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Diffstat (limited to 'engines/bladerunner/actor_walk.cpp')
-rw-r--r--engines/bladerunner/actor_walk.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/bladerunner/actor_walk.cpp b/engines/bladerunner/actor_walk.cpp
index 556f7b9afa..6287ac8ad0 100644
--- a/engines/bladerunner/actor_walk.cpp
+++ b/engines/bladerunner/actor_walk.cpp
@@ -146,7 +146,7 @@ void ActorWalk::setRunning() {
}
void ActorWalk::stop(int actorId, bool unknown, int combatAnimationMode, int animationMode) {
- _vm->_sceneObjects->setMoving(actorId, false);
+ _vm->_sceneObjects->setMoving(actorId + SCENE_OBJECTS_ACTORS_OFFSET, false);
_vm->_actors[actorId]->setMoving(false);
if (_vm->_actors[actorId]->inCombat()) {
@@ -173,7 +173,7 @@ bool ActorWalk::isXYZEmpty(float x, float y, float z, int actorId) {
if (_vm->_actors[actorId]->isImmuneToObstacles()) {
return false;
}
- return _vm->_sceneObjects->existsOnXZ(actorId, x, z, false, false);
+ return _vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, false, false);
}
int ActorWalk::findU1(int actorId, const Vector3 &to, int dist, Vector3 *out) {
@@ -206,14 +206,14 @@ int ActorWalk::findU1(int actorId, const Vector3 &to, int dist, Vector3 *out) {
x = to.x + sin_1024(v24) * dist;
z = to.z + cos_1024(v24) * dist;
- if (!_vm->_sceneObjects->existsOnXZ(actorId, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
+ if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}
x = to.x + sin_1024(v23) * dist;
z = to.z + cos_1024(v23) * dist;
- if (!_vm->_sceneObjects->existsOnXZ(actorId, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
+ if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}
@@ -252,7 +252,7 @@ int ActorWalk::nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, V
if (_vm->_scene->_set->findWalkbox(to.x, to.z) == -1) {
return 0;
}
- if (_vm->_sceneObjects->existsOnXZ(actorId, to.x, to.z, false, false)) {
+ if (_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, to.x, to.z, false, false)) {
return 0;
}
Vector3 next1;