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author | Peter Kohaut | 2019-02-01 00:01:22 +0100 |
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committer | Peter Kohaut | 2019-02-02 00:50:16 +0100 |
commit | cd43b7a11a327327635d458571fc8b1ad05ffc76 (patch) | |
tree | 440d51391a67b7c52e085e01b1355d82261add1a /engines/bladerunner/actor_walk.h | |
parent | 688db9394c1ba43c7d48d52ebba5b7b467f8186c (diff) | |
download | scummvm-rg350-cd43b7a11a327327635d458571fc8b1ad05ffc76.tar.gz scummvm-rg350-cd43b7a11a327327635d458571fc8b1ad05ffc76.tar.bz2 scummvm-rg350-cd43b7a11a327327635d458571fc8b1ad05ffc76.zip |
BLADERUNNER: Cleanup of walking code
Fixed missing "must reach" in a actorwalk::tick
Diffstat (limited to 'engines/bladerunner/actor_walk.h')
-rw-r--r-- | engines/bladerunner/actor_walk.h | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/bladerunner/actor_walk.h b/engines/bladerunner/actor_walk.h index 45298e2794..c0cdd937c0 100644 --- a/engines/bladerunner/actor_walk.h +++ b/engines/bladerunner/actor_walk.h @@ -49,15 +49,15 @@ public: ActorWalk(BladeRunnerEngine *vm); ~ActorWalk(); - bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived); + bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool mustReach, bool *arrived); void getCurrentPosition(int actorId, Vector3 *pos, int *facing) const; bool tick(int actorId, float stepDistance, bool flag); bool isWalking() const { return _walking; } bool isRunning() const { return _running; } - bool isXYZEmpty(float x, float y, float z, int actorId) const; - bool findNearestEmptyPosition(int actorId, const Vector3 &from, int distance, Vector3 &out) const; + bool isXYZOccupied(float x, float y, float z, int actorId) const; + bool findEmptyPositionAround(int actorId, const Vector3 &from, int distance, Vector3 &out) const; void stop(int actorId, bool immediately, int combatAnimationMode, int animationMode); void run(int actorId); @@ -68,7 +68,7 @@ public: private: int nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 &next) const; - bool findNearestEmptyPositionToOriginalDestination(int actorId, Vector3 &out) const; + bool findEmptyPositionAroundToOriginalDestination(int actorId, Vector3 &out) const; bool addNearActors(int skipActorId); |