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authorThanasis Antoniou2019-07-23 14:51:27 +0300
committerThanasis Antoniou2019-07-23 14:51:27 +0300
commitb7d1099658c8324533cfa4b225340ba539d01b61 (patch)
tree7b27de6a9c1ce44a5aeed4670b8b26cf6006a696 /engines/bladerunner/script/scene/tb06.cpp
parent1450a240a00a6a90f9c0f2cb837266a9d61d4281 (diff)
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BLADERUNNER: Fix minor code quality issues (codacy)
Diffstat (limited to 'engines/bladerunner/script/scene/tb06.cpp')
-rw-r--r--engines/bladerunner/script/scene/tb06.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/bladerunner/script/scene/tb06.cpp b/engines/bladerunner/script/scene/tb06.cpp
index 68f5bbd39f..a2177bfae4 100644
--- a/engines/bladerunner/script/scene/tb06.cpp
+++ b/engines/bladerunner/script/scene/tb06.cpp
@@ -178,14 +178,14 @@ void SceneScriptTB06::PlayerWalkedIn() {
Actor_Says(kActorMcCoy, 5290, kAnimationModeTalk);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -10.0f, 149.0f, -631.0f, 0, false, false, false);
- bool talkWithPhotographer = false;
#if BLADERUNNER_ORIGINAL_BUGS
- talkWithPhotographer = true;
+ bool talkWithPhotographer = true;
#else
// It's possible for McCoy to go to AR01 (so the kActorPhotographer will go away from TB06)
// without ever going into this scene (TB06)
// so later on in the Act, if McCoy visits this scene the Photographer would be gone
// but the dialogue would play as if he was there. This fixes that bug.
+ bool talkWithPhotographer = false;
if (Actor_Query_Is_In_Current_Set(kActorPhotographer)) {
talkWithPhotographer = true;
}