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author | Peter Kohaut | 2018-02-19 22:04:44 +0100 |
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committer | Peter Kohaut | 2018-02-19 22:17:08 +0100 |
commit | 8704207550e6506886e55e6b23868b14ffd4d8ca (patch) | |
tree | e88978fc8b10b7171b0d9f765209fd42baf234d2 /engines/bladerunner/bladerunner.cpp | |
parent | db07aeb51d9ddcd1dca0a2b4c56c9cd5b8a4955f (diff) | |
download | scummvm-rg350-8704207550e6506886e55e6b23868b14ffd4d8ca.tar.gz scummvm-rg350-8704207550e6506886e55e6b23868b14ffd4d8ca.tar.bz2 scummvm-rg350-8704207550e6506886e55e6b23868b14ffd4d8ca.zip |
BLADERUNNER: McCoy script fixed
Some Coverity issues fixed
KIA script small fix to DNA evidences
Actor selection fixed (bounding box is correcly expanded)
Diffstat (limited to 'engines/bladerunner/bladerunner.cpp')
-rw-r--r-- | engines/bladerunner/bladerunner.cpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/engines/bladerunner/bladerunner.cpp b/engines/bladerunner/bladerunner.cpp index 2bb8e01aaa..7a24f8da06 100644 --- a/engines/bladerunner/bladerunner.cpp +++ b/engines/bladerunner/bladerunner.cpp @@ -839,6 +839,9 @@ void BladeRunnerEngine::gameTick() { _dialogueMenu->draw(_surfaceFront); } + // TODO: remove zbuffer draw + // _surfaceFront.copyRectToSurface(_zbuffer->getData(), 1280, 0, 0, 640, 480); + _mouse->tick(p.x, p.y); _mouse->draw(_surfaceFront, p.x, p.y); @@ -857,7 +860,7 @@ void BladeRunnerEngine::gameTick() { for (int i = 0; i < count; i++) { SceneObjects::SceneObject *sceneObject = &_sceneObjects->_sceneObjects[_sceneObjects->_sceneObjectsSortedByDistance[i]]; - BoundingBox *bbox = &sceneObject->boundingBox; + const BoundingBox *bbox = sceneObject->boundingBox; Vector3 a, b; bbox->getXYZ(&a.x, &a.y, &a.z, &b.x, &b.y, &b.z); Vector3 pos = _view->calculateScreenPosition(0.5 * (a + b)); @@ -1410,7 +1413,7 @@ void BladeRunnerEngine::handleMouseClickEmpty(int x, int y, Vector3 &scenePositi int actorId = Actor::findTargetUnderMouse(this, x, y); int itemId = _items->findTargetUnderMouse(x, y); - if (_combat->isActive() && buttonDown && actorId > 0 && itemId > 0) { + if (_combat->isActive() && buttonDown && (actorId > 0 || itemId > 0)) { _playerActor->stopWalking(false); if (actorId > 0) { _playerActor->faceActor(actorId, false); |