Fix cyborg control in the full game.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2951 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
Meep-Eep
2008-03-11 00:21:44 +00:00
parent bb6b4df88e
commit 2d15dc4501
2 changed files with 10 additions and 0 deletions
+2
View File
@@ -65,7 +65,9 @@ extern BOOLEAN ThrustShip (ELEMENT *ShipPtr, COUNT angle);
#define HUMAN_CONTROL (BYTE)(1 << 0)
#define CYBORG_CONTROL (BYTE)(1 << 1)
// The computer fights the battles.
#define PSYTRON_CONTROL (BYTE)(1 << 2)
// The computer selects the ships to fight with.
#define NETWORK_CONTROL (BYTE)(1 << 3)
#define COMPUTER_CONTROL (CYBORG_CONTROL | PSYTRON_CONTROL)
#define CONTROL_MASK (HUMAN_CONTROL | COMPUTER_CONTROL | NETWORK_CONTROL)
+8
View File
@@ -233,6 +233,14 @@ SetPlayerInput (COUNT playerI)
(InputContext *) HumanInputContext_new (playerI);
break;
case COMPUTER_CONTROL:
case CYBORG_CONTROL:
// COMPUTER_CONTROL is used in SuperMelee; the computer choses
// the ships and fights the battles.
// CYBORG_CONTROL is used in the full game; the computer only
// fights the battles. XXX: This will need to be handled
// separately in the future if we want to remove the special
// cases for ship selection with CYBORG_CONTROL from the
// computer handlers.
PlayerInput[playerI] =
(InputContext *) ComputerInputContext_new (playerI);
break;