Use CONTROL_NEXT_FIGHTER / CONTROL_PREV_FIGHTER to select fighters during epic missions.
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d33bcf9414
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06f7867013
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@ -362,27 +362,27 @@ void initPlayerSelect(void)
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void doPlayerSelect(void)
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{
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if (app.keyboard[SDL_SCANCODE_A] || app.mouse.button[SDL_BUTTON_X1])
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if (isControl(CONTROL_PREV_FIGHTER))
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{
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selectNewPlayer(-1);
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app.mouse.button[SDL_BUTTON_X1] = app.keyboard[SDL_SCANCODE_A] = 0;
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clearControl(CONTROL_PREV_FIGHTER);
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}
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if (app.keyboard[SDL_SCANCODE_D] || app.mouse.button[SDL_BUTTON_X2])
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if (isControl(CONTROL_NEXT_FIGHTER))
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{
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selectNewPlayer(1);
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app.mouse.button[SDL_BUTTON_X2] = app.keyboard[SDL_SCANCODE_D] = 0;
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clearControl(CONTROL_NEXT_FIGHTER);
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}
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if (player->health > 0 && app.mouse.button[SDL_BUTTON_LEFT])
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if (player->health > 0 && isAcceptControl())
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{
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battle.playerSelect = 0;
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initPlayer();
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app.mouse.button[SDL_BUTTON_LEFT] = 0;
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resetAcceptControls();
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}
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}
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@ -42,6 +42,8 @@ extern int isControl(int type);
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extern void clearControl(int type);
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extern long lookup(char *name);
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extern Entity *spawnFighter(char *name, int x, int y, int side);
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extern int isAcceptControl(void);
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extern void resetAcceptControls(void);
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extern App app;
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extern Battle battle;
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@ -80,6 +80,11 @@ int isControl(int type)
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return ((key != -1 && app.keyboard[key]) || (btn != -1 && app.mouse.button[btn]));
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}
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int isAcceptControl(void)
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{
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return (app.keyboard[SDL_SCANCODE_SPACE] ||app.keyboard[SDL_SCANCODE_RETURN] || isControl(CONTROL_FIRE));
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}
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void clearControl(int type)
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{
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int key = app.keyControls[type];
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@ -96,6 +101,13 @@ void clearControl(int type)
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}
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}
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void resetAcceptControls(void)
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{
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app.keyboard[SDL_SCANCODE_SPACE] = app.keyboard[SDL_SCANCODE_RETURN] = 0;
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clearControl(CONTROL_FIRE);
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}
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void updateControlKey(char *name)
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{
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app.keyControls[lookup(name)] = app.lastKeyPressed;
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