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engines/bladerunner/script/scene/ma08.cpp
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80
engines/bladerunner/script/scene/ma08.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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 SceneScriptMA08::InitializeScene() {
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Setup_Scene_Information(0, 0, 0, 0);
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Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 100, 1, 1);
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Ambient_Sounds_Add_Sound(kSfxSPIN2B, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN3A, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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}
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void SceneScriptMA08::SceneLoaded() {
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Obstacle_Object("(undefined)", true);
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Clickable_Object("(undefined)");
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}
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bool SceneScriptMA08::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptMA08::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptMA08::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptMA08::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptMA08::ClickedOnExit(int exitId) {
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return false;
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}
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bool SceneScriptMA08::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptMA08::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptMA08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptMA08::PlayerWalkedIn() {
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}
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void SceneScriptMA08::PlayerWalkedOut() {
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}
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void SceneScriptMA08::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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