Jeck - Removed "Reverse Triggers" option, as per issue 359.
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@@ -39,7 +39,6 @@ public:
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CLOSEDHAND,
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CLOSEDHAND,
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HANDDIRECTION,
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HANDDIRECTION,
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MANADISPLAY,
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MANADISPLAY,
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REVERSETRIGGERS,
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DISABLECARDS,
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DISABLECARDS,
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MAX_GRADE,
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MAX_GRADE,
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ECON_DIFFICULTY,
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ECON_DIFFICULTY,
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@@ -621,7 +621,7 @@ void ActionStack::endOfInterruption(){
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bool ActionStack::CheckUserInput(JButton key){
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bool ActionStack::CheckUserInput(JButton key){
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JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
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JButton trigger = JGE_BTN_PREV;
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if (mode == ACTIONSTACK_STANDARD){
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if (mode == ACTIONSTACK_STANDARD){
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if (askIfWishesToInterrupt){
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if (askIfWishesToInterrupt){
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if (JGE_BTN_SEC == key){
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if (JGE_BTN_SEC == key){
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@@ -26,7 +26,6 @@ const string Options::optionNames[] = {
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"closed_hand",
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"closed_hand",
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"hand_direction",
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"hand_direction",
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"mana_display",
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"mana_display",
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"reverse_triggers",
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"disable_cards",
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"disable_cards",
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"maxGrade",
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"maxGrade",
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"economic_difficulty",
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"economic_difficulty",
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@@ -42,7 +42,6 @@ void GameStateOptions::Start()
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optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::CLOSEDHAND,"Closed hand",1,1,0)));
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optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::CLOSEDHAND,"Closed hand",1,1,0)));
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optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::HANDDIRECTION,"Hand direction",1,1,0)));
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optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::HANDDIRECTION,"Hand direction",1,1,0)));
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optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::MANADISPLAY,"Mana display",2,1,0)));
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optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::MANADISPLAY,"Mana display",2,1,0)));
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optionsList->Add(NEW OptionInteger(Options::REVERSETRIGGERS, "Reverse left and right triggers"));
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optionsList->Add(NEW OptionInteger(Options::DISABLECARDS,"Disable card images"));
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optionsList->Add(NEW OptionInteger(Options::DISABLECARDS,"Disable card images"));
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optionsList->Add(NEW OptionInteger(Options::TRANSITIONS,"Disable screen transitions"));
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optionsList->Add(NEW OptionInteger(Options::TRANSITIONS,"Disable screen transitions"));
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optionsTabs->Add(optionsList);
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optionsTabs->Add(optionsList);
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@@ -243,12 +243,7 @@ bool GuiCombat::CheckUserInput(JButton key)
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case JGE_BTN_PRI:
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case JGE_BTN_PRI:
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active = activeAtk = NULL; cursor_pos = OK;
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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break;
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case JGE_BTN_NEXT:
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if (!options[Options::REVERSETRIGGERS].number) return false;
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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case JGE_BTN_PREV:
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case JGE_BTN_PREV:
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if (options[Options::REVERSETRIGGERS].number) return false;
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active = activeAtk = NULL; cursor_pos = OK;
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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break;
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default:
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default:
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@@ -139,7 +139,7 @@ void GuiHandSelf::Repos()
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bool GuiHandSelf::CheckUserInput(JButton key)
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bool GuiHandSelf::CheckUserInput(JButton key)
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{
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{
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JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_PREV : JGE_BTN_NEXT);
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JButton trigger = JGE_BTN_NEXT;
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if (trigger == key)
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if (trigger == key)
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{
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{
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state = (Open == state ? Closed : Open);
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state = (Open == state ? Closed : Open);
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@@ -33,7 +33,7 @@ void MTGGamePhase::Update(float dt){
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bool MTGGamePhase::CheckUserInput(JButton key){
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bool MTGGamePhase::CheckUserInput(JButton key){
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GameObserver * game = GameObserver::GetInstance();
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GameObserver * game = GameObserver::GetInstance();
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if (activeState == INACTIVE){
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if (activeState == INACTIVE){
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JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
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JButton trigger = JGE_BTN_PREV;
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if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
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if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
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{
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{
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activeState = ACTIVE;
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activeState = ACTIVE;
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