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DRAGONS: update flicker coords when changing scenes
This commit is contained in:
committed by
Eugene Sandulenko
parent
a0ada3357c
commit
43498fda20
@@ -99,9 +99,10 @@ void Scene::loadSceneData(uint32 sceneId, uint32 cameraPointId) {
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ScriptOpCall scriptOpCall;
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scriptOpCall._code = obd + 4;
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scriptOpCall._codeEnd = scriptOpCall._code + READ_LE_UINT32(obd);
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uint16 oldSceneId = _currentSceneId;
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_currentSceneId = -1;
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_scriptOpcodes->runScript(scriptOpCall);
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_currentSceneId = (uint16)(sceneId & 0x7fff);
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_currentSceneId = oldSceneId;
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}
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_actorManager->clearActorFlags(2);
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@@ -142,7 +143,12 @@ void Scene::loadSceneData(uint32 sceneId, uint32 cameraPointId) {
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_camera = _stage->getPoint2(cameraPointId);
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if (flicker && !(sceneId & 0x8000)) {
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flicker->x = _camera.x;
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flicker->y = _camera.y;
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_vm->getINI(1)->x = _camera.x;
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_vm->getINI(1)->y = _camera.y;
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}
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debug("Flicker: (%X, %X)", _camera.x, _camera.y);
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@@ -238,7 +244,6 @@ void Scene::loadSceneData(uint32 sceneId, uint32 cameraPointId) {
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}
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}
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}
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_currentSceneId = (uint16)(sceneId & 0x7fff); //TODO is this the right spot for this?
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// 0x80030458
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DragonINI *ini = _vm->getINI(1);
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