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authorIra Rice <irarice@gmail.com>2008-10-28 01:27:57 +0000
committerIra Rice <irarice@gmail.com>2008-10-28 01:27:57 +0000
commit89d67a3c0f222529e61207891ae320a5a5babcdf (patch)
tree7e7615e72848a49c1ddcd6153857cebbc7320b15 /src/game.cpp
parent9cd73fb8c9d4890336d0d0ccf290d45084155c2d (diff)
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Fixed attacking so that it will actually continue to attack in
succession like it's intended to if it's given a true keep flag, or just do one attack if that flag isn't set. Since most people seem to prefer to continue to attack when attacking, shift will be used for when someone only wants to hit the target once.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 2fc23a53..86427a7a 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -801,7 +801,7 @@ void Game::handleInput()
{
Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER);
- bool newTarget = keyboard.isKeyActive(keyboard.KEY_TARGET);
+ bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
// A set target has highest priority
if (newTarget || !player_node->getTarget())
{