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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/scene/hf02.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/scene/hf02.cpp')
-rw-r--r--engines/bladerunner/script/scene/hf02.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/bladerunner/script/scene/hf02.cpp b/engines/bladerunner/script/scene/hf02.cpp
index f774399a5f..d96288ce38 100644
--- a/engines/bladerunner/script/scene/hf02.cpp
+++ b/engines/bladerunner/script/scene/hf02.cpp
@@ -86,7 +86,7 @@ bool SceneScriptHF02::ClickedOnItem(int itemId, bool a2) {
bool SceneScriptHF02::ClickedOnExit(int exitId) {
if (exitId == 0) {
- if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, true, false, 0)) {
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagHF02toHF01);
@@ -96,7 +96,7 @@ bool SceneScriptHF02::ClickedOnExit(int exitId) {
}
if (exitId == 1) {
- if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, true, false, 0)) {
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagHF02toHF03);
@@ -124,10 +124,10 @@ void SceneScriptHF02::PlayerWalkedIn() {
}
if (Game_Flag_Query(kFlagHF03toHF02)) {
- Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, false, false, 0);
+ Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, false, false, false);
Game_Flag_Reset(kFlagHF03toHF02);
} else if (Game_Flag_Query(kFlagHF01toHF02)) {
- Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, false, false, 0);
+ Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, false, false, false);
Game_Flag_Reset(kFlagHF01toHF02);
}