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author | Peter Kohaut | 2018-12-24 13:29:12 +0100 |
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committer | Peter Kohaut | 2018-12-24 13:51:28 +0100 |
commit | 3f712604a78370d520c9653eccc61eaa7c6ff6f5 (patch) | |
tree | 2adb7849a30b0aee78cd95ebdd5710bf7f581d8b /engines/bladerunner/item.h | |
parent | 81288f2cac5773274ba09469552f48b5d3ca696f (diff) | |
download | scummvm-rg350-3f712604a78370d520c9653eccc61eaa7c6ff6f5.tar.gz scummvm-rg350-3f712604a78370d520c9653eccc61eaa7c6ff6f5.tar.bz2 scummvm-rg350-3f712604a78370d520c9653eccc61eaa7c6ff6f5.zip |
BLADERUNNER: Fixed item rotation
Item's angle was not update after chaning "facing".
Police maze targets are now rotated correct way.
Added debug logging for the police maze tracts.
Diffstat (limited to 'engines/bladerunner/item.h')
-rw-r--r-- | engines/bladerunner/item.h | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/engines/bladerunner/item.h b/engines/bladerunner/item.h index a6420d1857..74bddc54fb 100644 --- a/engines/bladerunner/item.h +++ b/engines/bladerunner/item.h @@ -69,18 +69,22 @@ public: const BoundingBox &getBoundingBox() { return _boundingBox; } const Common::Rect &getScreenRectangle() { return _screenRectangle; } + int getFacing() const { return _facing; } - void setFacing(int facing) { _facing = facing; } + void setFacing(int facing); + bool isTarget() const { return _isTarget; } void setIsTarget(bool val) { _isTarget = val; } - bool isTarget() const; bool isSpinning() const { return _isSpinning; } + void spinInWorld(); + bool isVisible() const { return _isVisible; } void setVisible(bool val) { _isVisible = val; } - bool isPoliceMazeEnemy() const; + + bool isPoliceMazeEnemy() const { return _isPoliceMazeEnemy; } void setPoliceMazeEnemy(bool val) { _isPoliceMazeEnemy = val; } - void spinInWorld(); + bool tick(Common::Rect *screenRect, bool special); void setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag); |