From 8704207550e6506886e55e6b23868b14ffd4d8ca Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Mon, 19 Feb 2018 22:04:44 +0100 Subject: BLADERUNNER: McCoy script fixed Some Coverity issues fixed KIA script small fix to DNA evidences Actor selection fixed (bounding box is correcly expanded) --- engines/bladerunner/actor.cpp | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) (limited to 'engines/bladerunner/actor.cpp') diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index c3f9372ae5..50a96a4a59 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -249,18 +249,18 @@ void Actor::timerUpdate(int timerId) { void Actor::movementTrackNext(bool omitAiScript) { bool hasNextMovement; int waypointSetId; - bool run; + bool running; int angle; int delay; int waypointId; Vector3 waypointPosition; bool arrived; - hasNextMovement = _movementTrack->next(&waypointId, &delay, &angle, &run); + hasNextMovement = _movementTrack->next(&waypointId, &delay, &angle, &running); _movementTrackNextWaypointId = waypointId; _movementTrackNextDelay = delay; _movementTrackNextAngle = angle; - _movementTrackNextRunning = run; + _movementTrackNextRunning = running; if (hasNextMovement) { if (angle == -1) { angle = 0; @@ -269,7 +269,7 @@ void Actor::movementTrackNext(bool omitAiScript) { _vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); if (_setId == waypointSetId && waypointSetId == _vm->_actors[0]->_setId) { stopWalking(false); - _walkInfo->setup(_id, run, _position, waypointPosition, false, &arrived); + _walkInfo->setup(_id, running, _position, waypointPosition, false, &arrived); _movementTrackWalkingToWaypointId = waypointId; _movementTrackDelayOnNextWaypoint = delay; @@ -966,22 +966,24 @@ void Actor::combatModeOn(int a2, int a3, int otherActorId, int a5, int animation _animationModeCombatWalk = animationModeCombatWalk; _animationModeCombatRun = animationModeCombatRun; _inCombat = true; - if (_id != kActorMcCoy) + if (_id != kActorMcCoy) { _combatInfo->combatOn(_id, a2, a3, otherActorId, a5, a9, a10, a11, ammoDamage, a13, a14); + } stopWalking(false); changeAnimationMode(_animationModeCombatIdle, false); int i; for (i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { Actor *otherActor = _vm->_actors[i]; if (i != _id && otherActor->_setId == _setId && !otherActor->_isRetired) { - //TODO: _vm->actorScript->OtherAgentEnteredCombatMode(i, _id, 1); + _vm->_aiScripts->otherAgentEnteredCombatMode(i, _id, true); } } } void Actor::combatModeOff() { - if (_id > 0) + if (_id != kActorMcCoy) { _combatInfo->combatOff(); + } _inCombat = false; stopWalking(false); changeAnimationMode(kAnimationModeIdle, false); @@ -989,7 +991,7 @@ void Actor::combatModeOff() { for (i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { Actor *otherActor = _vm->_actors[i]; if (i != _id && otherActor->_setId == _setId && !otherActor->_isRetired) { - //TODO: _vm->actorScript->OtherAgentEnteredCombatMode(i, _id, 0); + _vm->_aiScripts->otherAgentEnteredCombatMode(i, _id, false); } } } -- cgit v1.2.3