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authorFreeyorp <Freeyorp101@NOSPAM@hotmail.com>2009-05-10 13:45:00 +1200
committerJared Adams <jaxad0127@gmail.com>2009-05-09 19:54:26 -0600
commit59d351895a3a15b517c4493fab89a62137b12157 (patch)
tree2fc8e636c07a4e824eb4dd7357dc5d282db69d02 /src/game.cpp
parentdf9f7aa2d3f33f70b7aa9fd8ac7f1b7ddece0b29 (diff)
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Modify keyboard handling
The attack key now no longer changes the target if there is a target already set, and changing the target to the same being now no longer cancels the target since a dedicated Cancel Target Key now exists.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp12
1 files changed, 1 insertions, 11 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 3cfe2e3c..203629ff 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -920,24 +920,14 @@ void Game::handleInput()
bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
// A set target has highest priority
- if (newTarget || !player_node->getTarget())
+ if (!player_node->getTarget())
{
Uint16 targetX = x, targetY = y;
- switch (player_node->getSpriteDirection())
- {
- case DIRECTION_UP : --targetY; break;
- case DIRECTION_DOWN : ++targetY; break;
- case DIRECTION_LEFT : --targetX; break;
- case DIRECTION_RIGHT: ++targetX; break;
- default: break;
- }
-
// Only auto target Monsters
target = beingManager->findNearestLivingBeing(targetX, targetY,
20, Being::MONSTER);
}
-
player_node->attack(target, newTarget);
}
#endif