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authorPeter Kohaut2019-01-21 21:57:44 +0100
committerPeter Kohaut2019-01-21 22:03:01 +0100
commit364a2aa0fbe1c6640fdaeb15cfd7cc66fd9e4a42 (patch)
treed0eabbce85750bdefe3d8a8182cbf228cd751dca /engines/bladerunner/script/script.cpp
parent43a3eed2b2af3db6723d45d5379876a99693a7b8 (diff)
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BLADERUNNER: More game constants
Added Region_Check functionality Code cleanup
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
-rw-r--r--engines/bladerunner/script/script.cpp10
1 files changed, 7 insertions, 3 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp
index dbc193301a..21ddebdf3f 100644
--- a/engines/bladerunner/script/script.cpp
+++ b/engines/bladerunner/script/script.cpp
@@ -46,6 +46,7 @@
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/police_maze.h"
+#include "bladerunner/script/scene_script.h"
#include "bladerunner/slice_animations.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/suspects_database.h"
@@ -90,8 +91,11 @@ void ScriptBase::Actor_Set_At_Waypoint(int actorId, int waypointId, int angle) {
bool ScriptBase::Region_Check(int left, int top, int right, int down) {
debugC(kDebugScript, "Region_Check(%d, %d, %d, %d)", left, top, right, down);
- //TODO: return _vm->_mouse.x >= left && _vm->_mouse.y >= top && _vm->_mouse.x <= right && _vm->_mouse.y <= down;
- warning("Region_Check(%d, %d, %d, %d)", left, top, right, down);
+
+ return _vm->_sceneScript->_mouseX >= left
+ && _vm->_sceneScript->_mouseY >= top
+ && _vm->_sceneScript->_mouseX <= right
+ && _vm->_sceneScript->_mouseY <= down;
return false;
}
@@ -1436,7 +1440,7 @@ bool ScriptBase::Query_System_Currently_Loading_Game() {
return _vm->_gameIsLoading;
}
-void ScriptBase::Actor_Retired_Here(int actorId, int width, int height, int retired, int retiredByActorId) {
+void ScriptBase::Actor_Retired_Here(int actorId, int width, int height, bool retired, int retiredByActorId) {
debugC(kDebugScript, "Actor_Retired_Here(%d, %d, %d, %d, %d)", actorId, width, height, retired, retiredByActorId);
Actor *actor = _vm->_actors[actorId];
actor->retire(retired, width, height, retiredByActorId);