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| author | Thanasis Antoniou | 2019-06-26 15:21:55 +0300 | 
|---|---|---|
| committer | Thanasis Antoniou | 2019-06-26 15:21:55 +0300 | 
| commit | e60aac53b1d2d19a1f3a33a2581a514e8b571981 (patch) | |
| tree | c8d8ae63873f404d701aa70567909cc8c9ecff26 /engines/bladerunner/mouse.cpp | |
| parent | 2e1a84694b5293b36de77468acf075bb97a12578 (diff) | |
| download | scummvm-rg350-e60aac53b1d2d19a1f3a33a2581a514e8b571981.tar.gz scummvm-rg350-e60aac53b1d2d19a1f3a33a2581a514e8b571981.tar.bz2 scummvm-rg350-e60aac53b1d2d19a1f3a33a2581a514e8b571981.zip | |
BLADERUNNER: Fix waiting time for targets in Maze
Applies only for normal and hard mode. Easy mode keeps the original more relaxed behavior.
Diffstat (limited to 'engines/bladerunner/mouse.cpp')
| -rw-r--r-- | engines/bladerunner/mouse.cpp | 12 | 
1 files changed, 6 insertions, 6 deletions
| diff --git a/engines/bladerunner/mouse.cpp b/engines/bladerunner/mouse.cpp index fcaafe00bc..b519fbd1f0 100644 --- a/engines/bladerunner/mouse.cpp +++ b/engines/bladerunner/mouse.cpp @@ -169,19 +169,19 @@ void Mouse::getXY(int *x, int *y) const {  void Mouse::setMouseJitterUp() {  	switch (_vm->_settings->getDifficulty()) { -	case 0: +	case kGameDifficultyEasy:  		_randomCountdownX = 2;  		_randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3;  		_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 20;  		break; -	case 1: +	case kGameDifficultyMedium:  		_randomCountdownX = 3;  		_randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4;  		_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 25;  		break; -	case 2: +	case kGameDifficultyHard:  		_randomCountdownX = 4;  		_randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5;  		_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 30; @@ -191,19 +191,19 @@ void Mouse::setMouseJitterUp() {  void Mouse::setMouseJitterDown() {  	switch (_vm->_settings->getDifficulty()) { -	case 0: +	case kGameDifficultyEasy:  		_randomCountdownY = 2;  		_randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3;  		_randomY = _vm->_rnd.getRandomNumberRng(10, 20);  		break; -	case 1: +	case kGameDifficultyMedium:  		_randomCountdownY = 3;  		_randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4;  		_randomY = _vm->_rnd.getRandomNumberRng(15, 25);  		break; -	case 2: +	case kGameDifficultyHard:  		_randomCountdownY = 4;  		_randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5;  		_randomY = _vm->_rnd.getRandomNumberRng(20, 30); | 
