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-rw-r--r--engines/bladerunner/actor.h28
1 files changed, 14 insertions, 14 deletions
diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h
index 90588c80dd..492db6dd5f 100644
--- a/engines/bladerunner/actor.h
+++ b/engines/bladerunner/actor.h
@@ -77,7 +77,7 @@ private:
bool _isTarget;
bool _isInvisible;
bool _isImmuneToObstacles;
- bool _inWalkLoop;
+ bool _mustReachWalkDestination;
bool _isRetired;
bool _inCombat;
bool _isMoving;
@@ -148,15 +148,15 @@ public:
void movementTrackUnpause();
void movementTrackWaypointReached();
- bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, const Vector3 &start, float a6, float a7, bool a8, bool *isRunningFlag, bool async);
- bool walkTo(bool runFlag, const Vector3 &destination, bool a3);
- bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
- bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
- bool loopWalkToSceneObject(const Common::String &objectName, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag);
- bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
- bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag);
- bool asyncWalkToWaypoint(int waypointId, int destinationOffset, bool runFlag, bool a5);
- void asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool runFlag, int a6);
+ bool loopWalk(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async);
+ bool walkTo(bool runFlag, const Vector3 &destination, bool mustReach);
+ bool loopWalkToActor(int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
+ bool loopWalkToItem(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
+ bool loopWalkToSceneObject(const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
+ bool loopWalkToWaypoint(int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
+ bool loopWalkToXYZ(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
+ bool asyncWalkToWaypoint(int waypointId, int proximity, bool runFlag, bool mustReach);
+ void asyncWalkToXYZ(const Vector3 &destination, int proximity, bool runFlag, bool mustReach);
void run();
bool tick(bool forceUpdate, Common::Rect *screenRect);
@@ -178,7 +178,7 @@ public:
bool isMoving() const { return _isMoving; }
void setMoving(bool value) { _isMoving = value; }
- bool inWalkLoop() const { return _inWalkLoop; }
+ bool mustReachWalkDestination() const { return _mustReachWalkDestination; }
bool isWalking() const;
bool isRunning() const;
void stopWalking(bool value);
@@ -264,9 +264,9 @@ private:
void setBoundingBox(const Vector3 &position, bool retired);
float distanceFromView(View *view) const;
- bool walkFindU1(const Vector3 &startPosition, const Vector3 &targetPosition, float a3, Vector3 *newDestination);
- bool walkFindU2(Vector3 *newDestination, float targetWidth, int destinationOffset, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition);
- bool walkToNearestPoint(const Vector3 &destination, float distance);
+ bool findEmptyPositionAround(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *emptyPosition);
+ bool findNearestPosition(Vector3 *nearestPosition, float targetWidth, int proximity, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition);
+ bool stepAway(const Vector3 &destination, float distance);
//bool walkFindU3(int actorId, Vector3 from, int distance, Vector3 *out);
};