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Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r--engines/bladerunner/actor.cpp10
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);