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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/nr11.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/nr11.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/nr11.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/bladerunner/script/scene/nr11.cpp b/engines/bladerunner/script/scene/nr11.cpp index ff785ff835..ab7d899e9f 100644 --- a/engines/bladerunner/script/scene/nr11.cpp +++ b/engines/bladerunner/script/scene/nr11.cpp @@ -150,13 +150,13 @@ bool SceneScriptNR11::ClickedOn3DObject(const char *objectName, bool combatMode) Scene_Loop_Set_Default(kNR11LoopMainLoopFires); Scene_Loop_Start_Special(kSceneLoopModeOnce, kNR11LoopGunshots, true); } else if (Actor_Query_Goal_Number(kActorDektora) == kGoalDektoraNR11Hiding) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 24.0f, 0.33f, 0.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 24.0f, 0.33f, 0.0f, 0, true, false, false)) { Actor_Face_XYZ(kActorMcCoy, -180.0f, 0.0f, -170.0f, true); untargetEverything(); Actor_Set_Goal_Number(kActorSteele, kGoalSteeleNR11StopWaiting); if (Actor_Query_Friendliness_To_Other(kActorDektora, kActorMcCoy) < 30) { Actor_Set_At_XYZ(kActorDektora, 0.5f, 0.33f, -162.0f, 0); - Loop_Actor_Walk_To_XYZ(kActorDektora, -24.0f, 0.33f, -35.4f, 0, false, true, 0); + Loop_Actor_Walk_To_XYZ(kActorDektora, -24.0f, 0.33f, -35.4f, 0, false, true, false); Actor_Face_Actor(kActorMcCoy, kActorDektora, true); Actor_Change_Animation_Mode(kActorDektora, 71); Delay(500); @@ -171,7 +171,7 @@ bool SceneScriptNR11::ClickedOn3DObject(const char *objectName, bool combatMode) ) { Music_Play(kMusicLoveSong, 35, 0, 3, -1, 0, 0); } - 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(kActorDektora, kActorMcCoy, true); Actor_Face_Actor(kActorMcCoy, kActorDektora, true); Actor_Clue_Acquire(kActorMcCoy, kClueDektoraInterview4, true, kActorDektora); @@ -236,7 +236,7 @@ bool SceneScriptNR11::ClickedOnItem(int itemId, bool a2) { bool SceneScriptNR11::ClickedOnExit(int exitId) { if (exitId == 0) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 100.0f, 1.75f, -8.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 100.0f, 1.75f, -8.0f, 0, true, false, false)) { Game_Flag_Set(kFlagNR11toNR10); Set_Enter(kSetNR10, kSceneNR10); return true; |