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Update the Unending Journey's cutscene replay scene flags one more time (#108)

-This is what retail sends, and it has smooth fade ins and outs on upon start and end of cutscenes.
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thedax 2025-07-05 21:42:06 -04:00 committed by GitHub
parent c00b398dbb
commit 0cf359e8c9
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@ -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)