diff options
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
-rw-r--r-- | engines/bladerunner/script/script.cpp | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index 9795e296ae..796b4da397 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -475,8 +475,8 @@ int ScriptBase::Actor_Query_Animation_Mode(int actorId) { return _vm->_actors[actorId]->getAnimationMode(); } -bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, bool interruptible, bool run) { - debugC(kDebugScript, "Loop_Actor_Walk_To_Actor(%d, %d, %d, %d, %d)", actorId, otherActorId, distance, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int proximity, bool interruptible, bool run) { + debugC(kDebugScript, "Loop_Actor_Walk_To_Actor(%d, %d, %d, %d, %d)", actorId, otherActorId, proximity, interruptible, run); _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { @@ -486,7 +486,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int dis _vm->_playerActorIdle = false; bool isRunning; - bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, distance, interruptible, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, proximity, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -500,8 +500,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int dis return result; } -bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinationOffset, bool interruptible, bool run) { - debugC(kDebugScript, "Loop_Actor_Walk_To_Item(%d, %d, %d, %d, %d)", actorId, itemId, destinationOffset, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int proximity, bool interruptible, bool run) { + debugC(kDebugScript, "Loop_Actor_Walk_To_Item(%d, %d, %d, %d, %d)", actorId, itemId, proximity, interruptible, run); _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { @@ -511,7 +511,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinatio _vm->_playerActorIdle = false; bool isRunning; - bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, destinationOffset, interruptible, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, proximity, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -525,8 +525,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinatio return result; } -bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int destinationOffset, bool interruptible, bool run) { - debugC(kDebugScript, "Loop_Actor_Walk_To_Scene_Object(%d, %s, %d, %d, %d)", actorId, objectName, destinationOffset, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int proximity, bool interruptible, bool run) { + debugC(kDebugScript, "Loop_Actor_Walk_To_Scene_Object(%d, %s, %d, %d, %d)", actorId, objectName, proximity, interruptible, run); _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { @@ -536,7 +536,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *object _vm->_playerActorIdle = false; bool isRunning; - bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, destinationOffset, interruptible, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, proximity, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -550,8 +550,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *object return result; } -bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool interruptible, bool run) { - debugC(kDebugScript, "Loop_Actor_Walk_To_Waypoint(%d, %d, %d, %d, %d)", actorId, waypointId, destinationOffset, interruptible, run); +bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool interruptible, bool run) { + debugC(kDebugScript, "Loop_Actor_Walk_To_Waypoint(%d, %d, %d, %d, %d)", actorId, waypointId, proximity, interruptible, run); _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { @@ -561,7 +561,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int de _vm->_playerActorIdle = false; bool isRunning; - bool result = _vm->_actors[actorId]->loopWalkToWaypoint(waypointId, destinationOffset, interruptible, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToWaypoint(waypointId, proximity, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -575,8 +575,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int de return result; } -bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool interruptible, bool run, int a7) { - debugC(kDebugScript, "Loop_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d, %d, %d)", actorId, x, y, z, destinationOffset, interruptible, run, a7); +bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool interruptible, bool run, bool a7) { + debugC(kDebugScript, "Loop_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d, %d, %d)", actorId, x, y, z, proximity, interruptible, run, a7); _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { @@ -589,7 +589,7 @@ bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, _vm->_playerActorIdle = false; bool isRunning; - bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), destinationOffset, interruptible, run, true, &isRunning); + bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), proximity, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; @@ -603,26 +603,26 @@ bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, return result; } -void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool run) { - debugC(kDebugScript, "Async_Actor_Walk_To_Waypoint(%d, %d, %d, %d)", actorId, waypointId, destinationOffset, run); +void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool run) { + debugC(kDebugScript, "Async_Actor_Walk_To_Waypoint(%d, %d, %d, %d)", actorId, waypointId, proximity, run); _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } - _vm->_actors[actorId]->asyncWalkToWaypoint(waypointId, destinationOffset, run, true); + _vm->_actors[actorId]->asyncWalkToWaypoint(waypointId, proximity, run, true); } -void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool run) { - debugC(kDebugScript, "Async_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d)", actorId, x, y, z, destinationOffset, run); +void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool run) { + debugC(kDebugScript, "Async_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d)", actorId, x, y, z, proximity, run); _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } - _vm->_actors[actorId]->asyncWalkToXYZ(Vector3(x, y, z), destinationOffset, run, true); + _vm->_actors[actorId]->asyncWalkToXYZ(Vector3(x, y, z), proximity, run, true); } void ScriptBase::Actor_Force_Stop_Walking(int actorId) { |