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authorPeter Kohaut2019-02-01 00:01:22 +0100
committerPeter Kohaut2019-02-02 00:50:16 +0100
commitcd43b7a11a327327635d458571fc8b1ad05ffc76 (patch)
tree440d51391a67b7c52e085e01b1355d82261add1a /engines/bladerunner/script/script.cpp
parent688db9394c1ba43c7d48d52ebba5b7b467f8186c (diff)
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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.cpp42
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) {