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fixed bug where player actions were incorrectly mapped in single player mode (also...
author
Holger Schemel
<info@artsoft.org>
Tue, 1 Mar 2016 23:53:41 +0000
(
00:53
+0100)
committer
Holger Schemel
<info@artsoft.org>
Tue, 1 Mar 2016 23:53:41 +0000
(
00:53
+0100)
src/game.c
patch
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diff --git
a/src/game.c
b/src/game.c
index 7f98027c8fd1eab482f50346680d6d6fc4ddebbc..cc6bcdfc33e33cedb876ec0bd0cb63d3f821c5b1 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-11097,8
+11097,11
@@
void GameActions()
SendToServer_MovePlayer(summarized_player_action);
#endif
SendToServer_MovePlayer(summarized_player_action);
#endif
+ // summarize all actions at local players mapped input device position
+ // (this allows using different input devices in single player mode)
if (!options.network && !game.team_mode)
if (!options.network && !game.team_mode)
- local_player->effective_action = summarized_player_action;
+ stored_player[map_player_action[local_player->index_nr]].effective_action =
+ summarized_player_action;
if (tape.recording &&
setup.team_mode &&
if (tape.recording &&
setup.team_mode &&
@@
-11134,6
+11137,7
@@
void GameActions()
#if USE_NEW_PLAYER_ASSIGNMENTS
// !!! also map player actions in single player mode !!!
// if (game.team_mode)
#if USE_NEW_PLAYER_ASSIGNMENTS
// !!! also map player actions in single player mode !!!
// if (game.team_mode)
+ if (1)
{
byte mapped_action[MAX_PLAYERS];
{
byte mapped_action[MAX_PLAYERS];