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>
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2 changed files with 4 additions and 4 deletions
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@ -461,7 +461,7 @@ int CampLoop()
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}
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}
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if (g_GameFlags & GAME_FLAG_IS_CONTROL_DISABLED)
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if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED)
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MoveCampCursor();
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switch (TextScriptProc())
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@ -479,7 +479,7 @@ int CampLoop()
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if (gCampActive)
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{
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if (g_GameFlags & GAME_FLAG_IS_CONTROL_DISABLED && gKeyTrg & (gKeyCancel | gKeyItem))
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if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED && gKeyTrg & (gKeyCancel | gKeyItem))
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{
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StopTextScript();
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break;
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@ -7,7 +7,7 @@ enum GameFlagsValues
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// To be continued
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/**
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* While this bit is set, the game will :
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* While this bit is NOT set, the game will :
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* - Disable manual movement of the character
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* - Disable shooting bullets
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* - Disable shooting Curly's nemesis
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@ -21,7 +21,7 @@ enum GameFlagsValues
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* - 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
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* want to replace this line with a better explanation)
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*/
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GAME_FLAG_IS_CONTROL_DISABLED = 2,
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GAME_FLAG_IS_CONTROL_ENABLED = 2,
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// To be continued
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};
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