[Fix] Past three revisions wouldn't stop shooting primary/secondary weapons. I have no idea how this solves it, but it does..
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11629d1526
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40
src/input.c
40
src/input.c
@ -127,38 +127,38 @@ static void input_key(int keynum, double value, int abs) {
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// Turning left.
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// Turning left.
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else if(KEY("left")) {
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else if(KEY("left")) {
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// Set flags for facing correction.
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// Set flags for facing correction.
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if(value == KEY_PRESS) player_setFlag(PLAYER_TURN_LEFT);
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if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); }
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else if(value == KEY_RELEASE) player_rmFlag(PLAYER_TURN_LEFT);
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); }
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if(abs)player_turn = -value;
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if(abs) { player_turn = -value; }
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else player_turn -= value;
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else { player_turn -= value; }
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if(player_turn < -1.) player_turn = -1.; // Make sure value is sane.
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if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane.
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}
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}
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// Turning right.
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// Turning right.
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else if(KEY("right")) {
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else if(KEY("right")) {
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// Set flags for facing correction.
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// Set flags for facing correction.
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if(value == KEY_PRESS) player_setFlag(PLAYER_TURN_RIGHT);
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if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); }
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else if(value == KEY_RELEASE) player_rmFlag(PLAYER_TURN_RIGHT);
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); }
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if(abs) player_turn = value;
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if(abs) { player_turn = value; }
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else player_turn += value;
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else { player_turn += value; }
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if(player_turn < -1.) player_turn = -1.; // Make sure value is sane.
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if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane.
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}
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}
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// Turn around to face vel.
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// Turn around to face vel.
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else if(KEY("reverse")) {
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else if(KEY("reverse")) {
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if(value == KEY_PRESS) player_setFlag(PLAYER_REVERSE);
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if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); }
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else if(value == KEY_RELEASE) {
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else if(value == KEY_RELEASE) {
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player_rmFlag(PLAYER_REVERSE);
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player_rmFlag(PLAYER_REVERSE);
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player_turn = 0; // Turning corrections.
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player_turn = 0; // Turning corrections.
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if(player_isFlag(PLAYER_TURN_LEFT)) player_turn -= 1;
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if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; }
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if(player_isFlag(PLAYER_TURN_RIGHT)) player_turn += 1;
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if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
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}
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}
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}
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}
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// Shoot primary weapon. BOOM BOOM.
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// Shoot primary weapon. BOOM BOOM.
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else if(KEY("primary") && !paused) {
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else if(KEY("primary") && !paused) {
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if(value == KEY_PRESS) player_setFlag(PLAYER_PRIMARY);
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if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); }
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else if(value == KEY_RELEASE) player_rmFlag(PLAYER_PRIMARY);
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
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}
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}
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// Targetting.
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// Targetting.
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else if(KEY("target") && !paused) {
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else if(KEY("target") && !paused) {
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@ -169,14 +169,14 @@ static void input_key(int keynum, double value, int abs) {
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}
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}
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// Face the target.
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// Face the target.
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else if(KEY("face")) {
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else if(KEY("face")) {
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if(value == KEY_PRESS) player_setFlag(PLAYER_FACE);
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if(value == KEY_PRESS) { player_setFlag(PLAYER_FACE); }
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else if(value == KEY_RELEASE) {
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else if(value == KEY_RELEASE) {
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player_rmFlag(PLAYER_FACE);
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player_rmFlag(PLAYER_FACE);
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// Turning corrections.
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// Turning corrections.
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player_turn = 0;
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player_turn = 0;
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if(player_isFlag(PLAYER_TURN_LEFT)) player_turn -= 1;
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if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; }
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if(player_isFlag(PLAYER_TURN_RIGHT)) player_turn += 1;
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if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
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}
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}
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}
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}
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// Board those ships.
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// Board those ships.
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@ -185,8 +185,8 @@ static void input_key(int keynum, double value, int abs) {
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}
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}
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// Shooting secondary weapon.
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// Shooting secondary weapon.
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else if(KEY("secondary") && INGAME()) {
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else if(KEY("secondary") && INGAME()) {
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if(value == KEY_PRESS) player_setFlag(PLAYER_SECONDARY);
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if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); }
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else if(value == KEY_RELEASE) player_rmFlag(PLAYER_SECONDARY);
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); }
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}
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}
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// Selecting secondary weapon.
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// Selecting secondary weapon.
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else if(KEY("secondary_next") && INGAME()) {
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else if(KEY("secondary_next") && INGAME()) {
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