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engines/m4/riddle/rooms/section2/room201.h
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122
engines/m4/riddle/rooms/section2/room201.h
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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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#ifndef M4_RIDDLE_ROOMS_SECTION2_ROOM201_H
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#define M4_RIDDLE_ROOMS_SECTION2_ROOM201_H
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#include "m4/riddle/rooms/section2/section2_room.h"
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namespace M4 {
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namespace Riddle {
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namespace Rooms {
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class Room201 : public Section2Room {
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private:
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bool _flag1 = false;
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bool _flag2 = false;
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bool _flag3 = false;
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int32 _travelDest = 0;
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int _val1 = 0;
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int32 _givenYuan = 0;
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const char *_itemDigi = nullptr;
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const char *_itemDigi2 = nullptr;
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const char *_itemDigi3 = nullptr;
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const char *_itemDigi4 = nullptr;
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const char *_itemDigi5 = nullptr;
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int _val4 = 0;
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int _meiMode = 0;
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int _meiShould = 0;
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int _val8 = 0;
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int _val9 = 0;
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int _agentShould = 0;
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int _ripleyShould = 0;
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int _nod = 0;
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int _guyWriting = 0;
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int _guyParcel = 0;
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int _guyPassForm = 0;
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int _guyBow = 0;
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int _guySeries1 = 0;
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int _series1 = -1;
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int _series2 = -2;
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int _series3 = -1;
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int _series4 = -1;
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int _series5 = -1;
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int _series6 = -2;
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int _series7 = -1;
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int _series8 = -1;
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machine *_mei0 = nullptr;
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machine *_mei1 = nullptr;
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machine *_mei2 = nullptr;
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machine *_ripley = nullptr;
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machine *_doc = nullptr;
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machine *_shadow3 = nullptr;
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machine *_agent = nullptr;
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int _meiHandHip = 0;
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int _meiTalker = 0;
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int _meiWalk = 0;
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int _meiHeadTurn = 0;
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int _meiTalkLoop = 0;
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int _ripHandChin = -1;
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int _ripTalk = -1;
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int _ripleyMode = 0;
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int _num2 = 0;
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int _agentMode = 0;
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int _trigger1 = -1;
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int _trigger2 = -1;
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int _trigger3 = -1;
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int _trigger4 = -1;
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int _trigger5 = -1;
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int _trigger6 = -1;
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int _trigger7 = -1;
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int _trigger8 = -1;
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int _trigger9 = -1;
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int _trigger10 = -1;
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int _trigger11 = -1;
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int _trigger12 = -1;
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int _items[12];
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int32 _itemFlags[12];
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int _totalItems = 0;
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int32 _hasKeyItems = 0;
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int _ctr1 = 0;
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int _ctr2 = 0;
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void setupMei();
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void conv201a();
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void animateRipley();
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void checkFlags();
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bool buildKeyItemsArray();
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public:
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Room201();
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~Room201() override {}
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void preload() override;
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void init() override;
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void daemon() override;
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void parser() override;
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};
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} // namespace Rooms
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} // namespace Riddle
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} // namespace M4
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#endif
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