aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/script/ai/mutant3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/bladerunner/script/ai/mutant3.cpp')
-rw-r--r--engines/bladerunner/script/ai/mutant3.cpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/engines/bladerunner/script/ai/mutant3.cpp b/engines/bladerunner/script/ai/mutant3.cpp
index 76a9a0edff..db161d8d5a 100644
--- a/engines/bladerunner/script/ai/mutant3.cpp
+++ b/engines/bladerunner/script/ai/mutant3.cpp
@@ -316,24 +316,19 @@ bool AIScriptMutant3::GoalChanged(int currentGoalNumber, int newGoalNumber) {
case 410:
switch (Actor_Query_Which_Set_In(kActorMutant3)) {
case kSetUG01:
- Non_Player_Actor_Combat_Mode_On(kActorMutant3, 0, 1, 0, 11, 4, 7, 8, -1, -1, -1, 10, 300, 0);
+ Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
case kSetUG04:
case kSetUG05:
case kSetUG06:
- Non_Player_Actor_Combat_Mode_On(kActorMutant3, 0, 1, 0, 10, 4, 7, 8, -1, -1, -1, 10, 300, 0);
+ Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
case kSetUG10:
- Non_Player_Actor_Combat_Mode_On(kActorMutant3, 0, 1, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
- break;
case kSetUG12:
- Non_Player_Actor_Combat_Mode_On(kActorMutant3, 0, 1, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
- break;
-
case kSetUG14:
- Non_Player_Actor_Combat_Mode_On(kActorMutant3, 0, 1, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
+ Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
}
break;
@@ -342,6 +337,7 @@ bool AIScriptMutant3::GoalChanged(int currentGoalNumber, int newGoalNumber) {
AI_Movement_Track_Flush(kActorMutant3);
AI_Movement_Track_Append(kActorMutant3, 39, 100);
AI_Movement_Track_Repeat(kActorMutant3);
+ break;
case 599:
AI_Movement_Track_Flush(kActorMutant3);