Revert change from GAME_FLAG_IS_CONTROL_ENABLED to GAME_FLAG_IS_CONTROL_DISABLED and clarify its documentation

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-21 19:26:58 +02:00
parent 337c81da4d
commit 986ab280e4
No known key found for this signature in database
GPG key ID: 1E75F156884F3DCE
2 changed files with 4 additions and 4 deletions

View file

@ -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;

View file

@ -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
};