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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/ct09.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/ct09.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ct09.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/engines/bladerunner/script/scene/ct09.cpp b/engines/bladerunner/script/scene/ct09.cpp index d8f3e669bc..3d4593d8e0 100644 --- a/engines/bladerunner/script/scene/ct09.cpp +++ b/engines/bladerunner/script/scene/ct09.cpp @@ -57,7 +57,7 @@ bool SceneScriptCT09::MouseClick(int x, int y) { bool SceneScriptCT09::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("BELL", objectName)) { if (Actor_Query_Which_Set_In(kActorLeon) != kSetCT09) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 229.0f, 348.52f, 851.0f, 36, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 229.0f, 348.52f, 851.0f, 36, true, false, false)) { Actor_Face_Object(kActorMcCoy, "BELL", true); Sound_Play(kSfxDESKBELL, 100, 0, 0, 50); if (!Actor_Query_Goal_Number(kActorDeskClerk)) { @@ -75,7 +75,7 @@ bool SceneScriptCT09::ClickedOnActor(int actorId) { if (Actor_Query_Goal_Number(kActorDeskClerk) == kGoalDeskClerkDefault && Actor_Query_Which_Set_In(kActorLeon) != kSetCT09 ) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 270.0f, 348.52f, 846.0f, 12, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 270.0f, 348.52f, 846.0f, 12, true, false, false)) { Player_Loses_Control(); Actor_Face_Actor(kActorMcCoy, kActorDeskClerk, true); if (Global_Variable_Query(kVariableChapter) < 3) { // it is impossible to get here before chapter 3 @@ -111,8 +111,8 @@ bool SceneScriptCT09::ClickedOnItem(int itemId, bool a2) { bool SceneScriptCT09::ClickedOnExit(int exitId) { if (exitId == 0) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.0f, 348.52f, 599.0f, 0, true, false, 0)) { - Loop_Actor_Walk_To_XYZ(kActorMcCoy, 235.0f, 348.52f, 599.0f, 0, false, false, 0); + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.0f, 348.52f, 599.0f, 0, true, false, false)) { + Loop_Actor_Walk_To_XYZ(kActorMcCoy, 235.0f, 348.52f, 599.0f, 0, false, false, false); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT09toCT08); @@ -122,7 +122,7 @@ bool SceneScriptCT09::ClickedOnExit(int exitId) { } if (exitId == 1) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 107.0f, 348.52f, 927.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 107.0f, 348.52f, 927.0f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT09toCT11); @@ -132,7 +132,7 @@ bool SceneScriptCT09::ClickedOnExit(int exitId) { } if (exitId == 2) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 159.0f, 349.0f, 570.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 159.0f, 349.0f, 570.0f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT09toCT10); @@ -179,14 +179,14 @@ void SceneScriptCT09::PlayerWalkedIn() { if (leonScene) { Async_Actor_Walk_To_XYZ(kActorMcCoy, 206.0f, 348.52f, 599.0f, 0, false); } else { - Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.0f, 348.52f, 599.0f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.0f, 348.52f, 599.0f, 0, false, false, false); } Game_Flag_Reset(kFlagCT08toCT09); } else { if (leonScene) { Async_Actor_Walk_To_XYZ(kActorMcCoy, 124.0f, 348.52f, 886.0f, 0, false); } else { - Loop_Actor_Walk_To_XYZ(kActorMcCoy, 124.0f, 348.52f, 886.0f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, 124.0f, 348.52f, 886.0f, 0, false, false, false); } Game_Flag_Reset(kFlagCT11toCT09); } |