private int fnPlaySequence(SwordObject cpt, int id, int sequenceId, int d, int e, int f, int z, int x) { // A cutscene usually (always?) means the room will change. In the // meantime, we don't want any looping sound effects still playing. _sound.QuitScreen(); var player = new MoviePlayer(_vm, _textMan, _resMan); _screen.ClearScreen(); player.Load(sequenceId); player.Play(); return(SCRIPT_CONT); }
private int fnPlaySequence(SwordObject cpt, int id, int sequenceId, int d, int e, int f, int z, int x) { // A cutscene usually (always?) means the room will change. In the // meantime, we don't want any looping sound effects still playing. _sound.QuitScreen(); var player = new MoviePlayer(_vm,_textMan,_resMan); _screen.ClearScreen(); player.Load(sequenceId); player.Play(); return SCRIPT_CONT; }