Пример #1
0
bool SceneScriptPS10::ClickedOnItem(int itemId, bool combatMode) {
	if (Player_Query_Combat_Mode()) {
		switch (itemId) {
		case kItemPS10Target4:
			Sound_Play(kSfxFEMHURT2, 50, 0, 0, 50);
			break;
		case kItemPS10Target5:              // fall through
		case kItemPS10Target7:
			Sound_Play(kSfxMALEHURT, 50, 0, 0, 50);
			break;
		default:
			Sound_Play(kSfxSPINNY1,  12, 0, 0, 50);
			break;
		}

#if BLADERUNNER_ORIGINAL_BUGS
		Item_Spin_In_World(itemId);
#endif // BLADERUNNER_ORIGINAL_BUGS
		switch (itemId) {
		case kItemPS10Target1:              // fall through // treated the same as kItemPS10Target2 (In the original code they are the same target in different tracks)
		case kItemPS10Target2:
#if BLADERUNNER_ORIGINAL_BUGS
#else
			if (Item_Query_Visible(kItemPS10Target1)) { // without this check, target2 seems to get the spinning while the visible target1 stays put
				Item_Spin_In_World(kItemPS10Target1);
			} else {
				Item_Spin_In_World(kItemPS10Target2);
			}
#endif // BLADERUNNER_ORIGINAL_BUGS
			Item_Flag_As_Non_Target(kItemPS10Target1);
			Item_Flag_As_Non_Target(kItemPS10Target2);
			break;
		case kItemPS10Target3:              // fall through
		case kItemPS10Target4:              // fall through
		case kItemPS10Target5:              // fall through
		case kItemPS10Target6:              // fall through
		case kItemPS10Target7:              // fall through
		case kItemPS10Target8:              // fall through
		case kItemPS10Target9:              // fall through
		default:
#if BLADERUNNER_ORIGINAL_BUGS
#else
			Item_Spin_In_World(itemId);
#endif // BLADERUNNER_ORIGINAL_BUGS
			Item_Flag_As_Non_Target(itemId);
			break;
		}
		return true;
	}

	return false;
}
Пример #2
0
bool SceneScriptPS10::ClickedOnItem(int itemId, bool a2) {
	if (Player_Query_Combat_Mode()) {
		switch (itemId) {
		case kItemPoliceMazeTarget4:
			Sound_Play(4, 50, 0, 0, 50);
			break;
		case kItemPoliceMazeTarget5:
			Sound_Play(555, 50, 0, 0, 50);
			break;
		case kItemPoliceMazeTarget7:
			Sound_Play(555, 50, 0, 0, 50);
			break;
		default:
			Sound_Play(2, 12, 0, 0, 50);
			break;
		}
		Item_Spin_In_World(itemId);
		if (itemId == kItemPoliceMazeTarget1) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget1);
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget2);
		}
		if (itemId == kItemPoliceMazeTarget2) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget1);
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget2);
		}
		if (itemId == kItemPoliceMazeTarget3) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget3);
		}
		if (itemId == kItemPoliceMazeTarget4) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget4);
		}
		if (itemId == kItemPoliceMazeTarget5) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget5);
		}
		if (itemId == kItemPoliceMazeTarget6) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget6);
		}
		if (itemId == kItemPoliceMazeTarget7) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget7);
		}
		if (itemId == kItemPoliceMazeTarget8) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget8);
		}
		if (itemId == kItemPoliceMazeTarget9) {
			Item_Flag_As_Non_Target(kItemPoliceMazeTarget9);
		} else {
			Item_Flag_As_Non_Target(itemId);
		}
		return true;
	}

	return false;
}