BLADERUNNER: Fixes and cleanup for Police Maze A
Only fixes for rooms PS10, PS11. A few cases may need revising. There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
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12 changed files with 667 additions and 361 deletions
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@ -60,6 +60,7 @@
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#include "bladerunner/ui/vk.h"
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#include "bladerunner/vector.h"
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#include "bladerunner/waypoints.h"
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#include "bladerunner/subtitles.h"
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#include "common/debug-channels.h"
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@ -768,6 +769,15 @@ void ScriptBase::Item_Remove_From_World(int itemId) {
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_vm->_items->remove(itemId);
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}
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// Show text as subtitles mainly for debugging purposes
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// eg. display debug data on screen as subtitles
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void ScriptBase::Set_Subtitle_Text_On_Screen(Common::String displayText) {
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debugC(kDebugScript, "Set_Subtitle_Text_On_Screen(%s)", displayText.c_str());
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_vm->_subtitles->setGameSubsText(displayText, true);
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_vm->_subtitles->show();
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}
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void ScriptBase::Item_Spin_In_World(int itemId) {
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debugC(kDebugScript, "Item_Spin_In_World(%d)", itemId);
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_vm->_items->spinInWorld(itemId);
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@ -793,6 +803,11 @@ void ScriptBase::Item_Pickup_Spin_Effect(int animationId, int x, int y) {
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_vm->_itemPickup->setup(animationId, x, y);
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}
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bool ScriptBase::Item_Query_Visible(int itemId) {
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debugC(kDebugScript, "Item_Query_Visible(%d)", itemId);
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return _vm->_items->isVisible(itemId);
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}
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int ScriptBase::Animation_Open() {
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//This is not implemented in game
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return -1;
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