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author | Thanasis Antoniou | 2019-05-04 17:24:20 +0300 |
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committer | Thanasis Antoniou | 2019-05-04 17:25:34 +0300 |
commit | d666eb154a027b34302a34d090abbda2cf69ce58 (patch) | |
tree | 0db83225c2be71eed8bead048aa81e20367f0b9f /engines/bladerunner/debugger.cpp | |
parent | 7d2777e1d7f1abef54272ffb4287e26738a8a554 (diff) | |
download | scummvm-rg350-d666eb154a027b34302a34d090abbda2cf69ce58.tar.gz scummvm-rg350-d666eb154a027b34302a34d090abbda2cf69ce58.tar.bz2 scummvm-rg350-d666eb154a027b34302a34d090abbda2cf69ce58.zip |
BLADERUNNER: Fix rats re-spawn and UG09, UG13 bad paths
UG09 bad path allowed McCoy to teleport to the pipe top left. UG13, when elevator was up McCoy could walk in the empty chute
Diffstat (limited to 'engines/bladerunner/debugger.cpp')
-rw-r--r-- | engines/bladerunner/debugger.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/engines/bladerunner/debugger.cpp b/engines/bladerunner/debugger.cpp index 153d8fa306..3558659dce 100644 --- a/engines/bladerunner/debugger.cpp +++ b/engines/bladerunner/debugger.cpp @@ -1560,7 +1560,7 @@ bool Debugger::cmdList(int argc, const char **argv) { SceneObjects::SceneObject *sceneObject = &_vm->_sceneObjects->_sceneObjects[_vm->_sceneObjects->_sceneObjectsSortedByDistance[i]]; if (sceneObject->type == kSceneObjectTypeActor) { - debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s), Goal: %d, Pos(%02.2f,%02.2f,%02.2f)\n", + debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s), Goal: %d, Animation: %d:%d\n Pos(%02.2f,%02.2f,%02.2f)\n", sceneObject->id - kSceneObjectOffsetActors, _vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors), sceneObject->isClickable? "T" : "F", @@ -1569,6 +1569,8 @@ bool Debugger::cmdList(int argc, const char **argv) { sceneObject->isObstacle? "T" : "F", sceneObject->isMoving? "T" : "F", _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getGoal(), + _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getAnimationMode(), + _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getAnimationId(), _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getPosition().x, _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getPosition().y, _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getPosition().z); |