mirror of
https://github.com/scummvm/scummvm.git
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225 lines
6.5 KiB
C++
225 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/script.h"
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namespace BladeRunner {
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void ScriptDR06::InitializeScene() {
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if (Game_Flag_Query(230)) {
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Setup_Scene_Information(-733.57001f, 136.60001f, -968.64001f, 0);
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} else {
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Setup_Scene_Information(-707.57001f, 136.60001f, -1132.64f, 472);
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}
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Scene_Exit_Add_2D_Exit(0, 601, 11, 639, 479, 1);
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if (Global_Variable_Query(1) > 3 && Game_Flag_Query(715)) {
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Scene_Exit_Add_2D_Exit(1, 0, 272, 46, 477, 2);
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}
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Ambient_Sounds_Add_Looping_Sound(383, 25, 0, 1);
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Ambient_Sounds_Add_Sound(73, 5, 60, 20, 20, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(74, 5, 60, 20, 20, -100, 100, -101, -101, 0, 0);
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if (Game_Flag_Query(268)) {
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Overlay_Play("DR06over", 1, 1, 0, 0);
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Ambient_Sounds_Add_Looping_Sound(300, 47, -75, 0);
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} else {
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Overlay_Play("DR06over", 0, 1, 0, 0);
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}
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if (Game_Flag_Query(548)) {
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Overlay_Play("DR06ovr2", 0, 1, 0, 0);
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}
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}
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void ScriptDR06::SceneLoaded() {
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Obstacle_Object("X2_ASHTRAY", true);
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Clickable_Object("X2_ASHTRAY");
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Clickable_Object("X2KEYBRD02");
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Clickable_Object("X2_MON01D01");
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Clickable_Object("X2_MON01A04");
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Clickable_Object("X2_TORSO04HIRES");
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Clickable_Object("BOX16");
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if (Actor_Clue_Query(0, 76)) {
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Unclickable_Object("X2_TORSO04HIRES");
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}
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}
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bool ScriptDR06::MouseClick(int x, int y) {
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return false;
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}
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bool ScriptDR06::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("BOX16", objectName)) {
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Loop_Actor_Walk_To_XYZ(0, -743.0f, 136.6f, -1091.0f, 0, 1, false, 0);
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Actor_Face_Object(0, "BOX16", true);
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if (!Game_Flag_Query(268)) {
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Overlay_Play("DR06over", 1, 1, 1, 0);
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Ambient_Sounds_Add_Looping_Sound(300, 47, -75, 0);
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Game_Flag_Set(268);
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return true;
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}
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Overlay_Play("DR06over", 0, 1, 1, 0);
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Ambient_Sounds_Remove_Looping_Sound(300, false);
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Game_Flag_Reset(268);
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return true;
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}
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if (Object_Query_Click("X2_MON01A04", objectName)) {
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if (Actor_Clue_Query(0, 71)) {
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Actor_Face_Object(0, "X2_MON01A04", true);
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Actor_Says(0, 8570, 13);
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} else if (!Loop_Actor_Walk_To_XYZ(0, -684.94f, 136.6f, -1136.12f, 0, 1, false, 0)) {
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Actor_Face_Object(0, "X2_MON01A04", true);
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Actor_Says(39, 10, 3);
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Actor_Says(39, 20, 3);
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Actor_Says(39, 30, 3);
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Actor_Says(0, 1025, 13);
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Actor_Says(56, 0, 3);
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Actor_Says(56, 10, 3);
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Actor_Says(56, 20, 3);
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Actor_Says(56, 30, 3);
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Actor_Says(56, 40, 3);
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Actor_Says(56, 50, 3);
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Actor_Says(39, 40, 3);
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Actor_Says(0, 1030, 13);
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Actor_Says(39, 50, 3);
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Actor_Clue_Acquire(0, 71, 1, 39);
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}
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return true;
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}
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if (Object_Query_Click("X2_MON01D01", objectName)) {
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if (!Loop_Actor_Walk_To_XYZ(0, -645.34f, 136.6f, -1047.37f, 0, 1, false, 0)) {
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Actor_Face_Heading(0, 329, false);
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if (Actor_Clue_Query(0, 125) && Actor_Clue_Query(0, 126) && !Game_Flag_Query(670)) {
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Actor_Set_Goal_Number(0, 350);
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Game_Flag_Set(670);
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} else if (Game_Flag_Query(280)) {
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Actor_Says(0, 8570, 13);
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} else {
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Actor_Voice_Over(770, 99);
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Actor_Voice_Over(780, 99);
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Actor_Voice_Over(790, 99);
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Actor_Voice_Over(800, 99);
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Game_Flag_Set(280);
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}
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}
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return true;
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}
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if (Object_Query_Click("X2_KEYBRD02", objectName) && !Game_Flag_Query(278)) {
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Loop_Actor_Walk_To_XYZ(0, -655.57f, 136.6f, -1092.64f, 0, 1, false, 0);
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Actor_Face_Object(0, "X2_KEYBRD02", true);
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Actor_Voice_Over(830, 99);
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Actor_Voice_Over(840, 99);
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Game_Flag_Set(278);
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return true;
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}
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if (Object_Query_Click("X2_TORSO04HIRES", objectName)) {
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if (!Loop_Actor_Walk_To_XYZ(0, -700.0f, 136.6f, -1133.0f, 4, 1, false, 0)) {
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Actor_Face_Object(0, "x2_TORSO04HIRES", true);
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if (Global_Variable_Query(39) > 12) {
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return true;
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}
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if (Game_Flag_Query(548)) {
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Overlay_Remove("DR06ovr2");
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Game_Flag_Reset(548);
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Sound_Play(161, 100, 0, 0, 50);
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} else {
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Overlay_Play("DR06ovr2", 0, 1, 0, 0);
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Game_Flag_Set(548);
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Sound_Play(160, 100, 0, 0, 50);
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if (!Actor_Clue_Query(0, 76)) {
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Actor_Voice_Over(850, 99);
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Item_Pickup_Spin_Effect(944, 171, 280);
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Actor_Voice_Over(860, 99);
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Actor_Voice_Over(870, 99);
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Actor_Voice_Over(880, 99);
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Actor_Clue_Acquire(0, 76, 1, 13);
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if (Query_Difficulty_Level() != 0) {
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Global_Variable_Increment(2, 200);
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}
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}
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}
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Global_Variable_Increment(39, 1);
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if (Global_Variable_Query(39) > 12) {
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Sound_Play(204, 100, 0, 0, 50);
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Unclickable_Object("X2_TORSO04HIRES");
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}
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}
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return true;
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}
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Actor_Face_Object(0, "X2_MON01D01", true);
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Actor_Says(0, 8525, 13);
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return true;
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}
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bool ScriptDR06::ClickedOnActor(int actorId) {
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return false;
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}
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bool ScriptDR06::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool ScriptDR06::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(0, -733.0f, 136.6f, -980.0f, 0, 1, false, 0)) {
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Game_Flag_Set(231);
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Set_Enter(7, 28);
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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(0, -707.57f, 136.6f, -1132.64f, 0, 1, false, 0)) {
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Game_Flag_Set(552);
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Set_Enter(19, 100);
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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 ScriptDR06::ClickedOn2DRegion(int region) {
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return false;
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}
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void ScriptDR06::SceneFrameAdvanced(int frame) {
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}
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void ScriptDR06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void ScriptDR06::PlayerWalkedIn() {
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if (Game_Flag_Query(230)) {
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Loop_Actor_Walk_To_XYZ(0, -729.57f, 136.6f, -1016.0f, 0, 0, false, 0);
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}
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Game_Flag_Reset(230);
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Game_Flag_Reset(551);
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}
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void ScriptDR06::PlayerWalkedOut() {
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Overlay_Remove("DR06over");
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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}
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void ScriptDR06::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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