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
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06be112b22
commit
027dc4c38c
13 changed files with 121 additions and 108 deletions
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@ -536,11 +536,11 @@ bool ScriptBase::Loop_Actor_Travel_Ladder(int actorId, int a2, int a3, int a4) {
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return false;
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}
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void ScriptBase::Actor_Clue_Add_To_Database(int actorId, int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId) {
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_vm->_actors[actorId]->addClueToDatabase(clueId, unknown, clueAcquired, unknownFlag, fromActorId);
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void ScriptBase::Actor_Clue_Add_To_Database(int actorId, int clueId, int weight, bool clueAcquired, bool unknownFlag, int fromActorId) {
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_vm->_actors[actorId]->addClueToDatabase(clueId, weight, clueAcquired, unknownFlag, fromActorId);
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}
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void ScriptBase::Actor_Clue_Acquire(int actorId, int clueId, byte unknownFlag, int fromActorId) {
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void ScriptBase::Actor_Clue_Acquire(int actorId, int clueId, bool unknownFlag, int fromActorId) {
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_vm->_actors[actorId]->acquireClue(clueId, unknownFlag, fromActorId);
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}
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