69 |
69 |
70 // tick current weapon reload |
70 // tick current weapon reload |
71 if (getCurrentWeapon()) |
71 if (getCurrentWeapon()) |
72 getCurrentWeapon()->tickReload(dt); |
72 getCurrentWeapon()->tickReload(dt); |
73 } |
73 } |
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74 |
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75 void Player::handleRopeState (RopeState state) { |
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76 |
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77 } |
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78 |
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79 void Player::handleRopeLength (float length) { |
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80 |
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81 } |
74 |
82 |
75 void LocalPlayer::fireWeapon (Weapon *weapon) { |
83 void LocalPlayer::fireWeapon (Weapon *weapon) { |
76 // update reload timer |
84 // update reload timer |
77 weapon->reload(); |
85 weapon->reload(); |
78 |
86 |
142 |
150 |
143 // validate shoot events, and then outsource to handleShoot so Network can intercept it |
151 // validate shoot events, and then outsource to handleShoot so Network can intercept it |
144 if ((input & INPUT_SHOOT) && getCurrentWeapon()->canShoot()) |
152 if ((input & INPUT_SHOOT) && getCurrentWeapon()->canShoot()) |
145 fireWeapon(getCurrentWeapon()); |
153 fireWeapon(getCurrentWeapon()); |
146 |
154 |
147 // rope throw+release+changeLength |
155 // rope throw+release+changeLength, but supress spurious events |
148 if (input & INPUT_ROPE) |
156 if (input & INPUT_ROPE) |
149 rope.throwRope(); |
157 rope.throwRope(); |
150 |
158 |
151 if (input & INPUT_UNROPE) |
159 if (input & INPUT_UNROPE && rope.getState() != ROPE_FOLDED) |
152 rope.release(); |
160 rope.release(); |
153 |
161 |
154 if (input & INPUT_ROPE_UP) |
162 if (input & INPUT_ROPE_UP && rope.getState() == ROPE_FIXED) |
155 rope.changeLength(-ROPE_GROWTH_RATE); |
163 rope.changeLength(-ROPE_GROWTH_RATE); |
156 |
164 |
157 if (input & INPUT_ROPE_DOWN) |
165 if (input & INPUT_ROPE_DOWN && rope.getState() == ROPE_FIXED) |
158 rope.changeLength(ROPE_GROWTH_RATE); |
166 rope.changeLength(ROPE_GROWTH_RATE); |
159 |
167 |
160 // XXX: how should this be written? What does this do? Probably broken under network play |
168 // XXX: how should this be written? What does this do? Probably broken under network play |
161 if (move_force.x != 0) |
169 if (move_force.x != 0) |
162 animation_step = (animation_step + 1) % img_num_step; |
170 animation_step = (animation_step + 1) % img_num_step; |