示例#1
0
void SceneScriptPS10::InitializeScene() {
	Police_Maze_Set_Pause_State(true);
	if (Game_Flag_Query(15)) {
		float x = World_Waypoint_Query_X(4);
		float y = World_Waypoint_Query_Y(4);
		float z = World_Waypoint_Query_Z(4);
		Setup_Scene_Information(x, y, z, 280);
	} else {
		Setup_Scene_Information(-87.08f, -9.23f, 941.9f, 0);
	}
	Scene_Exit_Add_2D_Exit(1, 0, 0, 20, 479, 3);
	Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
	Ambient_Sounds_Add_Looping_Sound(387, 50, 1, 1);
	Ambient_Sounds_Add_Looping_Sound(54, 50, 1, 1);
	Ambient_Sounds_Add_Sound( 1,  10,  50, 16, 25, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(389,  5,  50, 16, 25, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(390,  6,  50, 16, 25, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(443,  2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(444,  2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(445,  2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(446,  2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(303,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(304,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(305,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(306,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(307,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(308,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
}
示例#2
0
void SceneScriptPS10::PlayerWalkedIn() {
	if (Game_Flag_Query(15)) {
		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -352.09f, -9.23f, 267.95f, 0, false, true, 0);
		Police_Maze_Set_Pause_State(false);
		Game_Flag_Reset(15);
		//return true;
		return;
	} else {
		Player_Set_Combat_Mode(true);
		Loop_Actor_Walk_To_Waypoint(kActorMcCoy, 5, 0, false, true);
		Actor_Says(kActorAnsweringMachine, 280, kAnimationModeTalk);
		Actor_Says(kActorAnsweringMachine, 290, kAnimationModeTalk);
		Actor_Says(kActorAnsweringMachine, 300, kAnimationModeTalk);
		Police_Maze_Set_Pause_State(false);
		//return true;
		return;
	}
}
示例#3
0
void SceneScriptPS10::InitializeScene() {
	Police_Maze_Set_Pause_State(true);

	if (Game_Flag_Query(kFlagPS11toPS10)) {
		float x = World_Waypoint_Query_X(4);
		float y = World_Waypoint_Query_Y(4);
		float z = World_Waypoint_Query_Z(4);
		Setup_Scene_Information(x, y, z, 280);
	} else {
		Setup_Scene_Information(-87.08f, -9.23f, 941.9f, 0);
	}

	Scene_Exit_Add_2D_Exit(1, 0, 0, 20, 479, 3);

	Ambient_Sounds_Remove_All_Non_Looping_Sounds(false);
	Ambient_Sounds_Add_Looping_Sound(kSfxESPLOOP2, 50, 1, 1);
	Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1,  50, 1, 1);
	Ambient_Sounds_Add_Sound(kSfxSTEAM1,  10,  50, 16, 25, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSTEAMY1,  5,  50, 16, 25, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSTEAMY2,  6,  50, 16, 25, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCARY4,   2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCARY5,   2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCARY6,   2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxSCARY7,   2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxBBGRN1,   5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxBBGRN2,   5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxBBGRN3,   5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxBBMOVE1,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxBBMOVE2,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
	Ambient_Sounds_Add_Sound(kSfxBBMOVE3,  5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
#if BLADERUNNER_ORIGINAL_BUGS
#else
	// Moved here from PS15
	Sound_Play(kSfxLABBUZZ1, 90, 0, 0, 50);
#endif // BLADERUNNER_ORIGINAL_BUGS
}