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;
}