This commit is contained in:
Paul 2001-08-16 15:41:42 +00:00
parent 68dd88f3ea
commit d498db0e34
2 changed files with 55 additions and 50 deletions

View File

@ -812,58 +812,66 @@ if(newmode!=-1)
// 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_currentPlayerModeClass->getState()!=STATE_CELEBRATE)
if(m_currentMode!=PLAYER_MODE_DEAD)
{
m_tryingToManuallyPickupWeapon=false;
m_tryingToAutomaticallyPickupWeapon=false;
if(i==0&&m_currentPlayerModeClass->getState()!=STATE_CELEBRATE)
{
m_tryingToManuallyPickupWeapon=false;
m_tryingToAutomaticallyPickupWeapon=false;
// Weapon collect/drop/swap stuff..
if(m_currentMode==PLAYER_MODE_BASICUNARMED)
{
// 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(m_currentMode!=PLAYER_MODE_CART && getPadInputDown()&PI_WEAPONCHANGE)
{
// If already armed then drop current weapon
if(m_currentMode!=PLAYER_MODE_BASICUNARMED&&
m_currentMode!=PLAYER_MODE_DEAD)
// Weapon collect/drop/swap stuff..
if(m_currentMode==PLAYER_MODE_BASICUNARMED)
{
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);
((CBaseWeaponPickup*)pickup)->setHasBeenCollected();
}
setMode(PLAYER_MODE_BASICUNARMED);
// 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(m_currentMode!=PLAYER_MODE_CART && getPadInputDown()&PI_WEAPONCHANGE)
{
// If already armed then drop current weapon
if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
{
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
};
// Now trying to pick up a weapon..
m_tryingToManuallyPickupWeapon=true;
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);
((CBaseWeaponPickup*)pickup)->setHasBeenCollected();
}
setMode(PLAYER_MODE_BASICUNARMED);
}
// Now trying to pick up a weapon..
m_tryingToManuallyPickupWeapon=true;
}
}
}
else
{
// Don't try to pick up weapons when dead.. doh!
m_tryingToAutomaticallyPickupWeapon=false;
m_tryingToManuallyPickupWeapon=false;
}
int level=GameScene.getLevelNumber();
// Out of spats?
@ -1009,7 +1017,7 @@ if(newmode!=-1)
#endif
// Stop the player vanishing off the edge of the telly..
if(!m_lockCamera)
if(m_currentMode!=PLAYER_MODE_DEAD) // Lock camera when player is dead
{
if(Pos.vx<m_playerPosLimitBox.x1) Pos.vx=m_playerPosLimitBox.x1;
else if(Pos.vx>m_playerPosLimitBox.x2) Pos.vx=m_playerPosLimitBox.x2;
@ -1228,7 +1236,7 @@ if(newmode!=-1)
yoff=m_cameraLookOffset+(m_ledgeLookOffset>>ledgeShift);
if(yoff<-camerahardlockup)yoff=-camerahardlockup;
else if(yoff>camerahardlockdown)yoff=camerahardlockdown;
if(!m_lockCamera)
if(m_currentMode!=PLAYER_MODE_DEAD) // Lock camera when player is dead
{
m_cameraPos.vx=m_currentCamFocusPoint.vx;
m_cameraPos.vy=m_currentCamFocusPoint.vy+yoff;
@ -1965,7 +1973,6 @@ void CPlayer::respawn()
Pos=m_respawnPos;
m_cameraLookOffset=0;
m_lockCamera=false;
m_cameraXScrollDir=0;
m_cameraXScrollPos=0;
@ -2382,7 +2389,6 @@ void CPlayer::dieYouPorousFreak(DEATH_TYPE _deathType)
m_deathType=_deathType;
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
setMode(PLAYER_MODE_DEAD);
m_lockCamera=true;
}

View File

@ -336,7 +336,6 @@ private:
int m_cartCamActive;
int m_reverseCameraMovement;
int m_lockCamera;
DVECTOR m_cameraPos;
DVECTOR m_currentCamFocusPointTarget;
DVECTOR m_currentCamFocusPoint;