ref: 986ab280e473ed35ed420103a277f6b3708f1dec
parent: 337c81da4dd5af85a65b9207de360dabd233f5ac
author: Gabriel Ravier <gabravier@gmail.com>
date: Sat Sep 21 15:26:58 EDT 2019
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>
--- a/src/ArmsItem.cpp
+++ b/src/ArmsItem.cpp
@@ -461,7 +461,7 @@
}
}
- if (g_GameFlags & GAME_FLAG_IS_CONTROL_DISABLED)
+ if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED)
MoveCampCursor();
switch (TextScriptProc())
@@ -479,7 +479,7 @@
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;
--- a/src/Game.h
+++ b/src/Game.h
@@ -7,7 +7,7 @@
// 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 @@
* - 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
};