- disabled 'isRunning' in Blood entirely.

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
This commit is contained in:
Christoph Oelckers 2021-04-04 09:35:05 +02:00
parent ebac57fb4f
commit a298a3d3df
2 changed files with 4 additions and 3 deletions

View file

@ -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)

View file

@ -623,8 +623,8 @@ private:
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);