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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/ug08.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/ug08.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ug08.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/bladerunner/script/scene/ug08.cpp b/engines/bladerunner/script/scene/ug08.cpp index 78de200558..c736f4213e 100644 --- a/engines/bladerunner/script/scene/ug08.cpp +++ b/engines/bladerunner/script/scene/ug08.cpp @@ -96,7 +96,7 @@ bool SceneScriptUG08::ClickedOnItem(int itemId, bool a2) { bool SceneScriptUG08::ClickedOnExit(int exitId) { if (exitId == 0) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -432.0f, 0.0f, -152.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -432.0f, 0.0f, -152.0f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG08toUG07); @@ -106,12 +106,12 @@ bool SceneScriptUG08::ClickedOnExit(int exitId) { } if (exitId == 1) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.0f, -2.0f, 152.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.0f, -2.0f, 152.0f, 0, true, false, false)) { Actor_Face_Heading(kActorMcCoy, 240, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); - Loop_Actor_Walk_To_XYZ(kActorMcCoy, -118.02f, 93.02f, 52.76f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -118.02f, 93.02f, 52.76f, 0, false, false, false); Player_Loses_Control(); Actor_Set_Invisible(kActorMcCoy, true); Game_Flag_Set(kFlagUG08toUG13); @@ -139,11 +139,11 @@ void SceneScriptUG08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bo void SceneScriptUG08::PlayerWalkedIn() { if (Game_Flag_Query(kFlagUG13toUG08)) { - Loop_Actor_Walk_To_XYZ(kActorMcCoy, -167.0f, 93.18f, 71.0f, 0, false, false, 0); - Loop_Actor_Walk_To_XYZ(kActorMcCoy, -180.0f, 93.18f, 134.0f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -167.0f, 93.18f, 71.0f, 0, false, false, false); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -180.0f, 93.18f, 134.0f, 0, false, false, false); Actor_Face_Heading(kActorMcCoy, 745, false); Footstep_Sound_Override_On(2); - Loop_Actor_Travel_Stairs(kActorMcCoy, 11, 0, kAnimationModeIdle); + Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); Player_Gains_Control(); } |