/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "bladerunner/script/ai_script.h" //#include "common/debug.h" namespace BladeRunner { AIScriptFreeSlotB::AIScriptFreeSlotB(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 0; _var2 = 1; } void AIScriptFreeSlotB::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 0; _var2 = 1; World_Waypoint_Set(527, kSetKP02, -468.46f, -616.58f, 2840.60f); // TODO: A bug? world waypoints 528, 529 are unused World_Waypoint_Set(528, kSetKP02, -1024.46f, -615.49f, 2928.60f); World_Waypoint_Set(529, kSetKP02, -1024.46f, -615.49f, 2788.60f); } bool AIScriptFreeSlotB::Update() { if (Global_Variable_Query(kVariableChapter) > 5) { return false; } if (Global_Variable_Query(kVariableChapter) == 4) { switch (Actor_Query_Goal_Number(kActorFreeSlotB)) { case kGoalFreeSlotBAct4Default: Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4WalkAround); Actor_Set_Targetable(kActorFreeSlotB, true); break; case kGoalFreeSlotBAct4WalkAround: #if BLADERUNNER_ORIGINAL_BUGS if (Actor_Query_Which_Set_In(kActorFreeSlotB) == Player_Query_Current_Set() && Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotB, kActorMcCoy) <= 48 ) { Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4AttackMcCoy); } #else if (Actor_Query_Which_Set_In(kActorFreeSlotB) == Player_Query_Current_Set() && Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotB, kActorMcCoy) <= 54 ) { Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4AttackMcCoy); } #endif // BLADERUNNER_ORIGINAL_BUGS break; case kGoalFreeSlotBAct4AttackMcCoy: if (Actor_Query_Which_Set_In(kActorFreeSlotB) != Player_Query_Current_Set()) { Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4WalkAround); } break; case kGoalFreeSlotBGone: if (Actor_Query_Which_Set_In(kActorFreeSlotB) != Player_Query_Current_Set()) { Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4Default); } break; default: Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4Default); break; } return false; } // if in Act 5 if (Actor_Query_Goal_Number(kActorFreeSlotB) < kGoalFreeSlotBAct5Default) { AI_Movement_Track_Flush(kActorFreeSlotB); Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct5Default); return true; } else { if (Actor_Query_Goal_Number(kActorFreeSlotB) != kGoalFreeSlotBAct5Prepare || Actor_Query_Which_Set_In(kActorMcCoy) != kSetKP02 ) { if (Actor_Query_Goal_Number(kActorFreeSlotB) == kGoalFreeSlotBGone) { if (Actor_Query_Which_Set_In(kActorFreeSlotB) != Player_Query_Current_Set()) { Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB); Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct5Default); return true; } } return false; } Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct5KP02Attack); Actor_Set_Targetable(kActorFreeSlotB, true); return true; } } void AIScriptFreeSlotB::TimerExpired(int timer) { //return false; } void AIScriptFreeSlotB::CompletedMovementTrack() { // debug("Rat B completed move with Goal: %d", Actor_Query_Goal_Number(kActorFreeSlotB)); switch (Actor_Query_Goal_Number(kActorFreeSlotB)) { case kGoalFreeSlotBAct4Default: Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4WalkAround); break; case kGoalFreeSlotBAct4WalkAround: Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4Default); break; case kGoalFreeSlotBAct5Default: Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct5Prepare); break; case kGoalFreeSlotBAct5KP02Attack: Non_Player_Actor_Combat_Mode_On(kActorFreeSlotB, kActorCombatStateIdle, false, kActorMcCoy, 8, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 5, 300, false); break; default: return; //false; } return; //true; } void AIScriptFreeSlotB::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptFreeSlotB::ClickedByPlayer() { if (Actor_Query_Goal_Number(kActorFreeSlotB) != kGoalFreeSlotBGone) return; //false; Actor_Face_Actor(kActorMcCoy, kActorFreeSlotB, true); if (_vm->_cutContent && !Game_Flag_Query(kFlagMcCoyCommentsOnHoodooRats)) { Game_Flag_Set(kFlagMcCoyCommentsOnHoodooRats); Actor_Voice_Over(1060, kActorVoiceOver); // Hoodoo rats Actor_Voice_Over(1080, kActorVoiceOver); Actor_Voice_Over(1090, kActorVoiceOver); } else { if (Random_Query(1, 2) == 1) { Actor_Says(kActorMcCoy, 8655, 16); } else { Actor_Says(kActorMcCoy, 8665, 16); } } } void AIScriptFreeSlotB::EnteredScene(int sceneId) { // return false; } void AIScriptFreeSlotB::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptFreeSlotB::OtherAgentExitedThisScene(int otherActorId) { #if !BLADERUNNER_ORIGINAL_BUGS if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorFreeSlotB) == kGoalFreeSlotBGone) { if (Global_Variable_Query(kVariableChapter) == 4) { Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct4Default); } else if (Global_Variable_Query(kVariableChapter) == 5) { Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB); Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBAct5Default); } } #endif // BLADERUNNER_ORIGINAL_BUGS // return false; } void AIScriptFreeSlotB::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptFreeSlotB::ShotAtAndMissed() { // return false; } bool AIScriptFreeSlotB::ShotAtAndHit() { return false; } void AIScriptFreeSlotB::Retired(int byActorId) { Actor_Set_Goal_Number(kActorFreeSlotB, kGoalFreeSlotBGone); } int AIScriptFreeSlotB::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptFreeSlotB::GoalChanged(int currentGoalNumber, int newGoalNumber) { // debug("Rat B goal changed from %d to: %d", currentGoalNumber, newGoalNumber); switch (newGoalNumber) { case kGoalFreeSlotBAct4Default: // kSetFreeSlotG AI_Movement_Track_Flush(kActorFreeSlotB); AI_Movement_Track_Append(kActorFreeSlotB, 39, 2); AI_Movement_Track_Repeat(kActorFreeSlotB); break; case kGoalFreeSlotBAct4WalkAround: AI_Movement_Track_Flush(kActorFreeSlotB); goToRandomUGxx(); AI_Movement_Track_Repeat(kActorFreeSlotB); break; case kGoalFreeSlotBAct4AttackMcCoy: Actor_Set_Targetable(kActorFreeSlotB, true); Non_Player_Actor_Combat_Mode_On(kActorFreeSlotB, kActorCombatStateIdle, false, kActorMcCoy, 8, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 25, 0, 75, 5, 300, false); break; case kGoalFreeSlotBAct5Default: // kSetFreeSlotG AI_Movement_Track_Append(kActorFreeSlotB, 39, 0); AI_Movement_Track_Repeat(kActorFreeSlotB); break; case kGoalFreeSlotBAct5KP02Attack: // kSetKP02 AI_Movement_Track_Flush(kActorFreeSlotB); AI_Movement_Track_Append(kActorFreeSlotB, 527, 0); AI_Movement_Track_Repeat(kActorFreeSlotB); break; case kGoalFreeSlotBGone: Actor_Set_Health(kActorFreeSlotB, 20, 20); break; default: return false; } return true; } bool AIScriptFreeSlotB::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 861; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(861)) { _animationFrame = 0; } break; case 1: *animation = 862; if (_var1) { _var1--; } else { _animationFrame += _var2; if (_animationFrame < 8) { _var2 = 1; } else { if (_animationFrame > 8) { _var2 = -1; } else if (Random_Query(0, 4)) { _var2 = -_var2; } } if (_animationFrame >= 7 && _animationFrame <= 9) { _var1 = Random_Query(0, 1); } } break; case 2: *animation = 862; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(862) - 1) { *animation = 861; _animationFrame = 0; _animationState = 0; } break; case 3: *animation = 858; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(858)) { _animationFrame = 0; } break; case 4: *animation = 857; _animationFrame++; if (_animationFrame == 3) { int snd; if (Random_Query(1, 2) == 1) { snd = 9010; } else { snd = 9015; } Sound_Play_Speech_Line(kActorFreeSlotB, snd, 75, 0, 99); } if (_animationFrame == 3) { Actor_Combat_AI_Hit_Attempt(kActorFreeSlotB); } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { *animation = 861; _animationFrame = 0; _animationState = 0; } break; case 5: // This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers) // probably for debug purposes *animation = 874; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(874) - 1) { _animationState = 8; _animationFrame = Slice_Animation_Query_Number_Of_Frames(874) - 1; } break; case 6: if (_animationFrame == 1) { Ambient_Sounds_Play_Sound(kSfxRATTY3, 99, 0, 0, 20); } *animation = 860; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(860)) { _animationFrame = 0; _animationState = 0; Actor_Change_Animation_Mode(kActorFreeSlotB, kAnimationModeIdle); } break; case 7: *animation = 859; _animationFrame++; if (_animationFrame == 1) { Ambient_Sounds_Play_Sound(kSfxRATTY5, 99, 0, 0, 25); } #if BLADERUNNER_ORIGINAL_BUGS if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(859) - 1) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(859) - 1; } _animationState = 8; #else if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(859) - 1) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(859) - 1; _animationState = 8; } #endif // BLADERUNNER_ORIGINAL_BUGS break; case 8: *animation = 859; _animationFrame = Slice_Animation_Query_Number_Of_Frames(859) - 1; break; default: break; } *frame = _animationFrame; return true; } bool AIScriptFreeSlotB::ChangeAnimationMode(int mode) { switch (mode) { case 0: if ((unsigned int)(_animationState - 1) > 1) { _animationState = 0; _animationFrame = 0; } else if (_animationState == 1) { _animationState = 2; } break; case 1: _animationState = 3; _animationFrame = 0; break; case 4: if ((unsigned int)(_animationState - 1) > 1) { _animationState = 0; _animationFrame = 0; } else if (_animationState == 1) { _animationState = 2; } break; case 6: _animationState = 4; _animationFrame = 0; break; case 7: _animationState = 3; _animationFrame = 0; break; case 8: _animationState = 3; _animationFrame = 0; break; case 21: _animationState = 6; _animationFrame = 0; break; case 43: _animationState = 1; _animationFrame = 0; break; case kAnimationModeDie: _animationState = 7; _animationFrame = 0; break; } return true; } void AIScriptFreeSlotB::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptFreeSlotB::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptFreeSlotB::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptFreeSlotB::FledCombat() { // return false; } void AIScriptFreeSlotB::goToRandomUGxx() { switch (Random_Query(1, 14)) { case 1: // kSetUG01 #if BLADERUNNER_ORIGINAL_BUGS AI_Movement_Track_Append(kActorFreeSlotB, 450, 1); AI_Movement_Track_Append(kActorFreeSlotB, 451, 5); AI_Movement_Track_Append(kActorFreeSlotB, 450, 0); break; #else // Don't put rats in UG01 when Lucy is also here if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) { AI_Movement_Track_Append(kActorFreeSlotB, 450, 1); AI_Movement_Track_Append(kActorFreeSlotB, 451, 5); AI_Movement_Track_Append(kActorFreeSlotB, 450, 0); break; } #endif // BLADERUNNER_ORIGINAL_BUGS // fall through case 2: // kSetUG01 #if BLADERUNNER_ORIGINAL_BUGS World_Waypoint_Set(466, kSetUG01, 144.98f, -50.13f, -175.75f); World_Waypoint_Set(547, kSetUG01, 105.6f, -50.13f, -578.46f); World_Waypoint_Set(548, kSetUG01, 62.0f, -50.13f, -574.0f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); AI_Movement_Track_Append(kActorFreeSlotB, 547, 1); AI_Movement_Track_Append(kActorFreeSlotB, 548, 5); AI_Movement_Track_Append(kActorFreeSlotB, 466, 5); break; #else // Don't put rats in UG01 when Lucy is also here if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) { World_Waypoint_Set(466, kSetUG01, 144.98f, -50.13f, -175.75f); World_Waypoint_Set(547, kSetUG01, 105.6f, -50.13f, -578.46f); World_Waypoint_Set(548, kSetUG01, 62.0f, -50.13f, -574.0f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); AI_Movement_Track_Append(kActorFreeSlotB, 547, 1); AI_Movement_Track_Append(kActorFreeSlotB, 548, 5); AI_Movement_Track_Append(kActorFreeSlotB, 466, 5); break; } #endif // BLADERUNNER_ORIGINAL_BUGS // fall through case 3: // kSetUG04 AI_Movement_Track_Append(kActorFreeSlotB, 446, 15); AI_Movement_Track_Append(kActorFreeSlotB, 447, 1); AI_Movement_Track_Append(kActorFreeSlotB, 449, 1); AI_Movement_Track_Append(kActorFreeSlotB, 448, 2); AI_Movement_Track_Append(kActorFreeSlotB, 449, 0); break; case 4: // kSetUG04 World_Waypoint_Set(466, kSetUG04, -22.70f, 6.39f, 33.12f); World_Waypoint_Set(547, kSetUG04, -6.70f, -1.74f, -362.88f); World_Waypoint_Set(548, kSetUG04, 164.0f, 11.87f, -1013.0f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 2); AI_Movement_Track_Append(kActorFreeSlotB, 547, 0); AI_Movement_Track_Append(kActorFreeSlotB, 548, 0); break; case 5: // kSetUG05 AI_Movement_Track_Append(kActorFreeSlotB, 457, 15); AI_Movement_Track_Append(kActorFreeSlotB, 458, 0); AI_Movement_Track_Append(kActorFreeSlotB, 459, 15); break; case 6: // kSetUG06 AI_Movement_Track_Append(kActorFreeSlotB, 460, 15); AI_Movement_Track_Append(kActorFreeSlotB, 461, 5); AI_Movement_Track_Append(kActorFreeSlotB, 460, 15); break; case 7: // kSetUG07 or kSetFreeSlotG #if BLADERUNNER_ORIGINAL_BUGS if (Actor_Query_In_Set(kActorClovis, kSetUG07)) { // this check is not very effective since Clovis // will spawn in the set when McCoy goes to the downwards exit // at which point a rat may already be in the set and that could // make them collide with Clovis' path AI_Movement_Track_Append(kActorFreeSlotB, 39, 10); } else { World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 5); AI_Movement_Track_Append(kActorFreeSlotB, 547, 1); // TODO: A bug? the waypoint 548 is created but is unused } break; #else // Don't put rats in UG07 after the UG18 Guzza scene // since Clovis may be there too and that does not work well if (!Game_Flag_Query(kFlagUG18GuzzaScene)) { World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 5); AI_Movement_Track_Append(kActorFreeSlotB, 547, 1); // TODO: A bug? the waypoint 548 is created but is unused break; } #endif // BLADERUNNER_ORIGINAL_BUGS // fall through case 8: // kSetUG07 #if BLADERUNNER_ORIGINAL_BUGS World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 547, 5); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); // TODO: A bug? the waypoint 548 is created but is unused break; #else // Don't put rats in UG07 after the UG18 Guzza scene // since Clovis may be there too and that does not work well if (!Game_Flag_Query(kFlagUG18GuzzaScene)) { World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 547, 5); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); // TODO: A bug? the waypoint 548 is created but is unused break; } #endif // BLADERUNNER_ORIGINAL_BUGS // fall through case 9: // kSetUG07 #if BLADERUNNER_ORIGINAL_BUGS World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 547, 5); AI_Movement_Track_Append(kActorFreeSlotB, 548, 1); // TODO: A bug? the waypoint 466 is created but is unused break; #else // Don't put rats in UG07 after the UG18 Guzza scene // since Clovis may be there too and that does not work well if (!Game_Flag_Query(kFlagUG18GuzzaScene)) { World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 547, 5); AI_Movement_Track_Append(kActorFreeSlotB, 548, 1); // TODO: A bug? the waypoint 466 is created but is unused break; } #endif // BLADERUNNER_ORIGINAL_BUGS // fall through case 10: // kSetUG07 #if BLADERUNNER_ORIGINAL_BUGS World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 548, 5); AI_Movement_Track_Append(kActorFreeSlotB, 547, 1); // TODO: A bug? the waypoint 466 is created but is unused break; #else // Don't put rats in UG07 after the UG18 Guzza scene // since Clovis may be there too and that does not work well if (!Game_Flag_Query(kFlagUG18GuzzaScene)) { World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f); World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f); World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f); AI_Movement_Track_Append(kActorFreeSlotB, 548, 5); AI_Movement_Track_Append(kActorFreeSlotB, 547, 1); // TODO: A bug? the waypoint 466 is created but is unused break; } #endif // BLADERUNNER_ORIGINAL_BUGS // fall through case 11: // kSetUG09 World_Waypoint_Set(466, kSetUG09, 91.0f, 156.94f, -498.0f); World_Waypoint_Set(547, kSetUG09, -149.0f, 156.94f, -498.0f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 5); AI_Movement_Track_Append(kActorFreeSlotB, 547, 1); break; case 12: // kSetUG09 World_Waypoint_Set(466, kSetUG09, 91.0f, 156.94f, -498.0f); World_Waypoint_Set(547, kSetUG09, -149.0f, 156.94f, -498.0f); AI_Movement_Track_Append(kActorFreeSlotB, 547, 5); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); break; case 13: // kSetUG09 #if BLADERUNNER_ORIGINAL_BUGS // this makes the rat appear on the pipe (top left) // but this is buggy since it will appear floating there World_Waypoint_Set(466, kSetUG09, -152.51f, 277.31f, 311.98f); World_Waypoint_Set(547, kSetUG09, -124.51f, 275.08f, 319.98f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); AI_Movement_Track_Append(kActorFreeSlotB, 547, 8); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); #else // replacing with something more normal World_Waypoint_Set(466, kSetUG09, -149.0f, 156.94f, -498.0f); World_Waypoint_Set(547, kSetUG09, -32.60f, 156.94f, -498.0f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); AI_Movement_Track_Append(kActorFreeSlotB, 547, 2); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); #endif // BLADERUNNER_ORIGINAL_BUGS break; case 14: // kSetUG12 World_Waypoint_Set(466, kSetUG12, -360.67f, 21.39f, 517.55f); World_Waypoint_Set(547, kSetUG12, -250.67f, 21.39f, 477.55f); World_Waypoint_Set(548, kSetUG12, -248.67f, 21.39f, -1454.45f); AI_Movement_Track_Append(kActorFreeSlotB, 466, 1); AI_Movement_Track_Append(kActorFreeSlotB, 547, 8); AI_Movement_Track_Append(kActorFreeSlotB, 548, 1); break; default: // kSetFreeSlotG AI_Movement_Track_Append(kActorFreeSlotB, 39, Random_Query(1, 10)); break; } } } // End of namespace BladeRunner