From: Jaka K. <lyn...@us...> - 2012-05-18 09:34:52
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gemrb: Infinity Engine emulator The branch master has been updated via 36eabf0fa2e7e79bfd7530be5085247508483bd7 (commit) Summary of changes: gemrb/core/GUI/GameControl.cpp | 65 ++++++++++++++++++++------------------- 1 files changed, 33 insertions(+), 32 deletions(-) from 26c2ddcf88886a7d7ca32942728d7f3e408bdf92 (commit) Those revisions listed above that are new to this repository have not appeared on any other notification email; so we list those revisions in full, below. - Log ----------------------------------------------------------------- http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=36eabf0fa2e7e79bfd7530be5085247508483bd7 commit 36eabf0fa2e7e79bfd7530be5085247508483bd7 Author: Jaka Kranjc <lyn...@us...> Date: Fri May 18 11:30:04 2012 +0200 fixed two debug keys that were already using shift before 87d8674b03 diff --git a/gemrb/core/GUI/GameControl.cpp b/gemrb/core/GUI/GameControl.cpp index 86b3e57..c3f72c2 100644 --- a/gemrb/core/GUI/GameControl.cpp +++ b/gemrb/core/GUI/GameControl.cpp @@ -951,7 +951,10 @@ void GameControl::OnKeyRelease(unsigned char Key, unsigned short Mod) overInfoPoint->dump(); break; } - core->GetGame()->GetCurrentArea()->dump(Mod & GEM_MOD_SHIFT); + core->GetGame()->GetCurrentArea()->dump(false); + break; + case 'N': //prints a list of all the live actors in the area + core->GetGame()->GetCurrentArea()->dump(true); break; case 'v': //marks some of the map visited (random vision distance) area->ExploreMapChunk( p, rand()%30, 1 ); @@ -1030,41 +1033,39 @@ void GameControl::OnKeyRelease(unsigned char Key, unsigned short Mod) lastActor->AddAction( GenerateAction(Tmp) ); } break; - case 'y': //kills actor or all enemies - if (Mod & GEM_MOD_SHIFT) { - // mwahaha! + case 'Y': // damages all enemies by 300 (resistances apply) + // mwahaha! + Effect *newfx; + newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_MAGIC<<16, FX_DURATION_INSTANT_PERMANENT); + Actor *victim; + for (int i = area->GetActorCount(0)-1; i >= 0; i--) { + victim = area->GetActor(i, 0); + if (victim->Modified[IE_EA] == EA_ENEMY) { + core->ApplyEffect(newfx, victim, victim); + } + } + delete newfx; + case 'y': //kills actor + if (lastActor) { + //using action so the actor is killed + //correctly (synchronisation) + lastActor->ClearActions(); + lastActor->ClearPath(); + Effect *newfx; newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_MAGIC<<16, FX_DURATION_INSTANT_PERMANENT); - Actor *victim; - for (int i = area->GetActorCount(0)-1; i >= 0; i--) { - victim = area->GetActor(i, 0); - if (victim->Modified[IE_EA] == EA_ENEMY) { - core->ApplyEffect(newfx, victim, victim); - } - } - delete newfx; - } else { - if (lastActor) { - //using action so the actor is killed - //correctly (synchronisation) - lastActor->ClearActions(); - lastActor->ClearPath(); - - Effect *newfx; - newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_MAGIC<<16, FX_DURATION_INSTANT_PERMANENT); + core->ApplyEffect(newfx, lastActor, lastActor); + if (! (lastActor->GetInternalFlag() & IF_REALLYDIED)) { + newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_ACID<<16, FX_DURATION_INSTANT_PERMANENT); + core->ApplyEffect(newfx, lastActor, lastActor); + newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_CRUSHING<<16, FX_DURATION_INSTANT_PERMANENT); core->ApplyEffect(newfx, lastActor, lastActor); - if (! (lastActor->GetInternalFlag() & IF_REALLYDIED)) { - newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_ACID<<16, FX_DURATION_INSTANT_PERMANENT); - core->ApplyEffect(newfx, lastActor, lastActor); - newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_CRUSHING<<16, FX_DURATION_INSTANT_PERMANENT); - core->ApplyEffect(newfx, lastActor, lastActor); - } - delete newfx; - } else if (overContainer) { - overContainer->SetContainerLocked(0); - } else if (overDoor) { - overDoor->SetDoorLocked(0,0); } + delete newfx; + } else if (overContainer) { + overContainer->SetContainerLocked(0); + } else if (overDoor) { + overDoor->SetDoorLocked(0,0); } break; case 'z': //shift through the avatar animations backward ----------------------------------------------------------------------- This is an automated email from the git hooks/post-receive script. -- gemrb: Infinity Engine emulator |