BLADERUNNER: fixed lighting cache

actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
This commit is contained in:
Peter Kohaut 2017-04-02 18:17:43 +02:00
parent 06be112b22
commit 027dc4c38c
13 changed files with 121 additions and 108 deletions

View file

@ -536,11 +536,11 @@ bool ScriptBase::Loop_Actor_Travel_Ladder(int actorId, int a2, int a3, int a4) {
return false;
}
void ScriptBase::Actor_Clue_Add_To_Database(int actorId, int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId) {
_vm->_actors[actorId]->addClueToDatabase(clueId, unknown, clueAcquired, unknownFlag, fromActorId);
void ScriptBase::Actor_Clue_Add_To_Database(int actorId, int clueId, int weight, bool clueAcquired, bool unknownFlag, int fromActorId) {
_vm->_actors[actorId]->addClueToDatabase(clueId, weight, clueAcquired, unknownFlag, fromActorId);
}
void ScriptBase::Actor_Clue_Acquire(int actorId, int clueId, byte unknownFlag, int fromActorId) {
void ScriptBase::Actor_Clue_Acquire(int actorId, int clueId, bool unknownFlag, int fromActorId) {
_vm->_actors[actorId]->acquireClue(clueId, unknownFlag, fromActorId);
}