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author | Thanasis Antoniou | 2019-05-23 00:25:15 +0300 |
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committer | Thanasis Antoniou | 2019-05-23 00:30:03 +0300 |
commit | 479a1d12ca09f5378a474e573f7b64de4486677f (patch) | |
tree | 58f09c0f62a8df65bba78f87942e303bdef0f694 /engines | |
parent | 41a9833d80b9ff0d1ab176a6580b5fc9295ebc7b (diff) | |
download | scummvm-rg350-479a1d12ca09f5378a474e573f7b64de4486677f.tar.gz scummvm-rg350-479a1d12ca09f5378a474e573f7b64de4486677f.tar.bz2 scummvm-rg350-479a1d12ca09f5378a474e573f7b64de4486677f.zip |
BLADERUNNER: debugger anim command sets the dmgflagifmoving too
Mostly to compensate with some awry save games
Diffstat (limited to 'engines')
-rw-r--r-- | engines/bladerunner/debugger.cpp | 21 |
1 files changed, 13 insertions, 8 deletions
diff --git a/engines/bladerunner/debugger.cpp b/engines/bladerunner/debugger.cpp index e354906798..de7c22fd2e 100644 --- a/engines/bladerunner/debugger.cpp +++ b/engines/bladerunner/debugger.cpp @@ -142,9 +142,9 @@ Debugger::~Debugger() { } bool Debugger::cmdAnimation(int argc, const char **argv) { - if (argc != 2 && argc != 3) { + if (argc != 2 && argc != 4) { debugPrintf("Get or set animation mode of the actor.\n"); - debugPrintf("Usage: %s <actorId> [<animationMode>]\n", argv[0]); + debugPrintf("Usage: %s <actorId> [<animationMode> <showDamageAnimationWhenMoving>]\n", argv[0]); return true; } @@ -160,14 +160,16 @@ bool Debugger::cmdAnimation(int argc, const char **argv) { return true; } - if (argc == 3) { + if (argc == 4) { int animationMode = atoi(argv[2]); - debugPrintf("actorAnimationMode(%i) = %i\n", actorId, animationMode); + int showDmgWhenMoving = atoi(argv[3]); + actor->setFlagDamageAnimIfMoving(showDmgWhenMoving!=0); actor->changeAnimationMode(animationMode, true); + debugPrintf("actorAnimationMode(%i) = %i, showDamageWhenMoving = %i\n", actorId, animationMode, actor->getFlagDamageAnimIfMoving()); return false; } - debugPrintf("actorAnimationMode(%i) = %i\n", actorId, actor->getAnimationMode()); + debugPrintf("actorAnimationMode(%i) = %i, showDamageWhenMoving = %i, inCombat = %i\n", actorId, actor->getAnimationMode(), actor->getFlagDamageAnimIfMoving(), actor->inCombat()); return true; } @@ -1791,7 +1793,7 @@ bool Debugger::cmdList(int argc, const char **argv) { if (sceneObject->type == kSceneObjectTypeActor) { Actor *actor = _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]; - debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s)\n Goal: %d, Set: %d, Anim mode: %d id:%d\n Pos(%02.2f,%02.2f,%02.2f)\n", + debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s)\n Goal: %d, Set: %d, Anim mode: %d id:%d showDmg: %s inCombat: %s\n Pos(%02.2f,%02.2f,%02.2f)\n", sceneObject->id - kSceneObjectOffsetActors, _vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors), sceneObject->isClickable? "T" : "F", @@ -1803,6 +1805,8 @@ bool Debugger::cmdList(int argc, const char **argv) { actor->getSetId(), actor->getAnimationMode(), actor->getAnimationId(), + actor->getFlagDamageAnimIfMoving()? "T" : "F", + actor->inCombat()? "T" : "F", actor->getPosition().x, actor->getPosition().y, actor->getPosition().z); @@ -1842,7 +1846,7 @@ bool Debugger::cmdList(int argc, const char **argv) { break; } - debugPrintf("%d: %s (Mvg: %s, Walk:%s, Run:%s, Ret:%s, Trg: %s, Cmb: %s, Rep: %s)\n Hp: %d, Fac: %d, Friend: %d\n Goal: %d, Set: %d, Anim mode: %d id:%d\n Pos(%02.2f,%02.2f,%02.2f), Walkbx:%d\n", + debugPrintf("%d: %s (Mvg: %s, Walk:%s, Run:%s, Ret:%s, Trg: %s, Rep: %s)\n Hp: %d, Fac: %d, Friend: %d\n Goal: %d, Set: %d, Anim mode: %d id:%d showDmg: %s inCombat: %s\n Pos(%02.2f,%02.2f,%02.2f), Walkbx:%d\n", actorId, _vm->_textActorNames->getText(actorId), actor->isMoving()? "T" : "F", @@ -1850,7 +1854,6 @@ bool Debugger::cmdList(int argc, const char **argv) { actor->isRunning()? "T" : "F", actor->isRetired()? "T" : "F", actor->isTarget()? "T" : "F", - actor->inCombat()? "T" : "F", isReplicant? "T" : "F", actor->getCurrentHP(), actor->getFacing(), @@ -1859,6 +1862,8 @@ bool Debugger::cmdList(int argc, const char **argv) { actor->getSetId(), actor->getAnimationMode(), actor->getAnimationId(), + actor->getFlagDamageAnimIfMoving()? "T" : "F", + actor->inCombat()? "T" : "F", actor->getPosition().x, actor->getPosition().y, actor->getPosition().z, |