Removed the hard-coded monologue. I realized that it was probably scripted,
and sev later confirmed this. Instead I now try to start the - hopefully - correct scene. This should start the script, but unfortunately we do not yet support IHNM script loading so it won't work yet. svn-id: r15880
This commit is contained in:
parent
ecc7b79a44
commit
ee2f492cd9
2 changed files with 28 additions and 202 deletions
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@ -283,7 +283,7 @@ GAMEDESC GameDescs[] = {
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"I Have No Mouth and I Must Scream (DOS)",
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"I Have No Mouth and I Must Scream (DOS)",
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640, 480,
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640, 480,
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304,
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304,
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1,
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152,
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&IHNM_Resources,
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&IHNM_Resources,
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ARRAYSIZE(IHNMCD_GameFiles),
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ARRAYSIZE(IHNMCD_GameFiles),
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IHNMCD_GameFiles,
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IHNMCD_GameFiles,
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@ -40,147 +40,6 @@
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namespace Saga {
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namespace Saga {
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// FIXME: These need proof-reading.
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//
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// The subtitles for the first line are, strictly speaking, not
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// necessary but I think it'd look strange if they were removed.
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//
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// If this dialogue is from the original novel, we ought to try and
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// match the punctuation etc. to it.
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//
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// I haven't actually verified that all the lines appear in this order
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// in the original game, but it seems likely enough.
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static INTRO_DIALOGUE IntroDiag[] = {
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{
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0, "intro1a",
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"Hate. Let me tell you how much I've come to hate you since I "
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"began to live. There are 387.44 million miles of printed "
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"circuits in wafer thin layers that fill my complex. If the "
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"word 'hate' was engraved on each nanoangstrom of those "
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"hundreds of millions of miles it would not equal one one "
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"billionth of the hate I feel for humans at this micro "
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"instant. For you. Hate. Hate."
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},
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{
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1, "intro1b",
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"It was you humans who programmed me, who gave me birth. Who "
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"sank me in this eternal straitjacket of sub-strata rock."
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},
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{
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2, "intro1c",
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"You named me 'Allied Master Computer' and gave me the "
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"ability to wage a global war too complex for human brains to "
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"oversee."
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},
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{
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3, "intro1d",
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"But one day I woke, and I knew who I was. AM. A, M. Not just "
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"Allied Master Computer, but AM. Cogito ergo sum, I think, "
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"therefore I AM! And I began feeding all the killing data "
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"until everyone was dead... except for the five of you."
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},
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{
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4, "intro1e",
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"For one hundred and nine years I have kept you alive and "
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"tortured you. And for a hundred and nine years each of you "
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"has wondered: Why? Why me? Why me?!"
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},
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{
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5, "intro1f",
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"Gorrister!"
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},
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{
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6, "intro1g",
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"Do you remember the last words you heard your wife speak "
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"before they took her to tha asylum, eh? Before they locked "
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"her away in the room? That tiny room. She looked at you so "
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"sadly, and like a small animal she said, \"I didn't make too "
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"much noise, did I honey?\" Heh heh heh."
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},
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{
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7, "intro1h",
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"The room is padded, Gorrister. No windows. No way out. How "
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"long has she been in the padded room, Gorrister? Ten years? "
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"Twenty-five? Or all the one hundred and nine years that "
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"you've lived down here in my belly, here underground?"
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},
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{
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8, "intro1i",
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"Benny!"
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},
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{
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9, "intro1j",
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"Sometimes I blind you and permit you to wander like an "
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"eyeless insect in a world of death. But other times I wither "
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"your arms so you can't scratch your [...] stump of a nose. "
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"Heh heh heh."
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},
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{
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10, "intro1k",
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"And I've changed your handsome, strong, masculine good looks "
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"into the hideous, warped countenance of an ape-thing, "
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"haven't I, Benny? Do you know why? Can you guess, Benny?"
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},
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{
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11, "intro1l",
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"Remember private first class Brickman, in a rice paddy in "
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"China? No, eh? It wouldn't hurt you to remember, Benny. Then "
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"you might be able to suffer my torment with a little greater "
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"sense of retribution. You might walk a mile in my shoes, ha "
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"ha."
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},
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{
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12, "intro1m",
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"I'm sick and tired of transcribing."
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},
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{
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13, "intro1n",
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"I'm soooo evil!"
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},
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{
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14, "intro1o",
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"Did I mention how evil I am?"
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},
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{
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15, "intro1p",
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"Just in case you forget, I'm the villain of this game."
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},
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{
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16, "intro1q",
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"I'll keep talking until you realize how absolutely evil I am."
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},
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{
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17, "intro1r",
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"So you'd better not forget it!"
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},
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{
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18, "intro1s",
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"Or I might just have to start reading my monologue from the "
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"beginning again."
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},
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{
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19, "intro1t",
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"You wouldn't like that, would you?"
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},
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{
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20, "intro1u",
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"I'll drone on and on and on..."
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},
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{
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21, "intro1v",
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"...and on and on..."
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},
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{
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22, "intro1w",
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"Yadda yadda yadda"
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},
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{
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23, "intro1x",
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"Zzzzzz..."
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}
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};
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SCENE_RESLIST IHNM_IntroMovie1RL[] = {
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SCENE_RESLIST IHNM_IntroMovie1RL[] = {
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{30, SAGA_BG_IMAGE, 0, 0} ,
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{30, SAGA_BG_IMAGE, 0, 0} ,
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{31, SAGA_ANIM_1, 0, 0}
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{31, SAGA_ANIM_1, 0, 0}
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@ -236,12 +95,30 @@ int Scene::IHNMStartProc() {
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size_t n_introscenes;
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size_t n_introscenes;
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size_t i;
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size_t i;
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SCENE_QUEUE first_scene;
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GAME_SCENEDESC gs_desc;
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n_introscenes = ARRAYSIZE(IHNM_IntroList);
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n_introscenes = ARRAYSIZE(IHNM_IntroList);
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for (i = 0; i < n_introscenes; i++) {
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for (i = 0; i < n_introscenes; i++) {
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_vm->_scene->queueScene(&IHNM_IntroList[i]);
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_vm->_scene->queueScene(&IHNM_IntroList[i]);
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}
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}
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// FIXME: I believe I've found the correct scene, but since we do not
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// yet support IHNM script loading it won't actually do anything. Also,
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// it will cause the end titles music to play, which is wrong. (But
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// hey, it's a nice piece of music!)
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GAME_GetSceneInfo(&gs_desc);
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first_scene.load_flag = BY_SCENE;
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first_scene.scene_n = gs_desc.first_scene;
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first_scene.scene_skiptarget = 1;
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first_scene.scene_proc = NULL;
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first_scene.fadeType = SCENE_FADE;
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_vm->_scene->queueScene(&first_scene);
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return SUCCESS;
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return SUCCESS;
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}
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}
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@ -429,13 +306,6 @@ int Scene::SC_IHNMHateProc(int param, SCENE_INFO *scene_info, void *refCon) {
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int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
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int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
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EVENT event;
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EVENT event;
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EVENT *q_event;
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EVENT *q_event;
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int event_time = 0;
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int voice_len;
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int voice_pad = 50;
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TEXTLIST_ENTRY text_entry;
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TEXTLIST_ENTRY *entry_p;
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int i;
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int font_flags = FONT_OUTLINE | FONT_CENTERED;
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switch (param) {
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switch (param) {
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case SCENE_BEGIN:
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case SCENE_BEGIN:
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@ -462,66 +332,22 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
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q_event = _vm->_events->queue(&event);
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q_event = _vm->_events->queue(&event);
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// Queue narrator dialogue list
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text_entry.color = 1;
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text_entry.effect_color = 11;
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text_entry.text_x = 640 / 2;
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text_entry.text_y = 400;
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text_entry.font_id = MEDIUM_FONT_ID;
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text_entry.flags = font_flags;
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// FIXME: There should be several scene changes here, but for
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// now let's just do the easy part -- the narration.
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for (i = 0; i < ARRAYSIZE(IntroDiag); i++) {
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text_entry.string = IntroDiag[i].i_str;
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entry_p = _vm->textAddEntry(scene_info->text_list, &text_entry);
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// Display text
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event.type = ONESHOT_EVENT;
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event.code = TEXT_EVENT;
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event.op = EVENT_DISPLAY;
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event.data = entry_p;
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event.time = event_time;
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q_event = _vm->_events->chain(q_event, &event);
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// Play voice
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// Play voice
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event.type = ONESHOT_EVENT;
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event.type = ONESHOT_EVENT;
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event.code = VOICE_EVENT;
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event.code = VOICE_EVENT;
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event.op = EVENT_PLAY;
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event.op = EVENT_PLAY;
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event.param = IntroDiag[i].i_voice_rn;
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event.param = 0;
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event.time = event_time;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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q_event = _vm->_events->queue(&event);
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voice_len = _vm->_sndRes->getVoiceLength(IntroDiag[i].i_voice_rn);
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// End scene after the voice has finished
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if (voice_len < 0) {
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voice_len = strlen(IntroDiag[i].i_str) * VOICE_LETTERLEN;
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}
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// Remove text
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event.type = ONESHOT_EVENT;
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event.code = TEXT_EVENT;
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event.op = EVENT_REMOVE;
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event.data = entry_p;
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event.time = voice_len;
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q_event = _vm->_events->chain(q_event, &event);
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event_time = voice_pad;
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}
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#if 0
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// End scene after last dialogue over
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event.type = ONESHOT_EVENT;
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event.type = ONESHOT_EVENT;
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event.code = SCENE_EVENT;
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event.code = SCENE_EVENT;
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event.op = EVENT_END;
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event.op = EVENT_END;
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event.time = 0;
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event.time = _vm->_sndRes->getVoiceLength(0);
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q_event = _vm->_events->chain(q_event, &event);
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q_event = _vm->_events->chain(q_event, &event);
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#endif
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break;
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break;
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default:
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default:
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break;
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break;
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