BLADERUNNER: Added Holloway actor
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4 changed files with 380 additions and 0 deletions
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@ -73,6 +73,7 @@ MODULE_OBJS = \
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script/ai/guzza.o \
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script/ai/hawkers_barkeep.o \
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script/ai/hawkers_parrot.o \
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script/ai/holloway.o \
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script/ai/howie_lee.o \
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script/ai/hysteria_patron1.o \
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script/ai/hysteria_patron2.o \
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374
engines/bladerunner/script/ai/holloway.cpp
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374
engines/bladerunner/script/ai/holloway.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptHolloway::AIScriptHolloway(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_flag = 0;
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}
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void AIScriptHolloway::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_flag = 0;
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Actor_Set_Goal_Number(kActorHolloway, 0);
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}
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bool AIScriptHolloway::Update() {
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if (Actor_Query_Goal_Number(kActorHolloway) == 256)
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Actor_Set_Goal_Number(kActorHolloway, 257);
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return false;
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}
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void AIScriptHolloway::TimerExpired(int timer) {
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if (!timer) {
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AI_Countdown_Timer_Reset(kActorHolloway, 0);
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if (Global_Variable_Query(40) == 1) {
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Player_Gains_Control();
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}
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Actor_Set_Goal_Number(kActorHolloway, 251);
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}
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}
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void AIScriptHolloway::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorHolloway) < 245 && Actor_Query_Goal_Number(kActorHolloway) > 239) {
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Loop_Actor_Walk_To_Actor(kActorHolloway, 0, 24, 0, 0);
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Actor_Set_Goal_Number(kActorHolloway, 250);
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}
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}
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void AIScriptHolloway::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptHolloway::ClickedByPlayer() {
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//return false;
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}
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void AIScriptHolloway::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptHolloway::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHolloway::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHolloway::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorHolloway) == 250) {
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AI_Countdown_Timer_Reset(kActorHolloway, 0);
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Actor_Set_Goal_Number(kActorHolloway, 255);
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}
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}
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void AIScriptHolloway::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptHolloway::ShotAtAndHit() {
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return false;
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}
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void AIScriptHolloway::Retired(int byActorId) {
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// return false;
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}
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int AIScriptHolloway::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptHolloway::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 240:
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Actor_Put_In_Set(kActorHolloway, kSetNR07);
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Actor_Set_At_XYZ(kActorHolloway, -102.0f, -73.5f, -233.0f, 0);
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Player_Loses_Control();
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AI_Movement_Track_Flush(kActorHolloway);
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AI_Movement_Track_Append(kActorHolloway, 336, 1);
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AI_Movement_Track_Repeat(kActorHolloway);
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break;
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case 241:
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Player_Loses_Control();
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AI_Movement_Track_Flush(kActorHolloway);
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AI_Movement_Track_Append(kActorHolloway, 375, 0);
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AI_Movement_Track_Append(kActorHolloway, 376, 0);
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AI_Movement_Track_Repeat(kActorHolloway);
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break;
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case 242:
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Player_Loses_Control();
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AI_Movement_Track_Flush(kActorHolloway);
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AI_Movement_Track_Append(kActorHolloway, 372, 0);
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AI_Movement_Track_Repeat(kActorHolloway);
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break;
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case 250:
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Scene_Exits_Disable();
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Actor_Says(kActorHolloway, 20, 3);
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Actor_Face_Actor(kActorHolloway, 0, 1);
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if (Player_Query_Combat_Mode() == 1) {
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Actor_Set_Goal_Number(kActorHolloway, 255);
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} else {
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Actor_Says(kActorHolloway, 30, 3);
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Actor_Face_Actor(kActorMcCoy, kActorHolloway, 1);
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AI_Countdown_Timer_Reset(kActorHolloway, 0);
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AI_Countdown_Timer_Start(kActorHolloway, 0, 1);
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}
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break;
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case 251:
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Actor_Face_Actor(kActorMcCoy, kActorHolloway, 1);
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Actor_Says(kActorMcCoy, 6130, 15);
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Actor_Says(kActorHolloway, 40, 3);
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Actor_Says(kActorMcCoy, 6135, 13);
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Actor_Says(kActorHolloway, 50, 3);
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Actor_Says(kActorMcCoy, 6140, 16);
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Actor_Says(kActorHolloway, 60, 3);
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Actor_Says(kActorMcCoy, 6145, 12);
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Actor_Says(kActorHolloway, 70, 3);
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Actor_Set_Goal_Number(kActorHolloway, 255);
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break;
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case 255:
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Player_Loses_Control();
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Actor_Change_Animation_Mode(kActorHolloway, 6);
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break;
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case 257:
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Player_Gains_Control();
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Outtake_Play(11, 0, 1);
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if (Global_Variable_Query(40) == 1) {
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Actor_Set_Goal_Number(kActorDektora, 245);
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Actor_Change_Animation_Mode(kActorDektora, kAnimationModeIdle);
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}
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Player_Gains_Control();
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Game_Flag_Set(616);
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Scene_Exits_Enable();
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Actor_Set_Goal_Number(kActorSteele, 230);
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Actor_Put_In_Set(kActorHolloway, kSetFreeSlotI);
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Actor_Set_At_Waypoint(kActorHolloway, 41, 0);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
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if (Global_Variable_Query(40) != 1) {
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Player_Gains_Control();
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}
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Game_Flag_Set(334);
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Set_Enter(kSetUG04, kSetUG18);
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break;
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default:
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break;
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}
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return false;
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}
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bool AIScriptHolloway::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = 717;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(717) - 1) {
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_animationFrame = 0;
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}
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break;
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case 1:
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*animation = 719;
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_animationFrame++;
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if (_animationFrame == 9) {
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Ambient_Sounds_Play_Sound(222, 90, 99, 0, 0);
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}
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if (_animationFrame == 10) {
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Actor_Change_Animation_Mode(kActorMcCoy, 48);
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}
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(719) - 1) {
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Actor_Change_Animation_Mode(kActorHolloway, 0);
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_animationFrame = 0;
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_animationState = 0;
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*animation = 717;
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Actor_Set_Goal_Number(kActorHolloway, 256);
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}
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break;
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case 2:
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if (!_animationFrame && _flag) {
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*animation = 717;
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_animationState = 0;
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} else {
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*animation = 720;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(720) - 1) {
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_animationFrame = 0;
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}
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}
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break;
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case 3:
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*animation = 721;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 720;
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}
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break;
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case 4:
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*animation = 721;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 720;
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}
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break;
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case 5:
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*animation = 721;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 720;
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}
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break;
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case 6:
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*animation = 721;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 720;
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}
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break;
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case 7:
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*animation = 716;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(716) - 1) {
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_animationFrame = 0;
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}
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break;
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default:
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break;
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptHolloway::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if (_animationState > 6) {
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_animationState = 0;
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_animationFrame = 0;
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} else {
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_flag = 1;
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}
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break;
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case 1:
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_animationState = 7;
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_animationFrame = 0;
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break;
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case 3:
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_animationState = 2;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 6:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case 12:
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_animationState = 3;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 13:
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_animationState = 4;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 14:
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_animationState = 5;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 15:
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_animationState = 6;
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_animationFrame = 0;
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_flag = 0;
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break;
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default:
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break;
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}
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return true;
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}
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void AIScriptHolloway::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptHolloway::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptHolloway::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptHolloway::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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@ -65,6 +65,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
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_AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30
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_AIScripts[kActorMurray] = new AIScriptMurray(_vm); // 31
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_AIScripts[kActorHawkersBarkeep] = new AIScriptHawkersBarkeep(_vm); // 32
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_AIScripts[kActorHolloway] = new AIScriptHolloway(_vm); // 33
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_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
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_AIScripts[kActorMoraji] = new AIScriptMoraji(_vm); // 35
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_AIScripts[kActorTheBard] = new AIScriptTheBard(_vm); // 36
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@ -281,6 +281,10 @@ DECLARE_SCRIPT(HawkersBarkeep)
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bool _flag;
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END_SCRIPT
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DECLARE_SCRIPT(Holloway)
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bool _flag;
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END_SCRIPT
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DECLARE_SCRIPT(SergeantWalls)
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END_SCRIPT
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