aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/script/script.cpp
diff options
context:
space:
mode:
authorPeter Kohaut2019-01-28 19:23:30 +0100
committerPeter Kohaut2019-01-28 20:45:59 +0100
commit7f421be835a694233ab238a13ffc89ce76624723 (patch)
tree0313e6197bcf94d3719ca1e130caf7ce02b77298 /engines/bladerunner/script/script.cpp
parent578d98ee1265eacfe79a4154225e8120b564ae0e (diff)
downloadscummvm-rg350-7f421be835a694233ab238a13ffc89ce76624723.tar.gz
scummvm-rg350-7f421be835a694233ab238a13ffc89ce76624723.tar.bz2
scummvm-rg350-7f421be835a694233ab238a13ffc89ce76624723.zip
BLADERUNNER: Fixed small issue in combat calculation
Better variable names in actor combat classes.
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
-rw-r--r--engines/bladerunner/script/script.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp
index 21ddebdf3f..9795e296ae 100644
--- a/engines/bladerunner/script/script.cpp
+++ b/engines/bladerunner/script/script.cpp
@@ -266,9 +266,9 @@ void ScriptBase::Actor_Combat_AI_Hit_Attempt(int actorId) {
}
}
-void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable) {
- debugC(kDebugScript, "Non_Player_Actor_Combat_Mode_On(%d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d)", actorId, initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, actionRatio, damage, range, unstoppable);
- _vm->_actors[actorId]->combatModeOn(initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, actionRatio, damage, range, unstoppable);
+void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable) {
+ debugC(kDebugScript, "Non_Player_Actor_Combat_Mode_On(%d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d)", actorId, initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, attackRatio, damage, range, unstoppable);
+ _vm->_actors[actorId]->combatModeOn(initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, attackRatio, damage, range, unstoppable);
}
void ScriptBase::Non_Player_Actor_Combat_Mode_Off(int actorId) {