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authorThanasis Antoniou2019-03-04 12:13:37 +0200
committerThanasis Antoniou2019-03-04 12:14:29 +0200
commitada69479186db2714cdb6e170328350e0a3c8176 (patch)
tree019e982c8a52311db96d43db4f78c77fe10da757 /engines/bladerunner/actor.cpp
parentb35c5cba3938e8aef21fb64c52a41654882d1398 (diff)
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BLADERUNNER: Fix Zuben not flinching when shot at
Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r--engines/bladerunner/actor.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index b884fe7453..34345c9f5f 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -59,9 +59,6 @@ Actor::Actor(BladeRunnerEngine *vm, int actorId) {
_friendlinessToOther.resize(_vm->_gameInfo->getActorCount());
- _mustReachWalkDestination = false;
- _damageAnimIfMoving = false;
-
setup(actorId);
}
@@ -86,6 +83,7 @@ void Actor::setup(int actorId) {
_fps = 15;
_frameMs = 1000 / _fps;
+ _mustReachWalkDestination = false; // Original's _inWalkLoop. Moved here from our constructor, since it's here in the original's init()
_isMoving = false;
_isTarget = false;
_inCombat = false;
@@ -117,6 +115,9 @@ void Actor::setup(int actorId) {
_currentHP = 50;
_maxHP = 50;
+
+ _damageAnimIfMoving = true; // Set to true (like in original). And moved here from our constructor, since it's here in the original's init().
+
_goalNumber = -1;
_movementTrackPaused = false;