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authorThanasis Antoniou2019-05-20 13:12:06 +0300
committerThanasis Antoniou2019-05-20 13:12:06 +0300
commit203d82a1a0382684884da0d6c285444605153802 (patch)
tree5a4ee088d425c0515201c6a7bdc583961f59e5eb /engines/bladerunner/actor_combat.cpp
parent5b2e6f6dfb1dba88dccc06e0e5269cd0df509569 (diff)
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BLADERUNNER: Officers and combat bugfixes part 1
The debug messages and comments will all be removed after this series of fixes
Diffstat (limited to 'engines/bladerunner/actor_combat.cpp')
-rw-r--r--engines/bladerunner/actor_combat.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/bladerunner/actor_combat.cpp b/engines/bladerunner/actor_combat.cpp
index 400e3e704e..869ccdfd86 100644
--- a/engines/bladerunner/actor_combat.cpp
+++ b/engines/bladerunner/actor_combat.cpp
@@ -686,7 +686,7 @@ bool ActorCombat::findClosestPositionToEnemy(Vector3 &output) const {
Vector3 test = _enemyPosition + offsets[i];
float dist = distance(_actorPosition, test);
if ( min == -1.0f || dist < min) {
- if (!_vm->_sceneObjects->existsOnXZ(_actorId, test.x, test.z, true, true) && _vm->_scene->_set->findWalkbox(test.x, test.z) >= 0) {
+ if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, true) && _vm->_scene->_set->findWalkbox(test.x, test.z) >= 0) {
output = test;
min = dist;
}