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https://github.com/scummvm/scummvm.git
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358 lines
12 KiB
C++
358 lines
12 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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* 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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* 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 "startrek/room.h"
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#define OBJECT_DOOR 8
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#define OBJECT_SICKBAY_DOOR 9
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#define OBJECT_DEBRIS 10
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#define OBJECT_CABLE 11
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#define OBJECT_DEAD_GUY 12
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#define OBJECT_SUPPORT_BEAM 13
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#define HOTSPOT_TURBOLIFT_2_DOOR 0x20
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#define HOTSPOT_SICKBAY_DOOR 0x21
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namespace StarTrek {
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extern const RoomAction veng3ActionList[] = {
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{ {ACTION_TICK, 1, 0, 0}, &Room::veng3Tick1 },
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{ {ACTION_TICK, 15, 0, 0}, &Room::veng3Tick15 },
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{ {ACTION_TOUCHED_WARP, 0, 0, 0}, &Room::veng3TouchedTurbolift2 },
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{ {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng3TouchedTurbolift1 },
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{ {ACTION_WALK, OBJECT_DEBRIS, 0, 0}, &Room::veng3WalkToDoor },
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{ {ACTION_WALK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3WalkToDoor },
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{ {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng3ReachedTurbolift2 },
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{ {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng3Turbolift2Opened },
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{ {ACTION_WALK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor },
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{ {ACTION_WALK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor },
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{ {ACTION_DONE_WALK, 9, 0, 0}, &Room::veng3ReachedSickbayDoor },
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{ {ACTION_DONE_ANIM, 10, 0, 0}, &Room::veng3SickbayDoorOpened },
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{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_SUPPORT_BEAM, 0}, &Room::veng3LookAtSupportBeam },
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{ {ACTION_LOOK, OBJECT_SUPPORT_BEAM, 0, 0}, &Room::veng3LookAtSupportBeam },
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{ {ACTION_LOOK, OBJECT_DEBRIS, 0, 0}, &Room::veng3LookAtDebris },
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{ {ACTION_LOOK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3LookAtTurbolift2Door },
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{ {ACTION_LOOK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor },
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{ {ACTION_LOOK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor },
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{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_CABLE, 0}, &Room::veng3LookAtCable },
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{ {ACTION_LOOK, OBJECT_CABLE, 0, 0}, &Room::veng3LookAtCable },
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{ {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng3LookAtDeadGuy },
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{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng3LookAtKirk },
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{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng3LookAtMccoy },
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{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng3LookAtSpock },
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{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3LookAtRedshirt },
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{ {ACTION_LOOK, 0xff, 0, 0}, &Room::veng3LookAnywhere },
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{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_DEBRIS, 0}, &Room::veng3UseStunPhaserOnDebris },
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{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_DEBRIS, 0}, &Room::veng3UseKillPhaserOnDebris },
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{ {ACTION_DONE_WALK, 4, 0, 0}, &Room::veng3ReachedPositionToShootDebris },
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{ {ACTION_DONE_ANIM, 5, 0, 0}, &Room::veng3DrewPhaserToShootDebris },
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{ {ACTION_DONE_ANIM, 3, 0, 0}, &Room::veng3DebrisVaporized },
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{ {ACTION_DONE_ANIM, 6, 0, 0}, &Room::veng3DebrisFellAgain },
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{ {ACTION_USE, OBJECT_SPOCK, OBJECT_DEBRIS, 0}, &Room::veng3UseSpockOnDebris },
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{ {ACTION_USE, OBJECT_REDSHIRT, OBJECT_DEBRIS, 0}, &Room::veng3UseRedshirtOnDebris },
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{ {ACTION_USE, OBJECT_MCCOY, OBJECT_DEBRIS, 0}, &Room::veng3UseMccoyOnDebris },
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{ {ACTION_USE, OBJECT_IBEAM, OBJECT_DEBRIS, 0}, &Room::veng3UseBeamOnDebris },
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{ {ACTION_DONE_WALK, 7, 0, 0}, &Room::veng3ReachedPositionToPlaceBeam },
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{ {ACTION_DONE_ANIM, 8, 0, 0}, &Room::veng3PlacedBeam },
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{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DEBRIS, 0}, &Room::veng3UseSTricorderOnDebris },
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{ {ACTION_USE, OBJECT_ILMD, OBJECT_DEBRIS, 0}, &Room::veng3UseMolecularSawOnDebris },
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{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng3TalkToKirk },
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{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng3TalkToSpock },
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{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng3TalkToMccoy },
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{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3TalkToRedshirt },
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{ {ACTION_GET, OBJECT_DEBRIS, 0, 0}, &Room::veng3GetDebris },
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{ {ACTION_GET, OBJECT_CABLE, 0, 0}, &Room::veng3GetCable },
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{ {ACTION_DONE_WALK, 11, 0, 0}, &Room::veng3ReachedCable },
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{ {ACTION_DONE_ANIM, 12, 0, 0}, &Room::veng3PickedUpCable },
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// Common code
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{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy },
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{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy },
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{ {ACTION_USE, OBJECT_MCCOY, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy },
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};
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extern const int veng3NumActions = ARRAYSIZE(veng3ActionList);
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void Room::veng3Tick1() {
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playVoc("VEN3LOOP");
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if (_awayMission->veng.putSupportBeamInSickbayHallway)
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loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61);
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loadMapFile("veng3");
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if (!_awayMission->veng.clearedDebris) {
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loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68);
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loadMapFile("veng3b");
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}
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loadActorAnim2(OBJECT_DEAD_GUY, "s7r3c1", 0xc5, 0x99);
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if (!_awayMission->veng.tookCableFromSickbayHallway)
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loadActorAnim2(OBJECT_CABLE, "s7r3ca", 0xb7, 0x84);
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loadActorAnim2(OBJECT_SICKBAY_DOOR, "s7r3dc", 0x5d, 0x80);
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}
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void Room::veng3Tick15() {
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if (_awayMission->veng.kirkShouldSuggestReestablishingPower && !_awayMission->veng.impulseEnginesOn) {
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showText(TX_SPEAKER_KIRK, TX_VEN0_010);
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_awayMission->veng.kirkShouldSuggestReestablishingPower = false;
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}
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}
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void Room::veng3TouchedTurbolift2() {
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playSoundEffectIndex(SND_DOOR1);
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showRepublicMap(3, 1);
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}
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void Room::veng3TouchedTurbolift1() {
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playSoundEffectIndex(SND_DOOR1);
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showRepublicMap(3, 0);
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}
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void Room::veng3WalkToDoor() {
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if (_awayMission->veng.clearedDebris)
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walkCrewmanC(OBJECT_KIRK, 0xa6, 0x6e, &Room::veng3ReachedTurbolift2);
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else
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showText(TX_VEN3N006);
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}
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void Room::veng3ReachedTurbolift2() {
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_awayMission->disableInput = true;
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loadActorAnimC(OBJECT_DOOR, "s7r3db", 0xa6, 0x60, &Room::veng3Turbolift2Opened);
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playSoundEffectIndex(SND_DOOR1);
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}
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void Room::veng3Turbolift2Opened() {
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walkCrewman(OBJECT_KIRK, 0xa6, 0x61);
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}
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void Room::veng3WalkToSickbayDoor() {
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walkCrewmanC(OBJECT_KIRK, 0x68, 0x83, &Room::veng3ReachedSickbayDoor);
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}
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void Room::veng3ReachedSickbayDoor() {
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_awayMission->disableInput = true;
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loadActorAnimC(OBJECT_SICKBAY_DOOR, "s7r3da", 0x5b, 0x80, &Room::veng3SickbayDoorOpened);
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playSoundEffectIndex(SND_DOOR1);
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}
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void Room::veng3SickbayDoorOpened() {
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walkCrewman(OBJECT_KIRK, 0x5e, 0x83);
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}
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void Room::veng3LookAtSupportBeam() {
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showText(TX_VEN3N007);
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}
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void Room::veng3LookAtDebris() {
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if (!_awayMission->veng.clearedDebris)
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showText(TX_VEN3N009);
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else
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showText(TX_VEN3N007); // UNUSED (debris is gone)
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}
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void Room::veng3LookAtTurbolift2Door() {
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showText(TX_VEN3N012);
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if (!_awayMission->veng.lookedAtTurbolift2Door) {
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_awayMission->veng.lookedAtTurbolift2Door = true;
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if (!_awayMission->veng.clearedDebris) {
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showText(TX_SPEAKER_SPOCK, TX_VEN3_013);
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showText(TX_SPEAKER_MCCOY, TX_VEN3_006);
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}
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}
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}
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void Room::veng3LookAtSickbayDoor() {
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showText(TX_VEN3N011);
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}
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void Room::veng3LookAtCable() {
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showText(TX_VEN3N013);
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}
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void Room::veng3LookAtDeadGuy() {
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showText(TX_VEN3N005);
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}
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void Room::veng3LookAtKirk() {
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showText(TX_VEN3N001);
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}
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void Room::veng3LookAtMccoy() {
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showText(TX_VEN3N002);
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}
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void Room::veng3LookAtSpock() {
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showText(TX_VEN3N004);
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}
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void Room::veng3LookAtRedshirt() {
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showText(TX_VEN3N000);
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}
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void Room::veng3LookAnywhere() {
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showText(TX_VEN3N003);
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}
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void Room::veng3UseStunPhaserOnDebris() {
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showText(TX_SPEAKER_SPOCK, TX_VEN3_002);
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}
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void Room::veng3UseKillPhaserOnDebris() {
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if (!_awayMission->veng.clearedDebris) {
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_awayMission->disableInput = true;
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walkCrewmanC(OBJECT_KIRK, 0x96, 0xa8, &Room::veng3ReachedPositionToShootDebris);
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_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; // ENHANCEMENT
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}
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}
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void Room::veng3ReachedPositionToShootDebris() {
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loadActorAnimC(OBJECT_KIRK, "kfiren", -1, -1, &Room::veng3DrewPhaserToShootDebris);
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}
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void Room::veng3DrewPhaserToShootDebris() {
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loadActorAnimC(OBJECT_DEBRIS, "s7r3ph", 0x9c, 0x83, &Room::veng3DebrisVaporized);
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playSoundEffectIndex(SND_PHASSHOT);
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}
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void Room::veng3DebrisVaporized() {
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if (!_awayMission->veng.putSupportBeamInSickbayHallway) {
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playVoc("MUR1E4");
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loadActorAnimC(OBJECT_DEBRIS, "s7r3df", 0xa6, 0x60, &Room::veng3DebrisFellAgain);
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loadActorStandAnim(OBJECT_KIRK);
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} else {
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_awayMission->disableInput = false;
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loadMapFile("veng3");
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showText(TX_SPEAKER_SPOCK, TX_VEN3_015);
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_awayMission->veng.clearedDebris = true;
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}
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}
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void Room::veng3DebrisFellAgain() {
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loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68);
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_awayMission->disableInput = false;
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showText(TX_SPEAKER_SPOCK, TX_VEN3_014);
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}
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void Room::veng3UseSpockOnDebris() {
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if (!_awayMission->veng.putSupportBeamInSickbayHallway)
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showText(TX_SPEAKER_SPOCK, TX_VEN3_008);
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else {
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showText(TX_SPEAKER_SPOCK, TX_VEN3_011);
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// BUGFIX: Game would crash here due to jumping to non-code.
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}
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}
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void Room::veng3UseRedshirtOnDebris() {
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if (!_awayMission->veng.putSupportBeamInSickbayHallway)
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showText(TX_SPEAKER_KIJE, TX_VEN3_017);
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else {
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// BUGFIX: Original had a "jne" opcode with no comparison beforehand, causing it
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// to jump to some of Spock's code (TX_VEN3_007)? In any case, this makes more sense.
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showText(TX_SPEAKER_KIJE, TX_VEN3_016);
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}
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}
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void Room::veng3UseMccoyOnDebris() {
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showText(TX_SPEAKER_MCCOY, TX_VEN3_004);
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}
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void Room::veng3UseBeamOnDebris() {
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_awayMission->disableInput = true;
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walkCrewmanC(OBJECT_KIRK, 0x94, 0x6d, &Room::veng3ReachedPositionToPlaceBeam);
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}
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void Room::veng3ReachedPositionToPlaceBeam() {
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loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::veng3PlacedBeam);
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playVoc("MUR3E1S");
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}
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void Room::veng3PlacedBeam() {
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loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61);
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_awayMission->disableInput = false;
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_awayMission->veng.putSupportBeamInSickbayHallway = true;
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loseItem(OBJECT_IBEAM);
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}
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void Room::veng3UseSTricorderOnDebris() {
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if (!_awayMission->veng.putSupportBeamInSickbayHallway)
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spockScan(DIR_N, TX_VEN3_009);
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else
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spockScan(DIR_N, TX_VEN3_007);
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}
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void Room::veng3UseMolecularSawOnDebris() {
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showText(TX_SPEAKER_SPOCK, TX_VEN3_010);
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}
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void Room::veng3TalkToKirk() {
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showText(TX_SPEAKER_KIRK, TX_VEN3_001);
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}
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void Room::veng3TalkToSpock() {
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showText(TX_SPEAKER_SPOCK, TX_VEN3_012);
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}
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void Room::veng3TalkToMccoy() {
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showText(TX_SPEAKER_MCCOY, TX_VEN3_003);
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}
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void Room::veng3TalkToRedshirt() {
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showText(TX_SPEAKER_KIJE, TX_VEN3_018);
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showText(TX_SPEAKER_MCCOY, TX_VEN3_005);
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}
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void Room::veng3GetDebris() {
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showText(TX_VEN3N010);
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}
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void Room::veng3GetCable() {
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_awayMission->disableInput = true;
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walkCrewmanC(OBJECT_KIRK, 0xb7, 0x85, &Room::veng3ReachedCable);
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}
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void Room::veng3ReachedCable() {
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loadActorAnimC(OBJECT_KIRK, "kusehn", -1, -1, &Room::veng3PickedUpCable);
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playVoc("MUR4E6");
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}
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void Room::veng3PickedUpCable() {
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_awayMission->disableInput = false;
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loadActorStandAnim(OBJECT_CABLE);
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showText(TX_VEN3N014);
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giveItem(OBJECT_ICABLE2);
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_awayMission->veng.tookCableFromSickbayHallway = true;
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}
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}
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