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author | Thanasis Antoniou | 2019-03-18 17:04:03 +0200 |
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committer | Thanasis Antoniou | 2019-03-18 17:07:10 +0200 |
commit | 717705f7c947285773b12d055b4014a79453551c (patch) | |
tree | 6800a88cd82f6a8a401dd760e883f35fedca9691 /engines/bladerunner/item.cpp | |
parent | f73584f0e5b43f24db4b66cdd07acc7f5c9f617b (diff) | |
download | scummvm-rg350-717705f7c947285773b12d055b4014a79453551c.tar.gz scummvm-rg350-717705f7c947285773b12d055b4014a79453551c.tar.bz2 scummvm-rg350-717705f7c947285773b12d055b4014a79453551c.zip |
BLADERUNNER: Fixes and cleanup for Police Maze A
Only fixes for rooms PS10, PS11. A few cases may need revising.
There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
Diffstat (limited to 'engines/bladerunner/item.cpp')
-rw-r--r-- | engines/bladerunner/item.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/bladerunner/item.cpp b/engines/bladerunner/item.cpp index d9d8345ec2..0508dbca95 100644 --- a/engines/bladerunner/item.cpp +++ b/engines/bladerunner/item.cpp @@ -52,7 +52,7 @@ Item::Item(BladeRunnerEngine *vm) { _isSpinning = false; _facingChange = 0; _isVisible = true; - _isPoliceMazeEnemy = true; + _isPoliceMazeEnemy = false; _screenRectangle.bottom = -1; _screenRectangle.right = -1; _screenRectangle.top = -1; |