Skip to content

Commit

Permalink
- disabled 'isRunning' in Blood entirely.
Browse files Browse the repository at this point in the history
After discovering yet another misbehaving place in the game I think it can be safely concluded that this is better left off unconditionally.
The only remaining place where this still gets checked is in nnexts, but I wouldn't expect this to work either.
Fixes #292
  • Loading branch information
coelckers committed Apr 4, 2021
1 parent ebac57f commit a298a3d
Show file tree
Hide file tree
Showing 2 changed files with 4 additions and 3 deletions.
3 changes: 2 additions & 1 deletion source/games/blood/src/player.cpp
Expand Up @@ -1327,7 +1327,8 @@ void ProcessInput(PLAYER *pPlayer)
else if (pPlayer->restTime >= 0)
pPlayer->restTime += 4;

pPlayer->isRunning = !!(pInput->actions & SB_RUN) && pPlayer->restTime <= 10;
// This was just too broken. Every single place in the game depending on 'isRunning' will misbehave if this is set because originally it never worked as intended.
pPlayer->isRunning = false;// !!(pInput->actions& SB_RUN) && pPlayer->restTime <= 10;

WeaponProcess(pPlayer);
if (pXSprite->health == 0)
Expand Down
4 changes: 2 additions & 2 deletions source/games/blood/src/sbar.cpp
Expand Up @@ -623,8 +623,8 @@ class DBloodStatusBar : public DBaseStatusBar
else
DrawStatSprite(nTile, x, y, 40, 5);
}
DrawStatMaskedSprite(2202, 118.5, 185.5, pPlayer->isRunning ? 16 : 40);
DrawStatMaskedSprite(2202, 201.5, 185.5, pPlayer->isRunning ? 16 : 40);
DrawStatMaskedSprite(2202, 118.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
DrawStatMaskedSprite(2202, 201.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
if (pPlayer->throwPower)
{
TileHGauge(2260, 124, 175.5, pPlayer->throwPower, 65536);
Expand Down

0 comments on commit a298a3d

Please sign in to comment.