mirror of
https://github.com/mwpenny/portal64-still-alive.git
synced 2024-10-19 22:27:36 -04:00
replace obsolete ignorePortalGun with controllerActionMuteActive()
This commit is contained in:
parent
73900f76f7
commit
689f7a9358
|
@ -53,9 +53,6 @@ Lights1 gSceneLights = gdSPDefLights1(128, 128, 128, 128, 128, 128, 0, 127, 0);
|
|||
#define LEVEL_INDEX_WITH_GUN_0 2
|
||||
#define LEVEL_INDEX_WITH_GUN_1 8
|
||||
|
||||
#define IGNORE_FIRE_BLUE 1
|
||||
#define IGNORE_FIRE_ORANGE 2
|
||||
#define IGNORE_FIRE_BOTH IGNORE_FIRE_BLUE | IGNORE_FIRE_ORANGE
|
||||
|
||||
void sceneUpdateListeners(struct Scene* scene);
|
||||
|
||||
|
@ -100,7 +97,6 @@ void sceneInit(struct Scene* scene) {
|
|||
savefileMarkChapterProgress(gCurrentLevelIndex);
|
||||
|
||||
gGameMenu.state = GameMenuStateResumeGame;
|
||||
scene->ignorePortalGun = 0;
|
||||
}
|
||||
|
||||
void sceneInitNoPauseMenu(struct Scene* scene, int mainMenuMode) {
|
||||
|
@ -374,23 +370,6 @@ void sceneCheckPortals(struct Scene* scene) {
|
|||
int fireBlue = controllerActionGet(ControllerActionOpenPortal0);
|
||||
int fireOrange = controllerActionGet(ControllerActionOpenPortal1);
|
||||
|
||||
// this prevents the firing of portals after unpausing or dropping an object
|
||||
if (scene->ignorePortalGun & IGNORE_FIRE_BLUE) {
|
||||
if (fireBlue) {
|
||||
fireBlue = 0;
|
||||
} else {
|
||||
scene->ignorePortalGun &= ~IGNORE_FIRE_BLUE;
|
||||
}
|
||||
}
|
||||
if (scene->ignorePortalGun & IGNORE_FIRE_ORANGE)
|
||||
{
|
||||
if (fireOrange) {
|
||||
fireOrange = 0;
|
||||
} else {
|
||||
scene->ignorePortalGun &= ~IGNORE_FIRE_ORANGE;
|
||||
}
|
||||
}
|
||||
|
||||
int hasBlue = (scene->player.flags & PlayerHasFirstPortalGun) != 0;
|
||||
int hasOrange = (scene->player.flags & PlayerHasSecondPortalGun) != 0;
|
||||
if (scene->continuouslyAttemptingPortalOpen){
|
||||
|
@ -416,8 +395,12 @@ void sceneCheckPortals(struct Scene* scene) {
|
|||
}
|
||||
|
||||
if ((fireOrange || fireBlue) && playerIsGrabbing(&scene->player)){
|
||||
playerThrowObject(&scene->player);
|
||||
scene->ignorePortalGun |= (fireBlue ? IGNORE_FIRE_BLUE : 0) | (fireOrange ? IGNORE_FIRE_ORANGE : 0); // prevent blocking other button
|
||||
if (fireBlue) {
|
||||
playerThrowObject(&scene->player);
|
||||
} else {
|
||||
playerSetGrabbing(&scene->player, NULL);
|
||||
}
|
||||
controllerActionMuteActive(); // mute held portal buttons
|
||||
}
|
||||
|
||||
if ((scene->player.flags & PlayerFlagsGrounded) && (scene->player.flags & PlayerIsStepping)){
|
||||
|
@ -604,7 +587,7 @@ void sceneUpdate(struct Scene* scene) {
|
|||
gameMenuUpdate(&gGameMenu);
|
||||
|
||||
if (gGameMenu.state == GameMenuStateResumeGame) {
|
||||
scene->ignorePortalGun = IGNORE_FIRE_BOTH;
|
||||
controllerActionMuteActive();
|
||||
soundPlayerResume();
|
||||
rumblePakSetPaused(0);
|
||||
}
|
||||
|
|
|
@ -86,7 +86,6 @@ struct Scene {
|
|||
|
||||
u8 continuouslyAttemptingPortalOpen;
|
||||
u8 checkpointState;
|
||||
u8 ignorePortalGun;
|
||||
};
|
||||
|
||||
extern struct Scene gScene;
|
||||
|
|
Loading…
Reference in a new issue