BLADERUNNER: introduced some game constants

Game script are more readable now
Fixed name of Officer Leary
This commit is contained in:
Peter Kohaut 2017-03-29 01:50:47 +02:00
parent 4564b84d91
commit d42b39817d
133 changed files with 10670 additions and 11427 deletions

View file

@ -204,8 +204,8 @@ void ScriptBase::Actor_Combat_AI_Hit_Attempt(int actorId) {
_vm->_actors[actorId]->_combatInfo->hitAttempt();
}
void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12, int a13, int a14) {
_vm->_actors[actorId]->combatModeOn(a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int a2, int a3, int otherActorId, int a5, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int a9, int a10, int a11, int a12, int a13, int a14) {
_vm->_actors[actorId]->combatModeOn(a2, a3, otherActorId, a5, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, a9, a10, a11, a12, a13, a14);
}
void ScriptBase::Non_Player_Actor_Combat_Mode_Off(int actorId) {
@ -259,7 +259,7 @@ void ScriptBase::Actor_Says_With_Pause(int actorId, int sentenceId, float pause,
}
}
if (animationModeChanged) {
actor->changeAnimationMode(0, false);
actor->changeAnimationMode(kAnimationModeIdle, false);
}
//TODO: sitcom
@ -406,14 +406,14 @@ int ScriptBase::Slice_Animation_Query_Number_Of_Frames(int animation) {
}
void ScriptBase::Actor_Change_Animation_Mode(int actorId, int animationMode) {
_vm->_actors[actorId]->changeAnimationMode(animationMode, 0);
_vm->_actors[actorId]->changeAnimationMode(animationMode, false);
}
int ScriptBase::Actor_Query_Animation_Mode(int actorId) {
return _vm->_actors[actorId]->getAnimationMode();
}
bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool run) {
bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, int a4, bool run) {
_vm->gameWaitForActive();
if (actorId == _vm->_walkingActorId) {
@ -421,7 +421,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3,
}
_vm->_playerActorIdle = false;
bool isRunning;
bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, a3, a4, run, true, &isRunning);
bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, distance, a4, run, true, &isRunning);
if (_vm->_playerActorIdle) {
result = true;
_vm->_playerActorIdle = false;
@ -1021,20 +1021,20 @@ void ScriptBase::Police_Maze_Set_Pause_State(int a1) {
warning("Police_Maze_Set_Pause_State(%d)", a1);
}
void ScriptBase::CDB_Set_Crime(int crimeId, int value) {
_vm->_crimesDatabase->setCrime(crimeId, value);
void ScriptBase::CDB_Set_Crime(int clueId, int crimeId) {
_vm->_crimesDatabase->setCrime(clueId, crimeId);
}
void ScriptBase::CDB_Set_Clue_Asset_Type(int assetId, int type) {
_vm->_crimesDatabase->setAssetType(assetId, type);
void ScriptBase::CDB_Set_Clue_Asset_Type(int clueId, int assetType) {
_vm->_crimesDatabase->setAssetType(clueId, assetType);
}
void ScriptBase::SDB_Set_Actor(int suspectId, int actorId) {
_vm->_suspectsDatabase->get(suspectId)->setActor(actorId);
}
bool ScriptBase::SDB_Add_Photo_Clue(int suspectId, int a2, int a3) {
return _vm->_suspectsDatabase->get(suspectId)->addPhotoClue(a2, a3);
bool ScriptBase::SDB_Add_Photo_Clue(int suspectId, int clueId, int shapeId) {
return _vm->_suspectsDatabase->get(suspectId)->addPhotoClue(shapeId, clueId);
}
void ScriptBase::SDB_Set_Name(int actorId) {