replace obsolete ignorePortalGun with controllerActionMuteActive()

This commit is contained in:
Deconimus 2024-03-08 02:04:12 +01:00
parent 73900f76f7
commit 689f7a9358
2 changed files with 7 additions and 25 deletions

View file

@ -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);
}

View file

@ -86,7 +86,6 @@ struct Scene {
u8 continuouslyAttemptingPortalOpen;
u8 checkpointState;
u8 ignorePortalGun;
};
extern struct Scene gScene;