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- 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
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2 changed files with 4 additions and 3 deletions
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@ -1327,7 +1327,8 @@ void ProcessInput(PLAYER *pPlayer)
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else if (pPlayer->restTime >= 0)
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else if (pPlayer->restTime >= 0)
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pPlayer->restTime += 4;
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pPlayer->restTime += 4;
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pPlayer->isRunning = !!(pInput->actions & SB_RUN) && pPlayer->restTime <= 10;
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// 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.
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pPlayer->isRunning = false;// !!(pInput->actions& SB_RUN) && pPlayer->restTime <= 10;
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WeaponProcess(pPlayer);
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WeaponProcess(pPlayer);
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if (pXSprite->health == 0)
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if (pXSprite->health == 0)
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@ -623,8 +623,8 @@ private:
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else
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else
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DrawStatSprite(nTile, x, y, 40, 5);
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DrawStatSprite(nTile, x, y, 40, 5);
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}
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}
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DrawStatMaskedSprite(2202, 118.5, 185.5, pPlayer->isRunning ? 16 : 40);
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DrawStatMaskedSprite(2202, 118.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
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DrawStatMaskedSprite(2202, 201.5, 185.5, pPlayer->isRunning ? 16 : 40);
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DrawStatMaskedSprite(2202, 201.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
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if (pPlayer->throwPower)
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if (pPlayer->throwPower)
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{
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{
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TileHGauge(2260, 124, 175.5, pPlayer->throwPower, 65536);
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TileHGauge(2260, 124, 175.5, pPlayer->throwPower, 65536);
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