void ScummEngine_v0::switchActor(int slot) { resetSentence(); // actor switching only allowed during normal gamplay (not cutscene, ...) if (_currentMode != kModeNormal) return; VAR(VAR_EGO) = VAR(97 + slot); actorFollowCamera(VAR(VAR_EGO)); }
void ScummEngine_v0::o_endCutscene() { vm.cutSceneStackPointer = 0; VAR(VAR_OVERRIDE) = 0; vm.cutSceneScript[0] = 0; vm.cutScenePtr[0] = 0; setMode(vm.cutSceneData[0]); if (_currentMode == kModeKeypad) { startScene(vm.cutSceneData[2], 0, 0); // in contrast to the normal keypad behavior we unfreeze scripts here unfreezeScripts(); } else { unfreezeScripts(); actorFollowCamera(VAR(VAR_EGO)); // set mode again to have the freeze mode right setMode(vm.cutSceneData[0]); _redrawSentenceLine = true; } }