From 074baf9b26fcb4efac67b71bea7bf0f979bb7a8f Mon Sep 17 00:00:00 2001 From: Thanasis Antoniou Date: Thu, 9 May 2019 15:15:33 +0300 Subject: BLADERUNNER: Use booleans in walk functions And a few more (not all yet) methods that had 1, 0 instead of true, false --- engines/bladerunner/script/scene/ma01.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'engines/bladerunner/script/scene/ma01.cpp') diff --git a/engines/bladerunner/script/scene/ma01.cpp b/engines/bladerunner/script/scene/ma01.cpp index 9a4bf2431b..9b4e8d236e 100644 --- a/engines/bladerunner/script/scene/ma01.cpp +++ b/engines/bladerunner/script/scene/ma01.cpp @@ -107,11 +107,11 @@ bool SceneScriptMA01::ClickedOnExit(int exitId) { if (exitId == kMA01ExitMA06) { if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenFled) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 72, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 72, true, false, false)) { Actor_Set_Goal_Number(kActorZuben, kGoalZubenMA01AttackMcCoy); Scene_Exits_Disable(); } - } else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 12, true, false, 0)) { + } else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 12, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagMA01toMA06); @@ -121,7 +121,7 @@ bool SceneScriptMA01::ClickedOnExit(int exitId) { } if (exitId == kMA01ExitSpinner) { - if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 381.0f, 0.0f, 54.0f, 0, true, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 381.0f, 0.0f, 54.0f, 0, true, false, false)) { Player_Loses_Control(); Actor_Face_Heading(kActorMcCoy, 736, false); Game_Flag_Reset(kFlagMcCoyInChinaTown); -- cgit v1.2.3