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author | Peter Kohaut | 2018-03-06 00:07:42 +0100 |
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committer | Peter Kohaut | 2018-03-06 00:29:20 +0100 |
commit | e232f13f5dd7c9119d0355cb93ff1cc2c705d16e (patch) | |
tree | ccf3189fd328d8535eb44218da6fc30b26475611 /engines/bladerunner/script/ai/_template.cpp | |
parent | 225cad379f2af109c84220ddb998035551ee29b2 (diff) | |
download | scummvm-rg350-e232f13f5dd7c9119d0355cb93ff1cc2c705d16e.tar.gz scummvm-rg350-e232f13f5dd7c9119d0355cb93ff1cc2c705d16e.tar.bz2 scummvm-rg350-e232f13f5dd7c9119d0355cb93ff1cc2c705d16e.zip |
BLADERUNNER: Added Zuben actor
Fixed animation position update
Added goal & anim commands to console
Diffstat (limited to 'engines/bladerunner/script/ai/_template.cpp')
-rw-r--r-- | engines/bladerunner/script/ai/_template.cpp | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/engines/bladerunner/script/ai/_template.cpp b/engines/bladerunner/script/ai/_template.cpp index af7c685a72..cff8e62050 100644 --- a/engines/bladerunner/script/ai/_template.cpp +++ b/engines/bladerunner/script/ai/_template.cpp @@ -24,90 +24,90 @@ namespace BladeRunner { -AIScriptGenericWalkerA::AIScriptGenericWalkerA(BladeRunnerEngine *vm) : AIScriptBase(vm) { +AIScriptTemplate::AIScriptTemplate(BladeRunnerEngine *vm) : AIScriptBase(vm) { } -void AIScriptGenericWalkerA::Initialize() { - _animationStateNext = 0; - _animationNext = 0; +void AIScriptTemplate::Initialize() { _animationFrame = 0; _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; } -bool AIScriptGenericWalkerA::Update() { +bool AIScriptTemplate::Update() { return false; } -void AIScriptGenericWalkerA::TimerExpired(int timer) { +void AIScriptTemplate::TimerExpired(int timer) { } -void AIScriptGenericWalkerA::CompletedMovementTrack() { +void AIScriptTemplate::CompletedMovementTrack() { } -void AIScriptGenericWalkerA::ReceivedClue(int clueId, int fromActorId) { +void AIScriptTemplate::ReceivedClue(int clueId, int fromActorId) { } -void AIScriptGenericWalkerA::ClickedByPlayer() { +void AIScriptTemplate::ClickedByPlayer() { } -void AIScriptGenericWalkerA::EnteredScene(int sceneId) { +void AIScriptTemplate::EnteredScene(int sceneId) { } -void AIScriptGenericWalkerA::OtherAgentEnteredThisScene(int otherActorId) { +void AIScriptTemplate::OtherAgentEnteredThisScene(int otherActorId) { } -void AIScriptGenericWalkerA::OtherAgentExitedThisScene(int otherActorId) { +void AIScriptTemplate::OtherAgentExitedThisScene(int otherActorId) { } -void AIScriptGenericWalkerA::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { +void AIScriptTemplate::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { } -void AIScriptGenericWalkerA::ShotAtAndMissed() { +void AIScriptTemplate::ShotAtAndMissed() { } -bool AIScriptGenericWalkerA::ShotAtAndHit() { +bool AIScriptTemplate::ShotAtAndHit() { return false; } -void AIScriptGenericWalkerA::Retired(int byActorId) { +void AIScriptTemplate::Retired(int byActorId) { } -int AIScriptGenericWalkerA::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { +int AIScriptTemplate::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } -bool AIScriptGenericWalkerA::GoalChanged(int currentGoalNumber, int newGoalNumber) { +bool AIScriptTemplate::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; } -bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) { +bool AIScriptTemplate::UpdateAnimation(int *animation, int *frame) { *animation = 0; *frame = _animationFrame; return true; } -bool AIScriptGenericWalkerA::ChangeAnimationMode(int mode) { +bool AIScriptTemplate::ChangeAnimationMode(int mode) { return true; } -void AIScriptGenericWalkerA::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { +void AIScriptTemplate::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } -void AIScriptGenericWalkerA::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { +void AIScriptTemplate::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } -bool AIScriptGenericWalkerA::ReachedMovementTrackWaypoint(int waypointId) { +bool AIScriptTemplate::ReachedMovementTrackWaypoint(int waypointId) { return true; } -void AIScriptGenericWalkerA::FledCombat() {} +void AIScriptTemplate::FledCombat() {} } // End of namespace BladeRunner |