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authorThomas Fach-Pedersen2018-01-29 21:48:48 +0100
committerThomas Fach-Pedersen2018-01-29 21:52:17 +0100
commit270b691b27c807b841483ebf2bb00b2f47a15758 (patch)
treec789c6d7280dc237fbd2ff80dd18d9d88a6e2c59 /engines/bladerunner/script
parenta4229c93989843c17fcdef4363cdd9302f828725 (diff)
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BLADERUNNER: Remove simple walking hack
Rename previously unnamed walking parameter 'interruptible'
Diffstat (limited to 'engines/bladerunner/script')
-rw-r--r--engines/bladerunner/script/script.cpp22
-rw-r--r--engines/bladerunner/script/script.h14
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);