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Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r--engines/bladerunner/actor.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index fa9e2c3373..dd11967e4b 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -333,18 +333,18 @@ void Actor::movementTrackWaypointReached() {
}
}
-bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning) {
- return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, a3, run, _position, 24.0f, 24.0f, a5, isRunning, false);
+bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning) {
+ return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, a3, run, _position, 24.0f, 24.0f, a5, flagIsRunning, false);
}
-bool Actor::loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning) {
+bool Actor::loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning) {
float x, y, z;
int width, height;
_vm->_items->getXYZ(itemId, &x, &y, &z);
_vm->_items->getWidthHeight(itemId, &width, &height);
Vector3 itemPosition(x, y, z);
- return loopWalk(itemPosition, destinationOffset, a3, run, _position, width, 24.0f, a5, isRunning, false);
+ return loopWalk(itemPosition, destinationOffset, a3, run, _position, width, 24.0f, a5, flagIsRunning, false);
}
void Actor::setAtXYZ(const Vector3 &position, int facing, bool snapFacing, bool moving, bool retired) {
@@ -372,9 +372,9 @@ void Actor::setAtWaypoint(int waypointId, int angle, int moving, bool retired) {
setAtXYZ(waypointPosition, angle, true, moving, retired);
}
-bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunning, bool async) {
+bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *flagIsRunning, bool async) {
if (true) { // simple walking
- *isRunning = false;
+ *flagIsRunning = false;
bool stopped;
_walkInfo->setup(_id, false, _position, destination, false, &stopped);
@@ -389,7 +389,7 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3,
} else {
//TODO:
// original code, not yet working
- *isRunning = false;
+ *flagIsRunning = false;
if (destinationOffset > 0) {
float dist = distance(_position, destination);
@@ -449,7 +449,7 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3,
bool v46 = false;
while (_walkInfo->isWalking() && _vm->_gameIsRunning) {
if (_walkInfo->isRunning()) {
- *isRunning = true;
+ *flagIsRunning = true;
}
_vm->gameTick();
if (_id == 0 && a3 /*&& dword_482994*/) {
@@ -476,16 +476,16 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3,
}
bool Actor::walkTo(bool run, const Vector3 &destination, bool a3) {
- bool isRunning;
+ bool flagIsRunning;
- return _walkInfo->setup(_id, run, _position, destination, a3, &isRunning);
+ return _walkInfo->setup(_id, run, _position, destination, a3, &flagIsRunning);
}
-bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning) {
- return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, isRunning, false);
+bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning) {
+ return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, flagIsRunning, false);
}
-bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning) {
+bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning) {
int sceneObject = _vm->_scene->_set->findObject(objectName);
if (sceneObject < 0) {
return true;
@@ -527,13 +527,13 @@ bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset,
float y = _vm->_scene->_set->getAltitudeAtXZ(closestX, closestZ, &inWalkbox);
Vector3 destination(closestX, y, closestZ);
- return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, isRunning, false);
+ return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, flagIsRunning, false);
}
-bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning) {
+bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning) {
Vector3 waypointPosition;
_vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z);
- return loopWalk(waypointPosition, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, isRunning, false);
+ return loopWalk(waypointPosition, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, flagIsRunning, false);
}
bool Actor::tick(bool forceDraw, Common::Rect *screenRect) {