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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/ps03.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/ps03.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ps03.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/bladerunner/script/scene/ps03.cpp b/engines/bladerunner/script/scene/ps03.cpp index 158b6211c9..d4769023d5 100644 --- a/engines/bladerunner/script/scene/ps03.cpp +++ b/engines/bladerunner/script/scene/ps03.cpp @@ -41,7 +41,7 @@ void SceneScriptPS03::InitializeScene() { if (Global_Variable_Query(kVariableChapter) > 1) { Scene_Exit_Add_2D_Exit(2, 358, 245, 411, 288, 0); } - Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); + Ambient_Sounds_Remove_All_Non_Looping_Sounds(false); Ambient_Sounds_Add_Looping_Sound(kSfxPSAMB6, 35, 0, 1); Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0); @@ -76,7 +76,7 @@ bool SceneScriptPS03::ClickedOnItem(int itemId, bool a2) { bool SceneScriptPS03::ClickedOnExit(int exitId) { if (exitId == 0) { #if BLADERUNNER_ORIGINAL_BUGS - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, true, false, false)) { Game_Flag_Set(kFlagPS03toPS04); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); @@ -84,7 +84,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) { } #else // Make McCoy move more forward till he reaches the exit to avoid blinking out at transition to PS03 - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 690.0f, 0, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 690.0f, 0, true, false, false)) { Game_Flag_Set(kFlagPS03toPS04); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); @@ -94,7 +94,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) { return true; } if (exitId == 1) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -569.54f, -354.62f, -1076.15f, 0, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -569.54f, -354.62f, -1076.15f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS02, kScenePS02); @@ -107,7 +107,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) { } if (exitId == 2) { #if BLADERUNNER_ORIGINAL_BUGS - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, true, false, false)) { Game_Flag_Set(kFlagPS03toPS14); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); @@ -115,7 +115,7 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) { } #else // exit Police Station earlier (lower z) to avoid some glitch of blending McCoy with background - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1231.0f, 0, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1231.0f, 0, true, false, false)) { Game_Flag_Set(kFlagPS03toPS14); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); |