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author | Thanasis Antoniou | 2019-05-09 15:15:33 +0300 |
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committer | Thanasis Antoniou | 2019-05-09 15:15:33 +0300 |
commit | 074baf9b26fcb4efac67b71bea7bf0f979bb7a8f (patch) | |
tree | 889b4c7ba178889ee8f58a4c898fb42005858f91 /engines/bladerunner/script/scene/ct08.cpp | |
parent | 6e84264735986f165b6fe1cf8793337efb1d7875 (diff) | |
download | scummvm-rg350-074baf9b26fcb4efac67b71bea7bf0f979bb7a8f.tar.gz scummvm-rg350-074baf9b26fcb4efac67b71bea7bf0f979bb7a8f.tar.bz2 scummvm-rg350-074baf9b26fcb4efac67b71bea7bf0f979bb7a8f.zip |
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/scene/ct08.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ct08.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/bladerunner/script/scene/ct08.cpp b/engines/bladerunner/script/scene/ct08.cpp index 2e41b64322..b0ecc3ebc7 100644 --- a/engines/bladerunner/script/scene/ct08.cpp +++ b/engines/bladerunner/script/scene/ct08.cpp @@ -127,7 +127,7 @@ bool SceneScriptCT08::ClickedOnItem(int itemId, bool a2) { bool SceneScriptCT08::ClickedOnExit(int exitId) { if (exitId == 0) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -183.0f, 0.0f, 128.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -183.0f, 0.0f, 128.0f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT08toCT09); @@ -137,8 +137,8 @@ bool SceneScriptCT08::ClickedOnExit(int exitId) { } if (exitId == 1) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -11.0f, 0.0f, -156.0f, 0, true, false, 0)) { - Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, 0.0f, -102.0f, 0, false, false, 0); + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -11.0f, 0.0f, -156.0f, 0, true, false, false)) { + Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, 0.0f, -102.0f, 0, false, false, false); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT08toCT51); @@ -148,7 +148,7 @@ bool SceneScriptCT08::ClickedOnExit(int exitId) { } if (exitId == 2) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -143.0f, 0.0f, -92.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -143.0f, 0.0f, -92.0f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT08toCT06); @@ -161,7 +161,7 @@ bool SceneScriptCT08::ClickedOnExit(int exitId) { bool SceneScriptCT08::ClickedOn2DRegion(int region) { if (region == 0) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -108.0f, 0.0f, -178.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -108.0f, 0.0f, -178.0f, 0, true, false, false)) { Actor_Face_Heading(kActorMcCoy, 512, false); Game_Flag_Reset(kFlagMcCoyTiedDown); Player_Set_Combat_Mode_Access(true); @@ -196,7 +196,7 @@ void SceneScriptCT08::PlayerWalkedIn() { } else if (Game_Flag_Query(kFlagCT06toCT08)) { Game_Flag_Reset(kFlagCT06toCT08); } else { - Loop_Actor_Walk_To_XYZ(kActorMcCoy, -156.0f, 0.0f, 128.0f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -156.0f, 0.0f, 128.0f, 0, false, false, false); Game_Flag_Reset(kFlagCT09toCT08); } } |