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TWINE: draw holomap trajectory on scene change
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@@ -311,7 +311,10 @@ void Scene::changeScene() {
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initScene(needChangeScene);
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// TODO: treat holomap trajectories
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if (holomapTrajectory != -1) {
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_engine->_holomap->drawHolomapTrajectory(holomapTrajectory);
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holomapTrajectory = -1;
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}
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if (needChangeScene == LBA1SceneId::Citadel_Island_end_sequence_1 || needChangeScene == LBA1SceneId::Citadel_Island_end_sequence_2) {
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sceneTextBank = TextBankId::Tippet_Island;
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@@ -309,6 +309,8 @@ public:
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int32 currentSceneIdx = LBA1SceneId::Citadel_Island_Prison;
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int32 previousSceneIdx = LBA1SceneId::Citadel_Island_Prison;
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int32 holomapTrajectory = -1;
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int32 sceneTextBank = TextBankId::None;
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int32 alphaLight = ANGLE_0;
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int32 betaLight = ANGLE_0;
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@@ -1640,7 +1640,7 @@ static int32 lANIM_SET(TwinEEngine *engine, LifeScriptContext &ctx) {
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* @note Opcode @c 0x60
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*/
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static int32 lHOLOMAP_TRAJ(TwinEEngine *engine, LifeScriptContext &ctx) {
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engine->_holomap->drawHolomapTrajectory(ctx.stream.readByte());
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engine->_scene->holomapTrajectory = ctx.stream.readByte();
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return 0;
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}
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