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authorThanasis Antoniou2019-05-09 15:15:33 +0300
committerThanasis Antoniou2019-05-09 15:15:33 +0300
commit074baf9b26fcb4efac67b71bea7bf0f979bb7a8f (patch)
tree889b4c7ba178889ee8f58a4c898fb42005858f91 /engines/bladerunner/script/ai/dektora.cpp
parent6e84264735986f165b6fe1cf8793337efb1d7875 (diff)
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BLADERUNNER: Use booleans in walk functions
And a few more (not all yet) methods that had 1, 0 instead of true, false
Diffstat (limited to 'engines/bladerunner/script/ai/dektora.cpp')
-rw-r--r--engines/bladerunner/script/ai/dektora.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/bladerunner/script/ai/dektora.cpp b/engines/bladerunner/script/ai/dektora.cpp
index 94bdfe37e3..7764a975a6 100644
--- a/engines/bladerunner/script/ai/dektora.cpp
+++ b/engines/bladerunner/script/ai/dektora.cpp
@@ -90,7 +90,7 @@ bool AIScriptDektora::Update() {
if (comp_distance(kActorMcCoy, _x, _y, _z) > 12.0f) {
Actor_Query_XYZ(kActorMcCoy, &_x, &_y, &_z);
- Async_Actor_Walk_To_XYZ(kActorDektora, _x, _y, _z, 36, 0);
+ Async_Actor_Walk_To_XYZ(kActorDektora, _x, _y, _z, 36, false);
}
break;
@@ -309,7 +309,7 @@ void AIScriptDektora::Retired(int byActorId) {
Player_Loses_Control();
Delay(2000);
Player_Set_Combat_Mode(false);
- Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, -41.58f, 72.0f, 0, true, false, 0);
+ Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, -41.58f, 72.0f, 0, true, false, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagKP07toKP06);
@@ -489,7 +489,7 @@ bool AIScriptDektora::GoalChanged(int currentGoalNumber, int newGoalNumber) {
case kGoalDektoraNR11Burning:
Game_Flag_Set(kFlagNR11DektoraBurning);
Actor_Set_Targetable(kActorDektora, true);
- Loop_Actor_Walk_To_XYZ(kActorDektora, -135.0f, 0.33f, -267.0f, 0, false, false, 0);
+ Loop_Actor_Walk_To_XYZ(kActorDektora, -135.0f, 0.33f, -267.0f, 0, false, false, false);
Actor_Face_Actor(kActorMcCoy, kActorDektora, true);
if (Actor_Query_Goal_Number(kActorSteele) == kGoalSteeleNR11StopShooting) {
Actor_Face_Actor(kActorSteele, kActorDektora, true);