, -101, -101, 0, 0); // SPIN2A.AUD
Ambient_Sounds_Add_Sound(87, 20, 80, 20, 40, -100, 100, -101, -101, 0, 0); // SIREN2.AUD
if (Game_Flag_Query(186)) {
if (!Game_Flag_Query(9) && !Game_Flag_Query(114)) {
Scene_Loop_Start_Special(0, 5, 0);
}
if (Game_Flag_Query(249)) {
Scene_Loop_Set_Default(6);
} else {
Scene_Loop_Set_Default(10);
}
} else {
if (!Game_Flag_Query(9) && !Game_Flag_Query(114)) {
Scene_Loop_Start_Special(0, 0, 0);
}
Scene_Loop_Set_Default(1);
}
I_Sez("Blade Runner");
I_Sez("");
I_Sez("From the dark recesses of David Leary's imagination comes a game unlike any");
I_Sez("other. Blade Runner immerses you in the underbelly of future Los Angeles. Right");
I_Sez("from the start, the story pulls you in with graphic descriptions of a");
I_Sez("grandmother doing the shimmy in her underwear, child molestation, brutal");
I_Sez("cold-blooded slaying of innocent animals, vomiting on desks, staring at a");
I_Sez("woman's ass, the list goes on. And when the game starts, the real fun begins -");
I_Sez("shoot down-on-their-luck homeless people and toss them into a dumpster. Watch");
I_Sez("with sadistic glee as a dog gets blown into chunky, bloody, bits by an");
I_Sez("explosive, and even murder a shy little girl who loves you. If you think David");
I_Sez("Leary is sick, and you like sick, this is THE game for you.");
I_Sez("");
I_Sez("JW: Don't forget the wasting of helpless mutated cripples in the underground.");
I_Sez("It's such a beautiful thing!");
I_Sez("");
I_Sez("DL: Go ahead. Just keep beating that snarling pit bull...ignore the foam");
I_Sez("around his jaws. There's room on the top shelf of my fridge for at least one");
I_Sez("more head... - Psychotic Dave");
I_Sez("");
}
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void SceneScriptRC01::SceneLoaded() {
Obstacle_Object("HYDRANT02", true);
Obstacle_Object("PARKING METER 04", true);
Obstacle_Object("CHEVY PROP", true);
Obstacle_Object("PARKING METER 01", true);
Obstacle_Object("T-CAN01", true);
Obstacle_Object("BARICADE01", true);
Obstacle_Object("BARICADE02", true);
Obstacle_Object("DOOR LEFT", true);
Unobstacle_Object("BOX06", true);
Clickable_Object("DOORWAY01");
Clickable_Object("DOOR LEFT");
Clickable_Object("HYDRANT02");
Clickable_Object("T-CAN01");
Clickable_Object("BARICADE01");
Clickable_Object("70_1");
Clickable_Object("70_2");
Clickable_Object("70_3");
Clickable_Object("70_5");
Clickable_Object("70_6");
Unclickable_Object("BARICADE02");
Unclickable_Object("BARICADE05");
Unclickable_Object("SPINNER BODY");
Unclickable_Object("HORSE01");
Unclickable_Object("DOORWAY01");
Unobstacle_Object("DOORWAY01", true);
if (Game_Flag_Query(186)) {
Unclickable_Object("70_1");
Unclickable_Object("70_2");
Unclickable_Object("70_3");
Unclickable_Object("70_5");
Unclickable_Object("70_6");
Unclickable_Object("BARICADE01");
Unclickable_Object("BARICADE03");
Unclickable_Object("BARICADE04");
Unobstacle_Object("70_1", true);
Unobstacle_Object("70_2", true);
Unobstacle_Object("70_3", true);
Unobstacle_Object("70_5", true);
Unobstacle_Object("70_6", true);
Unobstacle_Object("BARICADE01", true);
Unobstacle_Object("BARICADE02", true);
Unobstacle_Object("BARICADE03", true);
Unobstacle_Object("BARICADE04", true);
Unobstacle_Object("BARICADE05", true);
}
if (!Game_Flag_Query(186)) {
Preload(13);
Preload(14);
Preload(19);
Preload(582);
Preload(589);
}
if (!Game_Flag_Query(163)) {
Item_Add_To_World(66, 938, 69, -148.60f, -0.30f, 225.15f, 256, 24, 24, false, true, false, true);
}
if (!Game_Flag_Query(24)) {
ADQ_Flush();
Actor_Voice_Over(1830, 99);
Actor_Voice_Over(1850, 99);
if (!Game_Flag_Query(378)) {
Actor_Voice_Over(1860, 99);
I_Sez("MG: Is David Leary a self-respecting human or is he powered by rechargeable");
I_Sez("batteries?\n");
}
Game_Flag_Set(24);
}
}
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bool SceneScriptRC01::MouseClick(int x, int y) {
return y >= 430;
}
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bool SceneScriptRC01::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("BARICADE01", objectName)
|| Object_Query_Click("BARICADE03", objectName)
|| Object_Query_Click("BARICADE04", objectName)
|| Object_Query_Click("70_1", objectName)
|| Object_Query_Click("70_2", objectName)
|| Object_Query_Click("70_3", objectName)
|| Object_Query_Click("70_5", objectName)
|| Object_Query_Click("70_6", objectName)) {
sub_403850();
return true;
}
if (Object_Query_Click("HYDRANT02", objectName)) {
if (!Loop_Actor_Walk_To_Scene_Object(0, "HYDRANT02", 60, true, false)) {
if (Actor_Clue_Query(0, 26)) {
Actor_Says(0, 6975, 3);
} else {
Actor_Face_Object(0, "HYDRANT02", true);
Actor_Voice_Over(1880, 99);
Actor_Voice_Over(1890, 99);
I_Sez("JM: That McCoy--he's one funny guy! Jet-black fire truck, hehehehe...");
Actor_Clue_Acquire(0, 26, 1, -1);
}
}
return true;
}
if (Object_Query_Click("DOOR LEFT", objectName)) {
if (!Loop_Actor_Walk_To_Scene_Object(0, "DOOR LEFT", 48, true, false)) {
Actor_Face_Object(0, "DOOR LEFT", true);
if (!Actor_Clue_Query(0, 2) && Actor_Query_In_Set(23, 69) && Global_Variable_Query(1)) {
Actor_Set_Goal_Number(23, 0);
Actor_Face_Actor(23, 0, true);
Actor_Says(23, 0, 12);
Actor_Says(0, 4495, 13);
Actor_Clue_Acquire(0, 2, 1, 23);
} else {
Actor_Says(0, 8570, 14);
}
Actor_Clue_Acquire(0, 1, 1, -1);
}
return true;
}
if (Object_Query_Click("T-CAN01", objectName)) {
if (!Loop_Actor_Walk_To_Scene_Object(0, "T-CAN01", 24, true, false)) {
Actor_Face_Object(0, "T-CAN01", true);
Actor_Voice_Over(1810, 99);
Actor_Voice_Over(1820, 99);
}
return true;
}
return false;
}
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bool SceneScriptRC01::ClickedOnActor(int actorId) {
if (actorId == 23 && Global_Variable_Query(1) == 1) {
if (!Loop_Actor_Walk_To_Actor(0, 23, 36, 1, false)) {
Actor_Face_Actor(0, 23, true);
Actor_Face_Actor(23, 0, true);
if (Actor_Query_Goal_Number(23) == 1) {
Actor_Set_Goal_Number(23, 0);
}
if (Game_Flag_Query(3)) {
Actor_Says(0, 4535, 13);
Game_Flag_Set(392);
if (Actor_Clue_Query(23, 16) && !Actor_Clue_Query(0, 16)) {
Actor_Face_Object(23, "70_1", true);
Actor_Says(23, 100, 15);
Actor_Face_Actor(23, 0, true);
Actor_Clue_Acquire(0, 16, 1, 23);
Game_Flag_Reset(392);
} else if (Actor_Clue_Query(23, 17) && !Actor_Clue_Query(0, 17)) {
Actor_Face_Object(23, "70_5", true);
Actor_Says(23, 120, 19);
Actor_Face_Actor(23, 0, true);
Actor_Says(23, 130, 14);
I_Sez("JM: Did it have a huge, ugly piece of chrome on it?");
Actor_Clue_Acquire(0, 17, 1, 23);
Game_Flag_Reset(392);
} else {
Actor_Says(23, 90, 16);
I_Sez("JM: This officer has a talent for vivid metaphors.");
if (!Game_Flag_Query(397)) {
I_Sez("DL: What is that supposed to mean? I didn't write this line...");
Actor_Says(0, 4540, 16);
Game_Flag_Set(397);
}
Game_Flag_Reset(392);
}
} else {
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I_Sez("MG: Hey, leave that officer alone. Can't you see he's busy?");
I_Sez("JM: (...mmm, donuts...)");
Game_Flag_Set(3);
Actor_Clue_Acquire(0, 0, 1, 23);
Actor_Says(0, 4515, 13);
Game_Flag_Set(392);
Actor_Says(23, 40, 13);
if (!Game_Flag_Query(1)) {
Actor_Says(23, 50, 14);
Actor_Says(23, 60, 15);
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I_Sez("MG: It's all fun and games until someone loses a tiger cub.");
Actor_Says(0, 4520, 18);
Actor_Says(23, 70, 16);
Actor_Says(0, 4525, 14);
Actor_Says(23, 80, 18);
Actor_Says(0, 4530, 15);
}
Game_Flag_Reset(392);
}
}
return true;
}
return false;
}
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bool SceneScriptRC01::ClickedOnItem(int itemId, bool a2) {
if (itemId == 66) {
Actor_Set_Goal_Number(23, 0);
if (!Loop_Actor_Walk_To_Item(0, 66, 36, 1, false)) {
Actor_Face_Item(0, 66, true);
Actor_Clue_Acquire(0, 27, 1, -1);
Actor_Face_Actor(23, 0, true);
Actor_Says(23, 20, 12);
Game_Flag_Set(163);
Item_Remove_From_World(66);
Item_Pickup_Spin_Effect(938, 426, 316);
I_Sez("JM: Chrome...is that what that is?");
Actor_Says(0, 4505, 13);
ADQ_Flush();
ADQ_Add(23, 30, -1);
ADQ_Add(0, 4510, 13);
I_Sez("JM: It's hard to imagine that thing on either a car or a horse.");
I_Sez("MG: McCoy! What a witty chap...");
I_Sez("JM: He keeps me chuckling non-stop!\n");
Loop_Actor_Walk_To_Actor(23, 0, 36, 0, false);
}
return true;
}
return false;
}
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void SceneScriptRC01::sub_4037AC() {
Player_Loses_Control();
Game_Flag_Set(182);
Actor_Set_Immunity_To_Obstacles(0, true);
Loop_Actor_Walk_To_XYZ(0, -151.98f, -0.3f, 318.15f, 0, 0, false, 0);
Actor_Set_Immunity_To_Obstacles(0, false);
Player_Gains_Control();
}
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bool SceneScriptRC01::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -174.77f, 5.55f, 25.95f, 12, 1, false, 0)) {
if (Game_Flag_Query(705)) {
Actor_Says(0, 8522, 14);
} else {
switch (Global_Variable_Query(1)) {
case 1:
case 4:
Game_Flag_Set(8);
Set_Enter(16, 79);
break;
case 2:
case 3:
case 5:
Actor_Says(0, 8522, 12);
break;
default:
return true;
}
}
}
return true;
}
if (exitId == 1) {
if (Game_Flag_Query(486)) {
Spinner_Set_Selectable_Destination_Flag(6, 1);
}
I_Sez("MG: Leaving already? The fun is just beginning!");
if (!Loop_Actor_Walk_To_XYZ(0, -151.98f, -0.3f, 318.15f, 0, 1, false, 0)) {
Player_Loses_Control();
Actor_Set_Immunity_To_Obstacles(0, true);
Loop_Actor_Walk_To_XYZ(0, -10.98f, -0.3f, 318.15f, 0, 0, false, 0);
if (Game_Flag_Query(486) && !Game_Flag_Query(660)) {
Actor_Voice_Over(4310, 99);
Actor_Voice_Over(4320, 99);
Actor_Voice_Over(4330, 99);
Actor_Voice_Over(4340, 99);
Actor_Voice_Over(4350, 99);
Game_Flag_Set(660);
}
Actor_Set_Immunity_To_Obstacles(0, false);
Player_Gains_Control();
Game_Flag_Reset(176);
Game_Flag_Reset(182);
Game_Flag_Reset(179);
Game_Flag_Reset(178);
int spinnerDest;
if (Game_Flag_Query(186)) {
spinnerDest = Spinner_Interface_Choose_Dest(8, 1);
} else {
spinnerDest = Spinner_Interface_Choose_Dest(3, 1);
}
if (spinnerDest) {
switch (spinnerDest) {
case 1:
Game_Flag_Set(179);
Game_Flag_Reset(249);
Game_Flag_Set(250);
Set_Enter(49, 48);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
case 3:
Game_Flag_Set(176);
Game_Flag_Reset(249);
Game_Flag_Set(248);
Set_Enter(4, 13);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
case 5:
Game_Flag_Set(261);
Game_Flag_Reset(249);
Game_Flag_Set(307);
Set_Enter(17, 82);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
case 4:
Game_Flag_Set(180);
Game_Flag_Reset(249);
Game_Flag_Set(252);
Set_Enter(0, 0);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
case 6:
Game_Flag_Set(177);
Game_Flag_Reset(249);
Game_Flag_Set(253);
Set_Enter(7, 25);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
case 7:
Game_Flag_Set(258);
Game_Flag_Reset(249);
Game_Flag_Set(254);
Set_Enter(20, 2);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
case 8:
Game_Flag_Set(181);
Game_Flag_Reset(249);
Game_Flag_Set(255);
Set_Enter(54, 54);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
case 9:
Game_Flag_Set(257);
Game_Flag_Reset(249);
Game_Flag_Set(256);
Set_Enter(37, 34);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
break;
default:
sub_4037AC();
break;
}
} else {
Game_Flag_Set(178);
Game_Flag_Reset(249);
Game_Flag_Set(251);
Set_Enter(61, 65);
if (Game_Flag_Query(186)) {
Scene_Loop_Start_Special(1, 9, 1);
} else {
Scene_Loop_Start_Special(1, 4, 1);
}
}
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(0, -471.98f, -0.3f, 258.15f, 4, 1, false, 0)) {
Game_Flag_Set(115);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(70, 80);
}
return true;
}
return false;
}
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void SceneScriptRC01::sub_403850() {
if (!Game_Flag_Query(186) && !Loop_Actor_Walk_To_Scene_Object(0, "BARICADE03", 36, true, false)) {
Actor_Set_Goal_Number(23, 0);
Actor_Face_Object(0, "BARICADE03", true);
Loop_Actor_Walk_To_Actor(23, 0, 36, 1, false);
Actor_Face_Actor(23, 0, true);
Actor_Says(0, 4500, 14);
I_Sez("MG: We don't want any of that abstract art oozing out onto the street.");
Actor_Says(23, 10, 14);
Actor_Set_Goal_Number(23, 1);
}
}
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bool SceneScriptRC01::ClickedOn2DRegion(int region) {
if (region == 0) {
sub_403850();
return true;
}
return false;
}
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void SceneScriptRC01::SceneFrameAdvanced(int frame) {
if (frame == 1) {
Sound_Play(118, 40, 0, 0, 50); // CARDOWN3.AUD
}
if (frame == 61 || frame == 362) {
Sound_Play(116, 100, 80, 80, 50); // SPINOPN4.AUD
}
if (frame == 108 || frame == 409) {
Sound_Play(119, 100, 80, 80, 50); // SPINCLS1.AUD
}
if (frame == 183 || frame == 484) {
Sound_Play(116, 100, 80, 80, 50); // SPINOPN4.AUD
}
if (frame == 228 || frame == 523) {
Sound_Play(119, 100, 80, 80, 50); // SPINCLS1.AUD
}
if (frame == 243 || frame == 545) {
Sound_Play(117, 40, 80, 80, 50); // CARUP3.AUD
}
if (frame == 315) {
Sound_Play(118, 40, 80, 80, 50); // CARDOWN3.AUD
}
}
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void SceneScriptRC01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
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void SceneScriptRC01::PlayerWalkedIn() {
if (Game_Flag_Query(249) && !Game_Flag_Query(9) && !Game_Flag_Query(114)) {
sub_4037AC();
}
if (Game_Flag_Query(114)) {
Player_Loses_Control();
Loop_Actor_Walk_To_XYZ(0, -415.98f, -0.30f, 262.15f, 0, 0, false, 0);
Player_Gains_Control();
Game_Flag_Reset(114);
}
if (Game_Flag_Query(9)) {
Player_Loses_Control();
Loop_Actor_Walk_To_XYZ(0, -203.45f, 5.55f, 85.05f, 0, 0, false, 0);
Player_Gains_Control();
Game_Flag_Reset(9);
if (Game_Flag_Query(1) && !Game_Flag_Query(4)) {
Actor_Voice_Over(1910, 99);
Actor_Voice_Over(1920, 99);
Actor_Voice_Over(1930, 99);
Game_Flag_Set(4);
}
//return true;
}
//return false;
}
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void SceneScriptRC01::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (!Game_Flag_Query(8) && !Game_Flag_Query(115) && Global_Variable_Query(1)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(31, 1, -1);
}
// return 1;
}
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void SceneScriptRC01::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner