[Scummvm-git-logs] scummvm master -> dc14676b2cab274681313a49de7a60050693314b
antoniou79
antoniou at cti.gr
Thu Jul 11 15:17:49 CEST 2019
This automated email contains information about 3 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
0195599ea2 BLADERUNNER: Prevent Clovis from rotating in KP07
e0da90cdb8 BLADERUNNER: No rats when Lucy is in UG01
dc14676b2c BLADERUNNER: No rats in UG07 when Clovis may spawn
Commit: 0195599ea25306a8a612875322a130826109785a
https://github.com/scummvm/scummvm/commit/0195599ea25306a8a612875322a130826109785a
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-07-11T16:15:05+03:00
Commit Message:
BLADERUNNER: Prevent Clovis from rotating in KP07
This is when he is dying/ lying on the bed
Changed paths:
engines/bladerunner/script/ai/clovis.cpp
diff --git a/engines/bladerunner/script/ai/clovis.cpp b/engines/bladerunner/script/ai/clovis.cpp
index c5b29d9..82ab236 100644
--- a/engines/bladerunner/script/ai/clovis.cpp
+++ b/engines/bladerunner/script/ai/clovis.cpp
@@ -402,14 +402,16 @@ bool AIScriptClovis::GoalChanged(int currentGoalNumber, int newGoalNumber) {
Global_Variable_Increment(kVariableReplicantsSurvivorsAtMoonbus, 1);
Actor_Set_At_XYZ(kActorClovis, 45.0f, -41.52f, -85.0f, 750);
} else {
- Actor_Set_At_XYZ(kActorClovis, 84.85f, -50.56f, -68.87f, 800);
- Actor_Face_Heading(kActorClovis, 1022, false);
#if BLADERUNNER_ORIGINAL_BUGS
+ Actor_Set_At_XYZ(kActorClovis, 84.85f, -50.56f, -68.87f, 800);
#else
// same as kGoalClovisKP07LayDown
// Actor_Set_Targetable(kActorClovis, true) is already done above
Game_Flag_Set(kFlagClovisLyingDown);
+ // prevent Clovis rotating while lying on the bed when McCoy enters KP07
+ Actor_Set_At_XYZ(kActorClovis, 84.85f, -50.56f, -68.87f, 1022);
#endif // BLADERUNNER_ORIGINAL_BUGS
+ Actor_Face_Heading(kActorClovis, 1022, false);
}
someAnim();
return true;
@@ -532,7 +534,12 @@ bool AIScriptClovis::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return true;
case kGoalClovisKP07LayDown:
+#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_At_XYZ(kActorClovis, 84.85f, -50.56f, -68.87f, 800);
+#else
+ // prevent Clovis rotating while lying on the bed when McCoy enters KP07
+ Actor_Set_At_XYZ(kActorClovis, 84.85f, -50.56f, -68.87f, 1022);
+#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Face_Heading(kActorClovis, 1022, false);
Actor_Set_Targetable(kActorClovis, true);
Game_Flag_Set(kFlagClovisLyingDown);
Commit: e0da90cdb8640461a2b0518cbe6834c4bdee446c
https://github.com/scummvm/scummvm/commit/e0da90cdb8640461a2b0518cbe6834c4bdee446c
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-07-11T16:15:05+03:00
Commit Message:
BLADERUNNER: No rats when Lucy is in UG01
Changed paths:
engines/bladerunner/script/ai/free_slot_a.cpp
engines/bladerunner/script/ai/free_slot_b.cpp
engines/bladerunner/script/ai/lucy.cpp
diff --git a/engines/bladerunner/script/ai/free_slot_a.cpp b/engines/bladerunner/script/ai/free_slot_a.cpp
index f7c4849..d87663a 100644
--- a/engines/bladerunner/script/ai/free_slot_a.cpp
+++ b/engines/bladerunner/script/ai/free_slot_a.cpp
@@ -610,13 +610,24 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
switch (Random_Query(1, 14)) {
case 1:
// kSetUG01
+#if BLADERUNNER_ORIGINAL_BUGS
AI_Movement_Track_Append(kActorFreeSlotA, 450, 1);
AI_Movement_Track_Append(kActorFreeSlotA, 451, 5);
AI_Movement_Track_Append(kActorFreeSlotA, 450, 0);
break;
-
+#else
+ // Don't put rats in UG01 when Lucy is also here
+ if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) {
+ AI_Movement_Track_Append(kActorFreeSlotA, 450, 1);
+ AI_Movement_Track_Append(kActorFreeSlotA, 451, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 450, 0);
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 2:
// kSetUG01
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(463, kSetUG01, 144.98f, -50.13f, -175.75f);
World_Waypoint_Set(464, kSetUG01, 105.6f, -50.13f, -578.46f);
World_Waypoint_Set(465, kSetUG01, 62.0f, -50.13f, -574.0f);
@@ -625,7 +636,20 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
break;
-
+#else
+ // Don't put rats in UG01 when Lucy is also here
+ if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) {
+ World_Waypoint_Set(463, kSetUG01, 144.98f, -50.13f, -175.75f);
+ World_Waypoint_Set(464, kSetUG01, 105.6f, -50.13f, -578.46f);
+ World_Waypoint_Set(465, kSetUG01, 62.0f, -50.13f, -574.0f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
+ AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 3:
// kSetUG04
AI_Movement_Track_Append(kActorFreeSlotA, 446, 15);
diff --git a/engines/bladerunner/script/ai/free_slot_b.cpp b/engines/bladerunner/script/ai/free_slot_b.cpp
index f945021..ddb7f04 100644
--- a/engines/bladerunner/script/ai/free_slot_b.cpp
+++ b/engines/bladerunner/script/ai/free_slot_b.cpp
@@ -460,13 +460,24 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
switch (Random_Query(1, 14)) {
case 1:
// kSetUG01
+#if BLADERUNNER_ORIGINAL_BUGS
AI_Movement_Track_Append(kActorFreeSlotB, 450, 1);
AI_Movement_Track_Append(kActorFreeSlotB, 451, 5);
AI_Movement_Track_Append(kActorFreeSlotB, 450, 0);
break;
-
+#else
+ // Don't put rats in UG01 when Lucy is also here
+ if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) {
+ AI_Movement_Track_Append(kActorFreeSlotB, 450, 1);
+ AI_Movement_Track_Append(kActorFreeSlotB, 451, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 450, 0);
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 2:
// kSetUG01
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(466, kSetUG01, 144.98f, -50.13f, -175.75f);
World_Waypoint_Set(547, kSetUG01, 105.6f, -50.13f, -578.46f);
World_Waypoint_Set(548, kSetUG01, 62.0f, -50.13f, -574.0f);
@@ -475,7 +486,20 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotB, 548, 5);
AI_Movement_Track_Append(kActorFreeSlotB, 466, 5);
break;
-
+#else
+ // Don't put rats in UG01 when Lucy is also here
+ if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) {
+ World_Waypoint_Set(466, kSetUG01, 144.98f, -50.13f, -175.75f);
+ World_Waypoint_Set(547, kSetUG01, 105.6f, -50.13f, -578.46f);
+ World_Waypoint_Set(548, kSetUG01, 62.0f, -50.13f, -574.0f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 466, 1);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
+ AI_Movement_Track_Append(kActorFreeSlotB, 548, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 466, 5);
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 3:
// kSetUG04
AI_Movement_Track_Append(kActorFreeSlotB, 446, 15);
diff --git a/engines/bladerunner/script/ai/lucy.cpp b/engines/bladerunner/script/ai/lucy.cpp
index 5b1b2d3..786d410 100644
--- a/engines/bladerunner/script/ai/lucy.cpp
+++ b/engines/bladerunner/script/ai/lucy.cpp
@@ -527,7 +527,7 @@ bool AIScriptLucy::GoalChanged(int currentGoalNumber, int newGoalNumber) {
case kGoalLucyUG01RunAway:
AI_Movement_Track_Flush(kActorLucy);
AI_Movement_Track_Append_Run(kActorLucy, 545, 0);
- AI_Movement_Track_Append(kActorLucy, 33, 0);
+ AI_Movement_Track_Append(kActorLucy, 33, 0); // kSetFreeSlotA
AI_Movement_Track_Repeat(kActorLucy);
break;
Commit: dc14676b2cab274681313a49de7a60050693314b
https://github.com/scummvm/scummvm/commit/dc14676b2cab274681313a49de7a60050693314b
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-07-11T16:15:05+03:00
Commit Message:
BLADERUNNER: No rats in UG07 when Clovis may spawn
Changed paths:
engines/bladerunner/script/ai/free_slot_a.cpp
engines/bladerunner/script/ai/free_slot_b.cpp
engines/bladerunner/script/ai/officer_grayford.cpp
engines/bladerunner/script/ai/officer_leary.cpp
diff --git a/engines/bladerunner/script/ai/free_slot_a.cpp b/engines/bladerunner/script/ai/free_slot_a.cpp
index d87663a..cba1488 100644
--- a/engines/bladerunner/script/ai/free_slot_a.cpp
+++ b/engines/bladerunner/script/ai/free_slot_a.cpp
@@ -685,7 +685,12 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
case 7:
// kSetUG07 or kSetFreeSlotG
+#if BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_In_Set(kActorClovis, kSetUG07)) {
+ // this check is not very effective since Clovis
+ // will spawn in the set when McCoy goes to the downwards exit
+ // at which point a rat may already be in the set and that could
+ // make them collide with Clovis' path
AI_Movement_Track_Append(kActorFreeSlotA, 39, 10); // kSetFreeSlotG
} else {
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
@@ -696,11 +701,23 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
// TODO: A bug? the waypoint 465 is created but is unused
}
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
+ // TODO: A bug? the waypoint 465 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 8:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -708,11 +725,23 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
// TODO: A bug? the waypoint 465 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
+ // TODO: A bug? the waypoint 465 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 9:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -720,11 +749,23 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotA, 465, 1);
// TODO: A bug? the waypoint 463 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 465, 1);
+ // TODO: A bug? the waypoint 463 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 10:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -732,7 +773,20 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
// TODO: A bug? the waypoint 463 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
+ // TODO: A bug? the waypoint 463 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 11:
// kSetUG09
World_Waypoint_Set(463, kSetUG09, 91.0f, 156.94f, -498.0f);
diff --git a/engines/bladerunner/script/ai/free_slot_b.cpp b/engines/bladerunner/script/ai/free_slot_b.cpp
index ddb7f04..69274da 100644
--- a/engines/bladerunner/script/ai/free_slot_b.cpp
+++ b/engines/bladerunner/script/ai/free_slot_b.cpp
@@ -535,7 +535,12 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
case 7:
// kSetUG07 or kSetFreeSlotG
+#if BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_In_Set(kActorClovis, kSetUG07)) {
+ // this check is not very effective since Clovis
+ // will spawn in the set when McCoy goes to the downwards exit
+ // at which point a rat may already be in the set and that could
+ // make them collide with Clovis' path
AI_Movement_Track_Append(kActorFreeSlotB, 39, 10);
} else {
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
@@ -543,13 +548,26 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
AI_Movement_Track_Append(kActorFreeSlotB, 466, 5);
AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
+ // TODO: A bug? the waypoint 548 is created but is unused
}
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 466, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
+ // TODO: A bug? the waypoint 548 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 8:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -557,11 +575,23 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotB, 466, 1);
// TODO: A bug? the waypoint 548 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 466, 1);
+ // TODO: A bug? the waypoint 548 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 9:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -569,11 +599,23 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotB, 548, 1);
// TODO: A bug? the waypoint 466 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 548, 1);
+ // TODO: A bug? the waypoint 466 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 10:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -581,7 +623,20 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
// TODO: A bug? the waypoint 466 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 548, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
+ // TODO: A bug? the waypoint 466 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 11:
// kSetUG09
World_Waypoint_Set(466, kSetUG09, 91.0f, 156.94f, -498.0f);
diff --git a/engines/bladerunner/script/ai/officer_grayford.cpp b/engines/bladerunner/script/ai/officer_grayford.cpp
index be7c235..42f02b1 100644
--- a/engines/bladerunner/script/ai/officer_grayford.cpp
+++ b/engines/bladerunner/script/ai/officer_grayford.cpp
@@ -788,8 +788,8 @@ bool AIScriptOfficerGrayford::GoalChanged(int currentGoalNumber, int newGoalNumb
// fall through
case 6:
-#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG07 -> kSetFreeSlotC
+#if BLADERUNNER_ORIGINAL_BUGS
// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
diff --git a/engines/bladerunner/script/ai/officer_leary.cpp b/engines/bladerunner/script/ai/officer_leary.cpp
index 4cea60f..dc1a8af 100644
--- a/engines/bladerunner/script/ai/officer_leary.cpp
+++ b/engines/bladerunner/script/ai/officer_leary.cpp
@@ -539,8 +539,8 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
// fall through
case 6:
-#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG07 -> kSetFreeSlotC
+#if BLADERUNNER_ORIGINAL_BUGS
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
@@ -553,7 +553,6 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
// Don't put police in UG07 after the UG18 Guzza scene
// since Clovis may be there too and that does not work well
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
- // kSetUG07 -> kSetFreeSlotC
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
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