[Fix] Past three revisions wouldn't stop shooting primary/secondary weapons. I have no idea how this solves it, but it does..

This commit is contained in:
Allanis 2013-03-13 21:36:50 +00:00
parent 11629d1526
commit bc12bbaba2

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@ -127,38 +127,38 @@ static void input_key(int keynum, double value, int abs) {
// Turning left.
else if(KEY("left")) {
// Set flags for facing correction.
if(value == KEY_PRESS) player_setFlag(PLAYER_TURN_LEFT);
else if(value == KEY_RELEASE) player_rmFlag(PLAYER_TURN_LEFT);
if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); }
if(abs)player_turn = -value;
else player_turn -= value;
if(player_turn < -1.) player_turn = -1.; // Make sure value is sane.
if(abs) { player_turn = -value; }
else { player_turn -= value; }
if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane.
}
// Turning right.
else if(KEY("right")) {
// Set flags for facing correction.
if(value == KEY_PRESS) player_setFlag(PLAYER_TURN_RIGHT);
else if(value == KEY_RELEASE) player_rmFlag(PLAYER_TURN_RIGHT);
if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); }
if(abs) player_turn = value;
else player_turn += value;
if(abs) { player_turn = value; }
else { player_turn += value; }
if(player_turn < -1.) player_turn = -1.; // Make sure value is sane.
if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane.
}
// Turn around to face vel.
else if(KEY("reverse")) {
if(value == KEY_PRESS) player_setFlag(PLAYER_REVERSE);
if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); }
else if(value == KEY_RELEASE) {
player_rmFlag(PLAYER_REVERSE);
player_turn = 0; // Turning corrections.
if(player_isFlag(PLAYER_TURN_LEFT)) player_turn -= 1;
if(player_isFlag(PLAYER_TURN_RIGHT)) player_turn += 1;
if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; }
if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
}
}
// Shoot primary weapon. BOOM BOOM.
else if(KEY("primary") && !paused) {
if(value == KEY_PRESS) player_setFlag(PLAYER_PRIMARY);
else if(value == KEY_RELEASE) player_rmFlag(PLAYER_PRIMARY);
if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
}
// Targetting.
else if(KEY("target") && !paused) {
@ -169,14 +169,14 @@ static void input_key(int keynum, double value, int abs) {
}
// Face the target.
else if(KEY("face")) {
if(value == KEY_PRESS) player_setFlag(PLAYER_FACE);
if(value == KEY_PRESS) { player_setFlag(PLAYER_FACE); }
else if(value == KEY_RELEASE) {
player_rmFlag(PLAYER_FACE);
// Turning corrections.
player_turn = 0;
if(player_isFlag(PLAYER_TURN_LEFT)) player_turn -= 1;
if(player_isFlag(PLAYER_TURN_RIGHT)) player_turn += 1;
if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; }
if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
}
}
// Board those ships.
@ -185,8 +185,8 @@ static void input_key(int keynum, double value, int abs) {
}
// Shooting secondary weapon.
else if(KEY("secondary") && INGAME()) {
if(value == KEY_PRESS) player_setFlag(PLAYER_SECONDARY);
else if(value == KEY_RELEASE) player_rmFlag(PLAYER_SECONDARY);
if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); }
else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); }
}
// Selecting secondary weapon.
else if(KEY("secondary_next") && INGAME()) {