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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/ug10.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/ug10.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ug10.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/engines/bladerunner/script/scene/ug10.cpp b/engines/bladerunner/script/scene/ug10.cpp index 285836bc16..4b6d4ae6da 100644 --- a/engines/bladerunner/script/scene/ug10.cpp +++ b/engines/bladerunner/script/scene/ug10.cpp @@ -114,7 +114,7 @@ bool SceneScriptUG10::ClickedOnExit(int exitId) { ) || Game_Flag_Query(kFlagUG10GateOpen) ) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 235.0f, 1.15f, 29.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 235.0f, 1.15f, 29.0f, 0, true, false, false)) { Game_Flag_Set(kFlagUG10toUG01); Set_Enter(kSetUG01, kSceneUG01); return true; @@ -128,10 +128,10 @@ bool SceneScriptUG10::ClickedOnExit(int exitId) { ) || Game_Flag_Query(kFlagUG10GateOpen) ) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1.83f, 1.15f, -410.8f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1.83f, 1.15f, -410.8f, 0, true, false, false)) { Actor_Face_Heading(kActorMcCoy, 0, false); - Loop_Actor_Travel_Stairs(kActorMcCoy, 9, 1, kAnimationModeIdle); - Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, 81.83f, -652.0f, 0, false, false, 0); + Loop_Actor_Travel_Stairs(kActorMcCoy, 9, true, kAnimationModeIdle); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, 81.83f, -652.0f, 0, false, false, false); Game_Flag_Set(kFlagUG10toUG03); Set_Enter(kSetUG03, kSceneUG03); return true; @@ -145,7 +145,7 @@ bool SceneScriptUG10::ClickedOnExit(int exitId) { ) || Game_Flag_Query(kFlagUG10GateOpen) ) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -385.0f, 1.15f, 57.44f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -385.0f, 1.15f, 57.44f, 0, true, false, false)) { Actor_Face_Heading(kActorMcCoy, 1001, false); Loop_Actor_Travel_Ladder(kActorMcCoy, 1, true, kAnimationModeIdle); Game_Flag_Set(kFlagUG10toUG07); @@ -161,7 +161,7 @@ bool SceneScriptUG10::ClickedOnExit(int exitId) { ) || Game_Flag_Query(kFlagUG10GateOpen) ) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 2.5f, 1.15f, 405.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 2.5f, 1.15f, 405.0f, 0, true, false, false)) { Game_Flag_Set(kFlagUG10toUG14); Set_Enter(kSetUG14, kSceneUG14); return true; @@ -179,7 +179,7 @@ bool SceneScriptUG10::ClickedOn2DRegion(int region) { if (region == 0 && !Player_Query_Combat_Mode()) { if (x >= 120.0f) { Actor_Says(kActorMcCoy, 8525, 3); - } else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 4.98f, 0.38f, 83.15f, 0, true, false, 0)) { + } else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 4.98f, 0.38f, 83.15f, 0, true, false, false)) { if (!Game_Flag_Query(kFlagUG10GateOpen)) { Scene_Loop_Set_Default(4); Scene_Loop_Start_Special(kSceneLoopModeOnce, 3, false); @@ -230,13 +230,13 @@ void SceneScriptUG10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bo void SceneScriptUG10::PlayerWalkedIn() { if (Game_Flag_Query(kFlagUG14toUG10)) { Game_Flag_Reset(kFlagUG14toUG10); - Loop_Actor_Walk_To_XYZ(kActorMcCoy, 2.5f, 1.15f, 377.0f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, 2.5f, 1.15f, 377.0f, 0, false, false, false); } else if (Game_Flag_Query(kFlagUG01toUG10)) { Game_Flag_Reset(kFlagUG01toUG10); - Loop_Actor_Walk_To_XYZ(kActorMcCoy, 207.0f, 1.15f, 29.0f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, 207.0f, 1.15f, 29.0f, 0, false, false, false); } else if (Game_Flag_Query(kFlagUG03toUG10)) { Game_Flag_Reset(kFlagUG03toUG10); - Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1.83f, 81.33f, -518.8f, 0, false, false, 0); + Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1.83f, 81.33f, -518.8f, 0, false, false, false); Actor_Face_Heading(kActorMcCoy, 506, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 9, false, kAnimationModeIdle); } |