Saving and loading is accessible via ScummVM dialogs. No in-game UI support yet. It is possible to load saves from original game via debugger console. ScummVM saves have additional header and are incompatibile with original game.
451 lines
12 KiB
C++
451 lines
12 KiB
C++
/* 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/scene.h"
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#include "bladerunner/actor.h"
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#include "bladerunner/actor_dialogue_queue.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/chapters.h"
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#include "bladerunner/game_info.h"
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#include "bladerunner/items.h"
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#include "bladerunner/overlays.h"
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#include "bladerunner/regions.h"
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#include "bladerunner/savefile.h"
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#include "bladerunner/scene_objects.h"
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#include "bladerunner/screen_effects.h"
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#include "bladerunner/set.h"
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#include "bladerunner/settings.h"
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#include "bladerunner/slice_renderer.h"
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#include "bladerunner/script/police_maze.h"
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#include "bladerunner/script/scene_script.h"
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#include "bladerunner/ui/spinner.h"
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#include "bladerunner/vqa_player.h"
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#include "bladerunner/zbuffer.h"
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#include "common/str.h"
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namespace BladeRunner {
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Scene::Scene(BladeRunnerEngine *vm)
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: _vm(vm),
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_setId(-1),
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_sceneId(-1),
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_vqaPlayer(nullptr),
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_defaultLoop(0),
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_defaultLoopSet(false),
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_specialLoopMode(kSceneLoopModeLoseControl),
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_specialLoop(0),
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_defaultLoopPreloadedSet(false),
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// _introFinished(false),
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_nextSetId(-1),
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_nextSceneId(-1),
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_frame(0),
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_actorStartFacing(0),
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_playerWalkedIn(false),
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_set(new Set(vm)),
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_regions(new Regions()),
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_exits(new Regions()) {
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}
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Scene::~Scene() {
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delete _set;
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delete _regions;
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delete _exits;
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delete _vqaPlayer;
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}
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bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
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if (!isLoadingGame) {
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_vm->_actorDialogueQueue->flush(1, false);
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}
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_vm->walkingReset();
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_setId = setId;
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_sceneId = sceneId;
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const Common::String sceneName = _vm->_gameInfo->getSceneName(_sceneId);
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if (isLoadingGame) {
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_vm->_overlays->resume(true);
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} else {
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_regions->clear();
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_exits->clear();
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_vm->_screenEffects->_entries.clear();
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_vm->_overlays->removeAll();
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_defaultLoop = 0;
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_defaultLoopSet = false;
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_defaultLoopPreloadedSet = false;
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_specialLoopMode = kSceneLoopModeNone;
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_specialLoop = -1;
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_frame = -1;
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}
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Common::String vqaName;
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int currentResourceId = _vm->_chapters->currentResourceId();
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if (currentResourceId == 1) {
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vqaName = Common::String::format("%s.VQA", sceneName.c_str());
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} else {
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vqaName = Common::String::format("%s_%d.VQA", sceneName.c_str(), MIN(currentResourceId, 3));
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}
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if (_vqaPlayer != nullptr) {
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delete _vqaPlayer;
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}
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_vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceBack, vqaName);
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if (!_vm->_sceneScript->open(sceneName)) {
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return false;
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}
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if (!isLoadingGame) {
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_vm->_sceneScript->initializeScene();
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}
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Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str());
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if (!_set->open(setResourceName)) {
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return false;
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}
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_vm->_sliceRenderer->setView(_vm->_view);
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if (isLoadingGame) {
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resume(true);
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if (sceneId == kScenePS10 || sceneId == kScenePS11 || sceneId == kScenePS12 || sceneId == kScenePS13) { // police maze?
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_vm->_sceneScript->sceneLoaded();
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}
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return true;
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}
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if (!_vqaPlayer->open()) {
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return false;
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}
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if (_specialLoopMode == kSceneLoopModeNone) {
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startDefaultLoop();
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}
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advanceFrame();
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_vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing);
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_vm->_playerActor->setSetId(setId);
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_vm->_sceneScript->sceneLoaded();
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_vm->_sceneObjects->clear();
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// Init click map
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int actorCount = _vm->_gameInfo->getActorCount();
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for (int i = 0; i != actorCount; ++i) {
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Actor *actor = _vm->_actors[i];
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if (actor->getSetId() == setId) {
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_vm->_sceneObjects->addActor(
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i + kSceneObjectOffsetActors,
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actor->getBoundingBox(),
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actor->getScreenRectangle(),
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true,
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false,
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actor->isTarget(),
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actor->isRetired());
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}
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}
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_set->addObjectsToScene(_vm->_sceneObjects);
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_vm->_items->addToSet(setId);
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_vm->_sceneObjects->updateObstacles();
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// TODO: add all items to scene
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// TODO: calculate walking obstacles??
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if (_specialLoopMode != kSceneLoopModeLoseControl) {
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_vm->_sceneScript->playerWalkedIn();
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}
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return true;
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}
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bool Scene::close(bool isLoadingGame) {
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bool result = true;
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if (getSetId() == -1) {
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return true;
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}
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_vm->_policeMaze->clear(!isLoadingGame);
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if (isLoadingGame) {
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_vm->_sceneScript->playerWalkedOut();
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}
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// if (SceneScript_isLoaded() && !SceneScript_unload()) {
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// result = false;
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// }
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if (_vqaPlayer != nullptr) {
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//_vqaPlayer->stop();
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delete _vqaPlayer;
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_vqaPlayer = nullptr;
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}
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_sceneId = -1;
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_setId = -1;
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return result;
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}
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int Scene::advanceFrame() {
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int frame = _vqaPlayer->update();
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if (frame >= 0) {
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blit(_vm->_surfaceBack, _vm->_surfaceFront);
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_vqaPlayer->updateZBuffer(_vm->_zbuffer);
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_vqaPlayer->updateView(_vm->_view);
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_vqaPlayer->updateScreenEffects(_vm->_screenEffects);
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_vqaPlayer->updateLights(_vm->_lights);
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}
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if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeOnce || _specialLoopMode == kSceneLoopModeSpinner) {
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if (!_defaultLoopSet) {
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_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
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_defaultLoopSet = true;
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if (_specialLoopMode == kSceneLoopModeLoseControl) {
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_vm->playerLosesControl();
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}
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}
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} else if (_specialLoopMode == kSceneLoopModeChangeSet) {
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if (frame == -3) { // EOF
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_vm->_settings->setNewSetAndScene(_nextSetId, _nextSceneId);
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_vm->playerGainsControl();
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}
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} else if (_specialLoopMode == kSceneLoopModeNone) {
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if (!_defaultLoopPreloadedSet) {
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_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, &Scene::loopEndedStatic, this);
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_defaultLoopPreloadedSet = true;
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}
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}
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if (frame >= 0) {
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_frame = frame;
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}
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return frame;
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}
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void Scene::resume(bool isLoadingGame) {
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if (!_vqaPlayer) {
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return;
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}
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int targetFrame = _frame;
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if (isLoadingGame) {
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_vqaPlayer->open();
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} else {
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_vm->_zbuffer->disable();
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}
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if (_specialLoopMode == kSceneLoopModeNone) {
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startDefaultLoop();
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} else {
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if (_specialLoopMode == kSceneLoopModeChangeSet) {
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_vm->_settings->setNewSetAndScene(_setId, _sceneId);
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}
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if (_defaultLoopPreloadedSet) {
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_specialLoopMode = kSceneLoopModeNone;
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startDefaultLoop();
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advanceFrame();
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loopStartSpecial(_specialLoopMode, _specialLoop, false);
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} else {
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_defaultLoopPreloadedSet = true;
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loopStartSpecial(_specialLoopMode, _specialLoop, true);
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if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeChangeSet) {
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_vm->playerGainsControl();
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}
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}
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if (_specialLoopMode == kSceneLoopModeChangeSet) {
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_vm->_settings->clearNewSetAndScene();
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}
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}
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int frame;
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do {
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frame = advanceFrame();
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} while (frame >= 0 && frame != targetFrame);
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if (!isLoadingGame) {
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_vm->_zbuffer->enable();
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}
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}
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void Scene::startDefaultLoop() {
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_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeImmediate, nullptr, nullptr);
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_defaultLoopSet = true;
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_defaultLoopPreloadedSet = false;
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}
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void Scene::setActorStart(Vector3 position, int facing) {
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_actorStartPosition = position;
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_actorStartFacing = facing;
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}
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void Scene::loopSetDefault(int loopId) {
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_defaultLoop = loopId;
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}
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void Scene::loopStartSpecial(int specialLoopMode, int loopId, bool immediately) {
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_specialLoopMode = specialLoopMode;
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_specialLoop = loopId;
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int repeats = -1;
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if (_specialLoopMode == kSceneLoopModeChangeSet) {
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repeats = 0;
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}
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int loopMode = kLoopSetModeEnqueue;
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if (immediately) {
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loopMode = kLoopSetModeImmediate;
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}
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_vqaPlayer->setLoop(_specialLoop, repeats, loopMode, &Scene::loopEndedStatic, this);
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if (_specialLoopMode == kSceneLoopModeChangeSet) {
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_nextSetId = _vm->_settings->getNewSet();
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_nextSceneId = _vm->_settings->getNewScene();
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}
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if (immediately) {
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_defaultLoopPreloadedSet = true;
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loopEnded(0, _specialLoop);
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}
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}
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int Scene::findObject(const Common::String &objectName) {
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return _set->findObject(objectName);
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}
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bool Scene::objectSetHotMouse(int objectId) {
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return _set->objectSetHotMouse(objectId);
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}
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bool Scene::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) {
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return _set->objectGetBoundingBox(objectId, boundingBox);
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}
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void Scene::objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded) {
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_set->objectSetIsClickable(objectId, isClickable);
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if (sceneLoaded) {
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_vm->_sceneObjects->setIsClickable(objectId + kSceneObjectOffsetObjects, isClickable);
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}
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}
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void Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) {
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_set->objectSetIsObstacle(objectId, isObstacle);
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if (sceneLoaded) {
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_vm->_sceneObjects->setIsObstacle(objectId + kSceneObjectOffsetObjects, isObstacle);
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if (updateWalkpath) {
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_vm->_sceneObjects->updateObstacles();
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}
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}
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}
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void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
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int i;
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for (i = 0; i < (int)_set->getObjectCount(); i++) {
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_set->objectSetIsObstacle(i, isObstacle);
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if (sceneLoaded) {
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_vm->_sceneObjects->setIsObstacle(i + kSceneObjectOffsetObjects, isObstacle);
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}
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}
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}
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void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) {
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_set->objectSetIsTarget(objectId, isTarget);
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if (sceneLoaded) {
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_vm->_sceneObjects->setIsTarget(objectId + kSceneObjectOffsetObjects, isTarget);
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}
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}
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const Common::String &Scene::objectGetName(int objectId) {
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return _set->objectGetName(objectId);
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}
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void Scene::loopEnded(int frame, int loopId) {
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if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeOnce || _specialLoopMode == kSceneLoopModeSpinner) {
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if (_defaultLoopPreloadedSet) {
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_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
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_defaultLoopSet = true;
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_defaultLoopPreloadedSet = false;
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if (_specialLoopMode == kSceneLoopModeLoseControl) {
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_vm->playerLosesControl();
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}
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} else {
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if (_specialLoopMode == kSceneLoopModeLoseControl) {
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_vm->playerGainsControl();
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_playerWalkedIn = true;
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}
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if (_specialLoopMode == kSceneLoopModeSpinner) {
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_vm->_spinner->open();
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}
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_specialLoopMode = kSceneLoopModeNone;
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_specialLoop = -1;
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_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, nullptr, nullptr);
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_defaultLoopPreloadedSet = true;
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}
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} else if (_specialLoopMode == kSceneLoopModeChangeSet) {
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_defaultLoopSet = true;
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_defaultLoopPreloadedSet = false;
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_vm->playerLosesControl();
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}
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}
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void Scene::loopEndedStatic(void *data, int frame, int loopId) {
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((Scene *)data)->loopEnded(frame, loopId);
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}
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void Scene::save(SaveFileWriteStream &f) {
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f.writeInt(_setId);
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f.writeInt(_sceneId);
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f.writeInt(_defaultLoop);
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f.writeBool(_defaultLoopSet);
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f.writeBool(_defaultLoopPreloadedSet);
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f.writeInt(_specialLoopMode);
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f.writeInt(_specialLoop);
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f.writeInt(_nextSetId);
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f.writeInt(_nextSceneId);
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f.writeInt(_frame);
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f.writeVector3(_actorStartPosition);
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f.writeInt(_actorStartFacing);
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f.writeBool(_playerWalkedIn);
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}
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void Scene::load(SaveFileReadStream &f) {
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_setId = f.readInt();
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_sceneId = f.readInt();
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_defaultLoop = f.readInt();
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_defaultLoopSet = f.readBool();
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_defaultLoopPreloadedSet = f.readBool();
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_specialLoopMode = f.readInt();
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_specialLoop = f.readInt();
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_nextSetId = f.readInt();
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_nextSceneId = f.readInt();
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_frame = f.readInt();
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_actorStartPosition = f.readVector3();
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_actorStartFacing = f.readInt();
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_playerWalkedIn = f.readBool();
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}
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} // End of namespace BladeRunner
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