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author | Peter Kohaut | 2019-01-28 19:23:30 +0100 |
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committer | Peter Kohaut | 2019-01-28 20:45:59 +0100 |
commit | 7f421be835a694233ab238a13ffc89ce76624723 (patch) | |
tree | 0313e6197bcf94d3719ca1e130caf7ce02b77298 /engines/bladerunner/script/script.cpp | |
parent | 578d98ee1265eacfe79a4154225e8120b564ae0e (diff) | |
download | scummvm-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.cpp | 6 |
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) { |