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-rw-r--r--engines/scumm/actor.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index 023fd3e1d0..137d457b1c 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -702,7 +702,7 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) {
// For increased performance, we perform a quick test if
// the coordinates can even be within a distance of 'threshold'
// pixels of the box.
- if (threshold > 0 && _vm->inBoxQuickReject(box, dstX, dstY, threshold))
+ if (threshold > 0 && inBoxQuickReject(_vm->getBoxCoordinates(box), dstX, dstY, threshold))
continue;
// Check if the point is contained in the box. If it is,
@@ -715,7 +715,7 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) {
}
// Find the point in the box which is closest to our point.
- tmpDist = _vm->getClosestPtOnBox(box, dstX, dstY, tmpX, tmpY);
+ tmpDist = getClosestPtOnBox(_vm->getBoxCoordinates(box), dstX, dstY, tmpX, tmpY);
// Check if the box is closer than the previous boxes.
if (tmpDist < bestDist) {
@@ -1812,8 +1812,8 @@ void Actor::walkActorV12() {
_walkdata.curbox = next_box;
- _vm->getClosestPtOnBox(_walkdata.curbox, x, y, tmp.x, tmp.y);
- _vm->getClosestPtOnBox(_walkbox, tmp.x, tmp.y, foundPath.x, foundPath.y);
+ getClosestPtOnBox(_vm->getBoxCoordinates(_walkdata.curbox), x, y, tmp.x, tmp.y);
+ getClosestPtOnBox(_vm->getBoxCoordinates(_walkbox), tmp.x, tmp.y, foundPath.x, foundPath.y);
}
calcMovementFactor(foundPath);
}
@@ -1896,8 +1896,8 @@ void Actor::walkActorOld() {
_walkdata.curbox = next_box;
if (_vm->_game.version <= 2) {
- _vm->getClosestPtOnBox(_walkdata.curbox, _pos.x, _pos.y, p2.x, p2.y);
- _vm->getClosestPtOnBox(_walkbox, p2.x, p2.y, p3.x, p3.y);
+ getClosestPtOnBox(_vm->getBoxCoordinates(_walkdata.curbox), _pos.x, _pos.y, p2.x, p2.y);
+ getClosestPtOnBox(_vm->getBoxCoordinates(_walkbox), p2.x, p2.y, p3.x, p3.y);
// FIXME: Work in progress
// calcMovementFactor(p3);
// return;