freeze scripts & hide mouse during cutscenes; addde Actor::isPlayer method that should work in V2, too; fixed o2_walkActorToObject
svn-id: r7815
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parent
340f3a650e
commit
f43fb0dab8
3 changed files with 20 additions and 3 deletions
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@ -1006,7 +1006,7 @@ void Scumm_v2::o2_walkActorToObject() {
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a = derefActorSafe(getVarOrDirectByte(0x80), "o2_walkActorToObject");
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assert(a);
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obj = getVarOrDirectByte(0x40);
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obj = getVarOrDirectWord(0x40);
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if (whereIsObject(obj) != WIO_NOT_FOUND) {
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int x, y, dir;
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getObjectXYPos(obj, x, y, dir);
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@ -1191,6 +1191,9 @@ void Scumm_v2::o2_cutscene() {
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VAR(VAR_CURSORSTATE) = 200;
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// TODO: some cursor command stuff (hide mouse etc maybe?)
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freezeScripts(0);
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_userPut = 0;
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_cursor.state = 0;
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_sentenceNum = 0;
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stopScript(SENTENCE_SCRIPT);
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@ -1211,6 +1214,9 @@ void Scumm_v2::o2_endCutscene() {
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VAR(VAR_CURSORSTATE) = vm.cutSceneData[1];
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// TODO: some cursor command stuff (probably to reset it to the pre-cutscene state)
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unfreezeScripts();
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_userPut = 1;
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_cursor.state = 1;
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if (_gameId == GID_MANIAC) {
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camera._mode = (byte) vm.cutSceneData[3];
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