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author | Thomas Fach-Pedersen | 2018-01-29 21:48:48 +0100 |
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committer | Thomas Fach-Pedersen | 2018-01-29 21:52:17 +0100 |
commit | 270b691b27c807b841483ebf2bb00b2f47a15758 (patch) | |
tree | c789c6d7280dc237fbd2ff80dd18d9d88a6e2c59 /engines/bladerunner/script | |
parent | a4229c93989843c17fcdef4363cdd9302f828725 (diff) | |
download | scummvm-rg350-270b691b27c807b841483ebf2bb00b2f47a15758.tar.gz scummvm-rg350-270b691b27c807b841483ebf2bb00b2f47a15758.tar.bz2 scummvm-rg350-270b691b27c807b841483ebf2bb00b2f47a15758.zip |
BLADERUNNER: Remove simple walking hack
Rename previously unnamed walking parameter 'interruptible'
Diffstat (limited to 'engines/bladerunner/script')
-rw-r--r-- | engines/bladerunner/script/script.cpp | 22 | ||||
-rw-r--r-- | engines/bladerunner/script/script.h | 14 |
2 files changed, 18 insertions, 18 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index 04e452273e..91a755bb41 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -399,7 +399,7 @@ 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, int a4, bool run) { +bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_walkingActorId == actorId) { @@ -408,7 +408,7 @@ 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, a4, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, distance, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -422,7 +422,7 @@ 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 a3, int a4, bool run) { +bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinationOffset, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_walkingActorId == actorId) { @@ -431,7 +431,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4 _vm->_playerActorIdle = false; bool isRunning; - bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, a3, a4, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle == 1) { result = true; @@ -445,7 +445,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4 return result; } -bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int destinationOffset, bool a4, bool run) { +bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int destinationOffset, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_walkingActorId == actorId) { @@ -454,7 +454,7 @@ 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, a4, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -468,7 +468,7 @@ 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, int a4, bool run) { +bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_walkingActorId == actorId) { @@ -477,7 +477,7 @@ 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, a4, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToWaypoint(waypointId, destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -491,7 +491,7 @@ 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, int a5, bool run, int a7) { +bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool interruptible, bool run, int a7) { _vm->gameWaitForActive(); if (_vm->_walkingActorId == actorId) { @@ -504,7 +504,7 @@ 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, a5, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -518,7 +518,7 @@ 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, int run) { +void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool run) { _vm->gameWaitForActive(); if (_vm->_walkingActorId == actorId) { diff --git a/engines/bladerunner/script/script.h b/engines/bladerunner/script/script.h index 3b6e66ab5e..dabdec6b59 100644 --- a/engines/bladerunner/script/script.h +++ b/engines/bladerunner/script/script.h @@ -103,13 +103,13 @@ protected: int Slice_Animation_Query_Number_Of_Frames(int animationId); void Actor_Change_Animation_Mode(int actorId, int animationMode); int Actor_Query_Animation_Mode(int actorId); - bool Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, int a4, bool running); - bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4, bool run); - bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, bool a4, bool run); - bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int a4, bool run); - bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a4, int a5, bool run, int a7); - void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int run); - void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a5, bool run); + bool Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, bool interruptible, bool run); + bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinationOffset, bool interruptible, bool run); + bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, bool interruptible, bool run); + bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool interruptible, bool run); + bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool interruptible, bool run, int a7); + void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool run); + void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool run); void Actor_Force_Stop_Walking(int actorId); bool Loop_Actor_Travel_Stairs(int actorId, int a2, int a3, int a4); bool Loop_Actor_Travel_Ladder(int actorId, int a2, int a3, int a4); |