BLADERUNNER: Pause NPC walkers for Gaff scene in CT12
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2 changed files with 20 additions and 1 deletions
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@ -1197,7 +1197,7 @@ enum Variables {
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kVariableGenericWalkerAModel = 32,
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kVariableGenericWalkerBModel = 33,
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kVariableGenericWalkerCModel = 34,
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kVariableGenericWalkerConfig = 35, // Re-purposed in restored cut content version - original: has no real use
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kVariableGenericWalkerConfig = 35, // Re-purposed in ScummVM version - original: has no real use
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kVariableBB10ShelvesAvailable = 36,
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kVariableWalkLoopActor = 37,
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kVariableWalkLoopRun = 38,
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@ -271,6 +271,13 @@ void SceneScriptCT12::PlayerWalkedIn() {
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&& !Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben)
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&& Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12WaitForMcCoy
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) {
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#if !BLADERUNNER_ORIGINAL_BUGS
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// Disable NPC walkers until Gaff goes to his spinner
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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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Player_Loses_Control();
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Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 48, false, false);
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Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
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@ -308,6 +315,18 @@ void SceneScriptCT12::PlayerWalkedIn() {
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Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, true, -1);
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}
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#if !BLADERUNNER_ORIGINAL_BUGS
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// unpause generic walkers here, less chance to collide with Gaff
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// while he walks to his spinner
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// This happens when Gaff starts walking towards his spinner rather than
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// when he's reached his spinner, in order to keep this NPC code in one place
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// and because the walkers won't have time to interfere with his path even if
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// they're enabled early.
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if (Global_Variable_Query(kVariableGenericWalkerConfig) < 0
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) {
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Global_Variable_Set(kVariableGenericWalkerConfig, 2);
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}
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#endif
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12GoToSpinner);
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}
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