Added in an invert possibility for joypad_set. Using a string instead of true/false/nil will let lua invert the player's input.
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@ -1,3 +1,4 @@
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15-september-2009 - FatRatKnight - Finally got in that "invert" value for joypad.set. This value simply inverts the player input. Actually, any string will invert it, since we have not used strings for anything else in joypad.set.
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15-september-2009 - FatRatKnight - Reworked how input is taken from lua, and generally everything related to joypad.set and what it affects. Now setting stuff to false will: Prevent user control for exactly one frame, and allow more than one false button as a time. Yeah, bug fixes. Hopefully runs a little faster now.
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22-august-2009 - adelikat - Win32 - Map Hotkeys Dialog - Fixed but where "X" and Alt+F4 would not close dialog
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22-august-2009 - adelikat - Win32 - Added a Save Config File menu item
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@ -709,7 +709,7 @@ static int joypad_read(lua_State *L) {
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// frame advance. The table should have the right
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// keys (no pun intended) set.
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/*FatRatKnight: I changed some of the logic.
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*/
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Now with 4 options!*/
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static int joypad_set(lua_State *L) {
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// Which joypad we're tampering with
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@ -733,10 +733,9 @@ static int joypad_set(lua_State *L) {
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//Button is not nil, so find out if it is true/false
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if (!lua_isnil(L,-1))
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{
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if (lua_toboolean(L,-1)) //True
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if (lua_toboolean(L,-1)) //True or string
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luajoypads2[which-1] |= 1 << i;
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else //False
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//if (lua_toboolean == 0 || 'string is "invert"'
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if (lua_toboolean(L,-1) == 0 || lua_isstring(L,-1)) //False or string
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luajoypads1[which-1] &= ~(1 << i);
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}
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