AVALANCHE: Convert index use from Pascal to C in walkTo()
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5 changed files with 29 additions and 29 deletions
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@ -268,7 +268,7 @@ int8 AnimationType::getSign(int16 val) {
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}
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void AnimationType::walkTo(byte pedNum) {
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PedType *curPed = &_anim->_vm->_gyro->_peds[pedNum - 1]; // Pascal -> C conversion: different array indexes.
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PedType *curPed = &_anim->_vm->_gyro->_peds[pedNum];
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setSpeed(getSign(curPed->_x - _x) * 4, getSign(curPed->_y - _y));
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_homingX = curPed->_x - _info._xLength / 2;
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@ -766,7 +766,7 @@ void Animation::callSpecial(uint16 which) {
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if (!_vm->_gyro->_arrowTriggered) {
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_vm->_gyro->_arrowTriggered = true;
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appearPed(2, 4); // The dart starts at ped 4, and...
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_sprites[1].walkTo(5); // flies to ped 5.
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_sprites[1].walkTo(4); // flies to ped 5 (- 1 for pascal to C conversion).
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_sprites[1]._facingDir = kDirUp; // Only face.
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// Should call some kind of Eachstep procedure which will deallocate
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// the sprite when it hits the wall, and replace it with the chunk
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@ -794,7 +794,7 @@ void Animation::callSpecial(uint16 which) {
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_vm->_scrolls->displayScrollChain('q', 36);
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_vm->_gyro->_tiedUp = true;
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_vm->_gyro->_friarWillTieYouUp = false;
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_sprites[1].walkTo(3);
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_sprites[1].walkTo(2);
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_sprites[1]._vanishIfStill = true;
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_sprites[1]._doCheck = true; // One of them must have Check_Me switched on.
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_vm->_gyro->_whereIs[Gyro::kPeopleFriarTuck - 150] = 177; // Not here, then.
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@ -831,7 +831,7 @@ void Animation::callSpecial(uint16 which) {
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if (!_vm->_gyro->_geidaFollows)
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return; // DOESN'T COUNT: no Geida.
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_sprites[1]._callEachStepFl = false; // She no longer follows Avvy around.
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_sprites[1].walkTo(4); // She walks to somewhere...
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_sprites[1].walkTo(3); // She walks to somewhere...
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_sprites[0].remove(); // Lose Avvy.
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_vm->_gyro->_userMovesAvvy = false;
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_vm->_timer->addTimer(40, Timer::kProcRobinHoodAndGeida, Timer::kReasonRobinHoodAndGeida);
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@ -1035,9 +1035,9 @@ void Animation::followAvalotY(byte tripnum) {
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void Animation::backAndForth(byte tripnum) {
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if (!_sprites[tripnum]._homing) {
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if (_sprites[tripnum]._facingDir == kDirRight)
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_sprites[tripnum].walkTo(4);
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_sprites[tripnum].walkTo(3);
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else
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_sprites[tripnum].walkTo(5);
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_sprites[tripnum].walkTo(4);
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}
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}
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