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-rw-r--r--engines/scumm/actor.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index b3e7926015..f09729a1ed 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -99,7 +99,7 @@ static const byte v0ActorTalk[25] = {
0x06, // Sandy (Cut-Scene)
};
-static const byte v0WalkboxSlantedModifier[0x16] = {
+static const byte v0WalkboxSlantedModifier[0x16] = {
0x00,0x01,0x02,0x03,0x03,0x04,0x05,0x06,
0x06,0x07,0x08,0x09,0x09,0x0A,0x0B,
0x0C,0x0C,0x0D,0x0E,0x0F,0x10,0x10
@@ -237,7 +237,7 @@ void Actor_v0::initActor(int mode) {
_costCommand = 0xFF;
_miscflags = 0;
_speaking = 0;
-
+
_walkCountModulo = 0;
_newWalkBoxEntered = false;
_walkDirX = 0;
@@ -297,7 +297,7 @@ void Actor_v0::walkboxQueueReverse() {
return;
for (int i = 1; i < j && j >= 1 ; ++i, --j) {
-
+
byte tmp = _walkboxQueue[i];
_walkboxQueue[i] = _walkboxQueue[j];
@@ -371,7 +371,7 @@ bool Actor_v0::walkBoxQueuePrepare() {
_walkboxQueue[--_walkboxQueueIndex] = kInvalidBox;
BoxFound = _walkboxQueue[_walkboxQueueIndex - 1];
- }
+ }
} while (_walkboxQueueIndex > 0);
@@ -616,7 +616,7 @@ bool Actor_v0::calcWalkDistances() {
if (!_walkXCountInc && !_walkYCountInc)
return true;
- if (_walkXCountInc <= _walkYCountInc)
+ if (_walkXCountInc <= _walkYCountInc)
_walkYCountGreaterThanXCount = 1;
// 2FCC
@@ -652,7 +652,7 @@ byte Actor_v0::actorWalkX() {
setActorFromTmp();
return 3;
- }
+ }
// 2EBF
if (_tmp_Dest.x == _CurrentWalkTo.x)
return 1;
@@ -679,7 +679,7 @@ byte Actor_v0::actorWalkY() {
// 2EF8
setActorFromTmp();
return 4;
- }
+ }
// 2EFE
if (_walkYCountInc != 0) {
if (_walkYCountInc == 0xFF) {
@@ -690,7 +690,7 @@ byte Actor_v0::actorWalkY() {
// 2F0D
if (_CurrentWalkTo.y == _tmp_Dest.y)
return 1;
-
+
return 0;
}
@@ -904,8 +904,8 @@ L2A33:;
}
directionUpdate();
-
- if (_moving & 0x80)
+
+ if (_moving & 0x80)
return;
animateActor(newDirToOldDir(_facing));
@@ -913,7 +913,7 @@ L2A33:;
} else {
// 2A0A
if ((_moving & 0x7F) != 1) {
-
+
if (_NewWalkTo == _pos)
return;
}
@@ -1025,7 +1025,7 @@ L2CA3:;
_moving &= 0xF0;
_moving |= A;
} else {
- if (A == 4)
+ if (A == 4)
stopActorMoving();
}
@@ -1061,7 +1061,7 @@ L2CA3:;
} else {
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*-1, V12_Y_MULTIPLIER*0, false);
}
-
+
directionUpdate();
animateActor(newDirToOldDir(_facing));
goto L2CA3;
@@ -1433,13 +1433,13 @@ void Actor::turnToDirection(int newdir) {
if (_vm->_game.version <= 6) {
_targetFacing = newdir;
-
+
if (_vm->_game.version == 0) {
setDirection(newdir);
return;
}
_moving = MF_TURN;
-
+
} else {
_moving &= ~MF_TURN;
if (newdir != _facing) {
@@ -1637,7 +1637,7 @@ AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) {
int16 A;
boxMask &= 0x7C;
- if (boxMask == 0x0C)
+ if (boxMask == 0x0C)
A = 2;
else {
if (boxMask != 0x08)
@@ -2114,7 +2114,7 @@ void ScummEngine::processActors() {
// comment further up in this method for some details.
if (a->_costume) {
- // Unfortunately in V0, the 'animateCostume' call happens right after the call to 'walkActor' (which is before drawing the actor)...
+ // Unfortunately in V0, the 'animateCostume' call happens right after the call to 'walkActor' (which is before drawing the actor)...
// doing it the other way with V0, causes animation glitches (when beginnning to walk, as the costume hasnt been updated).
// Updating the costume directly after 'walkActor' and again, after drawing... causes frame skipping
if (_game.version == 0) {
@@ -3476,7 +3476,7 @@ void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
// valid costume command?
if (_costCommand != 0xFF) {
-
+
// Do we have a walkbox queue?
if (_walkboxQueueIndex < 1) {
_costCommand = 0xFF;