This commit is contained in:
Paul 2001-07-16 19:06:30 +00:00
parent 366b611e2e
commit 2a6beb64f7

View File

@ -749,9 +749,6 @@ if(newmode!=-1)
m_allowConversation=false;
m_tryingToManuallyPickupWeapon=false;
m_tryingToAutomaticallyPickupWeapon=false;
m_xMove = Pos.vx;
///
@ -768,49 +765,58 @@ if(PadGetDown(0)&PAD_TRIANGLE)
{
updatePadInput();
// Weapon collect/drop/swap stuff..
if(m_currentMode==PLAYER_MODE_BASICUNARMED)
{
// Always trying to pickup weapon if unarmed... means that when SB walks
// over an item whilst unarmed, he automatically picks it up
m_tryingToAutomaticallyPickupWeapon=true;
}
if(getPadInputDown()&PI_WEAPONCHANGE)
{
// Trying to pick up a weapon
m_tryingToManuallyPickupWeapon=true;
// If already armed then drop current weapon
if(m_currentMode!=PLAYER_MODE_BASICUNARMED&&
m_currentMode!=PLAYER_MODE_DEAD)
// Only do the weapon change stuff on the first frame. As the buttons pressed do not
// change over these frames there is no point in doing it every frame
if(i==0)
{
m_tryingToManuallyPickupWeapon=false;
m_tryingToAutomaticallyPickupWeapon=false;
// Weapon collect/drop/swap stuff..
if(m_currentMode==PLAYER_MODE_BASICUNARMED)
{
static const int s_pickupsToDrop[NUM_PLAYERMODES]=
// Always trying to pick up weapon if unarmed... means that when SB walks
// over an item whilst unarmed, he automatically picks it up
m_tryingToAutomaticallyPickupWeapon=true;
}
if(getPadInputDown()&PI_WEAPONCHANGE)
{
// If already armed then drop current weapon
if(m_currentMode!=PLAYER_MODE_BASICUNARMED&&
m_currentMode!=PLAYER_MODE_DEAD)
{
-1, // PLAYER_MODE_BASICUNARMED
-1, // PLAYER_MODE_FULLUNARMED
-1, // PLAYER_MODE_BALLOON
PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE
PICKUP__NET, // PLAYER_MODE_NET
PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER
PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
-1, // PLAYER_MODE_DEAD
-1, // PLAYER_MODE_FLY
-1, // PLAYER_MODE_CART
-1, // PLAYER_MODE_SWALLOW
};
static const int s_pickupsToDrop[NUM_PLAYERMODES]=
{
-1, // PLAYER_MODE_BASICUNARMED
-1, // PLAYER_MODE_FULLUNARMED
-1, // PLAYER_MODE_BALLOON
PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE
PICKUP__NET, // PLAYER_MODE_NET
PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER
PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
-1, // PLAYER_MODE_DEAD
-1, // PLAYER_MODE_FLY
-1, // PLAYER_MODE_CART
-1, // PLAYER_MODE_SWALLOW
};
int pickupToDrop;
pickupToDrop=s_pickupsToDrop[m_currentMode];
if(pickupToDrop!=-1)
{
DVECTOR pickupPos;
CBasePickup *pickup;
pickupPos.vx=Pos.vx;
pickupPos.vy=Pos.vy-30;
pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
pickup->setPos(&pickupPos);
int pickupToDrop;
pickupToDrop=s_pickupsToDrop[m_currentMode];
if(pickupToDrop!=-1)
{
DVECTOR pickupPos;
CBasePickup *pickup;
pickupPos.vx=Pos.vx;
pickupPos.vy=Pos.vy-30;
pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
pickup->setPos(&pickupPos);
}
setMode(PLAYER_MODE_BASICUNARMED);
}
setMode(PLAYER_MODE_BASICUNARMED);
// Now trying to pick up a weapon..
m_tryingToManuallyPickupWeapon=true;
}
}
@ -1623,6 +1629,9 @@ void CPlayer::setMode(PLAYER_MODE _mode)
m_moveVelocity.vx=m_moveVelocity.vy=0;
}
m_currentPlayerModeClass->enter();
m_tryingToManuallyPickupWeapon=false;
m_tryingToAutomaticallyPickupWeapon=false;
}