She should not be moving or walking
She could still be waling when teleporting her to kSetFreeSlotG and subsequently when we put her in MA06 (elevator)
Addresses most of the issues in bug #11293
Does not address the "Hanoi is not facing McCoy when speaking to him" bullet, which only occurs on specific banter talk
Lucy should not mention the place with the cars if she won't meet McCoy there
Lucy should not say "I'll meet you there, at the place where he sells the cars" when CrazyLegs is not there.
A few methods were named as though refering to Scene Ids, but are refering to Set Ids
enteredScene, EnteredScene, otherAgentExitedThisScene,OtherAgentExitedThisScene, otherAgentEnteredThisScene, OtherAgentEnteredThisScene were renamed respectively to enteredSet, EnteredSet, otherAgentExitedThisSet,OtherAgentExitedThisSet, otherAgentEnteredThisSet, OtherAgentEnteredThisSet
Bug #11294 is a case where output audio hardware is disabled
If the output sound device is disabled or no hardware output device is connected (eg. Windows 10 may disable output audio hardware when no output device is attached/available), then the game should still be playable. We now use the duration of the tracks (in ms) to detect a track's ending.
Also isReady is checked for mixer when playing VQA videos (it wasn't before).
This is the barrel flame effect glitch during the pans from DR04 to DR01
The advanceFrame() call in scene.cpp is restored in this new approach (the original code has it too), and InitializeScene is used to disable the effect when entering the scene coming from DR04.
This only occurs on Spanish and Italian versions. ENG/DEU/FRA have a redundant line there.
Credits for spotting the missing Rachael's and Leary's lines again go to IlDucci of the Spanish translation team.
Resolves ticket #11239
Occurs when McCoy leaves the scene with Leon and Desk Clerk too fast, before Leon drops the clerk
Crash happens only when using CDFRAMES, but the animation would be bugged even when using HDFRAMES.DAT
When McCoy leaves CT09 they should be both gone. They were not
This was our bug, a bad translation of an if clause.
Also added in this commit is a bit different behavior for the restored content case.
In restored content, the player is not allowed to leave until the situation is resolved.