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path: root/engines/bladerunner/script/scene/ps12.cpp
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Diffstat (limited to 'engines/bladerunner/script/scene/ps12.cpp')
-rw-r--r--engines/bladerunner/script/scene/ps12.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/bladerunner/script/scene/ps12.cpp b/engines/bladerunner/script/scene/ps12.cpp
index 7db642891e..d4d771a94f 100644
--- a/engines/bladerunner/script/scene/ps12.cpp
+++ b/engines/bladerunner/script/scene/ps12.cpp
@@ -25,7 +25,7 @@
namespace BladeRunner {
void SceneScriptPS12::InitializeScene() {
- Police_Maze_Set_Pause_State(1);
+ Police_Maze_Set_Pause_State(true);
if (Game_Flag_Query(16)) {
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
@@ -96,9 +96,9 @@ void SceneScriptPS12::SceneLoaded() {
}
Police_Maze_Target_Track_Add(29, -691.8f, -9.06f, 587.67f, -649.11f, -9.06f, 587.71f, 6, track_data_29, true);
Police_Maze_Target_Track_Add(30, -679.6f, -45.4f, 721.05f, -679.6f, -1.4f, 721.05f, 6, track_data_30, true);
- Police_Maze_Target_Track_Add(31, -414.04f, -8.98f, 711.917f, -459.54f, -8.99f, 707.81f, 6, track_data_31, false);
+ Police_Maze_Target_Track_Add(31, -414.04f, -8.98f, 711.91f, -459.54f, -8.99f, 707.81f, 6, track_data_31, false);
Police_Maze_Target_Track_Add(32, -440.0f, -8.97f, 1137.0f, -430.0f, -8.97f, 921.0f, 6, track_data_32, false);
- Police_Maze_Target_Track_Add(33, -764.92f, -0.84f, 950.21997f, -722.92f, -0.84f, 950.22f, 6, track_data_33, false);
+ Police_Maze_Target_Track_Add(33, -764.92f, -0.84f, 950.22f, -722.92f, -0.84f, 950.22f, 6, track_data_33, false);
Police_Maze_Target_Track_Add(34, -696.0f, -5.7f, 1185.0f, -635.0f, -5.7f, 1185.0f, 20, track_data_34, false);
Police_Maze_Target_Track_Add(35, -635.0f, -5.7f, 1165.0f, -620.0f, -8.63f, 1366.0f, 10, track_data_35, false);
Police_Maze_Target_Track_Add(36, -620.0f, -8.63f, 1366.0f, -595.0f, -8.63f, 1366.0f, 10, track_data_36, false);
@@ -270,7 +270,7 @@ void SceneScriptPS12::PlayerWalkedIn() {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -546.0f, -9.06f, 570.0f, 0, 1, false, 0);
Game_Flag_Reset(16);
}
- Police_Maze_Set_Pause_State(0);
+ Police_Maze_Set_Pause_State(false);
}
void SceneScriptPS12::PlayerWalkedOut() {