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authorIra Rice <irarice@gmail.com>2008-10-28 02:13:12 +0000
committerIra Rice <irarice@gmail.com>2008-10-28 02:13:12 +0000
commit42a982115438f269f7b3877a759fa982ea1bffa7 (patch)
tree4eb6417d0de28ae27cff31aebd3c81dc5d01caf4 /src/localplayer.cpp
parent89d67a3c0f222529e61207891ae320a5a5babcdf (diff)
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Changed the name of the old target key to stop attack, as well as making
it do exactly that in the local player. Since it already was doing this behavior anyways, I just extended it out to stop attack at any point in the attack.
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index a63ec18a..87a4f81b 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -29,10 +29,11 @@
#include "game.h"
#include "inventory.h"
#include "item.h"
+#include "keyboardconfig.h"
#include "main.h"
+#include "monster.h"
#include "particle.h"
#include "sound.h"
-#include "monster.h"
#include "gui/gui.h"
@@ -129,6 +130,11 @@ void LocalPlayer::logic()
mLastTarget = -1;
}
+ if (keyboard.isKeyActive(keyboard.KEY_TARGET))
+ {
+ stopAttack();
+ }
+
if (mTarget)
{
if (mTarget->mAction == DEAD)