diff options
-rw-r--r-- | engines/bladerunner/game_constants.h | 2 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ug18.cpp | 4 | ||||
-rw-r--r-- | engines/bladerunner/view.cpp | 5 |
3 files changed, 6 insertions, 5 deletions
diff --git a/engines/bladerunner/game_constants.h b/engines/bladerunner/game_constants.h index 0e8307a73f..1fe3767b2a 100644 --- a/engines/bladerunner/game_constants.h +++ b/engines/bladerunner/game_constants.h @@ -1862,7 +1862,7 @@ enum GameModelAnimations { kModelAnimationWeaponsOrderForm = 965, kModelAnimationShellCasings = 966, kModelAnimationSlug = 967, -// kModelAnimationKnife = 968, // unused - a knife? - spins badly +// kModelAnimationKnife = 968, // unused - 3 frames - a knife? - spins badly kModelAnimationStrangeScale = 969, kModelAnimationHysteriaToken = 970, kModelAnimationToyDog = 971, diff --git a/engines/bladerunner/script/scene/ug18.cpp b/engines/bladerunner/script/scene/ug18.cpp index 8b6c1da281..4201d3b0e7 100644 --- a/engines/bladerunner/script/scene/ug18.cpp +++ b/engines/bladerunner/script/scene/ug18.cpp @@ -229,8 +229,8 @@ void SceneScriptUG18::SceneFrameAdvanced(int frame) { Ambient_Sounds_Play_Sound(kSfxSUBWAY1, 24, 30, 0, 50); } - if (frame == 119 // end of main loop unloading // works better the using the 120 value - || frame == 240 // end of main loop no trains + if (frame == 119 // end of main loop unloading // works better than using the 120 value + || frame == 240 // end of main loop no trains ) { if (Global_Variable_Query(kVariableUG18CountUpForNextTrainAction) < kUG18TrainsCountUpTargetRegular) { if (Global_Variable_Query(kVariableUG18StateOfTrains) == kUG18NoTrains) { diff --git a/engines/bladerunner/view.cpp b/engines/bladerunner/view.cpp index cb14f51ee5..f2f9749982 100644 --- a/engines/bladerunner/view.cpp +++ b/engines/bladerunner/view.cpp @@ -24,6 +24,7 @@ #include "common/debug.h" #include "common/stream.h" +#include "common/util.h" namespace BladeRunner { @@ -73,8 +74,8 @@ void View::calculateCameraPosition() { Vector3 View::calculateScreenPosition(Vector3 worldPosition) { Vector3 viewPosition = _frameViewMatrix * worldPosition; return Vector3( - _viewportPosition.x - viewPosition.x / viewPosition.z * _viewportPosition.z, - _viewportPosition.y - viewPosition.y / viewPosition.z * _viewportPosition.z, + _viewportPosition.x - ((viewPosition.x / ABS(viewPosition.z)) * ABS(_viewportPosition.z)), + _viewportPosition.y - ((viewPosition.y / ABS(viewPosition.z)) * ABS(_viewportPosition.z)), viewPosition.z ); } |