224 lines
8.3 KiB
C++
224 lines
8.3 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/script/scene_script.h"
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namespace BladeRunner {
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void SceneScriptBB05::InitializeScene() {
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if (Game_Flag_Query(kFlagBB06toBB05)) {
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Setup_Scene_Information( 95.0f, -60.31f, 331.0f, 0);
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} else if (Game_Flag_Query(kFlagBB12toBB05)) {
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Setup_Scene_Information( 87.0f, -60.34f, -96.0f, 0);
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} else if (Game_Flag_Query(kFlagBB07toBB05)) {
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Setup_Scene_Information( 271.0f, -60.31f, 203.0f, 0);
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} else {
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Setup_Scene_Information(-212.0f, -60.31f, 131.0f, 0);
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}
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Scene_Exit_Add_2D_Exit(0, 92, 125, 187, 317, 3);
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Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
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Scene_Exit_Add_2D_Exit(2, 589, 0, 639, 479, 1);
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Scene_Exit_Add_2D_Exit(3, 481, 113, 573, 307, 0);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 12, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 14, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP2, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0);
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if (!Game_Flag_Query(kFlagBB05Entered)) {
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Overlay_Play("BB05OVER", 0, false, false, 0); // Sadik's shadow in lower left corner
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Game_Flag_Set(kFlagBB05Entered);
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}
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}
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void SceneScriptBB05::SceneLoaded() {
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Obstacle_Object("PINHEAD", true);
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Obstacle_Object("X2WALLS&MOLDNG05", true);
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Obstacle_Object("QUADPATCH04", true);
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Unobstacle_Object("BOX16", true);
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Clickable_Object("PINHEAD");
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Clickable_Object("BOX06");
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Unclickable_Object("BOX06");
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Unclickable_Object("BOX14");
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Unclickable_Object("PINHEAD");
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#endif // BLADERUNNER_ORIGINAL_BUGS
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if (Actor_Query_Goal_Number(kActorSebastian) == 200) {
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Actor_Set_Goal_Number(kActorGeneralDoll, 299);
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Actor_Put_In_Set(kActorGeneralDoll, kSetFreeSlotG);
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Actor_Set_At_Waypoint(kActorGeneralDoll, 39, 0);
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}
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}
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bool SceneScriptBB05::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB05::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptBB05::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB05::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB05::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -212.0f, -60.31f, 131.0f, 0, true, false, false)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagBB05toBB03);
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Set_Enter(kSetBB03, kSceneBB03);
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}
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return true;
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}
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 95.0f, -60.31f, 331.0f, 0, true, false, false)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagBB05toBB06);
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Set_Enter(kSetBB06_BB07, kSceneBB06);
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}
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return true;
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}
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if (exitId == 2) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 271.0f, -60.31f, 203.0f, 0, true, false, false)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagBB05toBB07);
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Set_Enter(kSetBB07, kSceneBB07);
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}
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return true;
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}
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if (exitId == 3) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 151.0f, -60.34f, -108.0f, 0, true, false, false)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagBB05toBB12);
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Set_Enter(kSetBB12, kSceneBB12);
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}
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return true;
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}
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return false;
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}
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bool SceneScriptBB05::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB05::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptBB05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB05::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagBB06toBB05)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 95.0f, -60.31f, 303.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagBB06toBB05);
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} else if (Game_Flag_Query(kFlagBB07toBB05)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 231.0f, -60.31f, 203.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagBB07toBB05);
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} else if (Game_Flag_Query(kFlagBB12toBB05)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 111.0f, -60.31f, -24.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagBB12toBB05);
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} else {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -76.0f, -60.31f, 131.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagBB03toBB05);
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}
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if (Actor_Query_Goal_Number(kActorSebastian) == 200) {
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Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
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Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
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Actor_Says(kActorSebastian, 120, 13);
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Actor_Says(kActorMcCoy, 7030, 15);
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Actor_Says(kActorSebastian, 130, 17);
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Actor_Says(kActorSebastian, 140, 16);
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Actor_Says(kActorSebastian, 150, 14);
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Actor_Says(kActorSebastian, 160, 15);
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Actor_Says(kActorMcCoy, 7035, 14);
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Actor_Says(kActorSebastian, 170, 12);
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Actor_Says(kActorMcCoy, 7040, 14);
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Actor_Says(kActorSebastian, 180, 16);
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Actor_Says(kActorMcCoy, 7045, 14);
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if (Game_Flag_Query(kFlagGeneralDollShot)) {
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Actor_Says(kActorSebastian, 190, 15);
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Actor_Says(kActorMcCoy, 7050, 17);
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Actor_Says(kActorSebastian, 200, 16);
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Actor_Says_With_Pause(kActorSebastian, 210, 1.5f, 14);
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Actor_Says(kActorMcCoy, 7055, 15);
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} else {
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Actor_Put_In_Set(kActorGeneralDoll, kSetBB05);
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Actor_Set_At_Waypoint(kActorGeneralDoll, 134, 0);
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Loop_Actor_Walk_To_Waypoint(kActorGeneralDoll, 135, 0, false, false);
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Actor_Says(kActorGeneralDoll, 0, kAnimationModeTalk);
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Actor_Face_Actor(kActorMcCoy, kActorGeneralDoll, true);
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Actor_Face_Actor(kActorSebastian, kActorGeneralDoll, true);
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Actor_Says(kActorSebastian, 220, 13);
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Loop_Actor_Walk_To_Waypoint(kActorGeneralDoll, 134, 0, false, false);
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Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
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Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
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Actor_Says(kActorSebastian, 230, 15);
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Actor_Says(kActorMcCoy, 7060, 17);
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Actor_Says(kActorSebastian, 240, 12);
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}
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Actor_Says(kActorMcCoy, 7065, 16);
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Actor_Says(kActorSebastian, 250, 16);
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Actor_Says(kActorMcCoy, 7070, 18);
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Actor_Set_Goal_Number(kActorSebastian, 205);
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Actor_Set_Goal_Number(kActorGeneralDoll, 201);
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Actor_Set_Goal_Number(kActorBryant, 101);
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Actor_Set_Goal_Number(kActorGeneralDoll, 200);
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}
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}
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void SceneScriptBB05::PlayerWalkedOut() {
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}
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void SceneScriptBB05::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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