BLADERUNNER: Pause walkers for special loop in RC03
Otherwise they may glitch with the background at the Hawker's Circle entrance.
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1 changed files with 20 additions and 2 deletions
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@ -25,8 +25,8 @@
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namespace BladeRunner {
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enum kRC03Loops {
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kRC03LoopInshot = 0,
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kRC03LoopMainLoop = 1
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kRC03LoopInshot = 0, // frames: 0 - 59
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kRC03LoopMainLoop = 1 // frames: 60 - 120
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};
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void SceneScriptRC03::InitializeScene() {
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@ -90,6 +90,15 @@ void SceneScriptRC03::InitializeScene() {
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if (Random_Query(1, 3) == 1) {
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// enhancement: don't always play this scene when exiting Hawker's Circle
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kRC03LoopInshot, false);
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// Pause generic walkers while special loop is playing
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// to prevent glitching over background (walkers coming from Hawker's Circle)
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// This is done is a similar way to CT01
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#if !BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
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Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault);
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Actor_Set_Goal_Number(kActorGenwalkerC, kGoalGenwalkerDefault);
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Global_Variable_Set(kVariableGenericWalkerConfig, -1);
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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}
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}
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Scene_Loop_Set_Default(kRC03LoopMainLoop);
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@ -253,6 +262,15 @@ void SceneScriptRC03::SceneFrameAdvanced(int frame) {
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if (frame == 15) {
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Sound_Play(kSfxCHEVBY1, Random_Query(50, 50), -100, 100, 50);
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}
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#if !BLADERUNNER_ORIGINAL_BUGS
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if (frame == 59) {
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// end of special loop
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// Resume walkers
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if (Global_Variable_Query(kVariableGenericWalkerConfig) < 0 ) {
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Global_Variable_Set(kVariableGenericWalkerConfig, 2);
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}
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}
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#endif // BLADERUNNER_ORIGINAL
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}
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void SceneScriptRC03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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