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Whitespace changes.
svn-id: r42740
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b92477f6ab
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27efb99ae8
@ -699,11 +699,9 @@ bool ScummEngine_v0::verbMoveToActor(int actor) {
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Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
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Actor *a2 =derefActor(actor, "checkExecVerbs");
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if (!a->_moving) {
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int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y);
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if (dist>5)
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if (dist > 5)
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a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, 1);
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else
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return false;
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@ -731,13 +729,12 @@ bool ScummEngine_v0::verbMove(int object, int objectIndex, bool invObject) {
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int dist = getDist(a->getRealPos().x, a->getRealPos().y, x, y);
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// FIXME: This should be changed once the walkbox problem is fixed
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if (dist>0x5) {
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if (dist > 0x5) {
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a->startWalkActor(x, y, dir);
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VAR(6) = x;
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VAR(7) = y;
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return true;
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} else {
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// Finished walk, are we picking up the item?
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if (_verbPickup) {
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int oldActive = _activeObject, oldIndex = _activeObjectIndex;
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@ -855,7 +852,6 @@ bool ScummEngine_v0::verbExec() {
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if (_activeVerb == 3 && _activeInventory && _activeActor) {
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// FIXME: Actors need to turn and face each other
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// And walk to each other
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//
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if (verbMoveToActor(_activeActor))
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return true;
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@ -914,7 +910,6 @@ bool ScummEngine_v0::verbExec() {
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_v0ObjectIndex = false;
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} else if (_activeInventory) {
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if (verbExecutes(_activeInventory, true) == false) {
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if (_activeObject2 && verbExecutes(_activeObject2, true)) {
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_v0ObjectInInventory = true;
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@ -950,7 +945,6 @@ void ScummEngine_v0::checkExecVerbs() {
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// Is a verb currently executing
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if (_verbExecuting) {
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// Check if mouse click
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if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
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int over = findVerbAtPos(_mouse.x, _mouse.y);
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@ -1026,7 +1020,6 @@ void ScummEngine_v0::checkExecVerbs() {
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if (_activeVerb == 11 && !((!(_activeObject || _activeInventory)) || !_activeObject2))
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return;
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} else {
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int over = findVerbAtPos(_mouse.x, _mouse.y);
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int act = getActorFromPos(_virtualMouse.x, _virtualMouse.y);
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@ -1062,7 +1055,6 @@ void ScummEngine_v0::checkExecVerbs() {
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// Clicked on nothing, walk here?
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if (!over && !act && _activeVerb == 13 && !obj && _currentMode != 0) {
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// Clear all selected
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resetSentence();
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