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BLADERUNNER: debugger anim command sets the dmgflagifmoving too
Mostly to compensate with some awry save games
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parent
41a9833d80
commit
479a1d12ca
@ -142,9 +142,9 @@ Debugger::~Debugger() {
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}
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bool Debugger::cmdAnimation(int argc, const char **argv) {
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if (argc != 2 && argc != 3) {
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if (argc != 2 && argc != 4) {
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debugPrintf("Get or set animation mode of the actor.\n");
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debugPrintf("Usage: %s <actorId> [<animationMode>]\n", argv[0]);
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debugPrintf("Usage: %s <actorId> [<animationMode> <showDamageAnimationWhenMoving>]\n", argv[0]);
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return true;
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}
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@ -160,14 +160,16 @@ bool Debugger::cmdAnimation(int argc, const char **argv) {
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return true;
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}
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if (argc == 3) {
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if (argc == 4) {
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int animationMode = atoi(argv[2]);
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debugPrintf("actorAnimationMode(%i) = %i\n", actorId, animationMode);
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int showDmgWhenMoving = atoi(argv[3]);
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actor->setFlagDamageAnimIfMoving(showDmgWhenMoving!=0);
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actor->changeAnimationMode(animationMode, true);
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debugPrintf("actorAnimationMode(%i) = %i, showDamageWhenMoving = %i\n", actorId, animationMode, actor->getFlagDamageAnimIfMoving());
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return false;
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}
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debugPrintf("actorAnimationMode(%i) = %i\n", actorId, actor->getAnimationMode());
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debugPrintf("actorAnimationMode(%i) = %i, showDamageWhenMoving = %i, inCombat = %i\n", actorId, actor->getAnimationMode(), actor->getFlagDamageAnimIfMoving(), actor->inCombat());
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return true;
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}
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@ -1791,7 +1793,7 @@ bool Debugger::cmdList(int argc, const char **argv) {
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if (sceneObject->type == kSceneObjectTypeActor) {
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Actor *actor = _vm->_actors[sceneObject->id - kSceneObjectOffsetActors];
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debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s)\n Goal: %d, Set: %d, Anim mode: %d id:%d\n Pos(%02.2f,%02.2f,%02.2f)\n",
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debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s)\n Goal: %d, Set: %d, Anim mode: %d id:%d showDmg: %s inCombat: %s\n Pos(%02.2f,%02.2f,%02.2f)\n",
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sceneObject->id - kSceneObjectOffsetActors,
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_vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors),
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sceneObject->isClickable? "T" : "F",
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@ -1803,6 +1805,8 @@ bool Debugger::cmdList(int argc, const char **argv) {
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actor->getSetId(),
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actor->getAnimationMode(),
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actor->getAnimationId(),
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actor->getFlagDamageAnimIfMoving()? "T" : "F",
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actor->inCombat()? "T" : "F",
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actor->getPosition().x,
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actor->getPosition().y,
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actor->getPosition().z);
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@ -1842,7 +1846,7 @@ bool Debugger::cmdList(int argc, const char **argv) {
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break;
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}
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debugPrintf("%d: %s (Mvg: %s, Walk:%s, Run:%s, Ret:%s, Trg: %s, Cmb: %s, Rep: %s)\n Hp: %d, Fac: %d, Friend: %d\n Goal: %d, Set: %d, Anim mode: %d id:%d\n Pos(%02.2f,%02.2f,%02.2f), Walkbx:%d\n",
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debugPrintf("%d: %s (Mvg: %s, Walk:%s, Run:%s, Ret:%s, Trg: %s, Rep: %s)\n Hp: %d, Fac: %d, Friend: %d\n Goal: %d, Set: %d, Anim mode: %d id:%d showDmg: %s inCombat: %s\n Pos(%02.2f,%02.2f,%02.2f), Walkbx:%d\n",
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actorId,
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_vm->_textActorNames->getText(actorId),
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actor->isMoving()? "T" : "F",
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@ -1850,7 +1854,6 @@ bool Debugger::cmdList(int argc, const char **argv) {
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actor->isRunning()? "T" : "F",
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actor->isRetired()? "T" : "F",
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actor->isTarget()? "T" : "F",
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actor->inCombat()? "T" : "F",
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isReplicant? "T" : "F",
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actor->getCurrentHP(),
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actor->getFacing(),
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@ -1859,6 +1862,8 @@ bool Debugger::cmdList(int argc, const char **argv) {
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actor->getSetId(),
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actor->getAnimationMode(),
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actor->getAnimationId(),
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actor->getFlagDamageAnimIfMoving()? "T" : "F",
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actor->inCombat()? "T" : "F",
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actor->getPosition().x,
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actor->getPosition().y,
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actor->getPosition().z,
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