diff options
Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r-- | engines/bladerunner/actor.cpp | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index 177734fe37..b45e6e2114 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -978,18 +978,17 @@ void Actor::modifyMaxHP(signed int change) { } -void Actor::combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a14) { +void Actor::combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable) { _animationModeCombatIdle = animationModeCombatIdle; _animationModeCombatWalk = animationModeCombatWalk; _animationModeCombatRun = animationModeCombatRun; _inCombat = true; if (_id != kActorMcCoy) { - _combatInfo->combatOn(_id, initialState, rangedAttack, enemyId, waypointType, fleeRatio, coverRatio, actionRatio, damage, range, a14); + _combatInfo->combatOn(_id, initialState, rangedAttack, enemyId, waypointType, fleeRatio, coverRatio, actionRatio, damage, range, unstoppable); } stopWalking(false); changeAnimationMode(_animationModeCombatIdle, false); - int i; - for (i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { + for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { Actor *otherActor = _vm->_actors[i]; if (i != _id && otherActor->_setId == _setId && !otherActor->_isRetired) { _vm->_aiScripts->otherAgentEnteredCombatMode(i, _id, true); @@ -1004,8 +1003,7 @@ void Actor::combatModeOff() { _inCombat = false; stopWalking(false); changeAnimationMode(kAnimationModeIdle, false); - int i; - for (i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { + for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { Actor *otherActor = _vm->_actors[i]; if (i != _id && otherActor->_setId == _setId && !otherActor->_isRetired) { _vm->_aiScripts->otherAgentEnteredCombatMode(i, _id, false); |