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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-27 12:35:46 +00:00

disable some player controls in gui mode

This commit is contained in:
scrawl 2012-04-18 19:03:26 +02:00
parent 14ddcc1204
commit 4949576984

View File

@ -97,34 +97,36 @@ namespace MWInput
void toggleSpell() void toggleSpell()
{ {
DrawState state = player.getDrawState(); if (windows.isGuiMode()) return;
if(state == DrawState_Weapon || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Spell);
std::cout << "Player has now readied his hands for spellcasting!\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
DrawState state = player.getDrawState();
if (state == DrawState_Weapon || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Spell);
std::cout << "Player has now readied his hands for spellcasting!\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
} }
void toggleWeapon() void toggleWeapon()
{ {
DrawState state = player.getDrawState(); if (windows.isGuiMode()) return;
if(state == DrawState_Spell || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Weapon);
std::cout << "Player is now drawing his weapon.\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
DrawState state = player.getDrawState();
if (state == DrawState_Spell || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Weapon);
std::cout << "Player is now drawing his weapon.\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
} }
void screenshot() void screenshot()
@ -184,11 +186,13 @@ namespace MWInput
void toggleAutoMove() void toggleAutoMove()
{ {
if (windows.isGuiMode()) return;
player.setAutoMove (!player.getAutoMove()); player.setAutoMove (!player.getAutoMove());
} }
void toggleWalking() void toggleWalking()
{ {
if (windows.isGuiMode()) return;
player.toggleRunning(); player.toggleRunning();
} }