diff --git a/resources/scripts/events/tosort/UnendingJourney.lua b/resources/scripts/events/tosort/UnendingJourney.lua index ee90943..f7fe018 100644 --- a/resources/scripts/events/tosort/UnendingJourney.lua +++ b/resources/scripts/events/tosort/UnendingJourney.lua @@ -1,5 +1,8 @@ -- Cutscene flags, TODO: move these to Global.lua, or maybe a new file named Cutscene.lua or something along those lines, to store all of them -SET_BASE = 0xF8400EFB -- Pulled from Sapphire, perhaps the default flags the server sends for most cutscenes? +--[[ Captured from retail, this allows smooth fading in and out on both sides of the cutscene, and it would be a good idea +to see what flags are set that make it different than SET_BASE, but for now this makes the Unending Journey as accurate +as it possibly can be on our end. ]] +UEJ_REPLAY_FLAGS = 0xf8c82efb SCENE_SHOW_MENU = 00000 SCENE_PLAY_CUTSCENE = 00001 @@ -14,10 +17,8 @@ function onReturn(scene, results, player) if scene == SCENE_SHOW_MENU and decision ~= NO_SCENE then -- TODO: we need to switch the player into viewingcutscene online status (on the Rust side?) - player:play_scene(player.id, EVENT_ID, SCENE_PLAY_CUTSCENE, SET_BASE, results) + player:play_scene(player.id, EVENT_ID, SCENE_PLAY_CUTSCENE, UEJ_REPLAY_FLAGS, results) elseif scene == SCENE_PLAY_CUTSCENE then - --[[ TODO: How can we make it fade back in smoothly after the cutscene finishes? - Could it be related to ActorControl(ViewingCutscene)? ]] player:play_scene(player.id, EVENT_ID, SCENE_SHOW_MENU, 8192, {1}) else player:finish_event(EVENT_ID)