mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
Fixed isseue of duplicating items in world Fixed fog issue with incorrect rendering in special occasions Added basic debugger console Refactored looping code for better readability
189 lines
6.5 KiB
C++
189 lines
6.5 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 SceneScriptHC03::InitializeScene() {
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if (Game_Flag_Query(318)) {
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Setup_Scene_Information(656.0f, 1.61f, -95.0f, 497);
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Game_Flag_Set(388);
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Game_Flag_Reset(318);
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} else {
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Setup_Scene_Information(607.0f, 0.14f, 13.0f, 57);
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Game_Flag_Reset(386);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
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if (Game_Flag_Query(403) || Global_Variable_Query(kVariableChapter) > 3) {
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Item_Remove_From_World(121);
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Game_Flag_Set(403);
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Scene_Exit_Add_2D_Exit(1, 400, 275, 515, 375, 2);
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}
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Ambient_Sounds_Add_Looping_Sound(103, 50, 50, 0);
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Ambient_Sounds_Add_Looping_Sound(241, 50, 50, 0);
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Ambient_Sounds_Add_Sound(242, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(243, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(244, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(245, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(246, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(247, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(248, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(249, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(238, 3, 50, 25, 25, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(240, 3, 50, 33, 33, -100, -70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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if (Game_Flag_Query(388)) {
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Scene_Loop_Set_Default(6);
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} else if (Game_Flag_Query(403) || Global_Variable_Query(kVariableChapter) > 3) {
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Scene_Loop_Set_Default(3);
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} else {
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Scene_Loop_Set_Default(0);
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}
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}
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void SceneScriptHC03::SceneLoaded() {
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Obstacle_Object("GUITAR01", true);
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if (Game_Flag_Query(403) || Game_Flag_Query(388) || Global_Variable_Query(kVariableChapter) > 3) {
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Unobstacle_Object("GPscisGate", true);
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} else {
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Obstacle_Object("GPscisGate", true);
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}
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Unclickable_Object("GUITAR01");
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}
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bool SceneScriptHC03::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptHC03::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptHC03::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptHC03::ClickedOnItem(int itemId, bool a2) {
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if (itemId == 121) {
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if (a2) {
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Scene_Loop_Set_Default(3);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, 2, true);
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Game_Flag_Set(403);
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Item_Remove_From_World(121);
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Unobstacle_Object("GPscisGate", true);
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} else {
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Actor_Says(kActorMcCoy, 8522, 12);
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}
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return true;
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}
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if (itemId == 107) {
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Item_Remove_From_World(107);
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Item_Pickup_Spin_Effect(977, 68, 435);
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Delay(1500);
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Item_Pickup_Spin_Effect(984, 78, 435);
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Delay(1500);
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Item_Pickup_Spin_Effect(984, 58, 435);
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if (Game_Flag_Query(374)) {
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Actor_Clue_Acquire(kActorMcCoy, kCluePhotoOfMcCoy1, 1, kActorIzo);
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} else {
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Actor_Clue_Acquire(kActorMcCoy, kCluePhotoOfMcCoy2, 1, kActorIzo);
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}
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Actor_Clue_Acquire(kActorMcCoy, kClueChinaBar, 1, kActorIzo);
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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 SceneScriptHC03::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 607.0f, 0.14f, 9.0f, 0, 1, false, 0)) {
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Game_Flag_Set(387);
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Set_Enter(8, kSceneHC01);
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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, 628.0f, 2.04f, -123.0f, 0, 1, false, 0)) {
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if (Game_Flag_Query(388)) {
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Game_Flag_Set(319);
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Game_Flag_Reset(479);
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Game_Flag_Set(259);
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Game_Flag_Set(388);
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Music_Stop(2);
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Set_Enter(75, kSceneUG02);
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} else {
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Scene_Loop_Set_Default(6);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, 5, true);
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Game_Flag_Set(388);
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}
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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 SceneScriptHC03::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptHC03::SceneFrameAdvanced(int frame) {
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if (frame == 10 || frame == 19 || frame == 29 || frame == 39 || frame == 49 || frame == 59 || frame == 71 || frame == 82 || frame == 91 || frame == 101 || frame == 111 || frame == 121 || frame == 131) {
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Sound_Play(281, Random_Query(33, 50), 50, 50, 50);
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}
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if (!Game_Flag_Query(521) && frame == 66) {
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Ambient_Sounds_Play_Sound(328, 90, 0, -40, 99);
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Sound_Play(201, Random_Query(47, 47), 0, -40, 50);
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Scene_Exit_Add_2D_Exit(1, 400, 275, 515, 375, 2);
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Game_Flag_Set(521);
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}
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}
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void SceneScriptHC03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptHC03::PlayerWalkedIn() {
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}
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void SceneScriptHC03::PlayerWalkedOut() {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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}
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void SceneScriptHC03::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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