From ada69479186db2714cdb6e170328350e0a3c8176 Mon Sep 17 00:00:00 2001 From: Thanasis Antoniou Date: Mon, 4 Mar 2019 12:13:37 +0200 Subject: BLADERUNNER: Fix Zuben not flinching when shot at --- engines/bladerunner/actor.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'engines/bladerunner/actor.cpp') diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index b884fe7453..34345c9f5f 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -59,9 +59,6 @@ Actor::Actor(BladeRunnerEngine *vm, int actorId) { _friendlinessToOther.resize(_vm->_gameInfo->getActorCount()); - _mustReachWalkDestination = false; - _damageAnimIfMoving = false; - setup(actorId); } @@ -86,6 +83,7 @@ void Actor::setup(int actorId) { _fps = 15; _frameMs = 1000 / _fps; + _mustReachWalkDestination = false; // Original's _inWalkLoop. Moved here from our constructor, since it's here in the original's init() _isMoving = false; _isTarget = false; _inCombat = false; @@ -117,6 +115,9 @@ void Actor::setup(int actorId) { _currentHP = 50; _maxHP = 50; + + _damageAnimIfMoving = true; // Set to true (like in original). And moved here from our constructor, since it's here in the original's init(). + _goalNumber = -1; _movementTrackPaused = false; -- cgit v1.2.3