예제 #1
0
void ToolShoot::activate()
{
	// debemos crear una instancia del arma y de la munición que dispara

	ToolAnimData data;
	std::string name;
	Direction dir = player->getDir();

	// Ejecutamos la animación correspondiente en función de la dirección a la que mira el player
	switch(dir){
	case UP:
		name = "up";
		break;
	case DOWN:
		name = "down";
		break;
	case LEFT:
		name = "left";
		break;
	case UPLEFT:
		name = "left";
		break;
	case DOWNLEFT:
		name = "left";
		break;
	case RIGHT:
		name = "right";
		break;
	case UPRIGHT:
		name = "right";
		break;
	case DOWNRIGHT:
		name = "right";
		break;
	}

	data = animList.at(name);						// cogemos los datos de la animación
	playAnim(name);									// ejecutamos la animación
	player->playAnim(playeranim, data.animSpeed);	// Hacemos que el player ejecute la animación

	placeTool();	// Colocamos el arma en función de la animación actual

	// creamos la munición (en pruebas)
	ammo = new ToolAmmo(this->x, this->y, this->game, this->world);
	ammo->init(false, this->player, this->idTool, damage, damageType, ammoGfxpath, dir);
	game->getGameState()->add(ammo);
}
예제 #2
0
LLPreviewAnim::LLPreviewAnim(const std::string& name, const LLRect& rect, const std::string& title, const LLUUID& item_uuid, const S32& activate, const LLUUID& object_uuid )	:
	LLPreview( name, rect, title, item_uuid, object_uuid)
{
	LLUICtrlFactory::getInstance()->buildFloater(this,"floater_preview_animation.xml");

	childSetAction("Anim play btn",playAnim,this);
	childSetAction("Anim audition btn",auditionAnim,this);

	const LLInventoryItem* item = getItem();
	
	childSetCommitCallback("desc", LLPreview::onText, this);
	childSetText("desc", item->getDescription());
	childSetPrevalidate("desc", &LLLineEditor::prevalidatePrintableNotPipe);
	
	setTitle(title);

	if (!getHost())
	{
		LLRect curRect = getRect();
		translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop);
	}

	// preload the animation
	if(item)
	{
		gAgent.getAvatarObject()->createMotion(item->getAssetUUID());
	}
	
	switch ( activate ) 
	{
		case 1:
		{
			playAnim( (void *) this );
			break;
		}
		case 2:
		{
			auditionAnim( (void *) this );
			break;
		}
		default:
		{
		//do nothing
		}
	}
}
예제 #3
0
파일: Level8.cpp 프로젝트: Ratel13/arkaflow
void Level8::restart(){
	BaseLevel::restart();

	ring = Ring::create();
	ring->setPosition(E::originX, E::originY + 96);
	ring->setScale(0.2);
	ring->initBody();
	this->addChild(ring);

	auto t = Target::create();
	t->setPosition(E::originX + DESIGNED_WIDTH / 2  - 128, E::originY + 400);
	t->initBody();
	this->addChild(t);
	t->playAnim(0);
	
#define MOVE_BY_X 64
	auto b1 = Brick::create(256, 24);
	b1->setPosition(E::originX, E::originY + 320);
	b1->initBody();
	this->addChild(b1);
	auto b12 = Brick::create(256, 16, E::P.C800);
	b12->setPosition(E::originX, E::originY + 320 - 16);
	b12->initBody();
	b12->runAction(RepeatForever::create(Sequence::create(MoveBy::create(1.0f, Vec2(MOVE_BY_X, 0)), MoveBy::create(1.0f, Vec2(-MOVE_BY_X, 0)), nullptr)));
	b12->runAction(RepeatForever::create(Sequence::create(TintTo::create(1.0f, C3B(E::P.C400)), TintTo::create(1.0f, C3B(E::P.C800)), nullptr)));
	this->addChild(b12);

	auto diamond1 = Diamond::create();
	diamond1->setScale(0.8f);
	diamond1->setRotation(-30);
	diamond1->setPosition(E::originX - 128, E::originY + 256 + 64);
	diamond1->initBody();
	this->addChild(diamond1);

	auto diamond2 = Diamond::create();
	diamond2->setScale(0.8f);
	diamond2->setRotation(30);
	diamond2->setPosition(E::originX + DESIGNED_WIDTH + 128, E::originY + 256 + 64);
	diamond2->initBody();
	this->addChild(diamond2);


}
예제 #4
0
void LLPreviewAnim::activate(e_activation_type type)
{
	switch ( type ) 
	{
		case PLAY:
		{
			playAnim( (void *) this );
			break;
		}
		case AUDITION:
		{
			auditionAnim( (void *) this );
			break;
		}
		default:
		{
		//do nothing
		}
	}
}
예제 #5
0
void Character::updateIdle() {
	debugC(5, kDebugCharacter, "updateIdle()");

	// only flux and drew
	if (_id > 1)
		return;

	if (_vm->state()->_mouseHidden)
		_nextIdleTime = _vm->getOldMilli() + (300 + _vm->randRange(0, 600)) * _vm->getTickLength();

	if (_vm->getOldMilli() > _nextIdleTime) {
		if (((_flags & 1) == 0) || ((_flags & 2) != 0)) {
			if (!_vm->state()->_inCloseUp && !_vm->state()->_inCutaway && _animSpecialId == -1) {
				if (!_vm->state()->_mouseHidden) {
					_nextIdleTime = _vm->getOldMilli() + (300 + _vm->randRange(0, 600)) * _vm->getTickLength();
					playAnim(getRandomIdleAnim(), 0, 0x40);
					_flags |= 0x4;
				}
			}
		}
	}
}
예제 #6
0
void EnemyTool::activate()
{
	// Si no estamos ya activados
	if(!active){

		collidable = true;
		EnemyToolAnimData data;
		std::string name;
		distTravelled = 0;

		// nos activamos y preparamos el timer para desactivarnos
		active = true;
		setTimer(1, atkCoolDown);
		// seteamos la direccion
		dir = enemy->dir;

		// Ejecutamos la animación correspondiente en función de la dirección a la que mira el player
		switch(dir){
		case UP:
			name = "up";
			break;
		case DOWN:
			name = "down";
			break;
		case LEFT:
			name = "left";
			break;
		case RIGHT:
			name = "right";
			break;
		}

		enabled = true;
		setVisible(true);
		playAnim(name);									// ejecutamos la animación

		placeTool();	// Colocamos el arma en función de la animación actual
	}
}
예제 #7
0
파일: omap.cpp 프로젝트: r043v/dstar
void map::draw(void)
{   internalSaveBlitLimit();

    if(out) setBlitLimit(out->start,out->end,out->x,out->x+out->width);
    else fullBlitLimit();

    clDeep *screen = out->start;
    clDeep *scr ;

    u32 cptx,cpty,blitPosx,blitPosy ;

    u32 tile;

    // left clipped colon (from up to down)
    blitPosx = (out->x) - currentDecx;
    blitPosy = (out->y) - currentDecy;

    for(cpty=0; cpty<tiledrawy; cpty++) // show first colon in clipped
    {   tile = array[firstTileBlitx+sizeInTilex*(firstTileBlity+cpty)];
        if(tile)
        {   if(!Animate[tile])	drawGfm(tileset[tile],blitPosx,blitPosy);
            else				playAnim(&Animate[tile],blitPosx,blitPosy);

        }
        blitPosy += tileSizey;
    };

    // right clipped colon
    blitPosx = out->x + out->width - pixelessx;
    blitPosy = out->y - currentDecy;

    for(cpty=0; cpty<tiledrawy; cpty++)
    {   tile = array[firstTileBlitx+tiledrawx-1+sizeInTilex*(firstTileBlity+cpty)];
        if(tile)
        {   if(!Animate[tile])	drawGfm(tileset[tile],blitPosx,blitPosy);
            else				playAnim(&Animate[tile],blitPosx,blitPosy);

        }
        blitPosy += tileSizey;
    };


    // up clipped line
    blitPosx = (out->x) - currentDecx + tileSizex;
    blitPosy = (out->y) - currentDecy;

    for(cptx=1; cptx<uncutDrawx+morex; cptx++) // show first colon in clipped
    {
        tile = array[firstTileBlitx+cptx+sizeInTilex*firstTileBlity];
        if(tile)
        {   if(!Animate[tile])	drawGfm(tileset[tile],blitPosx,blitPosy);
            else				playAnim(&Animate[tile],blitPosx,blitPosy);

        }
        blitPosx += tileSizex;
    };



    // down clipped line
    blitPosx = (out->x) - currentDecx + tileSizex;
    blitPosy = (out->y) + out->height - pixelessy;

    for(cptx=1; cptx<uncutDrawx+morex; cptx++)
    {
        tile = array[firstTileBlitx+cptx+sizeInTilex*(firstTileBlity+tiledrawy - 1)];
        if(tile)
        {   if(!Animate[tile])	drawGfm(tileset[tile],blitPosx,blitPosy);
            else				playAnim(&Animate[tile],blitPosx,blitPosy);

        }
        blitPosx += tileSizex;
    };

    // show map center, unclipped
    screen -= currentDecy*WIDTH;
    screen -= currentDecx;

    for(cpty=1; cpty<uncutDrawy+morey; cpty++)
    {   screen += WIDTH<<yTileDec;
        scr = screen;
        u32 tileOff = firstTileBlitx+1;
        for(cptx=1; cptx<uncutDrawx+morex; cptx++)
        {   scr += tileSizex;
            tile = array[firstTileBlitx+cptx+sizeInTilex*(firstTileBlity+cpty)];
            if(tile)
            {   if(!Animate[tile])	udrawGfm(tileset[tile],scr);
                else				playAnim(&Animate[tile],scr);
            }
            tileOff++;
        };
    };

    internalLoadBlitLimit();
}
예제 #8
0
void Level13::restart(){
	BaseLevel::restart();

	#define MOVE_BY_X 192

	auto r1 = Ring::create();
	r1->setPosition(E::originX, E::originY + 128);
	r1->setScale(0.2);
	r1->initBody();
	this->addChild(r1);
	r1->runAction(RepeatForever::create(Sequence::create(MoveBy::create(0.5f, Vec2(MOVE_BY_X, 0)), DelayTime::create(1.0f), MoveBy::create(0.5f, Vec2(-MOVE_BY_X, 0)), nullptr)));

	auto r2 = Ring::create();
	r2->setPosition(E::originX + DESIGNED_WIDTH, E::originY + 128);
	r2->setScale(0.2);
	r2->initBody();
	this->addChild(r2);
	r2->runAction(RepeatForever::create(Sequence::create(MoveBy::create(0.5f, Vec2(-MOVE_BY_X, 0)), DelayTime::create(1.0f),MoveBy::create(0.5f, Vec2(MOVE_BY_X, 0)), nullptr)));


	auto t1 = Target::create();
	t1->setPosition(E::originX + DESIGNED_WIDTH / 2, E::originY + 400);
	t1->initBody();
	t1->playAnim(1);
	this->addChild(t1);
	t1->initProtector();

	/*
	auto b_l = Brick::create(E::originX + 96, 32);
	b_l->setPosition(0, E::originY + 32);
	b_l->setRotation(30);
	b_l->initBody();
	this->addChild(b_l);

	auto b_r = Brick::create(E::originX + 96, 32);
	b_r->setPosition(E::originX + DESIGNED_WIDTH - 96, E::originY + 32);
	b_r->setRotation(-30);
	b_r->initBody();
	this->addChild(b_r);
	*/

	ring1 = Ring::create();
	ring1->setPosition(E::originX + DESIGNED_WIDTH / 2 - 80, E::originY + 400);
	ring1->setScale(0.1);
	ring1->initBody();
	this->addChild(ring1);

	ring2 = Ring::create();
	ring2->setPosition(E::originX + DESIGNED_WIDTH / 2 + 80, E::originY + 400);
	ring2->setScale(0.1);
	ring2->initBody();
	this->addChild(ring2);

	auto diamond1 = Diamond::create();
	diamond1->setScale(0.9f);
	diamond1->setRotation(30);
	diamond1->setPosition(E::originX - 128, E::originY + 256 + 64);
	diamond1->initBody();
	this->addChild(diamond1);

	auto diamond2 = Diamond::create();
	diamond2->setScale(0.9f);
	diamond2->setRotation(-30);
	diamond2->setPosition(E::originX + DESIGNED_WIDTH + 128, E::originY + 256 + 64);
	diamond2->initBody();
	this->addChild(diamond2);

	angle = 0;

}
예제 #9
0
//////////////////////////////////////////////////////////////////////////
// high level scripting interface
//////////////////////////////////////////////////////////////////////////
bool AdObject::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {

	//////////////////////////////////////////////////////////////////////////
	// PlayAnim / PlayAnimAsync
	//////////////////////////////////////////////////////////////////////////
	if (strcmp(name, "PlayAnim") == 0 || strcmp(name, "PlayAnimAsync") == 0) {
		stack->correctParams(1);
		if (DID_FAIL(playAnim(stack->pop()->getString()))) {
			stack->pushBool(false);
		} else {
			if (strcmp(name, "PlayAnimAsync") != 0) {
				script->waitFor(this);
			}
			stack->pushBool(true);
		}
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// Reset
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "Reset") == 0) {
		stack->correctParams(0);
		reset();
		stack->pushNULL();
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// IsTalking
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "IsTalking") == 0) {
		stack->correctParams(0);
		stack->pushBool(_state == STATE_TALKING);
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// StopTalk / StopTalking
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "StopTalk") == 0 || strcmp(name, "StopTalking") == 0) {
		stack->correctParams(0);
		if (_sentence) {
			_sentence->finish();
		}
		if (_state == STATE_TALKING) {
			_state = _nextState;
			_nextState = STATE_READY;
			stack->pushBool(true);
		} else {
			stack->pushBool(false);
		}
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// ForceTalkAnim
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "ForceTalkAnim") == 0) {
		stack->correctParams(1);
		const char *animName = stack->pop()->getString();
		delete[] _forcedTalkAnimName;
		_forcedTalkAnimName = new char[strlen(animName) + 1];
		strcpy(_forcedTalkAnimName, animName);
		_forcedTalkAnimUsed = false;
		stack->pushBool(true);
		return STATUS_OK;
	}


	//////////////////////////////////////////////////////////////////////////
	// Talk / TalkAsync
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "Talk") == 0 || strcmp(name, "TalkAsync") == 0) {
		stack->correctParams(5);

		const char *text    = stack->pop()->getString();
		ScValue *soundVal = stack->pop();
		int duration  = stack->pop()->getInt();
		ScValue *valStances = stack->pop();

		const char *stances = valStances->isNULL() ? nullptr : valStances->getString();

		int align = 0;
		ScValue *val = stack->pop();
		if (val->isNULL()) {
			align = TAL_CENTER;
		} else {
			align = val->getInt();
		}

		align = MIN(MAX(0, align), NUM_TEXT_ALIGN - 1);

		const char *sound = soundVal->isNULL() ? nullptr : soundVal->getString();

		talk(text, sound, duration, stances, (TTextAlign)align);
		if (strcmp(name, "TalkAsync") != 0) {
			script->waitForExclusive(this);
		}

		stack->pushNULL();
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// StickToRegion
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "StickToRegion") == 0) {
		stack->correctParams(1);

		AdLayer *main = ((AdGame *)_gameRef)->_scene->_mainLayer;
		bool regFound = false;

		uint32 i;
		ScValue *val = stack->pop();
		if (val->isNULL() || !main) {
			_stickRegion = nullptr;
			regFound = true;
		} else if (val->isString()) {
			const char *regionName = val->getString();
			for (i = 0; i < main->_nodes.size(); i++) {
				if (main->_nodes[i]->_type == OBJECT_REGION && main->_nodes[i]->_region->getName() && scumm_stricmp(main->_nodes[i]->_region->getName(), regionName) == 0) {
					_stickRegion = main->_nodes[i]->_region;
					regFound = true;
					break;
				}
			}
		} else if (val->isNative()) {
			BaseScriptable *obj = val->getNative();

			for (i = 0; i < main->_nodes.size(); i++) {
				if (main->_nodes[i]->_type == OBJECT_REGION && main->_nodes[i]->_region == obj) {
					_stickRegion = main->_nodes[i]->_region;
					regFound = true;
					break;
				}
			}

		}

		if (!regFound) {
			_stickRegion = nullptr;
		}
		stack->pushBool(regFound);
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// SetFont
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "SetFont") == 0) {
		stack->correctParams(1);
		ScValue *val = stack->pop();

		if (val->isNULL()) {
			setFont(nullptr);
		} else {
			setFont(val->getString());
		}

		stack->pushNULL();
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// GetFont
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "GetFont") == 0) {
		stack->correctParams(0);
		if (_font && _font->getFilename()) {
			stack->pushString(_font->getFilename());
		} else {
			stack->pushNULL();
		}
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// TakeItem
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "TakeItem") == 0) {
		stack->correctParams(2);

		if (!_inventory) {
			_inventory = new AdInventory(_gameRef);
			((AdGame *)_gameRef)->registerInventory(_inventory);
		}

		ScValue *val = stack->pop();
		if (!val->isNULL()) {
			const char *itemName = val->getString();
			val = stack->pop();
			const char *insertAfter = val->isNULL() ? nullptr : val->getString();
			if (DID_FAIL(_inventory->insertItem(itemName, insertAfter))) {
				script->runtimeError("Cannot add item '%s' to inventory", itemName);
			} else {
				// hide associated entities
				((AdGame *)_gameRef)->_scene->handleItemAssociations(itemName, false);
			}

		} else {
			script->runtimeError("TakeItem: item name expected");
		}

		stack->pushNULL();
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// DropItem
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "DropItem") == 0) {
		stack->correctParams(1);

		if (!_inventory) {
			_inventory = new AdInventory(_gameRef);
			((AdGame *)_gameRef)->registerInventory(_inventory);
		}

		ScValue *val = stack->pop();
		if (!val->isNULL()) {
			if (DID_FAIL(_inventory->removeItem(val->getString()))) {
				script->runtimeError("Cannot remove item '%s' from inventory", val->getString());
			} else {
				// show associated entities
				((AdGame *)_gameRef)->_scene->handleItemAssociations(val->getString(), true);
			}
		} else {
			script->runtimeError("DropItem: item name expected");
		}

		stack->pushNULL();
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// GetItem
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "GetItem") == 0) {
		stack->correctParams(1);

		if (!_inventory) {
			_inventory = new AdInventory(_gameRef);
			((AdGame *)_gameRef)->registerInventory(_inventory);
		}

		ScValue *val = stack->pop();
		if (val->_type == VAL_STRING) {
			AdItem *item = ((AdGame *)_gameRef)->getItemByName(val->getString());
			if (item) {
				stack->pushNative(item, true);
			} else {
				stack->pushNULL();
			}
		} else if (val->isNULL() || val->getInt() < 0 || val->getInt() >= (int32)_inventory->_takenItems.size()) {
			stack->pushNULL();
		} else {
			stack->pushNative(_inventory->_takenItems[val->getInt()], true);
		}

		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// HasItem
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "HasItem") == 0) {
		stack->correctParams(1);

		if (!_inventory) {
			_inventory = new AdInventory(_gameRef);
			((AdGame *)_gameRef)->registerInventory(_inventory);
		}

		ScValue *val = stack->pop();
		if (!val->isNULL()) {
			for (uint32 i = 0; i < _inventory->_takenItems.size(); i++) {
				if (val->getNative() == _inventory->_takenItems[i]) {
					stack->pushBool(true);
					return STATUS_OK;
				} else if (scumm_stricmp(val->getString(), _inventory->_takenItems[i]->getName()) == 0) {
					stack->pushBool(true);
					return STATUS_OK;
				}
			}
		} else {
			script->runtimeError("HasItem: item name expected");
		}

		stack->pushBool(false);
		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// CreateParticleEmitter
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "CreateParticleEmitter") == 0) {
		stack->correctParams(3);
		bool followParent = stack->pop()->getBool();
		int offsetX = stack->pop()->getInt();
		int offsetY = stack->pop()->getInt();

		PartEmitter *emitter = createParticleEmitter(followParent, offsetX, offsetY);
		if (emitter) {
			stack->pushNative(_partEmitter, true);
		} else {
			stack->pushNULL();
		}

		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// DeleteParticleEmitter
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "DeleteParticleEmitter") == 0) {
		stack->correctParams(0);
		if (_partEmitter) {
			_gameRef->unregisterObject(_partEmitter);
			_partEmitter = nullptr;
		}
		stack->pushNULL();

		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// AddAttachment
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "AddAttachment") == 0) {
		stack->correctParams(4);
		const char *filename = stack->pop()->getString();
		bool preDisplay = stack->pop()->getBool(true);
		int offsetX = stack->pop()->getInt();
		int offsetY = stack->pop()->getInt();

		bool res;
		AdEntity *ent = new AdEntity(_gameRef);
		if (DID_FAIL(res = ent->loadFile(filename))) {
			delete ent;
			ent = nullptr;
			script->runtimeError("AddAttachment() failed loading entity '%s'", filename);
			stack->pushBool(false);
		} else {
			_gameRef->registerObject(ent);

			ent->_posX = offsetX;
			ent->_posY = offsetY;
			ent->_active = true;

			if (preDisplay) {
				_attachmentsPre.add(ent);
			} else {
				_attachmentsPost.add(ent);
			}

			stack->pushBool(true);
		}

		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// RemoveAttachment
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "RemoveAttachment") == 0) {
		stack->correctParams(1);
		ScValue *val = stack->pop();
		bool found = false;
		if (val->isNative()) {
			BaseScriptable *obj = val->getNative();
			for (uint32 i = 0; i < _attachmentsPre.size(); i++) {
				if (_attachmentsPre[i] == obj) {
					found = true;
					_gameRef->unregisterObject(_attachmentsPre[i]);
					_attachmentsPre.remove_at(i);
					i--;
				}
			}
			for (uint32 i = 0; i < _attachmentsPost.size(); i++) {
				if (_attachmentsPost[i] == obj) {
					found = true;
					_gameRef->unregisterObject(_attachmentsPost[i]);
					_attachmentsPost.remove_at(i);
					i--;
				}
			}
		} else {
			const char *attachmentName = val->getString();
			for (uint32 i = 0; i < _attachmentsPre.size(); i++) {
				if (_attachmentsPre[i]->getName() && scumm_stricmp(_attachmentsPre[i]->getName(), attachmentName) == 0) {
					found = true;
					_gameRef->unregisterObject(_attachmentsPre[i]);
					_attachmentsPre.remove_at(i);
					i--;
				}
			}
			for (uint32 i = 0; i < _attachmentsPost.size(); i++) {
				if (_attachmentsPost[i]->getName() && scumm_stricmp(_attachmentsPost[i]->getName(), attachmentName) == 0) {
					found = true;
					_gameRef->unregisterObject(_attachmentsPost[i]);
					_attachmentsPost.remove_at(i);
					i--;
				}
			}
		}
		stack->pushBool(found);

		return STATUS_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// GetAttachment
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(name, "GetAttachment") == 0) {
		stack->correctParams(1);
		ScValue *val = stack->pop();

		AdObject *ret = nullptr;
		if (val->isInt()) {
			int index = val->getInt();
			int currIndex = 0;
			for (uint32 i = 0; i < _attachmentsPre.size(); i++) {
				if (currIndex == index) {
					ret = _attachmentsPre[i];
				}
				currIndex++;
			}
			for (uint32 i = 0; i < _attachmentsPost.size(); i++) {
				if (currIndex == index) {
					ret = _attachmentsPost[i];
				}
				currIndex++;
			}
		} else {
			const char *attachmentName = val->getString();
			for (uint32 i = 0; i < _attachmentsPre.size(); i++) {
				if (_attachmentsPre[i]->getName() && scumm_stricmp(_attachmentsPre[i]->getName(), attachmentName) == 0) {
					ret = _attachmentsPre[i];
					break;
				}
			}
			if (!ret) {
				for (uint32 i = 0; i < _attachmentsPost.size(); i++) {
					if (_attachmentsPost[i]->getName() && scumm_stricmp(_attachmentsPost[i]->getName(), attachmentName) == 0) {
						ret = _attachmentsPre[i];
						break;
					}
				}
			}
		}

		if (ret != nullptr) {
			stack->pushNative(ret, true);
		} else {
			stack->pushNULL();
		}

		return STATUS_OK;
	} else {
		return BaseObject::scCallMethod(script, stack, thisStack, name);
	}
}