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| author | Peter Kohaut | 2019-02-01 00:01:22 +0100 | 
|---|---|---|
| committer | Peter Kohaut | 2019-02-02 00:50:16 +0100 | 
| commit | cd43b7a11a327327635d458571fc8b1ad05ffc76 (patch) | |
| tree | 440d51391a67b7c52e085e01b1355d82261add1a /engines/bladerunner/script/script.cpp | |
| parent | 688db9394c1ba43c7d48d52ebba5b7b467f8186c (diff) | |
| download | scummvm-rg350-cd43b7a11a327327635d458571fc8b1ad05ffc76.tar.gz scummvm-rg350-cd43b7a11a327327635d458571fc8b1ad05ffc76.tar.bz2 scummvm-rg350-cd43b7a11a327327635d458571fc8b1ad05ffc76.zip | |
BLADERUNNER: Cleanup of walking code
Fixed missing "must reach" in a actorwalk::tick
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
| -rw-r--r-- | engines/bladerunner/script/script.cpp | 42 | 
1 files changed, 21 insertions, 21 deletions
| diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index 9795e296ae..796b4da397 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -475,8 +475,8 @@ int ScriptBase::Actor_Query_Animation_Mode(int actorId) {  	return _vm->_actors[actorId]->getAnimationMode();  } -bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, bool interruptible, bool run) { -	debugC(kDebugScript, "Loop_Actor_Walk_To_Actor(%d, %d, %d, %d, %d)", actorId, otherActorId, distance, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int proximity, bool interruptible, bool run) { +	debugC(kDebugScript, "Loop_Actor_Walk_To_Actor(%d, %d, %d, %d, %d)", actorId, otherActorId, proximity, interruptible, run);  	_vm->gameWaitForActive();  	if (_vm->_runningActorId == actorId) { @@ -486,7 +486,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int dis  	_vm->_playerActorIdle = false;  	bool isRunning; -	bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, distance, interruptible, run, true, &isRunning); +	bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, proximity, interruptible, run, true, &isRunning);  	if (_vm->_playerActorIdle) {  		result = true; @@ -500,8 +500,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int dis  	return result;  } -bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinationOffset, bool interruptible, bool run) { -	debugC(kDebugScript, "Loop_Actor_Walk_To_Item(%d, %d, %d, %d, %d)", actorId, itemId, destinationOffset, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int proximity, bool interruptible, bool run) { +	debugC(kDebugScript, "Loop_Actor_Walk_To_Item(%d, %d, %d, %d, %d)", actorId, itemId, proximity, interruptible, run);  	_vm->gameWaitForActive();  	if (_vm->_runningActorId == actorId) { @@ -511,7 +511,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinatio  	_vm->_playerActorIdle = false;  	bool isRunning; -	bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, destinationOffset, interruptible, run, true, &isRunning); +	bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, proximity, interruptible, run, true, &isRunning);  	if (_vm->_playerActorIdle) {  		result = true; @@ -525,8 +525,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinatio  	return result;  } -bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int destinationOffset, bool interruptible, bool run) { -	debugC(kDebugScript, "Loop_Actor_Walk_To_Scene_Object(%d, %s, %d, %d, %d)", actorId, objectName, destinationOffset, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int proximity, bool interruptible, bool run) { +	debugC(kDebugScript, "Loop_Actor_Walk_To_Scene_Object(%d, %s, %d, %d, %d)", actorId, objectName, proximity, interruptible, run);  	_vm->gameWaitForActive();  	if (_vm->_runningActorId == actorId) { @@ -536,7 +536,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *object  	_vm->_playerActorIdle = false;  	bool isRunning; -	bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, destinationOffset, interruptible, run, true, &isRunning); +	bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, proximity, interruptible, run, true, &isRunning);  	if (_vm->_playerActorIdle) {  		result = true; @@ -550,8 +550,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *object  	return result;  } -bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool interruptible, bool run) { -	debugC(kDebugScript, "Loop_Actor_Walk_To_Waypoint(%d, %d, %d, %d, %d)", actorId, waypointId, destinationOffset, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool interruptible, bool run) { +	debugC(kDebugScript, "Loop_Actor_Walk_To_Waypoint(%d, %d, %d, %d, %d)", actorId, waypointId, proximity, interruptible, run);  	_vm->gameWaitForActive();  	if (_vm->_runningActorId == actorId) { @@ -561,7 +561,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int de  	_vm->_playerActorIdle = false;  	bool isRunning; -	bool result = _vm->_actors[actorId]->loopWalkToWaypoint(waypointId, destinationOffset, interruptible, run, true, &isRunning); +	bool result = _vm->_actors[actorId]->loopWalkToWaypoint(waypointId, proximity, interruptible, run, true, &isRunning);  	if (_vm->_playerActorIdle) {  		result = true; @@ -575,8 +575,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int de  	return result;  } -bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool interruptible, bool run, int a7) { -	debugC(kDebugScript, "Loop_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d, %d, %d)", actorId, x, y, z, destinationOffset, interruptible, run, a7); +bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool interruptible, bool run, bool a7) { +	debugC(kDebugScript, "Loop_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d, %d, %d)", actorId, x, y, z, proximity, interruptible, run, a7);  	_vm->gameWaitForActive();  	if (_vm->_runningActorId == actorId) { @@ -589,7 +589,7 @@ bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z,  	_vm->_playerActorIdle = false;  	bool isRunning; -	bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), destinationOffset, interruptible, run, true, &isRunning); +	bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), proximity, interruptible, run, true, &isRunning);  	if (_vm->_playerActorIdle) {  		result = true; @@ -603,26 +603,26 @@ bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z,  	return result;  } -void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool run) { -	debugC(kDebugScript, "Async_Actor_Walk_To_Waypoint(%d, %d, %d, %d)", actorId, waypointId, destinationOffset, run); +void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool run) { +	debugC(kDebugScript, "Async_Actor_Walk_To_Waypoint(%d, %d, %d, %d)", actorId, waypointId, proximity, run);  	_vm->gameWaitForActive();  	if (_vm->_runningActorId == actorId) {  		run = true;  	} -	_vm->_actors[actorId]->asyncWalkToWaypoint(waypointId, destinationOffset, run, true); +	_vm->_actors[actorId]->asyncWalkToWaypoint(waypointId, proximity, run, true);  } -void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool run) { -	debugC(kDebugScript, "Async_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d)", actorId, x, y, z, destinationOffset, run); +void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool run) { +	debugC(kDebugScript, "Async_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d)", actorId, x, y, z, proximity, run);  	_vm->gameWaitForActive();  	if (_vm->_runningActorId == actorId) {  		run = true;  	} -	_vm->_actors[actorId]->asyncWalkToXYZ(Vector3(x, y, z), destinationOffset, run, true); +	_vm->_actors[actorId]->asyncWalkToXYZ(Vector3(x, y, z), proximity, run, true);  }  void ScriptBase::Actor_Force_Stop_Walking(int actorId) { | 
