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This commit is contained in:
485
engines/tsage/blue_force/blueforce_scenes1.h
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485
engines/tsage/blue_force/blueforce_scenes1.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 TSAGE_BLUEFORCE_SCENES1_H
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#define TSAGE_BLUEFORCE_SCENES1_H
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#include "common/scummsys.h"
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#include "tsage/blue_force/blueforce_logic.h"
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#include "tsage/blue_force/blueforce_speakers.h"
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#include "tsage/converse.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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namespace TsAGE {
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namespace BlueForce {
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using namespace TsAGE;
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class Scene100: public SceneExt {
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/* Support classes */
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class Text: public SceneText {
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public:
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Common::String getClassName() override { return "BF100Text"; }
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void dispatch() override;
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};
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/* Actions */
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class Action1: public ActionExt {
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private:
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void setTextStrings(const Common::String &msg1, const Common::String &msg2, Action *action);
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public:
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Text _sceneText1;
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SceneText _sceneText2;
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int _textHeight;
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Common::String getClassName() override { return "BF100Action1"; }
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void synchronize(Serializer &s) override {
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ActionExt::synchronize(s);
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s.syncAsSint16LE(_textHeight);
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}
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void signal() override;
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};
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class Action2: public ActionExt {
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public:
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void signal() override;
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};
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public:
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SequenceManager _sequenceManager;
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Action1 _action1;
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Action2 _action2;
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ScenePalette _scenePalette;
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NamedObject _object1, _object2, _object3, _object4, _object5;
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int _index;
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Scene100();
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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};
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class Scene109: public PalettedScene {
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/* Actions */
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class Action1: public Action {
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public:
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void signal() override;
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};
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class Action2: public Action {
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public:
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void signal() override;
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};
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class Action3: public Action {
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public:
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void signal() override;
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};
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public:
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SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
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SequenceManager _sequenceManager4, _sequenceManager5, _sequenceManager6;
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SequenceManager _sequenceManager7, _sequenceManager8;
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SceneObject _object1, _object2, _protaginist2, _protaginist1, _cop1;
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SceneObject _drunk, _cop2, _bartender, _beerSign, _animationInset;
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IntroSceneText _text;
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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public:
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Scene109();
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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};
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class Scene110: public SceneExt {
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/* Actions */
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class Action1: public Action {
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public:
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void signal() override;
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};
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class Action2: public Action {
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public:
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void signal() override;
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};
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class Action3: public Action {
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public:
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void signal() override;
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void dispatch() override;
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};
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class Action4: public Action {
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public:
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void signal() override;
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void dispatch() override;
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};
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class Action5: public Action {
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public:
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void signal() override;
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};
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public:
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NamedObject _object1, _object2, _object3, _object4, _object5, _object6, _object7, _object8, _object9, _object10;
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ASound _sound;
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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Action4 _action4;
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Action5 _action5;
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public:
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void postInit(SceneObjectList *OwnerList = NULL) override;
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};
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class Scene114: public SceneExt {
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/* Objects */
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class Vechile: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Door: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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public:
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SequenceManager _sequenceManager1;
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Vechile _vechile;
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Door _door;
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NamedObject _lyle;
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NamedHotspot _item1;
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public:
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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};
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class Scene115: public SceneExt {
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/* Objects */
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class Kate: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Tony: public NamedObject {
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public:
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int _talkToTonyCtr2;
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bool startAction(CursorType action, Event &event) override;
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};
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class Object3: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Object4: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Custom class */
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class EventHandler1: public EventHandler {
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public:
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Common::String getClassName() override { return "Scene115_EventHandler1"; }
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void dispatch() override;
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};
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/* Items */
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class Jukebox: public NamedHotspot {
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SequenceManager _sequenceManager6;
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public:
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int _jokeboxPlayingCtr;
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Jukebox();
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bool startAction(CursorType action, Event &event) override;
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void signal() override;
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void synchronize(Serializer &s) override;
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};
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class Item10: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Item14: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Actions */
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class Action1: public Action {
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public:
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void signal() override;
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};
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class Action2: public Action {
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public:
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void signal() override;
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};
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class Action3: public Action {
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public:
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void signal() override;
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};
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class Action4: public Action {
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public:
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void signal() override;
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};
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class Action5: public Action {
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public:
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void signal() override;
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};
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class Action6: public Action {
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public:
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void signal() override;
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};
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class Action7: public Action {
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public:
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void signal() override;
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};
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class Action8: public Action {
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public:
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void signal() override;
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};
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class Action9: public Action {
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public:
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void signal() override;
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};
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SequenceManager _sequenceManager1;
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SequenceManager _sequenceManager2;
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SequenceManager _sequenceManager3;
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SequenceManager _sequenceManager4;
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SequenceManager _sequenceManager5;
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Kate _kate;
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Tony _tony;
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Object3 _object3;
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Object4 _object4;
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SceneObject _object5, _object6, _neonSign, _object8, _object9;
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SceneObject _object10, _object11, _object12, _object13;
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Jukebox _itemJukebox;
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EventHandler1 _eventHandler1;
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NamedHotspot _item2, _item3, _item4, _item5, _item6, _item7, _item8, _item9;
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Item10 _item10;
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NamedHotspot _item11, _item12, _item13;
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Item14 _item14;
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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Action4 _action4;
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Action5 _action5;
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Action6 _action6;
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Action7 _action7;
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Action8 _action8;
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Action9 _action9;
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SpeakerGameText _gameTextSpeaker;
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SpeakerKate _kateSpeaker;
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SpeakerTony _tonySpeaker;
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SpeakerJakeJacket _jakeJacketSpeaker;
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SpeakerJakeUniform _jakeUniformSpeaker;
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SpeakerLyleHat _lyleHatSpeaker;
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ASound _sound1;
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int _lineNumModifier;
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int _jukeboxPlaying;
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int _talkToTonyCtr;
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public:
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Scene115();
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void synchronize(Serializer &s) override;
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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void process(Event &event) override;
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};
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class Scene125: public SceneExt {
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class Action1: public Action {
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public:
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void signal() override;
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};
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class Action2: public Action {
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public:
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void signal() override;
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void dispatch() override;
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};
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class Action3: public Action {
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public:
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void signal() override;
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void dispatch() override;
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};
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class Action4: public Action {
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public:
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void signal() override;
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void dispatch() override;
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};
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class Action5: public Action {
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public:
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void signal() override;
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};
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class Action6: public Action {
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public:
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void signal() override;
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void dispatch() override;
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};
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public:
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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Action4 _action4;
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Action5 _action5;
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Action6 _action6;
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NamedObject _object1, _object2, _object3, _object4, _object5;
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NamedObject _object6, _object7, _object8, _object9;
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ASoundExt _soundExt1;
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ASoundExt _soundExt2;
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void postInit(SceneObjectList *OwnerList) override;
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};
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class Scene140: public SceneExt {
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class Action1: public Action {
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public:
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void signal() override;
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};
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public:
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Action1 _action1;
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ASoundExt _soundExt1;
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NamedObject _object1;
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NamedObject _object2;
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IntroSceneText _text;
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void postInit(SceneObjectList *OwnerList) override;
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};
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class Scene150: public SceneExt {
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class Action1: public Action {
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NamedObject _object2;
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ASound _sound1;
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public:
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void signal() override;
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};
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public:
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NamedObject _object1;
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Action1 _action1;
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void postInit(SceneObjectList *OwnerList) override;
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};
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class Scene160: public SceneExt {
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class Action1: public Action {
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public:
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void signal() override;
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};
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class Action2: public Action {
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public:
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void signal() override;
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void process(Event &event) override;
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};
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class Action3: public ActionExt {
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public:
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void signal() override;
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};
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public:
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NamedObject _flag, _kid, _kidBody, _leftOfficer, _grandma, _rightOfficer;
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ASound _sound1;
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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IntroSceneText _text;
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void postInit(SceneObjectList *OwnerList) override;
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};
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class Scene180: public SceneExt {
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/* Objects */
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class Vechile: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Items */
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class GarageExit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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public:
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SequenceManager _sequenceManager;
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SpeakerGameText _gameTextSpeaker;
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NamedObject _object1;
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Vechile _vechile;
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NamedHotspot _driveway, _garage, _frontDoor, _house, _street;
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NamedHotspot _lawn, _bushes, _palms, _fence, _steps;
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NamedHotspot _curb, _sky;
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GarageExit _garageExit;
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ASoundExt _sound1;
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SceneMessage _sceneMessage;
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int _dispatchMode;
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Scene180();
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void synchronize(Serializer &s) override;
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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void process(Event &event) override;
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void dispatch() override;
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};
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class Scene190: public SceneExt {
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/* Objects */
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class LyleCar: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Items */
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class Item1: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Item2: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Exit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Actions */
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class Action1: public Action {
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public:
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void signal() override;
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};
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public:
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SequenceManager _sequenceManager;
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FollowerObject _object1;
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NamedObject _door, _flag;
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LyleCar _lyleCar;
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Item1 _item1;
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Item2 _item2;
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NamedHotspot _item3, _item4, _item5, _item6;
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NamedHotspot _item7, _item8, _item9, _item10;
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Exit _exit;
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Action1 _action1;
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ASoundExt _sound;
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SpeakerGameText _speaker;
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bool _fieldB52;
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Scene190();
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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void process(Event &event) override;
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void dispatch() override;
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void synchronize(Serializer &s) override;
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};
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} // End of namespace BlueForce
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||||
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} // End of namespace TsAGE
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||||
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||||
#endif
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Reference in New Issue
Block a user