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FULLPIPE: Implement scene17_restoreState()
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@@ -44,6 +44,32 @@ void scene17_initScene(Scene *sc) {
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g_vars->scene17_hand = sc->getStaticANIObject1ById(ANI_HAND17, -1);
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}
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void scene17_restoreState() {
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if (g_fp->getObjectState(sO_UsherHand) == g_fp->getObjectEnumState(sO_UsherHand, sO_WithCoin)) {
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g_fp->_behaviorManager->setBehaviorEnabled(g_vars->scene17_hand, ST_HND17_EMPTY, QU_HND17_ASK, 0);
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g_fp->_behaviorManager->setBehaviorEnabled(g_vars->scene17_hand, ST_HND17_EMPTY, QU_HND17_TOCYCLE, 0);
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g_vars->scene17_handPhase = false;
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} else {
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g_fp->_behaviorManager->setBehaviorEnabled(g_vars->scene17_hand, ST_HND17_EMPTY, QU_HND17_ASK, 0);
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g_fp->_behaviorManager->setBehaviorEnabled(g_vars->scene17_hand, ST_HND17_EMPTY, QU_HND17_TOCYCLE, 1);
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g_vars->scene17_handPhase = true;
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}
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g_fp->_floaters->init(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_17"));
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g_vars->scene17_flyState = g_fp->getObjectState(sO_Fly_17);
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if (g_vars->scene17_flyState <= 0 ) {
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g_vars->scene17_flyCountdown = g_fp->_rnd->getRandomNumber(600) + 600; // FIXME. Check
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g_vars->scene17_flyState = g_fp->_rnd->getRandomNumber(4) + 1; // FIXME. Check
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}
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g_fp->setObjectState(sO_Fly_17, g_vars->scene17_flyState - 1);
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}
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void sceneHandler17_drop() {
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StaticANIObject *mug = g_fp->_currentScene->getStaticANIObject1ById(ANI_MUG_17, -1);
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StaticANIObject *jet = g_fp->_currentScene->getStaticANIObject1ById(ANI_JET_17, -1);
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