diff --git a/src/ArmsItem.cpp b/src/ArmsItem.cpp index 78fc7f2a..d16989e6 100644 --- a/src/ArmsItem.cpp +++ b/src/ArmsItem.cpp @@ -461,7 +461,7 @@ int CampLoop() } } - if (g_GameFlags & GAME_FLAG_IS_CONTROL_DISABLED) + if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED) MoveCampCursor(); switch (TextScriptProc()) @@ -479,7 +479,7 @@ int CampLoop() if (gCampActive) { - if (g_GameFlags & GAME_FLAG_IS_CONTROL_DISABLED && gKeyTrg & (gKeyCancel | gKeyItem)) + if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED && gKeyTrg & (gKeyCancel | gKeyItem)) { StopTextScript(); break; diff --git a/src/Game.h b/src/Game.h index 9b4d32ff..07c26336 100644 --- a/src/Game.h +++ b/src/Game.h @@ -7,7 +7,7 @@ enum GameFlagsValues // To be continued /** - * While this bit is set, the game will : + * While this bit is NOT set, the game will : * - Disable manual movement of the character * - Disable shooting bullets * - Disable shooting Curly's nemesis @@ -21,7 +21,7 @@ enum GameFlagsValues * - Create a bullet if some other conditions are fullfilled while iterating over the stars in ActStar (If you have any idea of how that actually works, you may * want to replace this line with a better explanation) */ - GAME_FLAG_IS_CONTROL_DISABLED = 2, + GAME_FLAG_IS_CONTROL_ENABLED = 2, // To be continued };