extern float viewdistance;
extern bool freeze;
extern XYZ windvector;
-extern bool debugmode;
+extern bool devtools;
int leveltheme;
extern int mainmenu;
extern int oldmainmenu;
}
}
-void doDebugKeys()
+void doDevKeys()
{
float headprop, bodyprop, armprop, legprop;
- if (!debugmode) {
+ if (!devtools) {
return;
}
leveltime += multiplier;
//keys
- if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+ if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
freeze = !freeze;
if (freeze) {
OPENAL_SetFrequency(OPENAL_ALL);
}
}
- if (Input::isKeyPressed(consolekey) && debugmode) {
+ if (Input::isKeyPressed(consolekey) && devtools) {
console = !console;
if (console) {
OPENAL_SetFrequency(OPENAL_ALL);
hawkcalldelay = 16 + abs(Random() % 8);
}
- doDebugKeys();
+ doDevKeys();
doAttacks();
(whichlevel != -2 &&
(Input::isKeyDown(SDL_SCANCODE_Z) &&
Input::isKeyDown(SDL_SCANCODE_LGUI) &&
- debugmode) ||
+ devtools) ||
(Input::isKeyDown(jumpkey) &&
!respawnkeydown &&
!oldattackkey &&
Person::players[i]->crouchtogglekeydown = 1;
} else Person::players[i]->velocity.y = 5;
- if (mousejump && i == 0 && debugmode) {
+ if (mousejump && i == 0 && devtools) {
if (!Person::players[i]->isLanding())
Person::players[i]->tempdeltav = deltav;
if (Person::players[i]->tempdeltav < 0)
if (Person::players[i]->animTarget == jumpupanim &&
(((!floatjump &&
!editorenabled) ||
- !debugmode) ||
+ !devtools) ||
Person::players[i]->aitype != playercontrolled)) {
if (Person::players[i]->jumppower > multiplier * 6) {
Person::players[i]->velocity.y += multiplier * 6;
Person::players[i]->jumppower = 0;
}
}
- if (((floatjump || editorenabled) && debugmode) && i == 0)
+ if (((floatjump || editorenabled) && devtools) && i == 0)
Person::players[i]->velocity.y += multiplier * 30;
}