printf("Stereo separation increased to %f\n", stereoseparation);
}
- /* Console */
- if (Input::isKeyPressed(consolekey)) {
- console = !console;
- if (console) {
- OPENAL_SetFrequency(OPENAL_ALL);
- } else {
- freeze = 0;
- waiting = false;
+ /* Devtools */
+ if (devtools && !mainmenu) {
+ /* Console */
+ if (Input::isKeyPressed(consolekey)) {
+ console = !console;
+ if (console) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ } else {
+ freeze = 0;
+ waiting = false;
+ }
}
- }
- /* Devtools */
- if (devtools && !mainmenu && !console) {
- ProcessDevInput();
+ /* Other devtools, disabled when the console is shown */
+ if (!console) {
+ ProcessDevInput();
+ }
}
}
editorenabled = !editorenabled;
if (editorenabled) {
Person::players[0]->damagetolerance = 100000;
+ Person::players[0]->damage = 0;
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
} else {
Person::players[0]->damagetolerance = 200;
}
- Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
- Person::players[0]->permanentdamage = 0;
- Person::players[0]->superpermanentdamage = 0;
- Person::players[0]->bloodloss = 0;
- Person::players[0]->deathbleeding = 0;
}
/* Nullify damage and give 200000 health */
if (Input::isKeyPressed(SDL_SCANCODE_H)) {
Person::players[0]->damagetolerance = 200000;
Person::players[0]->damage = 0;
- Person::players[0]->burnt = 0;
Person::players[0]->permanentdamage = 0;
Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
}
/* Change environment */
}
if (closest >= 0) {
- if (Person::players[closest]->creature == rabbittype) {
- Person::players[closest]->creature = wolftype;
- Person::players[closest]->whichskin = 0;
- Person::players[closest]->skeletonLoad();
- Person::players[closest]->scale *= 1.15;
-
- Person::players[closest]->damagetolerance = 300;
- } else { // wolftype
- Person::players[closest]->creature = rabbittype;
- Person::players[closest]->whichskin = 0;
- Person::players[closest]->skeletonLoad(true);
-
- Person::players[closest]->scale /= 1.15;
-
- Person::players[closest]->damagetolerance = 200;
- }
+ person_type nextType = static_cast<person_type>((Person::players[closest]->creature + 1) % PersonType::types.size());
+ Person::players[closest]->changeCreatureType(nextType);
}
}