Initial commit
This commit is contained in:
524
engines/bladerunner/script/ai/sebastian.cpp
Normal file
524
engines/bladerunner/script/ai/sebastian.cpp
Normal file
@@ -0,0 +1,524 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "bladerunner/bladerunner.h"
|
||||
#include "bladerunner/script/ai_script.h"
|
||||
|
||||
namespace BladeRunner {
|
||||
|
||||
AIScriptSebastian::AIScriptSebastian(BladeRunnerEngine *vm) : AIScriptBase(vm) {
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::Initialize() {
|
||||
_animationFrame = 0;
|
||||
_animationState = 0;
|
||||
_animationStateNext = 0;
|
||||
_animationNext = 0;
|
||||
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
|
||||
Actor_Set_Goal_Number(kActorSebastian, 0);
|
||||
}
|
||||
|
||||
bool AIScriptSebastian::Update() {
|
||||
if (Actor_Query_Goal_Number(kActorSebastian) < 200
|
||||
&& Global_Variable_Query(kVariableChapter) == 3
|
||||
) {
|
||||
Actor_Set_Goal_Number(kActorSebastian, 200);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::TimerExpired(int timer) {
|
||||
//return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::CompletedMovementTrack() {
|
||||
//return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::ReceivedClue(int clueId, int fromActorId) {
|
||||
//return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::ClickedByPlayer() {
|
||||
if (Actor_Query_Goal_Number(kActorSebastian) == 205) {
|
||||
AI_Movement_Track_Pause(kActorSebastian);
|
||||
Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
|
||||
Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
|
||||
if (Actor_Clue_Query(kActorSebastian, kClueMcCoyIsABladeRunner)) {
|
||||
Actor_Says(kActorMcCoy, 6985, 16);
|
||||
Actor_Says(kActorSebastian, 610, 14);
|
||||
} else {
|
||||
dialogue();
|
||||
}
|
||||
|
||||
AI_Movement_Track_Unpause(kActorSebastian);
|
||||
return; //true;
|
||||
}
|
||||
return; //false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::EnteredSet(int setId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::OtherAgentEnteredThisSet(int otherActorId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::OtherAgentExitedThisSet(int otherActorId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
|
||||
if (otherActorId == kActorMcCoy
|
||||
&& combatMode
|
||||
) {
|
||||
#if BLADERUNNER_ORIGINAL_BUGS
|
||||
Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1);
|
||||
#else
|
||||
// This is a minor fix: Prevent increasing the value of kVariableGunPulledInFrontOfSebastian without restriction
|
||||
if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) < 2) {
|
||||
Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1);
|
||||
}
|
||||
#endif
|
||||
Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5);
|
||||
AI_Movement_Track_Pause(kActorSebastian);
|
||||
Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
|
||||
|
||||
if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) == 1) {
|
||||
Actor_Says(kActorSebastian, 680, 12);
|
||||
Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
|
||||
Actor_Says_With_Pause(kActorMcCoy, 7265, 0.0f, kAnimationModeCombatIdle);
|
||||
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
|
||||
Delay(500);
|
||||
Actor_Says(kActorSebastian, 690, 16);
|
||||
} else {
|
||||
Actor_Says(kActorSebastian, 700, 15);
|
||||
Actor_Says_With_Pause(kActorMcCoy, 7270, 0.0f, kAnimationModeCombatIdle);
|
||||
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
|
||||
}
|
||||
AI_Movement_Track_Unpause(kActorSebastian);
|
||||
|
||||
return; //true;
|
||||
}
|
||||
}
|
||||
|
||||
void AIScriptSebastian::ShotAtAndMissed() {
|
||||
// return false;
|
||||
}
|
||||
|
||||
bool AIScriptSebastian::ShotAtAndHit() {
|
||||
return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::Retired(int byActorId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
int AIScriptSebastian::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool AIScriptSebastian::GoalChanged(int currentGoalNumber, int newGoalNumber) {
|
||||
if (newGoalNumber == 200) {
|
||||
Actor_Put_In_Set(kActorSebastian, kSetBB05);
|
||||
Actor_Set_At_XYZ(kActorSebastian, -13.08f, -60.31f, 100.88f, 470);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AIScriptSebastian::UpdateAnimation(int *animation, int *frame) {
|
||||
switch (_animationState) {
|
||||
case 0:
|
||||
*animation = kModelAnimationSebastianIdle;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianIdle) - 1) {
|
||||
_animationFrame = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
*animation = kModelAnimationSebastianWalking;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWalking) - 1) {
|
||||
_animationFrame = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
*animation = kModelAnimationSebastianStepsBack;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianStepsBack) - 1) {
|
||||
Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle);
|
||||
*animation = kModelAnimationSebastianIdle;
|
||||
_animationFrame = 0;
|
||||
_animationState = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case 3:
|
||||
*animation = kModelAnimationSebastianTriesToRunHitsHeadAndFalls;
|
||||
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianTriesToRunHitsHeadAndFalls) - 1) {
|
||||
++_animationFrame;
|
||||
}
|
||||
break;
|
||||
|
||||
case 4:
|
||||
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
|
||||
Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle);
|
||||
*animation = kModelAnimationSebastianIdle;
|
||||
_animationState = 0;
|
||||
_animationFrame = 0;
|
||||
} else {
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodLeftTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 5:
|
||||
*animation = kModelAnimationSebastianCalmHeadNodRightTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodRightTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
_animationState = 4;
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
}
|
||||
break;
|
||||
|
||||
case 6:
|
||||
*animation = kModelAnimationSebastianSuggestTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianSuggestTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
_animationState = 4;
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
}
|
||||
break;
|
||||
|
||||
case 7:
|
||||
*animation = kModelAnimationSebastianWonderingTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWonderingTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
_animationState = 4;
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
}
|
||||
break;
|
||||
|
||||
case 8:
|
||||
*animation = kModelAnimationSebastianPointingToSelfTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianPointingToSelfTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
_animationState = 4;
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
}
|
||||
break;
|
||||
|
||||
case 9:
|
||||
*animation = kModelAnimationSebastianScratchEarTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianScratchEarTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
_animationState = 4;
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
}
|
||||
break;
|
||||
|
||||
case 10:
|
||||
*animation = kModelAnimationSebastianAnnoyedTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianAnnoyedTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
_animationState = 4;
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
}
|
||||
break;
|
||||
|
||||
case 11:
|
||||
*animation = kModelAnimationSebastianWaitTalk;
|
||||
++_animationFrame;
|
||||
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWaitTalk) - 1) {
|
||||
_animationFrame = 0;
|
||||
_animationState = 4;
|
||||
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
debugC(6, kDebugAnimation, "AIScriptSebastian::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
|
||||
break;
|
||||
}
|
||||
*frame = _animationFrame;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AIScriptSebastian::ChangeAnimationMode(int mode) {
|
||||
switch (mode) {
|
||||
case kAnimationModeIdle:
|
||||
if (_animationState > 11) {
|
||||
_animationState = 0;
|
||||
_animationFrame = 0;
|
||||
} else {
|
||||
_resumeIdleAfterFramesetCompletesFlag = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case kAnimationModeWalk:
|
||||
_animationState = 1;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
|
||||
case kAnimationModeTalk:
|
||||
_animationState = 4;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 12:
|
||||
_animationState = 5;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 13:
|
||||
_animationState = 6;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 14:
|
||||
_animationState = 7;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 15:
|
||||
_animationState = 8;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 16:
|
||||
_animationState = 9;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 17:
|
||||
_animationState = 10;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 18:
|
||||
_animationState = 11;
|
||||
_animationFrame = 0;
|
||||
_resumeIdleAfterFramesetCompletesFlag = false;
|
||||
break;
|
||||
|
||||
case 20:
|
||||
_animationState = 2;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
|
||||
case kAnimationModeDie:
|
||||
_animationState = 3;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
|
||||
default:
|
||||
debugC(6, kDebugAnimation, "AIScriptSebastian::ChangeAnimationMode(%d) - Target mode is not supported", mode);
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
||||
*animationState = _animationState;
|
||||
*animationFrame = _animationFrame;
|
||||
*animationStateNext = _animationStateNext;
|
||||
*animationNext = _animationNext;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
||||
_animationState = animationState;
|
||||
_animationFrame = animationFrame;
|
||||
_animationStateNext = animationStateNext;
|
||||
_animationNext = animationNext;
|
||||
}
|
||||
|
||||
bool AIScriptSebastian::ReachedMovementTrackWaypoint(int waypointId) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::FledCombat() {
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptSebastian::dialogue() {
|
||||
Dialogue_Menu_Clear_List();
|
||||
|
||||
if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) {
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(930, 5, 5, 5); // MORAJI AND CHEW
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(940, -1, 5, 6); // EISENDULLER
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(950, 5, 5, 5); // TYRELL
|
||||
}
|
||||
|
||||
if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage)) {
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(960, 3, -1, 5); // TWINS
|
||||
}
|
||||
|
||||
if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage)
|
||||
&& Actor_Clue_Query(kActorMcCoy, kClueEnvelope)
|
||||
) {
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(970, -1, 4, -1); // RUNCITER
|
||||
}
|
||||
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(980, -1, -1, 7); // ROBBERS
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(990, 7, 3, -1); // NEXUS-6
|
||||
|
||||
if (Dialogue_Menu_Query_List_Size()) {
|
||||
// This condition clause for non-empty dialogue menu options before adding the DONE option
|
||||
// only occurs in Sebastian's AI script.
|
||||
// Probably because, selecting "DONE" here, McCoy has nothing to say
|
||||
// so there's no point to add it as a "auto-selected" last option
|
||||
// if no other options exist in the list
|
||||
Dialogue_Menu_Add_DONE_To_List(1000); // DONE
|
||||
Dialogue_Menu_Appear(320, 240);
|
||||
int answer = Dialogue_Menu_Query_Input();
|
||||
Dialogue_Menu_Disappear();
|
||||
|
||||
switch (answer) {
|
||||
case 930: // MORAJI AND CHEW
|
||||
Actor_Says(kActorMcCoy, 7075, 13);
|
||||
Actor_Says(kActorSebastian, 290, 12);
|
||||
Actor_Says(kActorSebastian, 300, 13);
|
||||
break;
|
||||
|
||||
case 940: // EISENDULLER
|
||||
Actor_Says(kActorMcCoy, 7080, 15);
|
||||
Actor_Says(kActorSebastian, 310, 13);
|
||||
Actor_Says(kActorSebastian, 320, 16);
|
||||
Actor_Says(kActorSebastian, 340, 12);
|
||||
Actor_Says(kActorMcCoy, 7120, 14);
|
||||
Actor_Says(kActorSebastian, 350, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 7125, 13);
|
||||
Actor_Says(kActorSebastian, 360, 17);
|
||||
Actor_Says_With_Pause(kActorMcCoy, 7130, 1.0f, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 7135, 18);
|
||||
break;
|
||||
|
||||
case 950: // TYRELL
|
||||
Actor_Says(kActorMcCoy, 7085, 15);
|
||||
Actor_Says_With_Pause(kActorSebastian, 370, 0.30f, 13);
|
||||
Actor_Says_With_Pause(kActorSebastian, 380, 0.70f, 17);
|
||||
Actor_Says(kActorSebastian, 390, 14);
|
||||
if (Actor_Clue_Query(kActorMcCoy, kClueChessTable)) {
|
||||
Actor_Says(kActorMcCoy, 7140, kAnimationModeTalk);
|
||||
Actor_Says(kActorSebastian, 400, 12);
|
||||
Actor_Says(kActorMcCoy, 7145, 16);
|
||||
Actor_Says(kActorSebastian, 410, 13);
|
||||
Actor_Says(kActorMcCoy, 7150, 17);
|
||||
Actor_Says(kActorSebastian, 420, 13);
|
||||
Actor_Says(kActorSebastian, 430, 14);
|
||||
}
|
||||
break;
|
||||
|
||||
case 960: // TWINS
|
||||
Actor_Says(kActorMcCoy, 7090, 17);
|
||||
Actor_Says(kActorSebastian, 440, 14);
|
||||
Actor_Says(kActorSebastian, 450, 13);
|
||||
Actor_Says(kActorMcCoy, 7155, 13);
|
||||
Actor_Says(kActorSebastian, 460, 17);
|
||||
Actor_Says(kActorSebastian, 470, 12);
|
||||
Actor_Says(kActorSebastian, 480, 13);
|
||||
Actor_Says(kActorMcCoy, 7160, 18);
|
||||
Actor_Says(kActorSebastian, 490, 14);
|
||||
Actor_Says(kActorMcCoy, 7165, 14);
|
||||
setMcCoyIsABladeRunner();
|
||||
break;
|
||||
|
||||
case 970: // RUNCITER
|
||||
Actor_Says(kActorMcCoy, 7095, 13);
|
||||
Actor_Says(kActorSebastian, 500, 15);
|
||||
Actor_Says(kActorMcCoy, 7170, 17);
|
||||
Actor_Says(kActorSebastian, 510, 12);
|
||||
Actor_Says(kActorMcCoy, 7175, 18);
|
||||
Actor_Says(kActorSebastian, 520, 14);
|
||||
Actor_Says(kActorMcCoy, 7180, 12);
|
||||
Actor_Says(kActorSebastian, 530, 13);
|
||||
Actor_Says(kActorMcCoy, 7185, 12);
|
||||
setMcCoyIsABladeRunner();
|
||||
break;
|
||||
|
||||
case 980: // ROBBERS
|
||||
Actor_Says(kActorMcCoy, 7100, 12);
|
||||
Actor_Says(kActorSebastian, 540, 16);
|
||||
Actor_Says(kActorMcCoy, 7195, 18);
|
||||
Actor_Says(kActorSebastian, 720, 12);
|
||||
break;
|
||||
|
||||
case 990: // NEXUS-6
|
||||
Actor_Says(kActorMcCoy, 7105, 18);
|
||||
setMcCoyIsABladeRunner();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) {
|
||||
Actor_Says(kActorMcCoy, 7115, 13);
|
||||
Actor_Says(kActorSebastian, 280, 14);
|
||||
} else {
|
||||
Actor_Says(kActorMcCoy, 7110, 15);
|
||||
Actor_Says(kActorSebastian, 270, 16);
|
||||
}
|
||||
}
|
||||
|
||||
void AIScriptSebastian::setMcCoyIsABladeRunner() {
|
||||
Actor_Clue_Acquire(kActorSebastian, kClueMcCoyIsABladeRunner, true, kActorMcCoy);
|
||||
Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5);
|
||||
Actor_Says(kActorSebastian, 560, 15);
|
||||
Actor_Says(kActorMcCoy, 7200, 14);
|
||||
Actor_Says(kActorSebastian, 570, 16);
|
||||
Actor_Says(kActorMcCoy, 7205, 17);
|
||||
Actor_Says(kActorSebastian, 580, 13);
|
||||
Actor_Says_With_Pause(kActorMcCoy, 7210, 1.0f, 16);
|
||||
Actor_Says(kActorSebastian, 590, 12);
|
||||
Actor_Says(kActorMcCoy, 7215, 19);
|
||||
Actor_Says(kActorSebastian, 600, 14);
|
||||
Actor_Says(kActorMcCoy, 7220, 13);
|
||||
Actor_Says_With_Pause(kActorMcCoy, 7225, 0.80f, 14);
|
||||
Actor_Says(kActorSebastian, 610, 15);
|
||||
}
|
||||
|
||||
} // End of namespace BladeRunner
|
||||
Reference in New Issue
Block a user