From d3d2e4bb394549208ec60d16e4abe7088e981b04 Mon Sep 17 00:00:00 2001 From: Paul Date: Fri, 11 May 2001 01:58:36 +0000 Subject: [PATCH] --- source/level/layercollision.cpp | 2 +- source/player/player.cpp | 19 +++++++++++-------- source/player/pmdead.cpp | 6 +++++- 3 files changed, 17 insertions(+), 10 deletions(-) diff --git a/source/level/layercollision.cpp b/source/level/layercollision.cpp index 8cf6de610..62f7526dd 100644 --- a/source/level/layercollision.cpp +++ b/source/level/layercollision.cpp @@ -242,7 +242,7 @@ ColShowType showCollision=SHOW_NONE; #endif void CLayerCollision::render(DVECTOR &MapPos) { - if(PadGetDown(0)&PAD_TRIANGLE) + if(PadGetDown(0)&PAD_CIRCLE) { showCollision=(ColShowType)(showCollision+1); if(showCollision>SHOW_SEMITRANS)showCollision=SHOW_NONE; diff --git a/source/player/player.cpp b/source/player/player.cpp index dd9403ca2..601effdad 100644 --- a/source/player/player.cpp +++ b/source/player/player.cpp @@ -638,7 +638,10 @@ else if(oldmode!=-1&&!(PadGetHeld(0)&PAD_L1)) if(PadGetHeld(0)&PAD_L1&&PadGetHeld(0)&PAD_L2) { - CGameScene::restartlevel(); + if(m_currentMode!=PLAYER_MODE_DEAD) + { + dieYouPorousFreak(); + } } if(newmode!=-1) { @@ -1367,14 +1370,14 @@ void CPlayer::calcCameraFocusPointTarget() void CPlayer::respawn() { // Strip any items that the player might be holding - if(m_currentMode!=PLAYER_MODE_BASICUNARMED) - { +// if(m_currentMode!=PLAYER_MODE_BASICUNARMED) +// { setMode(PLAYER_MODE_FULLUNARMED); - } - else - { - setMode(PLAYER_MODE_BASICUNARMED); - } +// } +// else +// { +// setMode(PLAYER_MODE_BASICUNARMED); +// } m_allowConversation=false; diff --git a/source/player/pmdead.cpp b/source/player/pmdead.cpp index e5e7a4655..66318848b 100644 --- a/source/player/pmdead.cpp +++ b/source/player/pmdead.cpp @@ -17,6 +17,10 @@ #include "player\pmdead.h" +#ifndef __GAME_GAME_H__ +#include "game\game.h" +#endif + /* Std Lib ------- */ @@ -76,7 +80,7 @@ m_player->moveVertical(5); if((m_deadTime>DEATH_DELAY&&m_player->getPadInputDown()&PI_FIRE)|| m_deadTime>DEATH_TIMEOUT) { - respawn(); + CGameScene::restartlevel(); } }