Fixed controls being stuck, but still on, at the end of Venus.

Now the controls are cleared, so the intended effect always happens.
This commit is contained in:
onpon4 2015-03-29 16:49:33 -04:00
parent d2fd2db7f0
commit 826b3dfe5c
2 changed files with 12 additions and 2 deletions

View File

@ -546,6 +546,12 @@ int mainGameLoop()
else if ((currentGame.area == MISN_VENUS) && else if ((currentGame.area == MISN_VENUS) &&
(engine.musicVolume > 0)) (engine.musicVolume > 0))
{ {
engine.keyState[KEY_UP] = 0;
engine.keyState[KEY_DOWN] = 0;
engine.keyState[KEY_LEFT] = 0;
engine.keyState[KEY_RIGHT] = 0;
engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
LIMIT_ADD(engine.musicVolume, -0.2, 0, 100); LIMIT_ADD(engine.musicVolume, -0.2, 0, 100);
audio_setMusicVolume((int)engine.musicVolume); audio_setMusicVolume((int)engine.musicVolume);
} }

View File

@ -550,8 +550,12 @@ void getPlayerInput()
void leaveSector() void leaveSector()
{ {
engine.keyState[KEY_UP] = engine.keyState[KEY_DOWN] = engine.keyState[KEY_LEFT] = engine.keyState[KEY_RIGHT] = 0; engine.keyState[KEY_UP] = 0;
engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; engine.keyState[KEY_DOWN] = 0;
engine.keyState[KEY_LEFT] = 0;
engine.keyState[KEY_RIGHT] = 0;
engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0;
if (engine.done == 0) if (engine.done == 0)
engine.done = 3; engine.done = 3;