BLADERUNNER: introduced some game constants
Game script are more readable now Fixed name of Officer Leary
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4564b84d91
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133 changed files with 10670 additions and 11427 deletions
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@ -204,8 +204,8 @@ void ScriptBase::Actor_Combat_AI_Hit_Attempt(int actorId) {
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_vm->_actors[actorId]->_combatInfo->hitAttempt();
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}
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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) {
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_vm->_actors[actorId]->combatModeOn(a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
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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) {
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_vm->_actors[actorId]->combatModeOn(a2, a3, otherActorId, a5, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, a9, a10, a11, a12, a13, a14);
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}
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void ScriptBase::Non_Player_Actor_Combat_Mode_Off(int actorId) {
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@ -259,7 +259,7 @@ void ScriptBase::Actor_Says_With_Pause(int actorId, int sentenceId, float pause,
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}
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}
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if (animationModeChanged) {
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actor->changeAnimationMode(0, false);
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actor->changeAnimationMode(kAnimationModeIdle, false);
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}
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//TODO: sitcom
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@ -406,14 +406,14 @@ int ScriptBase::Slice_Animation_Query_Number_Of_Frames(int animation) {
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}
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void ScriptBase::Actor_Change_Animation_Mode(int actorId, int animationMode) {
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_vm->_actors[actorId]->changeAnimationMode(animationMode, 0);
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_vm->_actors[actorId]->changeAnimationMode(animationMode, false);
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}
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int ScriptBase::Actor_Query_Animation_Mode(int actorId) {
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return _vm->_actors[actorId]->getAnimationMode();
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}
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bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool run) {
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bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, int a4, bool run) {
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_vm->gameWaitForActive();
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if (actorId == _vm->_walkingActorId) {
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@ -421,7 +421,7 @@ bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3,
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}
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_vm->_playerActorIdle = false;
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bool isRunning;
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bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, a3, a4, run, true, &isRunning);
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bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, distance, a4, run, true, &isRunning);
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if (_vm->_playerActorIdle) {
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result = true;
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_vm->_playerActorIdle = false;
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@ -1021,20 +1021,20 @@ void ScriptBase::Police_Maze_Set_Pause_State(int a1) {
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warning("Police_Maze_Set_Pause_State(%d)", a1);
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}
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void ScriptBase::CDB_Set_Crime(int crimeId, int value) {
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_vm->_crimesDatabase->setCrime(crimeId, value);
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void ScriptBase::CDB_Set_Crime(int clueId, int crimeId) {
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_vm->_crimesDatabase->setCrime(clueId, crimeId);
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}
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void ScriptBase::CDB_Set_Clue_Asset_Type(int assetId, int type) {
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_vm->_crimesDatabase->setAssetType(assetId, type);
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void ScriptBase::CDB_Set_Clue_Asset_Type(int clueId, int assetType) {
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_vm->_crimesDatabase->setAssetType(clueId, assetType);
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}
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void ScriptBase::SDB_Set_Actor(int suspectId, int actorId) {
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_vm->_suspectsDatabase->get(suspectId)->setActor(actorId);
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}
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bool ScriptBase::SDB_Add_Photo_Clue(int suspectId, int a2, int a3) {
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return _vm->_suspectsDatabase->get(suspectId)->addPhotoClue(a2, a3);
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bool ScriptBase::SDB_Add_Photo_Clue(int suspectId, int clueId, int shapeId) {
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return _vm->_suspectsDatabase->get(suspectId)->addPhotoClue(shapeId, clueId);
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}
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void ScriptBase::SDB_Set_Name(int actorId) {
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