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authorpeavey <peavey@inspircd.org>2009-05-10 23:56:13 +0200
committerpeavey <peavey@inspircd.org>2009-05-10 23:56:13 +0200
commit4c36de64284c060f2fbe097844e5ac24b354a4f5 (patch)
tree50db3a3b6a251f11a1a1e95dc9820f6259b01c01 /src/game.cpp
parentc60567fe343d54388deafa1fe864d77dc311c151 (diff)
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Remove 'attack key targets' which was merged in from aethyra. If the botters want a combined key that does both target and attack for athena we could add a such, but its annoying when you play in an active style.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp15
1 files changed, 2 insertions, 13 deletions
diff --git a/src/game.cpp b/src/game.cpp
index d3ca2e7c..b56cbdde 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -920,19 +920,8 @@ void Game::handleInput()
if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
(joystick && joystick->buttonPressed(0)))
{
- Being *target = NULL;
-
- bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
- // A set target has highest priority
- if (!player_node->getTarget())
- {
- Uint16 targetX = x, targetY = y;
-
- // Only auto target Monsters
- target = beingManager->findNearestLivingBeing(targetX, targetY,
- 20, Being::MONSTER);
- }
- player_node->attack(target, newTarget);
+ if (player_node->getTarget())
+ player_node->attack(player_node->getTarget(), true);
}
#endif